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Kingdoms & Warfare.json @@ -0,0 +1,12786 @@ +{ + "$schema": "https://raw.githubusercontent.com/TheGiddyLimit/5etools-utils/master/schema/brew-fast/homebrew.json", + "_meta": { + "sources": [ + { + "json": "KaW", + "abbreviation": "KaW", + "full": "Kingdoms & Warfare", + "url": "https://shop.mcdmproductions.com/products/kingdoms-and-warfare-pdf", + "authors": [ + "MCDM Productions" + ], + "convertedBy": [ + "ForeverAlwaysGM (Billiam94)" + ], + "version": "v1.0" + } + ], + "optionalFeatureTypes": { + "DTTL": "Domain Title", + "DPWR": "Domain Power", + "DFTR": "Domain Feature" + }, + "status": "wip", + "dateAdded": 1694466271, + "dateLastModified": 1694466271, + "_dateLastModifiedHash": "34fc654f2a" + }, + "book": [ + { + "name": "Kingdoms & Warfare", + "id": "KaW", + "source": "KaW", + "group": "homebrew", + "author": "MCDM Productions", + "published": "2021-05-01", + "contents": [ + { + "name": "Foreword" + }, + { + "name": "Introduction", + "headers": [ + "How to Use This Book", + "Scale", + "The Operation", + "Glossary of Terms", + "Domains & Intrigue", + "Warfare" + ] + }, + { + "name": "Domains & Intrigue", + "headers": [ + "The Core Assumptions", + "Characters and Officers", + "What is an Organization?", + "Describing a Domain", + "Intrigue", + "Founding an Organization", + "Organizations and Warfare", + "Before Intrigue", + "Domain Skill Tests", + "Running Intrigue", + "Domain Turns and Actions", + "Domain Skills", + "Domain Defenses", + "Domain Size", + "Domain Powers", + "Villainous and NPC Realms", + "Heroic Organizations", + "Adventuring Party", + "Martial Regiment", + "Mercantile Guild", + "Mystic Circle", + "Nature Pact", + "Noble Court", + "Religious Order", + "Underworld Syndicate", + "NPC Realms", + "Despotic Regime", + "Draconic Empire", + "Dwarven Thanedom", + "Fey Court", + "Giant Jarldom", + "Gnomish Kingdom", + "Goblinoid Coalition", + "Hag Coven", + "Infernal Echelon", + "Medusean Tyranny", + "Orc Clan", + "Planar Invaders", + "Reptilian Band", + "Undead Dominion", + "Undersea Colony", + "World Below City-State" + ] + }, + { + "name": "Warfare", + "headers": [ + "Using These Rules", + "General Maneuvers", + "Martial Advantages", + "Opposing Commanders", + "Fortifications", + "Terrain", + "Scenarios", + "Unit Traits", + "Ancestral Units", + "The Special Unit Deck", + "For the GM: Building the Villain's Army" + ] + }, + { + "name": "Monsters & Magic Items", + "headers": [ + "Monsters", + "Action-Oriented", + "Court of Decay", + "Court of the Deep", + "Court of Seven Cities", + "Gemstone Dragons", + "Relg, the Descender, the Lord in Corpulect", + "Magic Items", + "New Codices", + "Encountering a Codex", + "Attuning to a Codex", + "Sacrifice", + "New Codex Descriptions" + ] + }, + { + "name": "The Regent of Bedegar" + } + ] + } + ], + "bookData": [ + { + "id": "KaW", + "source": "KaW", + "data": [ + { + "type": "section", + "name": "Foreword", + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/NnQw1uo.jpg" + } + }, + "I have always viewed the worlds of fantasy RPGs in terms of domains. The idea that the world is divided into spheres of influence and power, with specific people in charge of those things. Even as a teenager, I played in lots of different fantasy worlds, and I judged them all based on one thing: the map. I used maps as the keys that unlocked the different domains in a world.", + "Maps are one of the GM's most powerful tools. The map of the local area, the map of the region, the map of the city, the map of the world. Because maps invite exploration. A map explicitly asks the players to pore over it, point to something evocative or mysterious, and ask: \"What's this?\"", + "In the '80s and early '90s, there was an explosion of new, official campaign settings. New fantasy worlds for RPGs. And my friends and I were excited to try them. But whenever I saw the mapIn the '80s and early '90s, there was an explosion of new, official campaign settings. New fantasy worlds for RPGs. And my friends and I were excited to try them. But whenever I saw the map of a new world, I always wondered the same thing: \"Who's in charge here?\" I don't know why that was important to me. Probably, I was just looking for some kind of organizing principle. Some kind of lens to view all this new information through.", + "I didn't literally think, \"Whose domain is this?\" I wouldn't have used that language. And I never thought exclusively about barons and dukes and queens. If I pointed to a great forest, I wouldn't expect it to belong to a feudal noble. I know how fantasy works: it's a big forest, so it probably belongs to the elves!", + "But which elves? Surely a forest this big is an important asset, and some elven court considers it their realm. Their domain. And if not, that's probably because it's contested! A hot or cold war over ancient elven boundaries! Drama!", + "Or maybe the forest belongs to an order of powerful druids. Maybe they keep it deliberately wild and pool their resources to ensure no single civilization takes it over! Well, those druids would be just another domain.", + "That's how my mind worked then, and how it still works. It's okay if some places aren't controlled by anyone. But then, as now, when I see a map of a fantasy world and there are no political boundaries, no answers, no information to tell me, \"Who's in charge?\" anywhere, I get disappointed. I feel like...there's a layer of information missing.", + "To date, there's never been an edition of the world's most popular roleplaying game whose core rules took the idea of different domains\u2014whether those are counts and dukes and queens, or druid enclaves, wizard circles, or knightly orders\u2014and gave them mechanical features. Not just, \"Oh, you get this one feature if you join this organization,\" but rules for letting different organizations engage in planning, conspiracy, and conflict the way people do.", + "That's what this book tries to do. I wanted to give you the tools to add organizations and warfare to your games and make doing so fun. When players think about their own party of heroes, even without changing anything about their characters, I hope they'll recognize at least one of the organizations or specializations in here as fitting their group.2 When GMs see all the different NPC realms in the book, I hope they'll want to run new adventures with a hag coven as the villain, building a secret army in the swamp. Or an evil empire run by an immortal dragon. A draconic tyranny!", + "When players choose an organization and a specialization, their characters gain new mechanical features\u2014but they'll also feel more like a formal group. They'll have to communicate more to use their new domain powers, and will argue about how best to use domain features during a new phase of the game, called intrigue. Everyone will communicate, argue, and compromise\u2014just like the members of a real organization.", + "This book will give the heroes and villains in your games more influence, more impact. Their reach will extend beyond the end of their swords or the range of their spells. The party's agents can go out and spy, research, build, and negotiate, all while the heroes are dungeon delving. And of course, when those heroes discover that another domain is building an army to march against the people who look to them for leadership, they can build their own army and prepare for war!", + "This book might not be for everyone. But if any of the above sounds cool to you, we think you'll like it.", + "\u2014Matt Colville", + "Orange County, CA", + "2021" + ] + }, + { + "type": "section", + "name": "Introduction", + "page": 1, + "entries": [ + "There's a lot in this book, but what's here ultimately boils down to two systems: intrigue and warfare.", + "{@b Intrigue} is conflict between two domains. A holy church versus a mystic circle. The Knights Templar against a dragon tyrant. A bunch of disorganized misfit adventurers against a nation of undead!", + "A {@b domain} is a pretty simple thing as a game concept. It's got four skills. It uses actions and reactions and bonus actions, just like characters and monsters. It has three defenses, but no hit points. The only way to \"kill\" a domain is to neutralize its officers\u2014although some might escape and start a new domain for the sequel campaign! A domain could be a kingdom, thieves' guild, or druid circle!", + "An intrigue only ever takes place between two domains. That makes the system simple and easy to keep track of. Other domains might get involved, but purely as allies, lending aid. Of course, depending on the adventure, it's possible that a particular intrigue is just a prelude to another larger intrigue as the characters discover the villainous realm they just defeated was only a pawn in an even larger game....", + "Alongside the intrigue system, the book presents eight different heroic organizations (each of which can be customized with three specializations) and sixteen different NPC realms to use as allies, neutral observers, or enemies.", + "{@b Warfare} is conflict between units of soldiers and monsters. Along with rules for warfare, you'll find seventy-eight special units in this book and another sixty-four in the special unit deck available on our store (at {@i mcdmproductions.com/warfare-deck}).", + "So while it might look like an enormous amount of stuff in here at first glance, it's really just two systems, each relatively straightforward, and then a ton of options for those systems.", + "The book also contains a handful of new items that can affect intrigue or warfare. And because they were popular in {@book Strongholds & Followers|SaF}, you get some new legendary artifacts called the codices. (Warning! They will unravel the fabric of reality!)", + "Strongholds & Followers presented six courts of extraplanar creatures that the gods might send to aid characters in battle if their faith is strong enough. Those were so popular that we expanded them with three additional courts\u2014devils, demons, and undead. New monsters! Some of these creatures use the action-oriented design philosophy mentioned in \"Running the Game #83,\" designed to make it easier for a GM to use a single monster to challenge an entire party.", + "Finally, there's an adventure designed to help you use and understand these rules. It's basically a big, detailed example of how the intrigue and warfare systems can work.", + { + "type": "entries", + "name": "How to Use This Book", + "page": 1, + "entries": [ + "First, you should check out the {@b Glossary of Terms} section, which covers all the new terms the book uses. Don't worry about reading the whole thing, but just skimming it to familiarize yourself with the concepts will help a lot. And you can always refer back to the glossary if you're looking for a quick definition.", + "One of the design goals of this book was to make as few assumptions as possible about your game. You can start using these rules right now, with your existing characters in the middle of your current campaign\u2014or even right in the middle of an adventure. In fact, we hope these rules take your group and your adventures and elevate them, granting everything a broader scope and a feeling of raising the stakes. In a world where the forces of powerful domains vie for control of ancient artifacts and forgotten lore, every adventuring party and their enemies can now be listed among those domains.", + "The easiest way to adopt these rules is to imagine that the heroes in your game are already an organization, with the players picking the specific type of organization from the eight in this book. Then set up the villains of the adventure as a villainous realm, which the GM picks from among the sixteen in the book.", + "You can stop there if you like. Domains have options that give their officers\u2014both characters and NPCs\u2014more things to do during an adventure or between adventures. But an organization is more than just its officers. There are followers, agents, and employees all ready to carry out the characters' and NPCs' orders. As such, leading a domain means players can have their organization conduct research or espionage while the characters continue exploring dungeons or fighting dragons.", + "Domains grant their officers access to domain features that become usable during intrigue. The GM will use the rules for intrigue to make the campaign more memorable as it moves toward one or more warfare battles that mark the intrigue's conclusion, with the heroes plotting and scheming against a villain as their organization uses its domain features and domain skills to prepare for battle\u2014even as the villain does the same!", + "Domains also grant their officers access to domain powers. These are new special features that allow characters to work together during any combat that takes place during intrigue against the officers of an opposed domain\u2014just as the villain and their lieutenants will be working together on that opposing side. This includes the combat that runs alongside the potential climactic final battle at the end of intrigue. (Though not all adventures need to have a final battle, it's great fun!)", + "The warfare rules in this book are robust enough to be used as their own game. This can be a fun way to play out small skirmishes or major battles, and it works fine without using the rules for intrigue.", + "But finally\u2014and most ambitiously\u2014all these rules work together as a whole. The heroes become an organization as they plot and scheme against the villain's realm, making allies and raising an army. Time and again, they confront enemy leaders in combat using their new domain powers while their loyal forces clash around them! And though they might not be something that ends up a part of every session, battles between the armies of domains can lend an epic feel to any adventure. It's a little more work, certainly, but that work pays off in the kind of conflict that pushes players and GMs toward the biggest possible adventure finale.", + "There might be other things you wish this system did. If we've done a good job, it'll be easy for you to design your own optional rules that expand on this framework. We look forward to seeing what you do with the content that follows!", + { + "type": "inset", + "name": "Combat and Battle", + "entries": [ + "To keep clear the differences between warfare and characters engaging in combat, this book uses \"combat\" to refer to characters and monsters skirmishing using the game's normal rules. \"Battle\" is used to refer to armies clashing using the warfare rules." + ] + } + ] + }, + { + "type": "entries", + "name": "Scale", + "page": 2, + "entries": [ + "Another thing this book makes no assumptions about is the scale of your game\u2014specifically, the units of distance you use on your campaign map. How much territory a domain controls is something left to the GM\u2014if it ever comes up at all. Domains can come into conflict all on their own as villains try to blow up the world or some small part of it, and the heroes trying to stop them likely don't need to know, \"Exactly how many square miles do they control?\"", + "In addition to helping keep these rules flexible and easy to adopt, worrying about the literal area of a territory likely isn't something most people will find exciting in a game about pretending to be an elf who fights dragons. So in the end, the rules simply assume it takes about a week (however this is defined in your world) for a domain to carry out a single domain action. And even that can be easily tweaked to any length of time, as it's deliberately abstract. For a particular game, it might work to have a domain turn be a week at the beginning of an intrigue, but then only a single day at the end as the pace quickens and the stakes rise." + ] + }, + { + "type": "entries", + "name": "The Operation", + "page": 3, + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/lCfWQLx.jpg" + } + }, + "\"We sell it back to them,\" Narco said. \"Hang on... then what are you gonna put on your bolts?\"", + "Aurex nodded her head in agreement. \"Need I remind you,\" the half-devil assassin said, \"before your mind of chemicals and formulae overheats from its own cleverness, it took our people three weeks to steal those vials of {@i dreamtime}. And they managed to get in, get it, and get out without anyone noticing. Those resources could have been put to better use if that drug doesn't end up on a bolt in Castagan.\"", + "Loroyan Thel, the drow brains of the Operation, peered at Narco from across the corner table of the quiet tavern. \"We can handle the paladin with or without magic poison, demidevil,\" he said, almost under his breath.", + "\"And get him to talk?\" Aurex said. \"Under {@i dreamtime}, he'll talk while he sleeps\u2014and we'll know it's the truth.\"", + "Thel sighed. \"I'm aware of that.\"", + "\"I thought the sleep juice was for your bolts,\" Zarek said. Not unusually, the half-orc enforcer felt two steps behind the conversation.", + "\"Forget the bolts, Zarek,\" Aurex said. \"I want to hear what our alchemist director of narcotics has in mind.\"", + "Narco turned to the half-devil. \"Aurex, don't you see?\" He smiled riotously, tossed a small vial into the air, then snatched it back again. \"It's exactly as you said. Our agents got into the Tower of the Lens, got the drug, got out with no alarms. No searching, no deaths, no guards alerted. No trace.\"", + "No one spoke.", + "\"No trace... of us. So we take this back to the Lens, and we tell them we lifted it off someone who tried to sell it to us.\"", + "\"Ah...\" Zarek said.", + "\"No good.\" Thel shook his head. \"They'll rumble that. Wizards are reliably clueless, but they're not stupid.\"", + "\"Hey, what if we kill someone?\" Zarek said. Everyone frowned at him, as this was his solution to everything. It would be on his family crest if fate ever conspired to make a noble of him.", + "Still, the half-orc had a point, so they let him continue. \"Okay, check this out, yeah? If it's just us, sure, they'll rumble that like Thel says. But if we give them a body? And we say, yeah this piece of piss tried to sell us this juice, but we didn't even know what it was! We asked him where he got it, he got defensive. Says he stole it from you wizards, right? And we said, 'Oh, you trying to offload your scrab on us so you can go back to the Lens and frame us? Pull the other one.' Then he got pissy and tried something, and we sorta had to kill him or whatever!\"", + "Everyone was looking at Zarek.", + "\"Right? So they see this body and they start wondering, 'Who's this, right?' And if they're wondering that, they're not wondering... about us.\"", + "Thel slowly smiled and looked at Narco, who smiled back and waggled his eyebrows.", + "Then they turned to look at Aurex, whose visage was inscrutable. Slowly, she spoke.", + "\"It might work.\"", + "\"Good enough for me,\" Thel said. \"Let's give it a shot. Well done, Zarek.\"", + "\"Oh, thanks, boss,\" the enforcer said, beaming with pride.", + "\"You people done scheming?\" A small, snarling voice piped up as Garrote, the Operation's chief negotiator and resident goblin officer, hopped up onto a chair.", + "Thel explained the plan.", + "The goblin was impressed. \"Hey, you came up with that all on your own?\" he asked Narco.", + "\"Well, I...\"", + "\"Not bad for a drug addict.\"", + "\"Garrote,\" Thel warned. Narco looked hurt. Unlike the rest of the officers of the Operation, he wasn't a killer by trade.", + "The goblin looked around the table. \"That it?\" he said. \"That all you got?\"", + "Aurex took out her sin-metal blade and began polishing it again, looking meaningfully at the goblin.", + "\"Oh yes, you're all very clever,\" Garrote said. \"But unless you've forgotten...\" He stabbed a dagger into the map of the temple the group intended to infiltrate, there to confront and combat the order of paladins who were, of late, bent on the destruction of the Operation. \"We still got this shit to deal with.\"", + "\"With all the intel Aurex ferreted out?\" Thel said. \"Their wizard's true name? The guards you blackmailed?\"", + "\"Thel, they have an army. They know we're coming for 'em. They're gonna surround this place so tight a mouse couldn't get in.\" Garrote pointed to Narco. \"And don't get any ideas. I'm not gonna be a mouse again, so put those filthy potions away.\"", + "\"Yeah, that is a pisser,\" Zarek said. \"We gonna fight our way in, boss?\"", + "\"Well, it's been a month. I was hoping a solution to that would have presented itself.\" Thel frowned. \"It's not too late to seek special assistance. We could call up the Crew.\"", + "\"Don't you get it?\" The goblin smiled, chuckling. \"Narco here got halfway there, but it's up to the charming goblin to seal the deal.\"", + "\"Get it over with,\" Aurex said. She held out her blade to see the dim light of the tavern glint off the shining gray metal before being absorbed.", + "Garrote's face fell. Aurex and her blade. \"Yeah. Anyway. We take the {@i dreamtime} back to the Tower of the Lens, we give 'em some corpse they can pin all their suspicion on, just like Narco and Zarek say. Then we say 'Goodness, would you like this back? Seems expensive.' But then we say, 'We don't want paying.' Maybe Aurex's people dig up some dirt on the Lens? Should they even have this stuff? It's illegal as shit. So, you know, we embarrass 'em, lie to 'em, give 'em someone else to be suspicious of, a little blackmail thrown in for good measure. Then we just offer to give it back to 'em. Free.\"", + "\"To what end, Garrote?\"", + "The goblin grinned. \"So they volunteer to take care of our little military problem for us.\"", + "No one spoke. The officers of the Operation were all uniformly stunned. Thel looked at Aurex and Narco. \"They could do it,\" he said.", + "Narco nodded. \"Lend us a unit of elementals, show how grateful they are.\"", + "Aurex frowned, hating to admit the goblin was right. \"You got it in you to brace a quaesitor of the Lens?\"", + "Garrote made a \"psh\" noise. \"Wizards are easy. You just gotta flatter 'em before you threaten 'em.\" He smiled. \"By the time I'm done with 'em, they'll think it was their idea.\"", + "\"I can try and dig up something on their quaesitor,\" Aurex said. \"Give Garrote some ammo.\"", + "Thel put his hands flat on the table. \"Intel says we got a week before the Order of the Black Pegasus comes after us, and I intend to go after them first. So...work your magics, and let's see if we can't convince the Lens they owe us a favor.\"", + "\"Blackmail, intel, drugs.\" Garrote nodded at the three vials of {@i dreamtime}. \"Just a day's work for us, boss.\"", + "Zarek finally caught up. \"Heh. This is good, you guys. Oh yeah, this is gonna be fun. This is real thieves' guild shit.\"" + ] + }, + { + "type": "entries", + "name": "Glossary of Terms", + "page": 5, + "entries": [ + "This section collects the terminology underlying the domains, intrigue, and warfare systems at the heart of the book. As you read the rules for the first time, you might want to refer back here to check unfamiliar terms\u2014or to flip forward to the {@book Heroic Organizations|KaW|2|Heroic Organizations} and {@book NPC Realms|KaW|2|NPC Realms} sections, and to the {@book Warfare|KaW|3} chapter, to see how these terms play out in the rules.", + { + "type": "entries", + "name": "Domains & Intrigue", + "page": 5, + "entries": [ + "The following terms are used in domains and intrigue.", + "{@b Attitude:} The disposition of another domain toward yours. Used to establish alliances through diplomacy.", + "{@b Combat:} The normal round-by-round conflict between characters in the game, including the officers of domains.", + "{@b Communications:} One of a domain's three defenses. Communications represents how well agents and followers understand the goals and orders of the domain's leaders, and can relay the current state of the domain back to them.", + "{@b Decrement:} To decrease the number on a die by 1.", + "{@b Defense Levels:} A number that represents the strength and effectiveness of a domain's Communications, Resolve, and Resources. During intrigue, a domain wants to increase their own defense levels and decrease those of the opposed domain. Defense levels don't modify defense scores.", + "{@b Defense Score:} A number that represents the security of a domain's Communications, Resolve, and Resources.", + "{@b Development Point:} Spent by the officers in a domain to customize its stats.", + "{@b Diplomacy:} One of a domain's four skills, used to negotiate with other domains.", + "{@b Domain:} A group of characters or creatures working together to further some long-term goal. The term \"domain\" encompasses the leaders of the domain, the agents and followers who work for them, and the territory they influence.", + "{@b Domain Feature:} A special benefit or action used during an intrigue on behalf of a domain by one of its officers.", + "{@b Domain Power:} A special benefit or feature available to officers of a domain during combat against officers of an opposed domain.", + "{@b Domain Turn:} The time in which each domain in an intrigue conducts one domain action. Often a week, but could be any span of time determined by the GM.", + "{@b Espionage:} One of a domain's four skills, used to spy on or sabotage other domains.", + "{@b Found:} To create or establish, in regard to domains founding strongholds.", + "{@b Intrigue:} Conflict between two domains in which each takes domain actions, using domain features and domain skills to affect the defenses of the opposing side and prepare for battles. Also the period of time covering this conflict.", + "{@b Leader:} The NPC officer who runs a villainous realm.", + "{@b Lieutenants:} The NPC officers of a villainous realm who obey the realm's leader.", + "{@b Lore:} One of a domain's four skills, used to research obscure knowledge.", + "{@b Muster:} To raise new warfare units for a domain.", + "{@b Officer:} One of the player characters or NPCs in charge of a domain.", + "{@b Operations:} One of a domain's four skills. Operations is used to muster new units and to take actions not covered by any other domain skill.", + "{@b Organization:} A player-controlled domain.", + "{@b Party Sheet:} The record of an organization's stats, defenses, and features.", + "{@b Power Die:} A die that an officer can roll at the start of a battle. The die is placed with its result facing up in a domain's power pool.", + "{@b Power Pool:} The shared group of power dice all officers in a domain access when using their powers.", + "{@b Realm:} An NPC-controlled domain.", + "{@b Resolve:} One of a domain's three defenses, representing how committed a domain's followers are to the cause of the domain's leaders.", + "{@b Resources:} One of a domain's three defenses. Resources covers both wealth and the availability of anything a domain needs to operate.", + "{@b Stronghold:} A domain's headquarters, whatever form that might take.", + "{@b Test:} To resolve a skill roll for a domain. Used in place of \"check\" to make it clearer when the rules are talking about interactions between domains rather than between characters and other creatures.", + "{@b Title:} A special feature an officer gains as a result of commanding a domain.", + "{@b Villianous Realm:} An NPC realm in direct conflict with the players' organization." + ] + }, + { + "type": "entries", + "name": "Warfare", + "page": 6, + "entries": [ + "The following terms are used in warfare.", + "{@b Activation:} The act of selecting a unit, determining its movement and actions, and resolving them. A unit's activation in battle is effectively equivalent to a character's turn in combat.", + "{@b Adjacent:} Spaces and units are adjacent if one is above, below, left, or right of the other. Spaces and units that are diagonal to each other are not adjacent.", + "{@b Aerial:} Units that can fly.", + "{@b Allied Units:} All units that are part of an army or are friendly to that army.", + "{@b Artillery:} Siege engines and archers.", + "{@b Attack:} The bonus to a d20 roll representing a unit's ability to successfully execute an attack order and engage an opposed unit. Opposed by Defense.", + "{@b Battle:} Conflict between two armies.", + "{@b Battle Magic:} Magic items crafted by officers and given to units in an army.", + "{@b Bringing the Siege:} The test that determines which domain marches on the other at the start of a battle. This determines which side defends a stronghold and which side attacks.", + "{@b Broken:} A broken unit is removed from the battlefield, usually because it suffered its last casualty. Broken units can be reformed by rallying.", + "{@b Casualty:} The higher a unit's casualties, the more damage it can take. Think of casualties as hit points for units.", + "{@b Casualty Die:} The die placed on each unit card that tracks how many casualties the unit has remaining. A unit's casualty die is initially equal to its size.", + "{@b Cavalry:} Highly mobile ground troops, usually mounted.", + "{@b Center:} The most protected rank on the battlefield. Archers begin battle in their army's center rank.", + "{@b Combat:} The normal round-by-round conflict between characters in the game, including the officers of domains.", + "{@b Command:} The bonus to a d20 roll representing a unit's ability to correctly interpret complex orders and execute them successfully.", + "{@b Commander:} The character or NPC who controls a unit.", + "{@b Decrement:} To decrease the number on a die by 1.", + "{@b Defense:} A numerical value representing a unit's ability to maneuver in such a way as to avoid an opposed unit's attack. Used as the DC for an opposed unit's Attack test.", + "{@b Defenseless:} Lacking an army in a battle.", + "{@b Deployment:} The placing of units in legal spaces on the battlefield. Usually the first thing that happens in a battle.", + "{@b Diminished:} A unit is diminished when its current casualties are half or less than its starting casualties.", + "{@b Disband:} A unit that disbands is gone forever and cannot be rallied.", + "{@b Exposed:} A unit that is vulnerable to enemy cavalry because it is not properly protected by other units.", + "{@b Fortification:} A construction in one or more spaces on the battlefield, which grants units various bonuses during the battle.", + "{@b Front:} The vanguard rank of an army plus all of an opposed side's ranks.", + "{@b Increment:} To increase the number on a die by 1.", + "{@b Infantry:} Basic ground troops, trained to fight in melee and hard to kill.", + "{@b Inflict Casualties:} To damage a unit. If a unit inflicts 1 casualty on another unit, the target loses 1 casualty.", + "{@b Levies:} Laborers who briefly put down their pitchforks and ploughshares and pick up sword and pike to serve their domain.", + "{@b Maneuver:} A special action a unit can take, many of which require a Command test.", + "{@b Martial Advantages:} Special features that units gain based on the character class of the officer commanding those units.", + "{@b Morale:} A bonus to a d20 roll representing a unit's ability to maintain discipline in the face of overwhelming odds, magic, exotic enemies, and impending destruction.", + "{@b Opposed Units:} All units that are part of the army of the other side, or which are friendly to that army.", + "{@b Order of Battle:} The rules that describe which units can attack which other units.", + "{@b Power:} A bonus to a d20 roll representing a unit's physical strength and its ability to inflict casualties on an opposed unit. Opposed by Toughness.", + "{@b Rank:} A row on the battlefield.", + "{@b Rear:} The last rank on the battlefield, whose units defend the center rank from enemy cavalry. Usually populated by levies. (Wish them luck!)", + "{@b Reserve:} A well-protected rank on the battlefield where units can be stacked until needed.", + "{@b Special Unit:} A warfare unit that cannot be mustered through a normal Operations check, or that is unique to a specific domain.", + "{@b Suffer Casualties:} When a unit takes damage, it suffers casualties. If a unit suffers 1 casualty, it loses 1 casualty.", + "{@b Tier:} A measure of how powerful a unit is. Higher-tier units are more effective in battle, and harder to muster.", + "{@b Toughness:} A numerical value representing a unit's physical hardiness and its soldiers' ability to withstand attacks and keep fighting. Used as the DC for an opposed unit's Power test.", + "{@b Unit:} A group of soldiers, civilians, or monsters who make up an army.", + "{@b Unit Dependency:} The rule governing how many units of each tier can be fielded.", + "{@b Vanguard:} The first rank of an army, which faces the opposing army. Usually populated by infantry." + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "Domains & Intrigue", + "page": 8, + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/epw5QYs.jpg" + } + }, + "Every fantasy RPG campaign contains domains. The local church is one. The baron, their court, and the people of the barony are another. The thieves' guild. The secret society of rangers and druids. Whatever your choice of fantasy subgenre, your campaign contains many different domains feeding a network of alliances, allegiances, suspicions, and grudges.", + "The rules in this book give you a straightforward way to represent those domains with game mechanics, and to allow the player characters to step up onto a larger stage and translate their influence from adventuring into political power. Player-run domains are called {@b organizations}. NPC-run domains are called {@b realms}. This book presents eight different player organizations, each with three specialties, and another sixteen NPC realms.", + "When two domains come into direct conflict, this is called an {@b intrigue}. The purpose of intrigue is to move toward a climactic confrontation involving combat between the officers of opposed domains and battles between their armies. Some adventures might end with just a final warfare battle at the end of intrigue, while others will feature numerous smaller battles leading up to a final battle alongside a final combat between the characters and the officers of an opposed domain. A domain can be destroyed only by neutralizing its officers. As such, once an intrigue starts, it continues until initiative is called for the final showdown between the domains' officers.", + { + "type": "entries", + "name": "The Core Assumptions", + "page": 9, + "entries": [ + "Running nations and guilds and churches and spy networks can be incredibly complex. It's easy to imagine a highly detailed game system that can model a world at this level. Tracking a barony's food supply, determining how much iron is available to a duchy, mapping out a spy network's elaborate web of agents, or even maintaining a list of a local religion's temples and shrines\u2014it's all a complicated process. Games like that already exist, and are typically complex grand-strategy simulations that might even require a computer to run them.", + "This book takes a different approach.", + "First off, these rules understand that you're already playing a complex fantasy RPG. We all know that just managing a single character or a world of NPCs can be a lot of work. So ideally, any domain management system has to be something that sits lightly on top of the game that players and GMs are already enjoying.", + "Furthermore, the game almost always has a heavy focus on fighting monsters. Most monsters are defined by their combat prowess, and many of a character's best class features revolve around making them a better monster fighter. By assuming that training followers makes characters better at the stuff they're already good at\u2014whether that means research, study, or fighting\u2014running a domain provides another way to improve the effectiveness of player characters and NPCs in combat.", + "Finally, almost every adventure involves some villain plotting and scheming while the heroes try to stop them. This system assumes that the villain runs their own villainous realm, that the player characters' organization is actively trying to stop them, and that this conflict will eventually come to a head in an all-out battle\u2014or perhaps more than one. This is the same way things would pan out if you weren't using the new rules in this book. But with these rules, every officer in a domain has new special features called domain powers. These powers require communication and cooperation to use, even as armies clash in warfare to all sides.", + "In simplest terms, the rules in this book assume that characters continue adventuring as they normally do. While the characters are adventuring, slowly working their way toward a final confrontation with the villain, their domain is looking for allies to lend aid, investigating the villain and their lieutenants to learn their secrets, and disrupting the workings of the villain's realm to weaken that realm's forces in a final showdown. Even for a campaign that's in the middle of an adventure right now, players and GMs can adopt the new rules in this book to provide a framework for the campaign's existing plots and intrigue\u2014then raise the stakes for both heroes and enemies in a warfare battle!", + "The adventure included with this book\u2014\"The Regent of Bedegar\"\u2014serves as an example of how a straightforward adventure can include rewards such as military units or resistance to an opposing realm's features based on a domain's actions during the adventure." + ] + }, + { + "type": "entries", + "name": "Characters and Officers", + "page": 10, + "entries": [ + "{@i Kingdoms & Warfare} assumes that all the player characters in a campaign will be officers in a domain organization. These rules introduce a new dice pool (described below) shared by all the officers of an organization, which grants characters access to domain powers. Those new features are based on what type of organization the players choose, and require the players to communicate and cooperate as a team. (A villainous realm has its own dice pool that the leader and their lieutenants gain access to for their own domain powers.)", + "A character can be an officer in more than one organization, but they can be involved only in one intrigue at a time and can benefit only from the effects of one party sheet at a time. (That's the record of a domain's stats, defenses, and features.) A wizard might be a member of the party's noble court organization and run their own arcane order on the side. But during an intrigue involving the noble court, the character is focused on that organization while their arcane order tends to its own affairs." + ] + }, + { + "type": "entries", + "name": "What is an Organization?", + "page": 10, + "entries": [ + "An organization is a domain built around the officers who founded it\u2014the player characters. The players decide what their characters' organization does, and who its initial allies and enemies are. Among those allies, an organization also includes the NPC followers, retainers, and lieutenants the characters attract as a result of rising fame or infamy earned through adventuring. For example, if the party's organization is an underworld syndicate, that organization includes all the members of the syndicate down to the lowest-level agents keeping their ears to the ground and feeding the characters information. Likewise, an organization set up as a noble court might include large numbers of farmers and laborers who rely on the heroes for protection, and who are ready to serve to show their thanks.", + "Using the rules in this book, an adventuring party becomes an organization when it founds a stronghold, typically by buying, building, discovering, or inheriting it. Founding a stronghold announces to the world that the adventurers are more than just mercenaries, and are ready to get involved with local affairs in one way or another." + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/8G5Rlk1.jpg" + } + }, + { + "type": "entries", + "name": "Describing a Domain", + "page": 11, + "entries": [ + "Each fully detailed domain (whether a player character organization or a villainous realm) is described by its collection of skills, defenses, domain powers, and domain features, as well as its size.", + "A domain has four {@b skills}: Diplomacy, Espionage, Lore, and Operations, each of which has a modifier. A domain's officers use these skills during intrigue.", + "A domain has three {@b defenses}: Communications, Resolve, and Resources. Each defense has a numerical value that provides a target number for tests made with domain skills during an intrigue. Each defense also has a level that can be raised or lowered. Any domains can gain bonuses or take penalties during battle or combat based on their domain defense levels.", + "Each domain also grants its officers access to special {@b domain powers} they can use in combat. Each officer gets a {@b power die} that they roll at the beginning of any combat against one or more officers of an opposed domain. The roll goes into a {@b power pool} shared by all the officers of a domain, with these dice fueling each character's domain powers.", + "Every domain also provides a number of unique {@b domain features} that officers can make use of during intrigue, allowing the domain to affect the opposed domain's defenses and units, to muster special units, and make other preparations for battle.", + "Finally, each domain has a {@b size} that determines how many turns it can take during intrigue, how large its officers' power dice are, and the scope of certain benefits available to the domain's army (as detailed in the {@book Warfare|KaW|3} chapter)." + ] + }, + { + "type": "entries", + "name": "Intrigue", + "page": 11, + "entries": [ + "Conflict between domains is called intrigue, and serves as the backdrop to the warfare battles that can play out between the heroes and the villains. The characters can use their organization's skills outside of intrigue, making use of Diplomacy to forge alliances, Espionage to gather intelligence, and so forth. But once the heroes decide it's time to act and stop the villain (or once the villain decides to stop the heroes), the GM announces that intrigue has begun as its own special phase of the game.", + "Intrigue occurs between two domains\u2014by default, the heroes' organization and the villain's enemy realm. NPC realms might also be involved, but they don't act on their own during intrigue. Rather, they lend aid to one side or the other.", + "Intrigue is divided up into domain turns, during which the players and the GM make use of the domain features and special actions available to them. Intrigue ends once both sides have completed all their domain turns, at which point the GM will set up a final showdown between domains\u2014 involving combat between the characters and their enemies, a climactic battle between the armies of powerful domains, or both!" + ] + }, + { + "type": "entries", + "name": "Founding an Organization", + "page": 11, + "entries": [ + "The players create an organization when their characters acquire a stronghold. They might do so by spending time and money to buy or build a stronghold, or through other means such as discovering an old ruin, clearing it out, and fixing it up. Some campaigns might even begin with the heroes inheriting a stronghold!", + "The game's core rules note prices for different strongholds of different sizes, but there's also an entire book dedicated to this\u2014{@book Strongholds & Followers|SaF}. (You don't need that book to use the rules in this book, but it might be fun.) ", + "Once the characters gain a stronghold, they naturally start to attract followers. Folks hear about the deeds they've done, notice the new headquarters, and volunteer to help or serve the characters. That stronghold and those followers are the foundation of the player characters' organization.", + "Of course, the GM can waive any of these requirements if doing so is a better fit for the campaign. The only thing that's really necessary is to have people working for the characters. But without some kind of headquarters, even if it's just the local tavern (an establishment according to the {@book Strongholds & Followers|SaF} rules), there's no physical structure to defend and nothing for an enemy to attack\u2014and these things are important to the new rules in this book, as you will see.", + { + "type": "entries", + "name": "Choosing an Organization Type", + "page": 12, + "entries": [ + "Eight different types of organizations for player character domains are presented in this book, and each of those has three specializations. Two of those organizations\u2014the noble court and the adventuring party\u2014are good for existing campaigns in which the players don't want to make new characters to use these rules, or for campaigns with a wide range of character types. The rest are themed more narrowly, and are best for new characters built around a specific organization type\u2014and for parties where characters are focused on similar or even the same classes. (See {@b Granting Titles} below for more information.)", + "That said, even the most strongly themed organizations don't make any assumptions about what classes officers can or should be. With only a few exceptions, none of the domain powers that officers can take make reference to class features. Any group of characters could decide to be a thieves' guild or a knightly order. After all, every criminal enterprise needs wizards and clerics, and you don't have to be a heavily armored and chivalrous paladin to follow a knight's creed." + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/AYBHLdv.jpg" + } + }, + { + "type": "entries", + "name": "Development Points", + "page": 13, + "entries": [ + "Each organization is set up with a {@b party sheet} that defines the organization's starting skills, its defenses, its domain powers, and its domain features. The sheet even has a place for the characters' pool of power dice.", + "When characters found an organization, they begin with {@b 8 development points}, which are available to spend on skills and defenses. The players take turns passing the party sheet around, with each player spending 1 point and checking off the appropriate blank box on the party sheet (see below) until all points have been spent.", + "Players can make choices for spending development points as a group, or each player can do what they like individually. The GM can also weigh in if necessary, depending on the circumstances of the campaign. For example, in a campaign where one character has inherited a barony from their parent and the other characters are the new baron's lieutenants, it might make sense for the new baron's player to spend most of the organization's initial development points. (That's less fun, though!)", + "Every time a domain levels up, the officers gain an additional 8 development points to spend on improving their organization. The players once more pass the sheet around, with each player spending 1 point until all points are spent.", + "Each development point spent lets a player mark off a box on the party sheet, moving to the right. When a box is marked off, the box on its right is marked off next. When a box with a value in it is marked off, the organization's skills or defenses become that number. For example, if an organization has +2 marked off in Diplomacy and the players mark off the next two boxes to reach +3, the organization's Diplomacy modifier increases to +3. If Resolve starts at 10 and the players mark off the next six boxes, the organization's Resolve increases to 15.", + "Each organization starts with its skills and defenses at specific values, representing what the organization is naturally good at based on its type. (See the Heroic Organizations section on page 31 for details.) Mark off the boxes with the starting values and all the boxes to the left of those boxes. Then players spending development points continue marking off boxes to the right.", + "Any time an effect changes a domain's skills or defenses, the effect always refers to the modifier, not the number of boxes. If a domain specialization grants an organization a +1 to Diplomacy, that means the domain's Diplomacy modifier increases by 1. Only development points are applied one box at a time." + ] + }, + { + "type": "entries", + "name": "Raising an Army", + "page": 13, + "entries": [ + "As a setup for using the warfare rules, when the characters found an organization, the players immediately muster four Tier I units of their choice to start up their army, from any ancestry the GM agrees the organization has access to. Each unit must be controlled by an officer of the organization, and each officer can command a number of units equal to their proficiency bonus. (The {@book Warfare|KaW|3} chapter has more information on all these things.)", + "During intrigue, players can muster more units for their organization's army. Rules for this are covered under the {@b Operations} domain skill in this chapter (page 23) and {@b Building an Army} in the {@book Warfare|KaW|3} chapter (page 100).", + "An army obeys the commands of an organization's officers, and can be deployed outside of intrigue or warfare for narrative purposes. As a rule, an army can perform any activity that an organization's officers could perform but which the characters are too high a level to bother with, from escorting a diplomat to quelling an uprising of cultists.", + "The Operations domain skill can be used to resolve tasks an army performs outside of battle." + ] + }, + { + "type": "entries", + "name": "Granting Titles", + "page": 14, + "entries": [ + "Each organization grants its officers access to five titles that are distinct to each type of organization. Each character claims a different title within an organization, with that title granting new features and proficiencies. A character can have more than one title, but they can benefit from only one at a time, switching titles during a long rest. If a party includes more than five player characters, the GM can allow specific titles in an organization to be duplicated or allow a character to take a title from a different type of organization.", + "Most organizations' titles are designed to support playing an organization whose officers are all of the same class, by giving those officers a wider range of features. For example, in a normal game, a party consisting of all rogues will deal formidable damage and be very stealthy indeed! At the same time, though, the lack of a tank and a healer makes such a group more fragile and less versatile than a typical group of adventurers. But in a thieves' guild organization whose officers are all rogues, titles help shore up these deficiencies.", + "As an optional rule, the GM might consider allowing titles only when the players create a single-class party. This isn't a strict requirement, but players and GMs should all be aware that some titles might become overpowered if stacked with similar benefits from class features or feats." + ] + } + ] + }, + { + "type": "entries", + "name": "Organizations and Warfare", + "page": 14, + "entries": [ + "This book is built around the iconic idea of the heroes fighting an adventure's villain in one or more epic bouts of combat, while outside the characters' or the villain's sanctum, a battle rages between the armies controlled by both sides. If the characters run an arcane order or a druid circle, their army might be composed of elementals or treants. A thieves' guild might hire mercenaries or field units of elite scouts, harriers, and sappers. But regardless of which organization the players choose, {@b the rules assume they have an army}. The battle that rages alongside the combat has a mechanical impact on the characters. When the army of one domain or the other wins a battle, the officers of the victorious domain gain a morale surge that offers a one-time benefit in combat.", + "For some players, this idea fits the fantasy concept just fine. But for others, the idea of their characters' thieves' guild or arcane order fielding an army might seem strange, and out of line with their ambitions or style of play, or the way they imagine their organization. If this is ever the case, the players and the GM should feel free to ignore the warfare system in this book altogether. You can still use the intrigue system, and these rules will still work and be fun. Or you might try ignoring both warfare and intrigue to just use an organization's skills and powers! The power dice mechanic works well on its own, and will be fun even if the characters never raise an army.", + "Even so, the GM is encouraged to describe the villain's realm as still having an army! But those forces will just be off doing something terrible in grand cinematic fashion (and possibly creating the reason the heroes need to stop the villain in the first place). Some sort of final combat still happens, with the heroes fighting the Scion of Orcus or Lord Saxton or what have you. But the villain's armies are busy wreaking havoc elsewhere." + ] + }, + { + "type": "entries", + "name": "Before Intrigue", + "page": 14, + "entries": [ + "Domain-level play works the same way the skirmish-level game works. Just as each character has skills they can use outside of and during combat, an organization has skills it can use before and during intrigue. In the same way that characters decide to draw steel and initiate combat, an organization can decide to deploy its agents and begin intrigue. Likewise, the GM can decide, \"You've pushed this NPC far enough! It's time for intrigue!\" Or, \"This villainous realm has decided the party is an active threat, and they initiate intrigue!\"", + "In any event, the GM determines when intrigue begins, regardless of which side initiates it.", + "Before intrigue begins, the characters' organization can probe and test their enemy, but {@b they can't use their skills directly against a villainous realm}. That kind of action is what begins intrigue. This is a fine line, and it's up to the GM to adjudicate it. But in general, if the characters can make use of their organization's skills to deal with everyday people (for example, learning something about a villainous realm by making general inquiries using Diplomacy) or known information (for example, researching a villain's history using Lore), then those activities can remain part of the regular game. (See below for more information on these domain skills and their use.)", + "A Diplomacy test made against one of Lord Saxton's allies might provide some idea what kind of army he's preparing without starting intrigue. But an Espionage test to spy on Lord Saxton would initiate intrigue. Likewise, a Lore test to learn what Lord Saxton can do in combat might be allowable outside of intrigue if the GM decides Lord Saxton has shown off his combat skills often enough that there are people outside his domain who know that information. But any domain skill that requires targeting a villainous realm (including its agents, libraries, and lands) should start intrigue." + ] + }, + { + "type": "entries", + "name": "Domain Skill Tests", + "page": 15, + "entries": [ + "A domain skill test works exactly like a character or creature making an ability check. A d20 is rolled, modifiers are added, and the total is compared to the test's Difficulty Class, determined by the GM. If the total is equal to or higher than the DC, the test succeeds. Tests can likewise be made with advantage and disadvantage, just like ability checks. The rules use the word test instead of check to help differentiate domain skills from the abilities and skills used by the characters.", + { + "type": "entries", + "name": "Using Domain Skills Outside of Intrigue", + "page": 15, + "entries": [ + "Players don't have to wait until intrigue begins to use the skills of their characters' domain. A domain and its agents are always standing by, waiting for orders. For example, a Diplomacy test\u2014along with some good roleplaying and effort on the characters' part\u2014could change the attitude of a clan of elves toward an organization, so that once intrigue begins, the DC to convince the elves to aid the organization is lower.", + "Outside of their place in intrigue, there are no hard and fast rules describing how domain skills can be used. Players can suggest ideas, and if the GM agrees that an idea makes sense, they can try it! The goal with skills outside of intrigue is to keep the rules purposefully broad, so each table can develop their own standards.", + "How long it takes to resolve a domain skill test outside of intrigue is also up to the GM. A good rule of thumb is one domain skill test per week, but this is entirely dependent on the timeframe of the game and the campaign. If you don't track the passage of time closely in your game, it might be easier to tie domain skill tests to major narrative events, such as the awarding of XP to characters, the end of a session, or even the end of a major encounter. (See {@book Time and Domain Turns|KaW|2|Time and Domain Turns|0} below for more guidance in this area.)", + "Regardless of how the GM rules, characters use their domain's skills by giving orders to the organization's followers and waiting, sometimes for days or even weeks of campaign time. During that time, those followers work to carry out those orders. Making an Espionage test to determine what military units a villainous realm has mustered can take an enormous amount of effort to pull off, including long days spent in research and networking." + ] + } + ] + }, + { + "type": "entries", + "name": "Running Intrigue", + "page": 16, + "entries": [ + "A villainous realm is defeated only when its leader is defeated in combat, whether that means death, or surrender, or stranding them in another part of the multiverse. The defeated realm's agents and followers might organize under a different leader later, but that will be a different domain with its own stats and features.", + "Before the final showdown between the characters (in their roles of officers of their domain organization) and the officers of the villain's realm, the characters' organization conducts an intrigue against that realm. During intrigue, the players can use their organization's skills to put their army together, or sabotage certain elements of the opposed domain's power structure to impose penalties on its skills or defenses. At the same time, agents of the villainous realm are making their own attempts to weaken the characters' organization.", + "Much like deciding when to call for initiative rolls in combat, the GM decides when intrigue starts. This usually happens once the heroes encounter one or more agents of the villainous realm, or the effects of those agents' villainy. This might occur at a different point in each adventure, but once the characters have direct evidence of the existence and operation of a villainous realm, intrigue can begin.", + "As a rule, the heroes' organization can't research or confront a villainous realm they don't know about, or which is beyond the reach of their influence. The characters can't use their friendly neighborhood thieves' guild to sabotage another domain on the other side of the planet.", + "An intrigue is focused on one boss villain. A short adventure with only one main villain will likely have only one intrigue, which begins as soon as the heroes encounter the agents of that villain (and recognize them for what they are) or the results of their villainy. For complex campaigns in which the characters will face off against increasingly powerful sub-bosses before getting to the main boss, it's a good rule of thumb to plan for additional intrigues\u2014perhaps even one per sub-boss. Each sub-boss fight can mark the end of a chapter or act, and will have its own intrigue leading up to it. As such, each sub-boss should be treated as the leader of their own villainous realm, in service to the end-boss's realm." + ] + }, + { + "type": "entries", + "name": "Domain Turns and Actions", + "page": 16, + "entries": [ + "During an intrigue, each {@b domain can act a number of times equal to 4 + the domain's size}. Each time a domain acts during an intrigue is called a domain turn. This is true for the heroes' organization as well as the villain's realm.", + { + "type": "entries", + "name": "Choosing Actions", + "page": 16, + "entries": [ + "During a domain turn, the characters' organization and the villainous realm act at the same time. The GM chooses a domain action for the villainous realm and keeps it secret. Then the characters choose a domain action for their organization. After the players declare the organization's domain action, the GM reveals the action of the villainous realm. Once actions are declared, the players roll any necessary skill tests for their characters' organization's domain action while the GM does the same for the villainous realm. Then the players share the results of their organization's actions followed by the GM sharing the villainous realm's results." + ] + }, + { + "type": "entries", + "name": "Who Knows What?", + "page": 17, + "entries": [ + "Spies from both domains monitor each other, so almost all actions a domain takes and the results of those actions are public knowledge. The exception is mustering units and using domain skills to improve a domain's stats (its domain skills and defenses). Enemies know when units are mustered or when a domain's stats are improved, but knowing which units a domain has or what the domain's current stats are requires a successful Espionage test. See {@b Domain Skills} on page 18 for more information." + ] + }, + { + "type": "entries", + "name": "Taking Domain Turns", + "page": 17, + "entries": [ + "Sometimes one domain in an intrigue has a greater domain size and can take more turns than the other. If the larger domain initiated the intrigue, those extra domain turns are taken at the start of the intrigue before the other domain can act. If the larger domain didn't initiate the intrigue, the extra domain turns are taken at the end of intrigue, after the other domain can no longer act.", + { + "type": "entries", + "name": "Domain Features", + "page": 17, + "entries": [ + "When a domain takes a turn, one of its player character or NPC officers runs the domain turn, directing the domain to make use of its domain features, or to use domain skills as a domain action. Many features also involve the use of domain skills. When using a domain skill, if the officer is proficient with any of the domain skill's associated character skills, they can add their proficiency bonus to the skill test roll. However, this can be done only once per officer per intrigue.", + "There are three domain action types: domain action, domain bonus action, and domain reaction. An officer can make one domain bonus action in addition to a domain action during a domain turn. Each officer can take only one domain reaction during an intrigue. Any domain reactions that an officer can make have specific triggers noted in their descriptions.", + "Because domain features are used during intrigue, many of them relate directly to the warfare rules as they set up battles featuring the army of the characters' domain. The {@book Warfare|KaW|3} chapter (page 92) has more information on the rules and terminology referenced in those domain features." + ] + }, + { + "type": "entries", + "name": "Whose Turn Is It?", + "page": 17, + "entries": [ + "There is no limit to the number of rolls an officer can make during intrigue\u2014only on the number of domain turns each domain can take. Each officer issues orders to the domain's agents and followers, which can easily require multiple domain turns. However, because only one of that officer's skill tests can gain the officer's proficiency bonus during an intrigue, it's best to have different characters and NPCs take domain turns. The more one character must spread their attention between different activities, the less effective their leadership." + ] + }, + { + "type": "entries", + "name": "Time and Domain Turns", + "page": 17, + "entries": [ + "As noted above, the GM decides how often domains can take domain turns during regular adventuring. Intrigue begins when one domain threatens another; continues through periods of campaigning, battles, or both; and lasts until a final confrontation when the characters, the villains, and their armies face off for the last time. During the intrigue, an entire adventure might play out, featuring several encounters and multiple days or weeks of game time. One intrigue might last just a short period of time while another lasts a month or more, simply because of the different scope of the adventure.", + "The GM should feel free to use any of the following options when deciding when and how often to call for new domain turns:", + { + "type": "list", + "items": [ + "One domain turn per week.", + "One domain turn per day.", + "One domain turn after each combat encounter.", + "One domain turn per short rest, as the officers dash off orders to their agents.", + "Two domain turns every time experience is awarded." + ] + }, + "The GM should also feel free to change these milestones on a per-adventure basis depending on how much time is passing. Or even to change them within an adventure to represent the changing pace of action! This might mean calling for two domain turns per day at the start, and then calling for a domain turn after every encounter as the end of intrigue gets closer. The final domain turn usually occurs just before the climactic confrontation begins!", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/iANndu2.jpg" + } + }, + "Ultimately, there's no wrong way to do this, and the GM should feel free to adapt how and when they call for domain turns to suit the adventure they're running and the ways in which they track time in their game." + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Domain Skills", + "page": 18, + "entries": [ + "Each domain has four skills: Diplomacy, Espionage, Lore, and Operations. These skills define how an organization or realm interacts with the world and with other domains. Skills can be used before and during intrigue. During intrigue, making a domain skill test is a domain action.", + "Each domain skill represents an entire department inside a domain, including followers and retainers who are experts in their fields. Those NPCs can mount operations on their own with just the direction of a domain's officers, with those operations not requiring any direct involvement of the heroes or the villain. As such, not only do domain skills allow a domain to do things while the characters are adventuring, they allow the domain to do things outside the scope of adventuring, from research to sabotage to negotiation.", + "Players are encouraged to be creative with their domain's skills, the same way players can improvise how they use a character's abilities and skills. Don't worry about \"doing it right.\" Each group will develop their own standards for which skills are best and what the appropriate defense or DC is, in much the same way each table develops its own sense of when Dexterity (Acrobatics) is preferable to Strength (Athletics).", + "During intrigue, each skill can be used to improve a domain's defense levels or to target the opposed domain and reduce its defense levels. But it's up to the players and the GM to imagine how this plays out, by translating skill tests and their effects into game terms.", + { + "type": "entries", + "name": "Adjusting Defense Levels", + "page": 19, + "entries": [ + "Once intrigue begins, each domain involved in the intrigue prepares for some sort of final confrontation between their officers\u2014the player character heroes versus the GM's villain and their lieutenants. Each side can use domain actions to make use of their domain skills, with the goal of either improving a domain's defense levels, or of targeting the opposed side's defenses to make them less prepared for the warfare battles that take place during intrigue.", + { + "type": "entries", + "name": "Improving a Domain's Defenses", + "page": 19, + "entries": [ + "Each domain has three defenses\u2014{@b Communications}, {@b Resolve}, and {@b Resources}\u2014each of which is rated at a level from 3 to \u22123 (as described in detail under {@book Domain Defenses|KaW|2|Domain Defenses} on page 24). {@b The DC to improve one of a domain's defense levels is 13 + the defense's current level.} So a domain skill test to take its Resolve level from normal (level 0) to loyal (level 1) has a DC of 13. Improving Resolve level from loyal (level 1) to fanatic (level 2) is a DC 14 check, and going from revolt (level \u22123) to rebellious (level \u22122) is DC 10. The level of any defense cannot be increased above 3.", + "When the players want to affect one of their organization's defense levels using a domain skill, an acting officer chooses the intended defense level, a skill, and sets out how that skill is to be used. For example, Anna (playing a character named Judge) wants to raise the Communications level of her group's mercenary company, the Chain of Acheron, using that organization's Espionage domain skill. She tells the GM: \"I want to require all our agents to use only verbal communications, nothing written down, and to use our secret battle language.\"", + "This is a great idea\u2014but it's not necessarily easy to implement. The Chain of Acheron has a lot of soldiers, agents, and allies in the city, so there's no guarantee that these orders will work well enough to make a difference. To make the domain skill test, Anna rolls a d20 and adds the Espionage bonus for Acheron's Chain. She also adds Judge's proficiency bonus, since Judge is proficient in Investigation and has not already used their bonus during this intrigue. (See the domain skill descriptions below for more information on associated character skills.)", + "The Chain of Acheron's Communications defense is currently secure (level 1), which sets the check as DC 14. If Anna succeeds, the domain's Communications goes up one level. If she rolls badly, Communications remains secure but does not improve, with the GM likely interpreting this as meaning Judge's plans were too ambitious.", + "A defense level can normally be improved only by one level by making a domain skill test as a domain action. However, if a player rolls a 20 on the test, this represents an unexpectedly successful result that improves the defense by two levels.", + "Villainous realms can increase their defense levels the same way, with the GM making the decision as to which officer, skill, and specific approach are involved." + ] + }, + { + "type": "entries", + "name": "Lowering a Domain's Defenses", + "page": 19, + "entries": [ + "In the same manner, the players can target a villainous realm in the hopes of lowering that domain's defense levels. An acting officer picks a skill and one of the opposed domain's defenses, then describes how they intend to use that skill to compromise the defense. If the scenario makes sense to the GM, the officer rolls a d20, adds the domain skill's modifier, adds their proficiency bonus if applicable, and compares the result with the enemy realm's defense score. If the result is equal to or greater than the chosen defense's score, that defense is lowered one level. If the player rolls a 20 on the check, the chosen defense is lowered two levels. The level of any defense cannot be decreased below \u22123.", + "Villainous realms can target the defenses of the heroes' organization in the same way, with the GM making the decision as to which officer, skill, and specific approach are involved." + ] + } + ] + }, + { + "type": "entries", + "name": "Other Uses for Domain Skills", + "page": 19, + "entries": [ + "The only limit to what benefits characters can earn through the use of their domain skills is the players' imaginations and the GM's sense of what's fair and reasonable. Each skill gives some ideas of what can be done with it, and a GM should refer to the DCs noted in the core rules when trying to set difficulties for an optimal balance between what's realistic and what's dramatic." + ] + }, + { + "type": "entries", + "name": "Diplomacy", + "page": 20, + "entries": [ + "{@i Associated Character Skills: Insight, Persuasion}", + "The Diplomacy domain skill represents a domain's ability to get what it wants without resorting to war or espionage. It's primarily used to make alliances with other domains. An alliance is not a mechanical notion, but is just an agreement between two domains. The terms of the agreement are up to the officers of each domain, but usually an alliance means that two domains each agree to help the other in times of conflict.", + "Some alliances are purely defensive. \"We agree to go to war against an enemy who attacks either of us.\" More rarely, alliances can be offensive. \"Lord Saxton must be stopped! Will you help us?\" Offensive alliances are more difficult to establish, though, and another domain might require great assurances before entering into one. \"We might attack Lord Saxton if things are as you say. But what proof can you offer that Saxton is a villain?\"", + { + "type": "entries", + "name": "Gaining Special Units", + "page": 20, + "entries": [ + "As a domain action, a domain can make a Diplomacy test to petition an NPC realm for military aid for an upcoming battle. The DC depends on the attitude of the NPC realm, as noted on the following table.", + { + "type": "table", + "colLabels": [ + "Attitude", + "Diplomacy DC", + "" + ], + "colStyles": [ + "col-1 text-left", + "col-2 text-center", + "col-9 text-left" + ], + "rows": [ + [ + "Hostile", + "18", + "" + ], + [ + "Suspicious", + "15", + "" + ], + [ + "Neutral", + "13", + "" + ], + [ + "Friendly", + "10", + "" + ], + [ + "Allied", + "8", + "" + ] + ] + }, + "This Diplomacy test can be used more than once per intrigue, but each NPC realm can only grant one unit per intrigue.", + "Each NPC realm has a special unit that another domain can gain as a result of an alliance. This is the same special unit the domain can muster using a domain action, as noted in its description. For example, a successful Diplomacy test made by the characters' organization to seek aid from a giant jarldom NPC realm gets the organization a Pet Roc special unit to command in an upcoming battle. Each NPC realm has only one special unit to provide, so characters had better recruit them before their enemies do! A special unit gained through an alliance with an NPC realm returns to the NPC realm after the battle in which it is used." + ] + }, + { + "type": "entries", + "name": "Allies and Enemies", + "page": 20, + "entries": [ + "A hostile NPC realm is not the same thing as a villainous realm. A villainous realm is actively trying to destroy the heroes' organization, whereas a hostile realm is merely one with a tradition of enmity toward the heroes' domain or other domains like it. A local druid circle might have a troubled history with a noble court that rules the land near their forest, creating potential problems for the different noble court run by the characters even if the characters have never interacted with the druids before.", + "At the GM's discretion, a realm that is allied with the characters' organization can send units to aid the organization in battle even without a Diplomacy test. But sometimes allies are busy or occupied with other conflicts, in which case the GM will ask for a test to be made.", + "Diplomacy can also be used to convince an NPC realm currently allied with an enemy to sit a battle out, or to convince a neutral realm to lend aid beyond units. Such aid might include a powerful lieutenant, or information that would benefit the domain requesting assistance.", + "If a domain fails a Diplomacy test to influence or gain allies from an NPC realm, the domain can make a new Diplomacy test to achieve the same goal on a new domain turn. However, if a Diplomacy test fails by 5 or more, the NPC realm's attitude toward the Domain moves one step toward hostile." + ] + } + ] + }, + { + "type": "entries", + "name": "Espionage", + "page": 20, + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/tcxG4gQ.jpg" + } + }, + "{@i Associated Character Skills: Investigation, Stealth}", + "Espionage allows a domain to learn the secrets of other domains, including their plans, their current activities, and who they are allied with. Successful Espionage tests often decrease the level of an opposing domain's Communications defense, reflecting how successful attempts at destabilizing the opposed domain have been.", + "Espionage can be used to learn the makeup of an opposed domain's units and the disposition of its allies in advance of a battle. The DC is usually set by targeting one of the opposed domain's defenses, but the GM can also set a DC arbitrarily (as per the guidelines for setting difficulty in the core rules). Espionage does not reveal the nature of specific magic in use by an opposed domain, but it might reveal that an opposed domain has some magical resources or secrets, which a successful Lore test can then ferret out.", + "When an opposed domain makes a skill test to muster units or raise its defenses, the GM doesn't automatically reveal the specifics of a successful result. The characters learn that the opposed domain mustered units, but not how many units or what kind. Likewise, the specifics of which defense was raised and by how much remain a mystery. If the characters want to know these things, they need to make a successful Espionage test as a domain action, typically against the opposed domain's Communications. On a success, the players can choose to know one of the following pieces of information:", + { + "type": "list", + "items": [ + "The target domain's current defense scores", + "The target domain's current defense levels", + "The target domain's skill bonuses", + "The target domain's current units", + "Another statistic or piece of information, at the GM's discretion" + ] + }, + "Knowing the kinds of units an opposed domain has mustered helps a domain plan its own army. For example, if a villainous realm is building aerial units, the characters' organization will want some aerial units or artillery of their own to take them on. Likewise, if an opposed domain keeps boosting its Resources defense levels, the characters might decide to try to lower that defense and undo some of that progress!", + "If a domain feature requires a domain to know a secret piece of information to work properly, then the domain learns the information when they successfully use the feature. A separate Espionage test is not necessary. For example, a fey court domain can duplicate an opposed domain's highest-tier unit with the Your Own Worst Enemy feature. When the court succeeds on the Lore test to use the feature, they automatically learn what the target domain's highest-tier unit is." + ] + }, + { + "type": "entries", + "name": "Lore", + "page": 22, + "entries": [ + "{@i Associated Character Skills: Arcana, History, Religion}", + "Lore represents a domain's ability to research both magical and historical knowledge. This is a broad and wide-ranging skill, which can be used outside of intrigue to unlock arcane discoveries, dig up the details of forgotten history, discover the existence of lost spells, or reveal the answers to ancient mysteries. The only limit on what a Lore check can accomplish is what the GM rules is reasonable.", + "As a rule, the Lore domain skill should not be used as a substitute for adventuring. But at the GM's discretion, it can be used to supplement the normal adventures of a domain's player character officers. For example, a team of NPC agents might be sent out to recover the legendary headpiece for the Staff of Ra, even as the characters quest after the location of the map room in the hidden Well of Souls. In general, if it would be easy but time-consuming for a domain's officers to acquire important knowledge or rare antiquities, then the Lore domain skill can be used to delegate that task. But if doing so is merely difficult, then the officers should undertake that task themselves.", + "Lore can be used to learn an opposed domain's secrets when those secrets are explicitly magical, such as the nature of supernatural attacks or defenses, or the presence of any famous magic items or artifacts in a domain's arsenal. Likewise, the presence and features of extraordinary units in a domain's army is something a Lore test can ferret out.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/cbMxAnC.jpg" + } + } + ] + }, + { + "type": "entries", + "name": "Operations", + "page": 23, + "entries": [ + "{@i Associated Character Skills: Athletics, Insight}", + "Operations represents a domain's ability to muster new units, as well as to perform many of the basic functions of maintaining a domain. This is intended to be a catchall domain skill for any activity the players or GM might think of that doesn't easily fit into another skill.", + { + "type": "entries", + "name": "Building Fortifications", + "page": 23, + "entries": [ + "Heroic organizations and NPC realms can acquire strongholds and other fortifications during the course of a campaign in any number of ways. The characters might seize enemy fortifications after a successful battle (or have their own fortifications seized by a villainous realm), claim fortifications as a reward for adventuring, or find some other means of acquiring an existing fortified site.", + "A domain can also build specific battle-ready fortifications (as discussed in {@b Fortifications} in the {@book Warfare|KaW|3} chapter) in any space on a battlefield the domain controls. Doing so during intrigue requires a successful Operations test made as a domain action. A successful DC 11 test is required to build a stone fence, while a successful DC 13 test is required to build a tower. Multiple fences and towers can then be put together in different configurations to build castles, keeps, and other fortifications.", + "The GM decides the time scale it takes to build a fortification, but here are some typical guidelines:", + { + "type": "list", + "items": [ + "If the Operations test to build the fortification succeeds by 5 or more, the fortification is built at the end of the current domain turn, or after 1 week if the domain is not in intrigue.", + "If the Operations test succeeds by 4 or fewer, the fortification is built at the end of the next domain turn, or after 2 weeks if the domain is not engaged in intrigue.", + "If the Operations test fails by 4 or fewer, the domain's fortification is still constructed, but it takes 3 domain turns (or 3 weeks) to do so.", + "If the test fails by 5 or more, the fortification can't be built, and the players or the GM must wait for a new domain turn (or for 1 week to pass if not engaged in intrigue) before they can try again." + ] + } + ] + }, + { + "type": "entries", + "name": "Mustering Units", + "page": 23, + "entries": [ + "A domain's officer can use a domain action during intrigue to muster a new unit. The Operations skill covers this activity, though an Operations test is normally not required unless the GM feels there's a chance that the mustering might fail. This new unit belongs to the officer who mustered it. An officer can control a number of units equal to their proficiency bonus.", + "The units an officer musters can be from any ancestry the GM agrees that character has access to, and which conform to the rules for unit dependency. (See {@b Building an Army} on page 100 in the {@book Warfare|KaW|3} chapter for information on ancestries, unit dependency, and much more.)", + "Units mustered through alliances and Diplomacy tests are controlled by a character but not owned by that character. They return to their home NPC realm after the battle in which they are used." + ] + }, + { + "type": "entries", + "name": "Modifying Units", + "page": 23, + "entries": [ + "A domain can spend money to upgrade a unit's equipment from light to medium, medium to heavy, and so forth. This requires a domain action and is considered a use of the Operations skill, but normally no Operations check is required. A domain can upgrade as many units as are controlled by the officer using a domain action. Upgrades to a unit can be made to any level a domain can afford, from light to super-heavy.", + { + "type": "table", + "colLabels": [ + "Upgrade from...", + "Cost" + ], + "colStyles": [ + "col-2 text-left", + "col-10 text-left" + ], + "rows": [ + [ + "Light to medium", + "500 gp × the tier of the unit" + ], + [ + "Medium to heavy", + "1,000 gp × the tier of the unit" + ], + [ + "Heavy to super-heavy", + "2,000 gp × the tier of the unit" + ] + ] + }, + "A domain cannot upgrade a unit that was mustered through alliances and other Diplomacy checks. Likewise, levies cannot have their gear upgraded. Upgraded units retain their original tier." + ] + }, + { + "type": "entries", + "name": "Disbanding Units", + "page": 23, + "entries": [ + "Eventually, a domain will max out the number of units it controls, making it impossible to muster any new units. When this happens, a domain can disband any number of units to free up space in its army. This isn't an action, but is simply an order an officer can issue under the umbrella of the Operations skill. The domain does not regain any money spent on equipment upgrades for units that are disbanded." + ] + }, + { + "type": "entries", + "name": "Special Units", + "page": 24, + "entries": [ + "Every type of domain has an action it can use to summon a special unit consisting of rare and powerful creatures. These include such units as the Crew, a unique group of roguish heroes that an underworld syndicate organization can muster; the drake-mounted knights known as the Praetores Draconis, mustered by a draconic empire realm; and many more. See {@book Heroic Organizations|KaW|2|Heroic Organizations} (page 31) and {@book NPC Realms|KaW|2|NPC Realms} (page 65) later in this chapter for full details.", + "A domain can muster a special unit once per intrigue. If an attempt to muster a special unit fails, additional attempts can be made in the same intrigue until successful. When the battle in which a special unit is used ends, the unit leaves the control of the domain, heading off on important business, returning to its home plane, and so forth. A special unit can be mustered again during a new intrigue, responding when duty calls.", + "A domain can make use of other special units in addition to the unit it can muster, by making use of the Diplomacy domain skill (as discussed earlier in this chapter). By talking to the leaders of NPC realms, the players (and their enemies) can see if those realms are willing to lend their own special units for a battle." + ] + }, + { + "type": "entries", + "name": "Beyond Intrigue", + "page": 24, + "entries": [ + "The Operations domain skill covers many mundane activities outside of intrigue, including building roads or watchtowers, sending out a unit of scouts to explore the local wilderness, and so forth. Anything a domain might reasonably be able to do but which isn't covered by another domain skill can be accomplished using Operations." + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Domain Defenses", + "page": 24, + "entries": [ + "Every domain has three defenses, all of which can be targeted by an opposing domain: {@b Communications}, {@b Resolve}, and {@b Resources}. Defenses operate at one of seven levels, each of which has a name and a numerical rating from 3 to \u22123. A defense's level represents how robust and functional that defense is at any given moment. Each defense also has a numerical score used as the DC for the domain skill test of an opposed domain wanting to sabotage that defense.", + "At each level above normal (level 0), the level benefits for a defense are cumulative with the levels below. For example, if a domain's Communications levels are unbreakable (level 3), that domain gains all the bonuses for secure, coded, and unbreakable Communications. Similarly, at each level below normal (level 0), the level penalties for a defense are cumulative with the levels above.", + "At the beginning of intrigue, all of a domain's defenses start at level 0. The players and the GM can use domain actions during intrigue to raise the level of a domain's defenses or to lower the levels of an opposed domain's defenses (see {@book Adjusting Defense Levels|KaW|2|Adjusting Defense Levels} on page 19). The level of any defense cannot be increased above 3 or decreased below \u22123.", + "Once intrigue ends, and after any final battle between the characters' organization and the villainous realm is over, the defense levels of both domains slowly return to normal, moving one step closer to 0 each week.", + { + "type": "entries", + "name": "Communications", + "page": 24, + "entries": [ + "The Communications defense is a measure of how rapidly and accurately information is transmitted between a domain's officers and followers. Every domain, from a hard-as-nails mercenary company to a grove of peaceful druids, relies on its network of followers, retainers, and servants to accomplish its goals. And without effective communications, those goals can easily break down.", + "Communications directly affects an army's ability to coordinate its activities. When Communications is high, an army can efficiently maneuver into a better starting deployment\u2014the arrangement of units under the warfare rules. (See the {@book Warfare|KaW|3} chapter for more information.) If Communications is poor or compromised, a domain's enemies know what its officers and agents are doing, and can interfere with deployment by sending false signals to the domain's units.", + { + "type": "table", + "caption": "Communications Levels", + "colLabels": [ + "Level", + "Effect" + ], + "colStyles": [ + "col-1 text-center", + "col-11 text-left" + ], + "rows": [ + [ + "3", + "Unbreakable" + ], + [ + "2", + "Coded" + ], + [ + "1", + "Secure" + ], + [ + "0", + "Normal" + ], + [ + "-1", + "Compromised" + ], + [ + "-2", + "Garbled" + ], + [ + "-3", + "Broken" + ] + ] + }, + "{@b Unbreakable (3).} At the end of the next deployment, this domain chooses any allied infantry or artillery unit on the battlefield, then moves that unit to any unoccupied space on the battlefield.", + "{@b Coded (2).} At the end of the next deployment, this domain chooses two allied units in any rank on the battlefield and swaps those units' locations.", + "{@b Secure (1).} At the end of the next deployment, this domain chooses an allied unit in any rank and moves that unit into any adjacent space.", + "{@b Normal (0).} No effect.", + "{@b Compromised (\u22121).} At the end of the next deployment, the opposed domain chooses one of this domain's units in any rank on the battlefield and moves it into any adjacent space.", + "{@b Garbled (\u22122).} At the end of the next deployment, the opposed domain chooses one of this domain's cavalry units, which is removed from battle and does not deploy until the end of the first round of battle.", + "{@b Broken (\u22123).} At the end of the next deployment, the opposed domain chooses two of this domain's infantry units, which are removed from battle and do not deploy until the end of the first round of battle." + ] + }, + { + "type": "entries", + "name": "Resolve", + "page": 25, + "entries": [ + "Resolve measures the commitment that the followers of a domain have to its cause, and depends on many factors\u2014including how well those followers understand the domain's cause. A domain's followers and army, by default, share the philosophy of the domain's officers and leaders, whatever that philosophy is. For example, the followers of an arcane order domain value neutrality and knowledge, while the soldiers of a despotic regime domain revel in the glory and victories produced by their iron-fisted leaders.", + "A domain's Resolve has a direct effect on its officers. If everyone working for the domain is committed and engaged, it makes training easier and gives followers hope and confidence in victory. But the reverse is equally true. If everyone working for a domain is convinced of the domain's imminent failure, it makes training more exhausting and affects officer confidence. High Resolve means that a domain's officers are energized, coordinated, and convinced of victory, granting benefits to those officers in combat against the officers of an opposed domain. Poor resolve means that officers are distracted and tired, and their performance against foes from an opposed domain will suffer.", + { + "type": "table", + "caption": "Resolve Levels", + "colLabels": [ + "Level", + "Effect" + ], + "colStyles": [ + "col-1 text-center", + "col-11 text-left" + ], + "rows": [ + [ + "3", + "Zealous" + ], + [ + "2", + "Fanatic" + ], + [ + "1", + "Loyal" + ], + [ + "0", + "Normal" + ], + [ + "-1", + "Discontented" + ], + [ + "-2", + "Rebellious" + ], + [ + "-3", + "Revolt" + ] + ] + }, + "{@b Zealous (3).} During any combat against officers of an opposed domain, each of this domain's officers has advantage on attack rolls until the end of their first turn.", + "{@b Fanatic (2).} As a reaction when an enemy starts their turn during the first round of any combat against officers of an opposed domain, one of this domain's officers who has not yet acted can cast a spell or make a weapon attack.", + "{@b Loyal (1).} The speed of each of this domain's officers increases by 10 feet during the first round of any combat against officers of an opposed domain.", + "{@b Normal (0).} No effect.", + "{@b Discontented (\u22121).} The speed of each of this domain's officers decreases by 5 feet during the first round of any combat against officers of an opposed domain.", + "{@b Rebellious (\u22122).} During any combat against officers of an opposed domain, the first saving throw made by one of this domain's officers against a spell or effect directed by an enemy has disadvantage.", + "{@b Revolt (\u22123).} The first attack roll made by each of this domain's officers during any combat against officers of an opposed domain has disadvantage." + ] + }, + { + "type": "entries", + "name": "Resources", + "page": 26, + "entries": [ + "The wealth of a domain is measured as Resources, though this defense represents more than just money. Resources includes whatever a domain values and collects, whether gold, knowledge, secrets, or things more esoteric. When a domain's Resources is high, it directly affects the gear of that domain's units, granting them improved power or damage. Poor Resources affects morale. Troops that haven't been fed or whose armor and weapons are in dire need of repair become agitated.", + { + "type": "table", + "caption": "Resolve Levels", + "colLabels": [ + "Level", + "Effect" + ], + "colStyles": [ + "col-1 text-center", + "col-11 text-left" + ], + "rows": [ + [ + "3", + "Booming" + ], + [ + "2", + "Abundant" + ], + [ + "1", + "Surplus" + ], + [ + "0", + "Normal" + ], + [ + "-1", + "Low" + ], + [ + "-2", + "Poor" + ], + [ + "-3", + "Bankrupt" + ] + ] + }, + "{@b Booming (3).} During the first round of battle, each of this domain's artillery units that inflicts casualties inflicts 1 extra casualty.", + "{@b Abundant (2).} Each of this domain's cavalry units has advantage on Power tests until the end of the first round of battle.", + "{@b Surplus (1).} Each of this domain's infantry units has advantage on Power tests until the end of the first round of battle.", + "{@b Normal (0).} No effect.", + "{@b Low (\u22121).} Each of this domain's artillery units has disadvantage on Morale and Command tests until the end of the first round of battle.", + "{@b Poor (\u22122).} Each of this domain's cavalry and aerial units has disadvantage on Morale and Command tests until the end of the first round of battle.", + "{@b Bankrupt (\u22123).} Each of the domain's infantry units has disadvantage on Morale and Command tests until the end of the first round of battle." + ] + } + ] + }, + { + "type": "entries", + "name": "Domain Size", + "page": 26, + "entries": [ + "Size determines how far a domain's power extends, and the size of the power die used by the domain's officers. Size is a relative measure of the reach and influence of a domain, though not an absolute measure of an area of land the domain controls. In one GM's campaign, where the map covers a whole region hundreds of miles across, a size 3 domain might extend its influence for 60 miles out from its stronghold. In another campaign that takes place entirely in one district in a large city, a size 3 domain might cover only a few blocks.", + "An organization starts at size 1 if the characters are its founders (but might start at a larger size if the GM has the characters take over an established organization). {@b Every time the characters' organization defeats another domain, the organization's domain size increases by 1}. The size of the organization's power die likewise increases, and the organization gains more development points to spend on the party sheet, as shown on the Domain Size table. (See {@book Development Points|KaW|2|Development Points} earlier in this chapter for more information.)", + "A domain cannot have a size greater than 5. However, at the GM's discretion, an organization of domain size 5 can still continue to gain new development points by defeating villainous realms.", + "Villainous realms are not built the same way the characters' organization is. The size of a villainous realm is thus determined by the GM. (See {@book Building a Villainous Realm|KaW|2|Building a Villainous Realm} on page 28 for full information.)", + { + "type": "table", + "caption": "Domain Size", + "colLabels": [ + "Domain Size", + "Power Die", + "Development Points", + "" + ], + "colStyles": [ + "col-1 text-center", + "col-1 text-center", + "col-2 text-center", + "col-8 text-left" + ], + "intro": [ + "Optional intro entries." + ], + "rows": [ + [ + "1", + "d4", + "8 (starting points)", + "" + ], + [ + "2", + "d6", + "+8", + "" + ], + [ + "3", + "d8", + "+8", + "" + ], + [ + "4", + "d10", + "+8", + "" + ], + [ + "5", + "d12", + "+8", + "" + ] + ] + } + ] + }, + { + "type": "entries", + "name": "Domain Powers", + "page": 27, + "entries": [ + "Domain powers represent the new features that a domain's officers earn as a result of the research and training they do with their agents. The officers of a thieves' guild work and train with their bravos and apprentice thieves, and as a result, become better at what they themselves do. Likewise, the stewards of a druid circle spend time between adventures studying, tending to nature, and training their acolytes, and so gain greater insight into the summoning of nature spirits.", + "Each type of domain\u2014both heroic organizations and NPC realms\u2014grants a number of unique domain powers, whose mechanics are broken out in the domain type's description. But all domain powers rely on the use of a shared resource\u2014a pool of power dice.", + { + "type": "entries", + "name": "Power Dice", + "page": 27, + "entries": [ + "Each officer in a domain\u2014player characters and the villain and lieutenants of an opposed domain alike\u2014 gets one power die, with the die type determined by the domain's size (see above). Any officer can choose to roll their power die immediately after they roll initiative at the start of any combat (no action required). Once a power die is rolled, it cannot be rolled again until the officer who rolled it finishes an extended rest. (An extended rest is defined in {@book Strongholds & Followers|SaF} as 1 week of study and training spent at the stronghold of the officer's domain. The GM might use this as a guideline, or set some other parameters for what an extended rest means in the campaign.)", + "Each domain power allows the officers in the player characters' organization to use some or all of the dice in their shared pool to produce crazy new effects in combat. At the same time, the officers of a villainous realm will use their own domain powers and power dice to fuel their domain's push for victory over the characters.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/PBkX8QB.jpg" + } + }, + "Any power dice that aren't used are removed from a domain's pool at the end of the combat in which they were rolled.", + "For example, Anna, Lars, Grace, and Tom are playing the officers in a thieves' guild (one of the options for an {@b underworld syndicate organization}; see page 61). They're just starting out, so each of their characters has a d4 power die. In a fight against a local enemy thieves' guild (an NPC realm) known as the Clock, Lars waits until initiative is determined, and decides to roll his power die, getting a 3. He adds this to the empty pool on the party sheet.", + "Following suit, the other officers, including officers of the Clock, all decide to roll their power dice. Anna rolls a 4, Tom a 1, and Grace another 4, all of which are added to their pool. The heroes' pool now has four dice in it: a 1, a 3, and two 4s. Whichever hero acts first can take any or all of those dice out of the pool, depending on which domain power they intend to use.", + "Rolling power dice together in the same combat provides a potential benefit by increasing the number of dice in the pool, and increased chances of high rolls. But some players might want to not roll their power dice, so as to save them for another upcoming combat. Likewise, the GM might decide to not roll power dice even when the players are, if they think their villainous officers will face the characters again before everyone has time to take an extended rest.", + { + "type": "entries", + "name": "Decrementing", + "page": 28, + "entries": [ + "When a player or GM activates a domain power, the rules for that power sometimes instruct them to decrement the power die, usually at the end of each turn of the character who used the power. Decrementing the power die means to decrease the number on the die by 1. When a power die showing a 1 is decremented, the die is spent and the power activated with that die is no longer in effect.", + "If a domain power that calls for decrementing a power die has been used and is currently active on an officer, that power cannot be activated again for the same officer until the power die being decremented is spent." + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Villainous and NPC Realms", + "page": 28, + "entries": [ + "The player characters' enemies also run their own domains, known as villainous realms. A villainous realm is run by a {@b leader}, whose chief agents are known as {@b lieutenants}. Leaders and lieutenants are the domain's officers, and are referred to specifically by certain domain features.", + { + "type": "entries", + "name": "Building a Villainous Realm", + "page": 28, + "entries": [ + "The GM builds villainous realms in much the same way the players build the characters' organization. However, the process for the GM has more options, and allows for the creation of a domain that is larger than the size 1 domain the characters must start with. GMs can establish realms at the start of the campaign or at any point within it, and NPC and villainous realms can rise, fall, and evolve as the GM sees fit.", + "A GM builds a villainous realm using the following process:", + { + "type": "list", + "items": [ + "The GM picks a domain type from the {@book NPC Realms|KaW|2|NPC Realms} section, or a domain and a specialization from the domain types presented in the {@book Heroic Organizations|KaW|2|Heroic Organizations} section (both of which follow later in this chapter). This allows for the creation of nefarious holy churches, druid circles, and mercenary companies, in addition to the traditionally antagonistic realms of despotic regimes, fey courts, and others.", + "The GM chooses the domain size of the villainous realm. In most cases, it's best to set the realm's size within 1 of the size of the characters' organization by the time both sides get into an intrigue.", + "The GM spends development points improving the villainous realm's skills and defenses. The GM has a number of points to spend equal to 8 × the villainous realm's domain size.", + "The GM picks stat blocks for the villainous realm's leader and lieutenants, and gives one of the domain's titles to the leader. (If the domain has been chosen from the {@book NPC Realms|KaW|2|NPC Realms} section, it has only one title.) The lieutenants of the realm do not get titles (because the GM already has enough to worry about), but all officers might have access to the realm's domain powers and domain features.", + "The GM picks a stronghold for the villainous realm." + ] + }, + "For example, consider a group of heroes running a size 2 holy church. With that organization's latest foes vanquished, the GM wants to reveal the vampire Countess Sanguin's villainous realm, which has observed the characters' last battle from the shadows and wants to remove the threat their organization poses. The GM knows that Sanguin's servants include vampire spawn, wights, and other undead, so they make the villainous realm an undead dominion (page 86). Since Sanguin's domain has been established for some time, the GM makes it size 3. It poses a threat to the heroes' organization, but not an overwhelming one.", + "The GM then spends 24 development points to improve the undead dominion's domain skills and defenses, using the same party sheet the players use for the characters' domain. They choose the {@creature vampire} stat block for Countess Sanguin and give her the deathlord title. The GM gives Sanguin three {@creature vampire spawn} lieutenants and names each of them, then gives the undead dominion a stronghold: an ancient castle." + ] + }, + { + "type": "entries", + "name": "Building an NPC Realm", + "page": 29, + "entries": [ + "Building an NPC realm is easier than building a heroic organization or a villainous realm, because NPC realms don't directly influence intrigue or battles. They might be persuaded by the characters' organization or the villainous realm to lend aid during a battle, but the GM can easily set that up without finalizing all of an NPC realm's stats. (That said, a GM is free to flesh out any NPC realm with the same level of detail as a villainous realm\u2014especially if the NPC realm has enemy potential!)", + "The baseline process for creating an NPC realm is as follows:", + { + "type": "list", + "items": [ + "As with creating a villainous realm, the GM picks either a domain and a specialization from the {@book Heroic Organizations|KaW|2|Heroic Organizations} section or a domain from the {@book NPC Realms|KaW|2|NPC Realms} section. This choice doesn't imply a specific role for the NPC realm, though, which might be friendly or antagonistic toward the characters' organization as the GM decides.", + "The GM picks the NPC realm's starting attitude toward the characters' organization, using the table under {@book Diplomacy|KaW|2|Diplomacy} in {@b Domain Skills} (page 20). This attitude should be based on the NPC realm's history not just with the characters, but also with domains similar to the characters' organization.", + "The GM names the NPC realm's leader. This NPC doesn't necessarily need a stat block, but it helps to note a few details about their appearance and personality.", + "The GM chooses the NPC realm's domain size (which need not bear any relationship to the size of the characters' organization), and picks a stronghold the NPC realm controls.", + "The GM can freely swap out the special unit the NPC realm can normally muster with a special unit from another domain. Perhaps a fey court of elves in the campaign has a roguish flair and is able to bring together the Crew (normally associated with an underworld syndicate domain) instead of the Court Jesters." + ] + }, + "For example, consider a GM who wants to create a domain of secluded stone giants living in the mountains near the characters' stronghold. The GM begins with the giant jarldom NPC realm and gives the isolationist giants a suspicious attitude toward the characters. Smallfolk warred with the giants centuries ago, and while the humanoids might have forgotten that past, the stone remembers. The stone giants are led by Jarl Klanga. She's young and defensive minded, after her parents died in the same landslide that resulted in her losing an arm. The GM decides the realm doesn't hold much influence given their isolationist nature, and gives it a size of 1. The domain has a stronghold: a mountain fortress called Citadel Adamantine." + ] + }, + { + "type": "entries", + "name": "Creating NPC Realms Together", + "page": 30, + "entries": [ + "In a campaign in which the GM enjoys letting the players join in on the fun of setting creation, it can be cool to let each of the players design an NPC realm for the GM to use. The GM can assign each of the players a domain size and an attitude that their NPC realm has toward the characters' organization, then let them determine the rest of the details. The players get in on the fun of building the easiest type of domain, and the GM has to do less work. Win-win!", + { + "type": "inset", + "name": "Reskinning Domains", + "entries": [ + "GMs might find that their worlds include a villainous or NPC domain that's not an automatic fit for any of the concepts this book provides. For example, consider a campaign that features a powerful faction of gnolls. Even though there's no NPC realm set up as a gnoll war band, there's almost certainly another domain that fits. If the gnolls are proud warriors, the GM can use the orc clan domain and call it something else. If the gnolls are religious zealots, their domain could be built as a hidden cult religious order. Or for gnolls with a culture of invention and innovation, the gnomish kingdom might be a perfect fit!", + "Likewise, GMs shouldn't feel locked into building NPC realms based on ancestry. The goblinoid realm in a campaign doesn't have to be a goblinoid coalition domain. The GM can make it an arcane order, a despotic regime, an undersea colony, or whatever makes sense for their world." + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/mxGfUs2.jpg" + } + } + ] + } + ] + }, + { + "type": "entries", + "name": "Heroic Organizations", + "page": 31, + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/dWxXH2c.jpg" + } + }, + "When a group of characters founds a domain, the players choose one of the eight organization types described in this section. Each organization features three specializations that the players also choose from, creating a wide range of possibilities for the heroes' domain.", + "Though this section is primarily for player characters, and is written to speak to the players, a GM can also use the domains presented in this section to create enemy and NPC realms.", + { + "type": "inset", + "name": "Gaining New Proficiencies", + "entries": [ + "If a character gains a proficiency from a domain title that they already gain from another source, that character can take another proficiency of the same kind (skill or tool) instead." + ] + } + ] + }, + { + "type": "entries", + "name": "Adventuring Party", + "page": 31, + "entries": [ + "Mercenaries. Troubleshooters. Rag-tag heroes trying to get by\u2014except \"heroes\" might not be quite the right word. Your characters have banded together as an adventuring party, a haphazard group of individuals traveling the realm with a common goal. Though you might not be the most diplomatic or noble of groups, you get the job done when it counts. It just might be a bit...messy.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 2, + "items": [ + "{@b Skills}", + "{@b Diplomacy:} -1", + "{@b Espionage:} +0", + "{@b Lore:} +1", + "{@b Operations:} +2", + "{@b Defenses}", + "{@b Communications:} 11", + "{@b Resolve:} 12", + "{@b Resources:} 10" + ] + }, + { + "type": "entries", + "name": "Domain Titles", + "page": 32, + "entries": [ + "Adventuring party officers gain access to the following titles, each of which grants a character the noted additional features.", + { + "type": "list", + "style": "list-no-bullets", + "items": [ + "{@optfeature Cap'n|KaW}", + "{@optfeature Doc|KaW}", + "{@optfeature Know-It-All|KaW}", + "{@optfeature Smart Mouth|KaW}", + "{@optfeature Weirdo|KaW}" + ] + } + ] + }, + { + "type": "entries", + "name": "Domain Power", + "page": 32, + "entries": [ + "Adventuring party officers gain access to the following domain power.", + "{@optfeature Never Tell Me the Odds|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 32, + "entries": [ + "Adventuring party officers gain access to the following domain features.", + "{@optfeature Call In a Favor|KaW}", + "{@optfeature To Arms, Fellow Adventurers (Special Unit)|KaW}" + ] + }, + { + "type": "entries", + "name": "Specialization", + "page": 33, + "entries": [ + "When you found your adventuring party, you'll also choose a specialization. Are you an explorers' society, dedicated to seeking out the unseen frontiers of the world? Are you a mercenary company, completing dangerous jobs for coin? Or maybe you're just a band of disorganized misfits, doing all you can to help those in need?" + ] + }, + { + "type": "entries", + "name": "Disorganized Misfits", + "page": 33, + "entries": [ + "You're...well, you're trying your best. You might not be the most disciplined or most knowledgeable. You all fight a lot and rarely agree on anything. But you're hard to kill. More importantly, though, you all have good hearts, and you're willing to do whatever it takes to help those in need.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 6, + "name": "Skill and Defense Bonuses", + "items": [ + "{@b Operations:} +1", + "{@b Resolve:} +1" + ] + } + ] + }, + { + "type": "entries", + "name": "Domain Power", + "page": 33, + "entries": [ + "Disorganized misfits officers gain access to the following domain power.", + "{@optfeature Avenge Me|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 33, + "entries": [ + "Disorganized misfits officers gain access to the following domain features.", + "{@optfeature Like in the Great Stories|KaW}", + "{@optfeature Whatever it Takes|KaW}" + ] + }, + { + "type": "entries", + "name": "Explorers' Society", + "page": 33, + "entries": [ + "As the name suggests, your adventuring party is a band of explorers, dedicated to traversing uncharted forests and plumbing the depths of mysterious caverns in search of new discoveries.", + { + "type": "list", + "style": "list-no-bullets", + "name": "Skill and Defense Bonuses", + "items": [ + "{@b Lore:} +2" + ] + } + ] + }, + { + "type": "entries", + "name": "Domain Power", + "page": 33, + "entries": [ + "Explorers' society officers gain access to the following domain power.", + "{@optfeature What Does This Button Do?|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 35, + "entries": [ + "Explorers' society officers gain access to the following domain features.", + "{@optfeature I've Seen Weirder|KaW}", + "{@optfeature Research, Research, Research|KaW}" + ] + }, + { + "type": "entries", + "name": "Mercenary Company", + "page": 35, + "entries": [ + "You're a team of soldiers for hire, fighting the battles no one else wants to. For the right price, of course.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 6, + "name": "Skill and Defense Bonuses", + "items": [ + "{@b Operations:} +1", + "{@b Resources:} +1" + ] + } + ] + }, + { + "type": "entries", + "name": "Domain Power", + "page": 35, + "entries": [ + "Mercenary company officers gain access to the following domain power.", + "{@optfeature Fighting Dirty|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 35, + "entries": [ + "Mercenary company officers gain access to the following domain features.", + "{@optfeature Can We Get a Raise?|KaW}", + "{@optfeature Survive Till Payday|KaW}" + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/Sptzxht.jpg" + }, + "title": "Adventuring party sheet" + } + ] + }, + { + "type": "entries", + "name": "Martial Regiment", + "page": 36, + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/fLgrqGT.jpg" + } + }, + "Armed to the teeth and with battle strength to match, your characters have come together to form a martial regiment. All of you are skilled warriors, willing to fight the battles others shirk from. And while your group might not always act as the most subtle of organizations, you are well-known for your tactical strategy and efficiency in combat.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 2, + "items": [ + "{@b Skills}", + "{@b Diplomacy:} +1", + "{@b Espionage:} +0", + "{@b Lore:} -1", + "{@b Operations:} +2", + "{@b Defenses}", + "{@b Communications:} 12", + "{@b Resolve:} 11", + "{@b Resources:} 10" + ] + }, + { + "type": "entries", + "name": "Domain Titles", + "page": 36, + "entries": [ + "Martial regiment officers gain access to the following titles, each of which grants a character the noted additional features.", + { + "type": "list", + "style": "list-no-bullets", + "items": [ + "{@optfeature Ambush Captain|KaW}", + "{@optfeature Bravura Commander|KaW}", + "{@optfeature Field Medic|KaW}", + "{@optfeature Tactical Marshal|KaW}", + "{@optfeature War Mage|KaW}" + ] + } + ] + }, + { + "type": "entries", + "name": "Domain Power", + "page": 38, + "entries": [ + "Martial regiment officers gain access to the following domain power.", + "{@optfeature Brute Force|KaW}" + ] + }, + { + "type": "entries", + "name": "Domains Features", + "page": 38, + "entries": [ + "Martial regiment officers gain access to the following domain features.", + "{@optfeature Armament|KaW}", + "{@optfeature The Professionals (Special Unit)|KaW}" + ] + }, + { + "type": "entries", + "name": "Specialization", + "page": 38, + "entries": [ + "When you found your martial regiment, you'll also choose a specialization. Are you a localized regiment, keeping your homes safe as members of a city watch? Are you members of a military squadron, striking as a crew of highly skilled experts on the most dangerous battlefields? Or are you perhaps a knightly order, united by your dedication to a creed or religion?" + ] + }, + { + "type": "entries", + "name": "City Watch", + "page": 38, + "entries": [ + "You might not be the best trained or most efficient of soldiers. But as members of a city watch, you are dedicated to protecting the place you call home\u2014no matter the cost.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 6, + "name": "Skill and Defense Bonuses", + "items": [ + "{@b Communications:} +1", + "{@b Resources:} +1" + ] + } + ] + }, + { + "type": "entries", + "name": "Domain Power", + "page": 38, + "entries": [ + "City watch officers gain access to the following domain power.", + "{@optfeature Steel Resolve|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 39, + "entries": [ + "City watch officers gain access to the following domain features.", + "{@optfeature Community Effort|KaW}", + "{@optfeature They Will Not Breach This Wall|KaW}" + ] + }, + { + "type": "entries", + "name": "Knightly Order", + "page": 39, + "entries": [ + "Knightly orders are composed of warriors united under a single ideal. Some have religious ties, while others ascribe to more abstract creeds not bound to any church. Regardless of its members' affiliation, though, every knightly order delineates a certain sense of honor and pride.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 6, + "name": "Skill and Defense Bonuses", + "items": [ + "{@b Diplomacy:} +1", + "{@b Resolve:} +1" + ] + } + ] + }, + { + "type": "entries", + "name": "Domain Power", + "page": 39, + "entries": [ + "Knightly order officers gain access to the following domain power.", + "{@optfeature Sworn to Protect|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 39, + "entries": [ + "Knightly order officers gain access to the following domain features.", + "{@optfeature Gallant Company|KaW}", + "{@optfeature Stay Strong|KaW}" + ] + }, + { + "type": "entries", + "name": "Military Squadron", + "page": 39, + "entries": [ + "As members of a military squadron, you are an archetypal team of soldiers. Though you can be discreet when missions call for it, your main focus is always on honing your deadly and precise skills in combat.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 6, + "name": "Skill and Defense Bonuses", + "items": [ + "{@b Espionage:} +1", + "{@b Operations:} +1" + ] + } + ] + }, + { + "type": "entries", + "name": "Domain Power", + "page": 39, + "entries": [ + "Military squadron officers gain access to the following domain power.", + "{@optfeature Skirmisher|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 39, + "entries": [ + "Military squadron officers gain access to the following domain features.", + "{@optfeature No Mercy|KaW}", + "{@optfeature The War Room Where It Happens|KaW}" + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/s3RGaYI.jpg" + }, + "title": "Martial regiment party sheet" + } + ] + }, + { + "type": "entries", + "name": "Mercantile Guild", + "page": 40, + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/KoH5m9O.jpg" + } + }, + "Your characters' organization is built on the back of economic prosperity, whether you acquire income from producing, selling, or plundering goods. You might be merchants, artisans, or pirates, looking to expand and defend your empire of industry, and with a network of agents ready to battle for profit.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 2, + "items": [ + "{@b Skills}", + "{@b Diplomacy:} +1", + "{@b Espionage:} +0", + "{@b Lore:} -1", + "{@b Operations:} +2", + "{@b Defenses}", + "{@b Communications:} 11", + "{@b Resolve:} 10", + "{@b Resources:} 12" + ] + }, + { + "type": "entries", + "name": "Domain Titles", + "page": 40, + "entries": [ + "Mercantile guild officers gain access to the following titles, each of which grants a character the noted additional features.", + { + "type": "list", + "style": "list-no-bullets", + "items": [ + "{@optfeature Acquisitions Expert|KaW}", + "{@optfeature Chief of Security|KaW}", + "{@optfeature Executive Manager|KaW}", + "{@optfeature Fixer|KaW}", + "{@optfeature Safety Officer|KaW}" + ] + } + ] + }, + { + "type": "entries", + "name": "Domain Power", + "page": 41, + "entries": [ + "Mercantile guild officers gain access to the following domain power.", + "{@optfeature Outgunned|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 41, + "entries": [ + "Mercantile guild officers gain access to the following domain features.", + "{@optfeature Soldiers of Fortune (Special Unit)|KaW}", + "{@optfeature Spared No Expense|KaW}" + ] + }, + { + "type": "entries", + "name": "Specialization", + "page": 41, + "entries": [ + "When you found your mercantile guild, you'll also choose a specialization. Are you a monopoly, looking to not just dominate but to own an entire industry? Are you a pirate band, sailing the seas looking for loot and plunder? Or perhaps you're a trade guild\u2014a group of artisans banded together to establish the best business deals and working conditions?" + ] + }, + { + "type": "entries", + "name": "Monopoly", + "page": 41, + "entries": [ + "Your organization seeks to dominate the market, squashing any resistance you encounter. As such, you invest in making your enterprise the only option, letting your expansionist views force prospective competition to fold into your ranks or fight you to survive. Depending on your market, you might be viewed as an evil corporation or a force of positive change. But at the end of the day, your organization is going to come out on top.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 6, + "name": "Skill and Defense Bonuses", + "items": [ + "{@b Espionage:} +1", + "{@b Resources:} +1" + ] + } + ] + }, + { + "type": "entries", + "name": "Domain Power", + "page": 41, + "entries": [ + "Monopoly officers gain access to the following domain power.", + "{@optfeature Action Plan|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 43, + "entries": [ + "Monopoly officers gain access to the following domain features.", + "{@optfeature Corporate Espionage|KaW}", + "{@optfeature Embargo|KaW}" + ] + }, + { + "type": "entries", + "name": "Pirate Band", + "page": 43, + "entries": [ + "You are a pirate band, robbing others of their goods to be resold as you see fit. Though you might ally yourselves with other pirate crews, follow a code of conduct, or work for governments as a privateer, the members of your band are truly beholden only to yourselves. Whatever the reasons you adopted a life of piracy, your organization is viewed with caution wherever you travel.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 6, + "name": "Skill and Defense Bonuses", + "items": [ + "{@b Espionage:} +1", + "{@b Resolve:} +1" + ] + } + ] + }, + { + "type": "entries", + "name": "Domain Power", + "page": 43, + "entries": [ + "Pirate band officers gain access to the following domain power.", + "{@optfeature Pillage|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 43, + "entries": [ + "Pirate band officers gain access to the following domain features.", + "{@optfeature Commandeer|KaW}", + "{@optfeature Fight Dirty|KaW}" + ] + }, + { + "type": "entries", + "name": "Trade Guild", + "page": 43, + "entries": [ + "You oversee a network of like-minded artisans who pool their interests together for maximum potential. You might own businesses, or you could facilitate the businesses of others. Whatever the case, you have many skilled individuals investing in your organization to protect their own interests. While a trade guild might seem harmless to a casual observer, the number of resources at your disposal can summon a threat to rival any ruling body.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 6, + "name": "Skill and Defense Bonuses", + "items": [ + "{@b Diplomacy:} +1", + "{@b Resources:} +1" + ] + } + ] + }, + { + "type": "entries", + "name": "Domain Power", + "page": 43, + "entries": [ + "Trade guild officers gain access to the following domain power.", + "{@optfeature Healthcare|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 43, + "entries": [ + "Trade guild officers gain access to the following domain features.", + "{@optfeature Business Connections|KaW}", + "{@optfeature Well Fed|KaW}" + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/orZacWg.jpg" + }, + "title": "Mercantile guild party sheet" + } + ] + }, + { + "type": "entries", + "name": "Mystic Circle", + "page": 44, + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/vze6NP1.jpg" + } + }, + "Your organization is an association of arcane practitioners whose agents include wizards, sorcerers, scribes, and sages. Not all your associates cast magic\u2014your order needs guards and spies as much as anyone else\u2014but every member of your mystic circle respects the power of the magical arts. The collections of scrolls and tomes in your libraries contain knowledge that others seek, and unearthing the secrets of your enemies isn't so different from uncovering forbidden spells.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 2, + "items": [ + "{@b Skills}", + "{@b Diplomacy:} +0", + "{@b Espionage:} +1", + "{@b Lore:} +2", + "{@b Operations:} -1", + "{@b Defenses}", + "{@b Communications:} 12", + "{@b Resolve:} 10", + "{@b Resources:} 11" + ] + }, + { + "type": "entries", + "name": "Domain Titles", + "page": 44, + "entries": [ + "Mystic circle officers gain access to the following titles, each of which grants a character the noted additional features.", + { + "type": "list", + "style": "list-no-bullets", + "items": [ + "{@optfeature Augur|KaW}", + "{@optfeature Bewitcher|KaW}", + "{@optfeature Medium|KaW}", + "{@optfeature Shade|KaW}", + "{@optfeature Spellsword|KaW}" + ] + } + ] + }, + { + "type": "entries", + "name": "Domain Power", + "page": 46, + "entries": [ + "Mystic circle officers gain access to the following domain power.", + "{@optfeature Universal Energy Field|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 46, + "entries": [ + "Mystic circle officers gain access to the following domain features.", + "{@optfeature Forgotten Rite of Animation (Special Unit)|KaW}", + "{@optfeature Unravel Sorcery|KaW}" + ] + }, + { + "type": "entries", + "name": "Specialization", + "page": 46, + "entries": [ + "When you found your mystic circle, you'll also choose a specialization. Are you an arcane order, tirelessly seeking answers to the mysteries of the universe? Are you a secret cabal, hiding your dark schemes from the world? Or are you a theatrical troupe, using the art of magic to enhance your performances?" + ] + }, + { + "type": "entries", + "name": "Arcane Order", + "page": 46, + "entries": [ + "You are a public institution of magic, seeking to expand the understanding of the cosmic forces which ebb and flow through reality. You might be an arcane academy, a great library, or an assembly of notorious mages. Local lords approach you for counsel, unless you prefer to stay neutral in mundane affairs.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 6, + "name": "Skill and Defense Bonuses", + "items": [ + "{@b Lore:} +1", + "{@b Resources:} +1" + ] + } + ] + }, + { + "type": "entries", + "name": "Domain Power", + "page": 46, + "entries": [ + "Arcane order officers gain access to the following domain power.", + "{@optfeature Your Staff is Broken|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 47, + "entries": [ + "Arcane order officers gain access to the following domain features.", + "{@optfeature Find True Name|KaW}", + "{@optfeature Midnight Oil|KaW}", + "{@optfeature Wards of Protection Against Missiles|KaW}" + ] + }, + { + "type": "entries", + "name": "Secret Cabal", + "page": 47, + "entries": [ + "Your organization is clandestine. People might know you exist, but your work stays hidden to protect your members, keep your studies confidential, or better allow you to pull strings from behind the scenes. No matter what the reasons for your secrecy, one thing is certain: You look out for your own first and foremost.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 6, + "name": "Skill and Defense Bonuses", + "items": [ + "{@b Espionage:} +1", + "{@b Communications:} +1" + ] + } + ] + }, + { + "type": "entries", + "name": "Domain Power", + "page": 47, + "entries": [ + "Secret cabal officers gain access to the following domain power.", + "{@optfeature Elemental Bargain|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 47, + "entries": [ + "Secret cabal officers gain access to the following domain features.", + "{@optfeature Curse of Vitiation|KaW}", + "{@optfeature We Were Never Here|KaW}" + ] + }, + { + "type": "entries", + "name": "Theatrical Troupe", + "page": 47, + "entries": [ + "Magic and artifice have always gone hand in hand, and the art of spellcasting makes for some impressive stage effects. Whether you are a performance company with an established base of operations or a band of entertainers travelling far and wide, you endeavor to make magic accessible to all! Your organization doesn't believe in keeping sorcery hidden away in secluded towers, underground lairs, or exclusive clubs. Showing magic to the world encourages others to take up the art, dispels fears of spellcasting, and can bring joy to the common folk.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 6, + "name": "Skill and Defense Bonuses", + "items": [ + "{@b Diplomacy:} +1", + "{@b Operations:} +1" + ] + } + ] + }, + { + "type": "entries", + "name": "Domain Power", + "page": 47, + "entries": [ + "Theatrical troupe officers gain access to the following domain power.", + "{@optfeature Magic Misdirection|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 48, + "entries": [ + "Theatrical troupe officers gain access to the following domain features.", + "{@optfeature Combat Anthem|KaW}", + "{@optfeature You Didn't Hear This From Me|KaW}" + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/wFxP5KQ.jpg" + }, + "title": "Mystic Circle party sheet" + } + ] + }, + { + "type": "entries", + "name": "Nature Pact", + "page": 48, + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/TGa1PlE.jpg" + } + }, + "Your organization lives and thrives in the untamed wilds, whether forests, deserts, tundra, or even oceans. Nature cannot be controlled, but you know how to channel primal magic. Barbarians, druids, rangers, beasts, and nature spirits are your domain's agents, and with these forces on your side, you are unstoppable.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 2, + "items": [ + "{@b Skills}", + "{@b Diplomacy:} +1", + "{@b Espionage:} +0", + "{@b Lore:} +2", + "{@b Operations:} -1", + "{@b Defenses}", + "{@b Communications:} 10", + "{@b Resolve:} 12", + "{@b Resources:} 11" + ] + }, + { + "type": "entries", + "name": "Domain Titles", + "page": 48, + "entries": [ + "Nature pact officers gain access to the following titles, each of which grants a character the noted additional features.", + { + "type": "list", + "style": "list-no-bullets", + "items": [ + "{@optfeature The Connected|KaW}", + "{@optfeature The Pack Leader|KaW}", + "{@optfeature The Primal|KaW}", + "{@optfeature The Speaker|KaW}", + "{@optfeature The Stalwart|KaW}" + ] + } + ] + }, + { + "type": "entries", + "name": "Domain Power", + "page": 48, + "entries": [ + "Nature pact officers gain access to the following domain power.", + "{@optfeature Vine Entrapment|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 49, + "entries": [ + "Nature pact officers gain access to the following domain features.", + "{@optfeature Frog of War (Special Unit)|KaW}", + "{@optfeature Natural Disaster|KaW}" + ] + }, + { + "type": "entries", + "name": "Spcialization", + "page": 49, + "entries": [ + "When you found your nature pact, you'll also choose a specialization. Are you a barbarian tribe, escaping the conventions and customs of settled life by making your own rules in the wild? Are you a druid circle, living as an extension of the natural world and unable to fathom a home anywhere else? Or are you a hunter conclave defending nature from evil's corruption and industry's greed?" + ] + }, + { + "type": "entries", + "name": "Barbarian Tribe", + "page": 51, + "entries": [ + "Power, ferocity, and strength define the barbarian warriors who make up your organization, allowing you to push through enemies and knock all obstacles out of your path.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 6, + "name": "Skill and Defense Bonuses", + "items": [ + "{@b Operations:} +1", + "{@b Resolve:} +1" + ] + } + ] + }, + { + "type": "entries", + "name": "Domain Power", + "page": 51, + "entries": [ + "Barbarian tribe officers gain access to the following domain power.", + "{@optfeature Impenetrable Defense|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 51, + "entries": [ + "Barbarian tribe officers gain access to the following domain features.", + "{@optfeature Ready to Slay|KaW}", + "{@optfeature Trial by Pyre|KaW}" + ] + }, + { + "type": "entries", + "name": "Druid Circle", + "page": 51, + "entries": [ + "As the leaders of a druid circle, you gain the allegiance of beasts, plants, and even the elements to your cause. Your agents learn how to use terrain to their advantage, hiding in plain sight and creating an information network unlike any other.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 6, + "name": "Skill and Defense Bonuses", + "items": [ + "{@b Espionage:} +1", + "{@b Lore:} +1" + ] + } + ] + }, + { + "type": "entries", + "name": "Domain Power", + "page": 51, + "entries": [ + "Druid circle officers gain access to the following domain power.", + "{@optfeature Primal Conjuration|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 51, + "entries": [ + "Druid circle officers gain access to the following domain features.", + "{@optfeature Eagle Eye|KaW}", + "{@optfeature Torrential Terrain|KaW}" + ] + }, + { + "type": "entries", + "name": "Hunter Conclave", + "page": 51, + "entries": [ + "You lead a hunter conclave, whose members are dedicated to taking on aberrations, monstrosities, undead, and other unnatural creatures that threaten the wilds.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 6, + "name": "Skill and Defense Bonuses", + "items": [ + "{@b Diplomacy:} +1", + "{@b Espionage:} +1" + ] + } + ] + }, + { + "type": "entries", + "name": "Domain Power", + "page": 52, + "entries": [ + "Hunter conclave officers gain access to the following domain power.", + "{@optfeature Rapid Assault|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 52, + "entries": [ + "Hunter conclave officers gain access to the following domain features.", + "{@optfeature Marked Targets|KaW}", + "{@optfeature Ruinous Fire|KaW}" + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/H32Ct9Q.jpg" + }, + "title": "Nature Pact party sheet" + } + ] + }, + { + "type": "entries", + "name": "Noble Court", + "page": 52, + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/QaZyxjD.jpg" + } + }, + "A noble court domain is unique among the organizations in this section, as it allows the characters to take responsibility for governing a land and the citizens who live and work there. (And if your noble court reaches size 5, it could become a kingdom! Yay, it's the title of the book!) Farmers, smiths, carpenters, and shepherds might be the agents of a rural noble court, while clockmakers, luthiers, butchers, or musicians might serve you in a city. Whoever your followers are, they all look to you for guidance and protection.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 2, + "items": [ + "{@b Skills}", + "{@b Diplomacy:} +2", + "{@b Espionage:} +0", + "{@b Lore:} -1", + "{@b Operations:} +1", + "{@b Defenses}", + "{@b Communications:} 10", + "{@b Resolve:} 12", + "{@b Resources:} 11" + ] + }, + { + "type": "entries", + "name": "Domain Titles", + "page": 52, + "entries": [ + "Noble court officers gain access to the following titles, each of which grants a character the noted additional features.", + { + "type": "list", + "style": "list-no-bullets", + "items": [ + "{@optfeature Court Mage|KaW}", + "{@optfeature Court Minstrel|KaW}", + "{@optfeature High Priest|KaW}", + "{@optfeature Master Assassin|KaW}", + "{@optfeature Master-at-Arms|KaW}" + ] + } + ] + }, + { + "type": "entries", + "name": "Domain Power", + "page": 53, + "entries": [ + "Noble court officers gain access to the following domain power.", + "{@optfeature Mantle of Authority|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 53, + "entries": [ + "Noble court officers gain access to the following domain features.", + "{@optfeature Prepare the Steeds (Special Unit)|KaW}", + "{@optfeature Skilled Negotiators|KaW}" + ] + }, + { + "type": "entries", + "name": "Specialization", + "page": 53, + "entries": [ + "When you found your noble court, you'll also choose a specialization. Are you a court of war, focused on growing your holdings and resources through military might? Are you a political administration, engaging in trade and detente to provide for your people? Or are you a regent state, honoring the traditions of your land and the family that leads it?" + ] + }, + { + "type": "entries", + "name": "Court of War", + "page": 53, + "entries": [ + "Your noble court focuses on conquest, seeking growth through martial power. Like the subjects of so many great empires, your people are kept happy through the prosperity gained by annexing new territory. But those you conquer might view your actions as those of a tyrant rather than a hero.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 6, + "name": "Skill and Defense Bonuses", + "items": [ + "{@b Operations:} +1", + "{@b Resolve:} +1" + ] + } + ] + }, + { + "type": "entries", + "name": "Domain Power", + "page": 55, + "entries": [ + "Court of war officers gain access to the following domain power.", + "{@optfeature Conqueror|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 55, + "entries": [ + "Court of war officers gain access to the following domain features.", + "{@optfeature Forewarned is Forearmed|KaW}", + "{@optfeature Outmaneuvered|KaW}" + ] + }, + { + "type": "entries", + "name": "Political Administration", + "page": 55, + "entries": [ + "Your organization is focused on the skills and traditions of statecraft. Its officers are politicians first, pulling strings and manipulating neighbors, gathering favors and making deals. You prefer to use your diplomatic skills to avoid war\u2014but if that proves impossible, you ensure that the battle happens on your terms, surrounded by allies while your enemy stands alone.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 6, + "name": "Skill and Defense Bonuses", + "items": [ + "{@b Diplomacy:} +2" + ] + } + ] + }, + { + "type": "entries", + "name": "Domain Power", + "page": 55, + "entries": [ + "Political administration officers gain access to the following domain power.", + "{@optfeature Timely Aid|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 55, + "entries": [ + "Political administration officers gain access to the following domain features.", + "{@optfeature Diplomacy for Intel|KaW}", + "{@optfeature Enchantment Economy|KaW}" + ] + }, + { + "type": "entries", + "name": "Regent State", + "page": 55, + "entries": [ + "A regent holds power in trust to someone else, usually an absent monarch or an heir too young to rule. But a regent can also hold power in trust to the people, always working to act in their best interests. Regents concern themselves first with their people's well-being, and work hard to establish justice, prosperity, and security.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 6, + "name": "Skill and Defense Bonuses", + "items": [ + "{@b Resolve:} +1", + "{@b Resources:} +1" + ] + } + ] + }, + { + "type": "entries", + "name": "Domain Power", + "page": 55, + "entries": [ + "Regent state officers gain access to the following domain power.", + "{@optfeature Voices of the Past|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 56, + "entries": [ + "Regent state officers gain access to the following domain features.", + "{@optfeature Backdoor Negotiations|KaW}", + "{@optfeature Volunteer Blacksmiths|KaW}" + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/MK4Lc2z.jpg" + }, + "title": "Noble Court party sheet" + } + ] + }, + { + "type": "entries", + "name": "Religious Order", + "page": 56, + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/bFXj9c9.jpg" + } + }, + "Your characters have formed a religious order, assembled in service to a higher power such as a god, archfiend, or unfathomable elder entity. You are no stranger to poring over ancient scriptures, and you can mobilize your tight-knit community of acolytes, priests, and champions to care for the poor and vulnerable, defend the faith, or conduct occult rituals. Whether congregating beneath the scintillating glow of stained glass windows or engaging in lost rites before ancient altars, your faith is strong, and you know that through prayer, all things are possible.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 2, + "items": [ + "{@b Skills}", + "{@b Diplomacy:} +0", + "{@b Espionage:} -1", + "{@b Lore:} +2", + "{@b Operations:} +1", + "{@b Defenses}", + "{@b Communications:} 11", + "{@b Resolve:} 12", + "{@b Resources:} 10" + ] + }, + { + "type": "entries", + "name": "Domain Titles", + "page": 56, + "entries": [ + "Religious order officers gain access to the following titles, each of which grants a character the noted additional features.", + { + "type": "list", + "style": "list-no-bullets", + "items": [ + "{@optfeature Conduit|KaW}", + "{@optfeature Crusader|KaW}", + "{@optfeature Herald|KaW}", + "{@optfeature Omen|KaW}", + "{@optfeature Prophet|KaW}" + ] + } + ] + }, + { + "type": "entries", + "name": "Domain Power", + "page": 57, + "entries": [ + "Religious order officers gain access to the following domain power.", + "{@optfeature Beseech the Most High|KaW}" + ] + }, + { + "type": "inset", + "name": "Freedom of Religion", + "entries": [ + "The nature or specialization of your religious order has no bearing on which type of planar creature\u2014 aberration, celestial, or fiend\u2014you can summon with the Beseech the Most High power. Think outside the box! Your holy church might petition a righteous deity for aid and be granted command of a monstrous devil bound by hallowed chains. Likewise, your hidden cult might worship an archdevil that torments souls in an eldritch demiplane, conjuring an aberration onto the battlefield from a portal of writhing tentacles." + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 59, + "entries": [ + "Religious order officers gain access to the following domain features.", + "{@optfeature Consult the Scriptures|KaW}", + "{@optfeature Spread the Holy Word (Special Unit)|KaW}" + ] + }, + { + "type": "entries", + "name": "Specialization", + "page": 59, + "entries": [ + "When you found your religious order, you'll also choose a specialization. Are your rituals taboo or even illegal, forcing you to operate from the shadows as a hidden cult? Does your god command you to grow their faith by operating as a holy church, sending missionaries throughout the land? Or perhaps you're part of a monastic order, guarding ancient secrets in some secluded domain of faith?" + ] + }, + { + "type": "entries", + "name": "Hidden Cult", + "page": 59, + "entries": [ + "Society is rife with close-minded individuals who disapprove of your causes or your methods, so you must conduct your rituals in secret. The agents of your hidden cult are everyday people\u2014acolytes and blacksmiths, guards and government officials\u2014who mask their true natures behind ceremonial garb and closed-door meetings. Your stronghold is likely a front for occult activity, and your allies are won through temptation, manipulation, and intimidation. And though you try to keep a low profile, conflict is sometimes inevitable.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 6, + "name": "Skill and Defense Bonuses", + "items": [ + "{@b Espionage:} +1", + "{@b Lore:} +1" + ] + } + ] + }, + { + "type": "entries", + "name": "Domain Power", + "page": 59, + "entries": [ + "Hidden cult officers gain access to the following domain power.", + "{@optfeature Penance|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 59, + "entries": [ + "Hidden cult officers gain access to the following domain features.", + "{@optfeature Blood Sacrifice|KaW}", + "{@optfeature Poison the Well|KaW}" + ] + }, + { + "type": "entries", + "name": "Holy Church", + "page": 60, + "entries": [ + "As a devout group of worshipers, you act as the instruments of a god. Your agents are dedicated and organized, proudly proclaiming their faith to would-be converts and constructing gleaming temples to receive them. Your clothing or armor is emblazoned with the holy symbol of your deity as a reminder that your cause has been ordained by the ultimate authority.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 6, + "name": "Skill and Defense Bonuses", + "items": [ + "{@b Diplomacy:} +1", + "{@b Resources:} +1" + ] + } + ] + }, + { + "type": "entries", + "name": "Domain Power", + "page": 60, + "entries": [ + "Holy church officers gain access to the following domain power.", + "{@optfeature Turn the Tide|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 60, + "entries": [ + "Holy church officers gain access to the following domain features.", + "{@optfeature Having the Gods on Our Side|KaW}", + "{@optfeature Resplendent Armor|KaW}" + ] + }, + { + "type": "entries", + "name": "Monastic Order", + "page": 60, + "entries": [ + "As a monastic order, you create a secluded community devoted to a cause, doctrine, or philosophy. Your agents are servants, scholars, and sages who renounced the world in favor of a nobler path. Monasticism is a way of life, full of strict regimens designed to hone the body, mind, and spirit. But though you spend your days in peaceful meditation, your order's arduous training makes you a dangerous weapon.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 6, + "name": "Skill and Defense Bonuses", + "items": [ + "{@b Lore:} +1", + "{@b Operations:} +1" + ] + } + ] + }, + { + "type": "entries", + "name": "Domain Power", + "page": 60, + "entries": [ + "Monastic order officers gain access to the following domain power.", + "{@optfeature Quaking Fist|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 60, + "entries": [ + "Monastic order officers gain access to the following domain features.", + "{@optfeature Ancient Archives|KaW}", + "{@optfeature Iron Will|KaW}" + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/qc1PLTr.jpg" + }, + "title": "Religious Order party sheet" + } + ] + }, + { + "type": "entries", + "name": "Underworld Syndicate", + "page": 61, + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/vBycJFQ.jpg" + } + }, + "Your organization is an underworld syndicate acting from the shadows, running agents who might be thugs, spies, killers, or cutpurses. The resources you control put you in a perfect position to undertake clandestine activities, morally ambiguous deals, and jobs not for the faint of heart. You go in, you get the job done, and you get out again, all without anyone knowing. Or, if you're especially good at what you do, you'll leave everyone thinking someone else was responsible.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 2, + "items": [ + "{@b Skills}", + "{@b Diplomacy:} +0", + "{@b Espionage:} +2", + "{@b Lore:} -1", + "{@b Operations:} +1", + "{@b Defenses}", + "{@b Communications:} 12", + "{@b Resolve:} 10", + "{@b Resources:} 11" + ] + }, + { + "type": "entries", + "name": "Domain Titles", + "page": 61, + "entries": [ + "Underworld syndicate officers gain access to the following titles, each of which grants a character the noted additional features.", + { + "type": "list", + "style": "list-no-bullets", + "items": [ + "{@optfeature Enforcement|KaW}", + "{@optfeature Narcotics|KaW}", + "{@optfeature Negotiations|KaW}", + "{@optfeature Operations|KaW}", + "{@optfeature Records|KaW}" + ] + } + ] + }, + { + "type": "entries", + "name": "Domain Power", + "page": 63, + "entries": [ + "Underworld syndicate officers gain access to the following domain power.", + "{@optfeature Find Weakness|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 63, + "entries": [ + "Underworld syndicate officers gain access to the following domain features.", + "{@optfeature Plans within Plans|KaW}", + "{@optfeature The Crew (Special Unit)|KaW}" + ] + }, + { + "type": "entries", + "name": "Specialization", + "page": 63, + "entries": [ + "When you found your underworld syndicate, you'll also choose a specialization. Are you a venerable and prestigious assassins' college, training a proud line of professional killers? Are you an official spy network, your existence known to the general public even as your work is shrouded in mystery? Or are you a down-and-dirty thieves' guild, taking on any jobs for the right price?" + ] + }, + { + "type": "entries", + "name": "Assassins' College", + "page": 63, + "entries": [ + "Assassination is a most misunderstood art. You kill people for money, sure\u2014but only certain people and only under certain circumstances. There are rules, after all, and new assassins must learn those rules at the hands of masters.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 6, + "name": "Skill and Defense Bonuses", + "items": [ + "{@b Espionage:} +1", + "{@b Resources:} +1" + ] + } + ] + }, + { + "type": "entries", + "name": "Domain Power", + "page": 63, + "entries": [ + "Assassins' college officers gain access to the following domain power.", + "{@optfeature Assassin's Strike|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 63, + "entries": [ + "Assassins' college officers gain access to the following domain features.", + "{@optfeature Looks Like We Need a New Boss|KaW}", + "{@optfeature The Best There Is|KaW}" + ] + }, + { + "type": "entries", + "name": "Spy Network", + "page": 64, + "entries": [ + "As part of a covert team of spies, you gather intelligence and engage in clandestine activities for a government, a specific organization\u2014or the highest bidder. Your agents are well trained and savvy, able to operate in even the most challenging conditions.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 6, + "name": "Skill and Defense Bonuses", + "items": [ + "{@b Diplomacy:} +1", + "{@b Espionage:} +1" + ] + } + ] + }, + { + "type": "entries", + "name": "Domain Power", + "page": 64, + "entries": [ + "Spy network officers gain access to the following domain power.", + "{@optfeature Traitor|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 64, + "entries": [ + "Spy network officers gain access to the following domain features.", + "{@optfeature Create Vulnerability|KaW}", + "{@optfeature False Orders|KaW}" + ] + }, + { + "type": "entries", + "name": "Thieves' Guild", + "page": 64, + "entries": [ + "Your organization is a second-story crew, focusing on getting into where you don't belong, taking what isn't yours, and earning your well-deserved rewards. You're not much for politics, spying, and information brokering\u2014except when it helps you cut deals with the law.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 6, + "name": "Skill and Defense Bonuses", + "items": [ + "{@b Espionage:} +1", + "{@b Operations:} +1" + ] + } + ] + }, + { + "type": "entries", + "name": "Domain Power", + "page": 64, + "entries": [ + "Thieves' guild officers gain access to the following domain power.", + "{@optfeature Poison Weapons|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 64, + "entries": [ + "Thieves' guild officers gain access to the following domain features.", + "{@optfeature Stolen Supplies|KaW}", + "{@optfeature They're Going to Have a Hard Time Making Payroll This Week|KaW}" + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/NXf1vGW.jpg" + }, + "title": "Underworld Syndicate party sheet" + } + ] + }, + { + "type": "entries", + "name": "NPC Realms", + "page": 65, + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/HlxdCwF.jpg" + } + }, + "When a domain is controlled by an NPC\u2014whether a villain, an ally, or a mystery figure whose role the characters need to figure out\u2014the GM sets that domain up as an NPC realm. This section presents sixteen NPC realms for the GM's use in a campaign, covering a wide array of domain types, from the explicitly villainous (it's hard to imagine how a despotic regime could be a good thing) to neutral and possibly friendly realms such as a fey court or a gnomish kingdom.", + "Unlike heroic organizations, {@b each NPC realm has only one title, given to the leader}. This reflects the fact that all the officers of a villainous realm (and any other domain outside the characters' domain) are run by the GM, and no GM needs to worry about five NPCs with special abilities! Also unlike organizations, NPC realms have no specialization. They have the same number of domain powers and domain features overall, but those powers and features are consistent for each type of realm. This allows a GM to quickly copy the details for an NPC realm onto the generic domain sheet (page 315) and be ready to go.", + "Some of an NPC realm's domain powers can be taken only by the domain's leader. Other powers can be taken by the leader or other officers.", + "There's no rule that says all the NPC domains in a game must be realms from this section. GMs can use the domains in the {@book Heroic Organizations|KaW|2|Heroic Organizations} section as well when populating a world with NPC domains. But by keeping the setup for these realms simpler and less customizable, the intent is to make them easier for the GM to use." + ] + }, + { + "type": "entries", + "name": "Despotic Regime", + "page": 65, + "entries": [ + "A despotic warlord rules through fear and propaganda. They are not interested in the health or well-being of their people, but only in making sure their army is always prepared for battle. Despots are cruel. Conquest is the tool they use to appease their soldiers, but power is all they care about. If it ever seems as though a despot is being reasonable during negotiations, this is a ruse. They are always scheming, even against their allies. And if they defer to a greater power, it is only because a despot fears anyone with more power than them.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 2, + "items": [ + "{@b Skills}", + "{@b Diplomacy:} -1", + "{@b Espionage:} +2", + "{@b Lore:} +0", + "{@b Operations:} +2", + "{@b Defenses}", + "{@b Communications:} 11", + "{@b Resolve:} 12", + "{@b Resources:} 10" + ] + }, + { + "type": "entries", + "name": "Domain Title", + "page": 66, + "entries": [ + "The despotic regime leader gains the following title and the noted additional features.", + "{@optfeature Despot|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Powers", + "page": 66, + "entries": [ + "The despotic regime leader gains access to the following domain powers.", + "{@optfeature Make an Example|KaW}", + "{@optfeature My Life for Yours|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 66, + "entries": [ + "Despotic regime officers gain access to the following domain features.", + "{@optfeature Death to Spies|KaW}", + "{@optfeature Readiness is All|KaW}", + "{@optfeature The Crimson Guard (Special Unit)|KaW}", + "{@optfeature Work the Prisoners to the Bone|KaW}" + ] + } + ] + }, + { + "type": "entries", + "name": "Draconic Empire", + "page": 67, + "entries": [ + "Some dragons amass gold and jewels; others covet the wealth of magic. But the most formidable and cunning of dragons hoard whole kingdoms. A draconic empire is the end result of such unparalleled greed: an amalgamation of cities and lands brought together under a single dragon's rapacious purview. With a lifespan of over a thousand years, a draconic ruler maintains an iron hold over their realm, crushing any attempt to conquer or disband their empire with ease.", + "Though dragons and other creatures such as wyverns are found among a draconic empire's subjects, the empire absorbs many by way of conquest, and not every citizen of such a realm has draconic blood. At the same time, not every draconic sovereign is seen as a tyrant, and some of the empire's folk might even prefer the efficient and judicious rulings of a dragon overlord compared to the alternatives.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 2, + "items": [ + "{@b Skills}", + "{@b Diplomacy:} -1", + "{@b Espionage:} +0", + "{@b Lore:} +2", + "{@b Operations:} +2", + "{@b Defenses}", + "{@b Communications:} 10", + "{@b Resolve:} 11", + "{@b Resources:} 13" + ] + }, + { + "type": "entries", + "name": "Domain Title", + "page": 67, + "entries": [ + "The draconic empire leader gains the following title and the noted additional features.", + "{@optfeature Imperator Draconis|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Powers", + "page": 67, + "entries": [ + "Draconic empire officers gain access to the following domain powers.", + "{@optfeature Glittering Armor|KaW}", + "{@optfeature The Great and Terrible|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 67, + "entries": [ + "Draconic empire officers gain access to the following domain features.", + "{@optfeature Pillage|KaW}", + "{@optfeature Destruction Rains from Above|KaW}", + "{@optfeature Furnishings of the Hoard|KaW}", + "{@optfeature Praetores Draconis (Special Unit)|KaW}" + ] + } + ] + }, + { + "type": "entries", + "name": "Dwarven Thanedom", + "page": 69, + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/kXusLtz.jpg" + } + }, + "Not all dwarven cultures are bellicose, but the dwarves' history of stalwart bravery lends them several advantages when a dwarven thanedom is drawn into conflict\u2014or when its folk decide to start trouble themselves. Dwarven physiology and hardiness is well suited to land war. But even more importantly, many dwarves possess a strong analytical streak that underlies their success as crafters, engineers, and miners. With an instinctive sense of how various parts work together to create a machine, dwarves called to battle understand how to become a part in a war machine, making dwarf soldiers a force to be reckoned with on the field.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 2, + "items": [ + "{@b Skills}", + "{@b Diplomacy:} +0", + "{@b Espionage:} -1", + "{@b Lore:} +1", + "{@b Operations:} +2", + "{@b Defenses}", + "{@b Communications:} 11", + "{@b Resolve:} 12", + "{@b Resources:} 12" + ] + }, + { + "type": "entries", + "name": "Domain Title", + "page": 69, + "entries": [ + "The dwarven thanedom leader gains the following title and the noted additional features.", + "{@optfeature Thane|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Powers", + "page": 69, + "entries": [ + "Dwarven thanedom officers gain access to the following domain powers.", + "{@optfeature Iron Tide|KaW}", + "{@optfeature Natural Sprinter|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 69, + "entries": [ + "Dwarven thanedom officers gain access to the following domain features.", + "{@optfeature Accelerated Industry|KaW}", + "{@optfeature Blazing Forges|KaW}", + "{@optfeature Siege Manufacturing|KaW}", + "{@optfeature Warpath|KaW}" + ] + } + ] + }, + { + "type": "entries", + "name": "Fey Court", + "page": 70, + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/Ba0Fltp.jpg" + } + }, + "The courts of the elves, the fairies who serve them, and the fey creatures of the wode are alien to most people of the world. Cruel and capricious, the fey court's rulers are driven by motivations unknowable. They are older than the world, and remember magics that mortal creatures were not meant to know. Draw the ire of a fey court, and the shadows you see, the sounds you hear, the world you touch could well become an illusion designed to lead you down a long, torturous road of doom.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 2, + "items": [ + "{@b Skills}", + "{@b Diplomacy:} +0", + "{@b Espionage:} +1", + "{@b Lore:} +3", + "{@b Operations:} -1", + "{@b Defenses}", + "{@b Communications:} 11", + "{@b Resolve:} 12", + "{@b Resources:} 11" + ] + }, + { + "type": "entries", + "name": "Domain Title", + "page": 70, + "entries": [ + "The fey court leader gains the following title and the noted additional features.", + "{@optfeature Monarch of Mischief|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Powers", + "page": 70, + "entries": [ + "Fey court officers gain access to the following domain powers.", + "{@optfeature Now You See Me...and Me...and Me!|KaW}", + "{@optfeature Watch Where You Swing|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 72, + "entries": [ + "Fey court officers gain access to the following domain features.", + "{@optfeature Disillusioned Illusions|KaW}", + "{@optfeature Fairy Circles|KaW}", + "{@optfeature Surely You Jest (Special Unit)|KaW}", + "{@optfeature Your Own Worst Enemy|KaW}" + ] + } + ] + }, + { + "type": "entries", + "name": "Giant Jarldom", + "page": 72, + "entries": [ + "In warfare, size matters. Giant jarls often have little patience for ingenuity or diplomatic negotiations, preferring to throw their weight around and squash any puny fools who dare to challenge their will. In the eyes of a living siege weapon, most fortifications constructed by the smallfolk are laughable at best. Giant jarldoms are living engines of war, ready for battle at a moment's notice. Jarls can live hundreds of years, none of which are spent suffering fickle alliances, usurpers, or smallfolk kingdoms who've forgotten their place. The mere touch of a giant's barrel-sized fist can topple a soldier in full plate armor, and the tremors of their footsteps foreshadow the destruction that comes in their wake.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 2, + "items": [ + "{@b Skills}", + "{@b Diplomacy:} +0", + "{@b Espionage:} -1", + "{@b Lore:} +2", + "{@b Operations:} +2", + "{@b Defenses}", + "{@b Communications:} 10", + "{@b Resolve:} 13", + "{@b Resources:} 11" + ] + }, + { + "type": "entries", + "name": "Domain Title", + "page": 72, + "entries": [ + "The giant jarldom leader gains the following title and the noted additional features.", + "{@optfeature Jarl|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Powers", + "page": 73, + "entries": [ + "Giant jarldom officers gain access to the following domain powers.", + "{@optfeature The Bigger I Am, the Harder You Fall|KaW}", + "{@optfeature Thick Hide|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 73, + "entries": [ + "Giant jarldom officers gain access to the following domain features.", + "{@optfeature Bring the Big Rocks|KaW}", + "{@optfeature Indomitable Might|KaW}", + "{@optfeature Runic Omens|KaW}", + "{@optfeature There Are Giants in the Sky (Special Unit)|KaW}" + ] + } + ] + }, + { + "type": "entries", + "name": "Gnomish Kingdom", + "page": 72, + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/SkzUtgz.jpg" + } + }, + "Bustling with life, gnomish kingdoms are centers for arcane study and engineering breakthroughs. Here, elderly gnomes pass down stories learned across long life spans to bright-eyed young creators, while clever inventors in underground laboratories chip away at new experiments. Gnomes are often known for innovations that work in tandem with the earth, not against it, and their kingdoms are all the richer for it.", + "Gnomish kingdoms are home to many other types of creatures as well, including students from far-flung lands seeking lore and training. Elderly gnome engineers take on such apprentices happily, ready to share the tricks of their craft. But don't mistake this friendliness for weakness. When pushed to war, gnomish kingdoms conduct themselves with the same precision and ingenuity that their citizens display in their workshops. Their infantry can cleverly dismantle a fortress in a day, and their artillery squadrons wield powerful firearms unlike any other.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 2, + "items": [ + "{@b Skills}", + "{@b Diplomacy:} +0", + "{@b Espionage:} -1", + "{@b Lore:} +2", + "{@b Operations:} +2", + "{@b Defenses}", + "{@b Communications:} 12", + "{@b Resolve:} 10", + "{@b Resources:} 12" + ] + }, + { + "type": "entries", + "name": "Domain Title", + "page": 73, + "entries": [ + "The gnomish kingdom leader gains the following title and the noted additional features.", + "{@optfeature Prime Sophist|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Powers", + "page": 74, + "entries": [ + "Gnomish kingdom officers gain access to the following domain powers.", + "{@optfeature Never Underestimate the Small|KaW}", + "{@optfeature Thinking Outside the Box|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 74, + "entries": [ + "Gnomish kingdom officers gain access to the following domain features.", + "{@optfeature Clever Together|KaW}", + "{@optfeature Mirror Legion (Special Unit)|KaW}", + "{@optfeature Raw Firepower|KaW}", + "{@optfeature Warfare Engineers|KaW}" + ] + } + ] + }, + { + "type": "entries", + "name": "Goblinoid Coalition", + "page": 75, + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/vktB8Vt.jpg" + } + }, + "Most domains consider enemy goblinoid realms a nuisance rather than a true military threat. Outside of urban environments, goblins, bugbears, and hobgoblins usually live in small clan groups, rising and falling in strength as the strongest leaders jockey for power. But sometimes an ambitious goblinoid leader is able to unite a number of clans as a singular community\u2014and a dangerous fighting force. By pooling resources, goblinoid clans and bands can form a coalition capable of launching devastating attacks on all who threaten their lands and people, bringing goblins, hobgoblins, and bugbears into a unified and disciplined force of capable warriors.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 2, + "items": [ + "{@b Skills}", + "{@b Diplomacy:} +0", + "{@b Espionage:} +1", + "{@b Lore:} -1", + "{@b Operations:} +3", + "{@b Defenses}", + "{@b Communications:} 12", + "{@b Resolve:} 10", + "{@b Resources:} 12" + ] + }, + { + "type": "entries", + "name": "Domain Title", + "page": 75, + "entries": [ + "The goblinoid coalition leader gains the following title and the noted additional features.", + "{@optfeature King Boss|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Powers", + "page": 76, + "entries": [ + "Gnomish kingdom officers gain access to the following domain powers.", + "{@optfeature Cheap Shot|KaW}", + "{@optfeature Worg Pack|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 76, + "entries": [ + "Gnomish kingdom officers gain access to the following domain features.", + "{@optfeature Mumbo Jumbo|KaW}", + "{@optfeature Prisoners of War|KaW}", + "{@optfeature Spike Pits|KaW}", + "{@optfeature The Red Howl (Special Unit)|KaW}" + ] + } + ] + }, + { + "type": "entries", + "name": "Hag Coven", + "page": 77, + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/FKbN8Eq.jpg" + } + }, + "A hag's deception and vile reckoning makes for a dangerous and unpredictable foe. Every encounter with one of these fiends is a gamble that might deal results worse than death. When several hags form a hag coven, their combined magical, seductive, and scheming power increases exponentially. Patient and cruel, the members of a hag coven sign pacts with the most desperate mortals, using the might of the horrid fey, fiends, and monstrosities that follow them as an army to enforce their dark bargains against even war leaders and emperors. Be wary when facing or allying with a coven, for every move the hags make furthers their singular goal of seeing the world suffer.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 2, + "items": [ + "{@b Skills}", + "{@b Diplomacy:} +2", + "{@b Espionage:} +0", + "{@b Lore:} +2", + "{@b Operations:} -1", + "{@b Defenses}", + "{@b Communications:} 12", + "{@b Resolve:} 12", + "{@b Resources:} 10" + ] + }, + { + "type": "entries", + "name": "Domain Title", + "page": 77, + "entries": [ + "The goblinoid coalition leader gains the following title and the noted additional features.", + "{@optfeature Queen of Night|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Powers", + "page": 77, + "entries": [ + "Gnomish kingdom officers gain access to the following domain powers.", + "{@optfeature Curse of the Coven|KaW}", + "{@optfeature Know Thy Place|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 78, + "entries": [ + "Gnomish kingdom officers gain access to the following domain features.", + "{@optfeature A Comforting Voice|KaW}", + "{@optfeature Clever Bargain|KaW}", + "{@optfeature Drained Source|KaW}", + "{@optfeature Swamp's Wrath (Special Unit)|KaW}" + ] + } + ] + }, + { + "type": "entries", + "name": "Infernal Echelon", + "page": 78, + "entries": [ + "Fiends are evil incarnate. Whether they seek to cheat mortals out of their souls or simply consume those souls by force, all fiends share the same drive\u2014the suffering of the living. It's easy to lose sight of this simple truth when dealing with these creatures, as both the Abyss and the Nine Hells are entrenched in complicated politics. Demons and devils both follow strict hierarchies, creating complex power struggles whose machinations have consequences that ripple out across multiple worlds. And at the heart of these grand plots stands the infernal echelon\u2014an organized force of fiends dedicated to powerful leaders, and committed to unleashing death, madness, and despair upon the mortal realm.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 2, + "items": [ + "{@b Skills}", + "{@b Diplomacy:} +2", + "{@b Espionage:} +1", + "{@b Lore:} +1", + "{@b Operations:} +0", + "{@b Defenses}", + "{@b Communications:} 12", + "{@b Resolve:} 10", + "{@b Resources:} 11" + ] + }, + { + "type": "entries", + "name": "Domain Titles", + "page": 79, + "entries": [ + "The infernal echelon leader gains one of the following titles (based on their particular flavor of evil), each of which grants the noted additional features.", + "{@optfeature Deceiver|KaW}", + "{@optfeature Defiler|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Powers", + "page": 79, + "entries": [ + "Infernal echelon officers gain access to the following domain powers.", + "{@optfeature Doom Curse|KaW}", + "{@optfeature Hellfire|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 79, + "entries": [ + "Infernal echelon officers gain access to the following domain features.", + "{@optfeature Face Dancers|KaW}", + "{@optfeature Inferno Artillery|KaW}", + "{@optfeature Led by the Nose|KaW}", + "{@optfeature Summon the Pale Riders (Special Unit)|KaW}" + ] + } + ] + }, + { + "type": "entries", + "name": "Medusean Tyranny", + "page": 81, + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/KFKz7ZQ.jpg" + } + }, + "Those afflicted with the medusa's curse often retreat into isolation, sequestering themselves in remote lairs to hide their monstrous transformation. Most medusas spend their days collecting not just victims but knowledge, as they attempt to undo the fell magic that has transformed them. A medusean tyranny arises when these powerful beings emerge from the shadows to seek out others of their kind. Alone, a medusa is a terrifying threat. Together, they pool centuries of knowledge and power, becoming all but unstoppable.", + "Medusas working together form a democratic unit known as a Veiled Council, with a medusean tyranny coming into full power when a council seizes a first stronghold. Once a base of operations is established, the council begins to expand across surrounding regions, ruling through fear and squashing resistance with powerful sorcery. The larger the hubris of a bordering domain, the more likely a medusean tyranny is to set their ensorcelled armies upon it.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 2, + "items": [ + "{@b Skills}", + "{@b Diplomacy:} +2", + "{@b Espionage:} -1", + "{@b Lore:} +3", + "{@b Operations:} +0", + "{@b Defenses}", + "{@b Communications:} 10", + "{@b Resolve:} 12", + "{@b Resources:} 11" + ] + }, + { + "type": "entries", + "name": "Domain Title", + "page": 81, + "entries": [ + "The medusean tyranny leader gains the following title and the noted additional features.", + "{@optfeature Veiled Sovereign|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Powers", + "page": 81, + "entries": [ + "Medusean tyranny officers gain access to the following domain powers.", + "{@optfeature Doom Curse|KaW}", + "{@optfeature Unrelenting Gaze|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 81, + "entries": [ + "Medusean tyranny officers gain access to the following domain features.", + "{@optfeature Allies to Stone|KaW}", + "{@optfeature Cult of Secrets|KaW}", + "{@optfeature Living Statuary (Special Unit)|KaW}", + "{@optfeature Promises of Power|KaW}" + ] + } + ] + }, + { + "type": "entries", + "name": "Orc Clan", + "page": 82, + "entries": [ + "Fearless and unwavering in defense of their homelands or in pursuit of plunder, the legions of an orc clan are not to be trifled with. Many folk call themselves superior warriors, with their heavy plate mail and firearms. But countless tales speak of foolish champions who underestimated the power of an orc clan\u2014and the dear price they paid for that ignorance.", + "Most orc clans are composed of numerous smaller tribes and extended families, creating a bond that sees clan members defend their fellows with ruthless tactics and little patience for insult. Clan leadership is not hereditary, but is only rarely determined by age or strength. Instead, the mantle of chieftain is usually passed down to whoever can inspire the most loyalty in their fellow warriors.", + "Many of those who lose a campaign against an orc clan tell tales of the orcs' brutality, but this paints a picture that is far from accurate. Orc clans connect to a proud warrior culture, but their social infrastructure is no more savage than that of any other civilization. Although some clans are driven by ambition that sees them challenge and conquer other realms, most are dedicated to defending the orcs' expansive homelands, attacking only when provoked.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 2, + "items": [ + "{@b Skills}", + "{@b Diplomacy:} +1", + "{@b Espionage:} -1", + "{@b Lore:} +1", + "{@b Operations:} +2", + "{@b Defenses}", + "{@b Communications:} 10", + "{@b Resolve:} 13", + "{@b Resources:} 11" + ] + }, + { + "type": "entries", + "name": "Domain Title", + "page": 82, + "entries": [ + "The orc clan leader gains the following title and the noted additional features.", + "{@optfeature Chieftain|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Powers", + "page": 82, + "entries": [ + "Orc clan officers gain access to the following domain powers.", + "{@optfeature Outlast|KaW}", + "{@optfeature Protect the Clan|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 83, + "entries": [ + "Orc clan officers gain access to the following domain features.", + "{@optfeature Proud Warriors|KaW}", + "{@optfeature Take No Insult|KaW}", + "{@optfeature Tales of Clan Heroes Past|KaW}", + "{@optfeature The Unbreakable (Special Unit)|KaW}" + ] + } + ] + }, + { + "type": "entries", + "name": "Planar Invaders", + "page": 84, + "entries": [ + "Beyond the life known to the folk of the world, countless other worlds exist, filled with riches, mysteries, and danger. Planar invaders travel between these dimensions, seeking and consuming rare resources, obliterating those who get in their way, and too often leaving behind a trail of suffering. They pay no heed to the mundane conceptions of war understood by worldly folk, with their alien mindset and refusal to follow rules of engagement. Rather, they exploit every advantage they have, with no care to whether or not they leave survivors behind.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 2, + "items": [ + "{@b Skills}", + "{@b Diplomacy:} -1", + "{@b Espionage:} +2", + "{@b Lore:} +0", + "{@b Operations:} +3", + "{@b Defenses}", + "{@b Communications:} 11", + "{@b Resolve:} 12", + "{@b Resources:} 10" + ] + }, + { + "type": "entries", + "name": "Domain Title", + "page": 84, + "entries": [ + "The planar invaders' leader gains the following title and the noted additional features.", + "{@optfeature Overlord|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Powers", + "page": 84, + "entries": [ + "Planar invaders' officers gain access to the following domain powers.", + "{@optfeature Resistance is Futile|KaW}", + "{@optfeature You'll Be of Use Yet|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 84, + "entries": [ + "Planar invaders' officers gain access to the following domain features.", + "{@optfeature Interplanar Blip|KaW}", + "{@optfeature Recall the Fleet (Special Unit)|KaW}", + "{@optfeature Spatial Anchor|KaW}", + "{@optfeature We Will Take What We Need from Your Mind...Directly|KaW}" + ] + } + ] + }, + { + "type": "entries", + "name": "Reptilian Band", + "page": 85, + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/HW4GKa8.jpg" + } + }, + "Reptilian folk vary widely in their cultures and outlooks, with each preoccupied with unique concerns and internal politics. But every so often, a charismatic leader steps forth to bind disparate factions of kobolds, lizardfolk, dragonborn, and other peoples of reptilian ancestry into a mighty band. When united, these brave peoples make an unbreakable bulwark against those who would intrude into or steal resources from their lands\u2014or a furious swarm dedicated to leveling whole kingdoms and reshaping the world as it was in primordial times.", + { + "type": "inset", + "name": "Frogfolk", + "entries": [ + "The illustrious history of the world's oldest fantasy roleplaying game is filled with various frog peoples. While such creatures are technically amphibians, the reptilian band domain works great to create a villainous or NPC realm using such creatures." + ] + }, + { + "type": "list", + "style": "list-no-bullets", + "columns": 2, + "items": [ + "{@b Skills}", + "{@b Diplomacy:} -1", + "{@b Espionage:} +2", + "{@b Lore:} +3", + "{@b Operations:} +0", + "{@b Defenses}", + "{@b Communications:} 11", + "{@b Resolve:} 12", + "{@b Resources:} 10" + ] + }, + { + "type": "entries", + "name": "Domain Title", + "page": 85, + "entries": [ + "The reptilian band leader gains the following title and the noted additional features.", + "{@optfeature Matriarch Rex|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Powers", + "page": 85, + "entries": [ + "Reptilian band officers gain access to the following domain powers.", + "{@optfeature Regenerate|KaW}", + "{@optfeature Vengeful Shriek|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 85, + "entries": [ + "Reptilian band officers gain access to the following domain features.", + "{@optfeature Booby Traps|KaW}", + "{@optfeature Ensorcelled Scales|KaW}", + "{@optfeature Prehistoric Wrath (Special Unit)|KaW}", + "{@optfeature Primal Magic|KaW}" + ] + } + ] + }, + { + "type": "entries", + "name": "Undead Dominion", + "page": 86, + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/HW4GKa8.jpg" + } + }, + "Undeath is perhaps the oldest form of fell magic, its foul stain marring history again and again despite the efforts of those who pledge to wipe it out once and for all. Not all undead are evil by nature, but most leaders who seek to live forever are, as they manipulate the magic of life and death to eternally exercise their will over others. And soon enough, some of those undead leaders begin to ask themselves: \"Why shouldn't my people also share in the gift of immortality...?\"", + "When an undead dominion rises, it creates a blight on the living landscape, turning soil to ash and draining the energy from all living things. Its people are a labor force that never needs rest. A military that needs no pay or medical care. They cannot be broken. They cannot be bought. They do not need to eat, or sleep, or breathe. They\u2014and the threat they bring to bear on neighboring lands\u2014are perpetual.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 2, + "items": [ + "{@b Skills}", + "{@b Diplomacy:} -1", + "{@b Espionage:} +0", + "{@b Lore:} +1", + "{@b Operations:} +3", + "{@b Defenses}", + "{@b Communications:} 11", + "{@b Resolve:} 13", + "{@b Resources:} 10" + ] + }, + { + "type": "entries", + "name": "Domain Title", + "page": 87, + "entries": [ + "The undead dominion leader gains the following title and the noted additional features.", + "{@optfeature Deathlord|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Powers", + "page": 85, + "entries": [ + "Undead dominion officers gain access to the following domain powers.", + "{@optfeature Knee Deep in the Dead|KaW}", + "{@optfeature Rise Up|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 85, + "entries": [ + "Undead dominion officers gain access to the following domain features.", + "{@optfeature Mass Animate Dead (Special Unit)|KaW}", + "{@optfeature The Curse Spreads|KaW}", + "{@optfeature The Dead Do Not Falter|KaW}", + "{@optfeature Vile Resistance|KaW}" + ] + } + ] + }, + { + "type": "entries", + "name": "Undersea Colony", + "page": 89, + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/NYlPVj6.jpg" + } + }, + "Some ancestries whose folk dwell below the waves make valuable allies, but not all pelagic creatures are friendly toward the people of the surface world\u2014and few monsters stoke fear so visceral as those that hide in the unfathomable depths of the sea. The home of such creatures is a quiet, crushing, everlasting night that holds more in common with the deep void between the stars than the lands the waves crash against. Undersea folk live among ancient cities that sank long ago, filled with prehistoric secrets best left forgotten.", + "Land-dwellers who come into conflict with an undersea colony often see its residents as detached and remorseless. Their strange languages often hide even stranger morals, such that slaying the crew of a ship to retrieve a stolen artifact of the deep might seem no different to them than peaceful diplomacy.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 2, + "items": [ + "{@b Skills}", + "{@b Diplomacy:} +0", + "{@b Espionage:} +0", + "{@b Lore:} +2", + "{@b Operations:} +1", + "{@b Defenses}", + "{@b Communications:} 13", + "{@b Resolve:} 11", + "{@b Resources:} 10" + ] + }, + { + "type": "entries", + "name": "Domain Title", + "page": 89, + "entries": [ + "The undersea colony leader gains the following title and the noted additional features.", + "{@optfeature Tideweaver|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Powers", + "page": 89, + "entries": [ + "Undersea colony officers gain access to the following domain powers.", + "{@optfeature The Bends|KaW}", + "{@optfeature Uncanny Gift|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 90, + "entries": [ + "Undersea colony officers gain access to the following domain features.", + "{@optfeature Dark Figures Move and Twist|KaW}", + "{@optfeature Disrupt Shipping|KaW}", + "{@optfeature Eerie Insight|KaW}", + "{@optfeature Salt Golems (Special Unit)|KaW}" + ] + } + ] + }, + { + "type": "entries", + "name": "World Below City-State ", + "page": 90, + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/60p6l9V.jpg" + } + }, + "Most people think of the World Below as a vast network of caverns stretching beneath the surface of the everyday world. But this is another realm entirely\u2014a separate manifold in reality that is home to strange creatures all vying for control. Only the craftiest folk survive the host of subterranean horrors and the constant conflict between factions in the deep. Drow, duergar, deep gnomes, and more all build city-states strong enough to weather any setback or assault. The people of these city-states rarely venture beyond their well-defended territories\u2014but when they do, it is often in search of the resources that will help guarantee their continued security. While most World Below city-states have no interest in conquering the folk of the surface, their highly trained forces can strike quickly when necessary\u2014or when provoked by aggression on any side.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 2, + "items": [ + "{@b Skills}", + "{@b Diplomacy:} -1", + "{@b Espionage:} +2", + "{@b Lore:} +0", + "{@b Operations:} +2", + "{@b Defenses}", + "{@b Communications:} 10", + "{@b Resolve:} 11", + "{@b Resources:} 13" + ] + }, + { + "type": "entries", + "name": "Domain Title", + "page": 90, + "entries": [ + "The World Below city-state leader gains the following title and the noted additional features.", + "{@optfeature Strike Leader|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Powers", + "page": 90, + "entries": [ + "World Below city-state officers gain access to the following domain powers.", + "{@optfeature Close-Quarters Magic|KaW}", + "{@optfeature Crawling Toxin|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 91, + "entries": [ + "World Below city-state officers gain access to the following domain features.", + "{@optfeature Blades in the Dark|KaW}", + "{@optfeature Subterranean Bounty|KaW}", + "{@optfeature Tunnel Up|KaW}", + "{@optfeature Worm Knight (Special Unit)|KaW}" + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "Warfare", + "page": 92, + "entries": [ + "When great heroes like Ajax, Hector, or Achilles participate in a war, the story is about them fighting other heroes. Enemy heroes. The Trojan War is just a backdrop for these individuals' epic stories. So if that's the story you want to tell\u2014of great armies clashing in the background while heroes and villains duel each other in single combat\u2014then you don't need rules for warfare. You can just play out normal encounters while a huge battle is described happening around the heroes and their enemies, like some particularly dramatic background music.", + "This system, by contrast, assumes that even in a fantasy world, armies are important. Heroes can fight other heroes, but it takes an army to capture and hold territory\u2014and to defend a domain against a villain's army. Each army's tactics, the units deployed, and who won is important\u2014as is how they won. So while the characters still need to stop the villain in a thrilling combat, the characters' army also needs to defeat the villain's army to fully secure victory.", + { + "type": "entries", + "name": "Using These Rules", + "page": 93, + "entries": [ + "These rules don't worry overmuch about where the player characters are during a battle, or exactly what they're doing. Most are probably off adventuring or fighting the leaders of the villain's army. They're not on the battlefield trying to micromanage their own army. But that army is still an extension of the characters. Each unit gains benefits in battle based on a player character's class (see {@book Martial Advantages|KaW|3|Martial Advantages} on page 111), but a character's features, traits, spells, and feats mostly help make them better at fighting monsters. Characters aren't designed to fight armies. So these rules let the characters focus on fighting monsters and villains while their army tries to take and hold the villain's territory, or to stop the villain's army from taking territory of its own.", + "Players and GMs who like these rules and want to use this system in their games should make sure that everyone understands wars are about armies. The players and the GM control their own side's units, but the characters, the monsters, and the NPCs should always be focused on undertaking the personal challenges and one-on-one combat they're best at.", + "With all this in mind, we think everyone will find a lot of value in these rules. As an overview, this section presents just a few of the ways players and GMs can use this warfare system in your games.", + { + "type": "inset", + "name": "Combat and Battle", + "entries": [ + "To keep clear the differences between warfare and characters engaging in combat, this book uses \"combat\" to refer to characters and monsters skirmishing using the game's normal rules. \"Battle\" is used to refer to armies clashing using the warfare rules." + ] + }, + { + "type": "entries", + "name": "We're Adventuring!", + "page": 93, + "entries": [ + "Just because the heroes go off on adventures doesn't mean the rest of the world stops short, waiting in suspended animation for them to return. Armies are a fantastic tool that can be used to create tension in a game while the heroes are off adventuring.", + "Giving the villain of the adventure an army to attack the heroes' domain, the domains of their allies, or even just the place they live is a great way to get the players engaged with warfare. A GM can pause and say \"Meanwhile...\" as they describe a scenario in which the heroes' domain is threatened and the players must use the heroes' army to defend it." + ] + }, + { + "type": "entries", + "name": "Downtime Warfare", + "page": 93, + "entries": [ + "One of the most canonical uses of warfare is to give the players more\u2014and more interesting\u2014things to do during downtime, or at any time between group adventures when the characters are free to be more self-directed. In the time between one adventure and another, the players have a chance to come up with their own goals and motivations. And having characters be officers in a domain with a standing army, even a small one, opens up all sorts of new opportunities for story and game play.", + "The players might decide to use the characters' army proactively. Send it somewhere to liberate a town or temple, or to clear out a forest infested with cultists. Send it to blockade a road and force a confrontation with a local warlord. Or they might use it reactively based on challenges the GM places in front of them, like a rebellion or an uprising. Between adventures, unlimited possibilities for drama and action arise, and warfare can easily factor into these." + ] + }, + { + "type": "entries", + "name": "Epic Finale", + "page": 94, + "entries": [ + "The most spectacular use of this system is to simulate a climactic confrontation between a heroic organization and a villainous realm. The easiest and most fun way to do this is to run and resolve the battle first, then the combat, even though both are actually happening simultaneously. This works much the same way that players in combat resolve their characters' actions in distinct turns, even though in reality the characters are all moving and attacking at the same time.", + "When this is done, mark down who wins the battle and on which turn. Then, on that turn of the combat, the winning officers each gain a Morale Surge they can use at any time (see the sidebar). The warfare rules have been designed to, on a whole, resolve faster than character combat. This is not wholly realistic, but it is dramatic\u2014and it allows the game to continue to focus on the heroes and their actions. Their army will win or lose before the end of the combat, and the victors gain a sudden and dramatic bonus reflecting the rush of adrenaline.", + "Of course, this requires some willing suspension of disbelief, since the players will have already resolved the battle before starting the combat. So they know who's going to win\u2014and on what turn\u2014 going into their own final fight. But even if this causes characters to change their behavior in what is technically a metagaming sense, it can easily be explained as the characters being the ones who trained the forces fighting outside\u2014and as such, being instinctively aware that those forces are going to win (or lose!), even if that wasn't strictly obvious during the actual running of the battle.", + "A battle can, of course, take longer than a combat! This isn't a problem if the winner of the battle is the same domain as the winner of the combat. But even if that's not the case, when a domain's commanders lose a combat (whether they died, surrendered, were banished to another dimension, and so on) their troops automatically undertake the Retreat maneuver. (The rest of this chapter explains maneuvers and all the other rules for warfare.)" + ] + }, + { + "type": "inset", + "name": "Morale Surge", + "entries": [ + "A character experiences a sudden rush of adrenaline upon hearing the herald's news of victory on the field of battle. As a bonus action, the character can move half their speed and take one additional action, on top of their regular action and movement. The character can use this benefit once, and loses it if they don't use it before taking a long rest." + ] + }, + { + "type": "entries", + "name": "Bringing the Siege", + "page": 94, + "entries": [ + "When the GM decides that it's time for a battle to begin, each side can attempt to bring the siege. This section of the rules vaguely emulates the behavior of European military conflicts from the eleventh century to the fifteenth century. During these times, the majority of battles were sieges\u2014one army attacking a fortification, rather than two armies facing each other in the field. The major question of the time was: Which side would mobilize first and lay siege to the other side's castle or keep?", + "The warfare rules simulate this historical setup by requiring both domains to make an opposed Operations test at the start of each battle. The winner decides whether they will attack the villain's stronghold, defend their own stronghold, or meet on a different field of battle. In the case of a tie (or if the GM determines that it's not appropriate for a particular battle to involve a stronghold), both armies meet at a location away from either stronghold." + ] + }, + { + "type": "entries", + "name": "Seizing the Initiative", + "page": 94, + "entries": [ + "The army that defends its domain's stronghold gains the benefits of the fortifications of that stronghold. The army that attacks has more flexibility in its tactics and is said to have seized the initiative. All units in that army's vanguard rank get a free activation at the start of the battle. While the attacking army is taking this free activation, the units of the defending army can use reactions only." + ] + }, + { + "type": "entries", + "name": "Using the Grid", + "page": 95, + "entries": [ + "One of the keys to keeping battles fun is making sure everyone has room to maneuver. Each side in the battle has a 4 × 5 grid\u2014twenty spaces in total\u2014 on which to place their infantry and artillery units. Cavalry and aerial units do not use the grid.", + "If one side of the battlefield is completely filled with troops, that side is left with no room to maneuver and the game turns into a slog. As such, these rules work best with each side controlling twelve or fewer units." + ] + }, + { + "type": "entries", + "name": "Making Tests", + "page": 95, + "entries": [ + "Throughout these rules, you'll see references to units making tests. Just like with the rules for running domains, tests in warfare are analogous to your character making ability checks\u2014you roll a d20, add a modifier, and compare the total to a fixed DC or some other value. If the result is equal to or greater than the value it's compared to, the test succeeds. Tests can likewise be made with advantage and disadvantage, just like ability checks.", + "When a unit attacks another unit, it first makes an Attack test opposed by the opposed unit's Defense. To successfully execute a special maneuver, a unit must succeed on a Command test with a DC based on the complexity of the maneuver. (Attack, Defense, and Command are three of the modifiers that are part of every unit's battle statistics, discussed in more detail below.)" + ] + }, + { + "type": "entries", + "name": "Starting Small", + "page": 95, + "entries": [ + "The best way to test out these rules is to start with a small battle, wherein each player controls just one unit. There are then a commensurate number of units on the opposing side, controlled by the GM. A battle of this size\u2014perhaps two opposing forces trying to take over a small town\u2014gives everyone, including the GM, the chance to learn the system and get their feet wet.", + "It might seem like a fun idea to start with a huge battle! An epic confrontation with dozens of units on each side! But this system will quickly bog down under that kind of setup, and there are better ways to create this epic feel. These rules don't model individual soldiers, which means that players and GMs are free to redefine the scale of battle to suit their needs. If you want to run an epic battle, simply say that each unit represents a legion of five thousand soldiers rather than a squad of fifty or some other smaller number.", + "Alternatively, many of what are considered huge historical battles were actually a series of smaller related skirmishes. So if you want to replicate this kind of massive battle, you can use this system to play out specific skirmishes within a larger war. Using different battlefield setups each time, you'll play out the battle for the port, then the battle for the tower gates, and finally the battle for the city, with the results of each battle affecting the next." + ] + }, + { + "type": "inset", + "name": "Allied and Opposed", + "entries": [ + "In the warfare rules, \"allied units\" refers to all units that are part of an army or are friendly to that army. \"Opposed units\" refers to all units that are part of the army fielded by the other side in a battle, or which are friendly to that other side's army. The same usage applies when talking about opposed commanders. This allows the rules to read properly from the perspective both of players running their characters' army and the GM running a villain's army, by avoiding terms like \"enemy\" that might be misread as referring only to the units of the villain or GM's side.", + "If any part of the rules allows a unit to affect allied units, the unit can also affect itself (assuming it meets all other criteria for the specific effect)." + ] + }, + { + "type": "entries", + "name": "Larger Battlefields", + "page": 95, + "entries": [ + "Each player character involved in a warfare battle can command a number of units equal to their proficiency bonus, which means players can eventually control up to six units each! If your group has five or six players, that can mean battles with thirty units or more on a side!", + "Any time you play a battle with more than fifteen units on a side, it's recommended that the battlefield be expanded by adding ranks (rows) and files (columns) to the field, so that there are always openings and empty spaces. As a general rule of thumb, add one new column for every three units beyond fifteen. Once you've added two columns, add another row: a second vanguard row with the same rules for deployment as the original vanguard row.", + { + "type": "table", + "caption": "Expanding the Battlefield", + "colLabels": [ + "Units per Side", + "Add...", + "" + ], + "colStyles": [ + "col-2 text-left", + "col-3 text-left", + "col-7 text-left" + ], + "rows": [ + [ + "15 or fewer", + "Nothing; use the 4 × 5 grid for each side", + "" + ], + [ + "16-18", + "One column", + "" + ], + [ + "19-21", + "Another column", + "" + ], + [ + "22-24", + "One vanguard row", + "" + ], + [ + "25-27", + "Another column", + "" + ], + [ + "28 or more", + "Another column", + "" + ] + ] + } + ] + }, + { + "type": "entries", + "name": "Domain Armies", + "page": 96, + "entries": [ + "Not all domains need an army. Depending on the campaign or the nature of the specific adventure you're playing, domains for the characters and the villains are still useful for the additional features they grant, even without these warfare rules. A heroic organization might act behind the scenes, or lend aid to other domains in the form of special units that can be mustered and sent to help allies. But if an enemy has an army marching on the characters' stronghold\u2014or vice versa\u2014creating an army is the best way to play out that scenario!" + ] + }, + { + "type": "entries", + "name": "Units", + "page": 96, + "entries": [ + "Each army is made up of units. Each unit is a collection of soldiers (including monsters) with the same ancestry, training, gear, and type.", + "An army defends a domain and fights battles for the domain's officers (either the player characters or the villains controlled by the GM). While the characters confront an opposed domain's leaders in an epic combat, the armies loyal to both sides clash in an epic battle. The characters and the villains issue orders, but the soldiers who fight and die in response to those orders are the ones who take and hold the field\u2014the ones who win or lose the war." + ] + }, + { + "type": "entries", + "name": "Anatomy of a Unit", + "page": 96, + "entries": [ + "The following is a typical unit, so let's check out its stats.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/Q2U9E6J.jpg" + } + }, + "There are a lot of numbers and symbols at use here, but you'll quickly get used to them. And you'll find much more information on all these stats and how they're used in the sections that follow.", + { + "type": "entries", + "name": "Name", + "entries": [ + "Every unit has a name. For normal units, that name is just a combination of the unit's ancestry and type\u2014for example, Human Cavalry, Elf Artillery, or Hobgoblin Infantry. Some units have more descriptive names, though, such as Human Shield Maniple or Bugbear Heavy Claw. Special units might follow either format. And unique units have quotation marks around their names, to indicate that there is only one of these special units anywhere in the world." + ] + }, + { + "type": "entries", + "name": "Commander", + "entries": [ + "Every unit also has a commander. This is the creature that issues orders to the unit in battle\u2014usually one of the officers in charge of the domain fielding the unit.", + "The rules don't worry too much about how exactly a human paladin locked in combat with an evil enemy cleric is able to make their intentions known to the unit they command out on the battlefield. The system is deliberately abstract. Runners and heralds are tasked with conveying such orders, and minor magics can facilitate communication between a commander and their troops. But beyond that, a unit knows what its commander wants because the commander has trained that unit. As well, each unit is assumed to have sergeants and subcommanders who know what to do if the commander is incapacitated, killed, or turned into a slimy toad." + ] + }, + { + "type": "entries", + "name": "Battle Statistics", + "entries": [ + " ", + "{@b Attack (ATK)} is a measure of a unit's tactical effectiveness\u2014its ability to successfully execute an attack order and engage an opposed unit. A successful Attack test can inflict casualties on an opposed unit, but is only half of the process of making an attack. Attack is opposed by Defense and improved by experience.", + "{@b Defense (DEF)} is a measure of a unit's ability to maneuver in such a way that it can avoid an opposed unit's attack, or minimize it so much that it fails to make a noticeable dent in the unit's casualties. Defense is improved by experience.", + "{@b Power (POW)} is a measure of a unit's physical prowess in battle. When the halberds strike, the arrows fall, or the lances pierce, how much force is behind them? Making a Power test is the second part of making an attack, and inflicts even more casualties on an opposed unit. Power tests made for other reasons do not deal damage unless the rules say so. Power is opposed by Toughness and improved by equipment.", + "{@b Toughness (TOU)} is a measure of a unit's physical hardiness\u2014its ability to withstand successful attacks and keep fighting. Toughness is improved by equipment.", + "{@b Morale (MOR)} measures a unit's ability to maintain discipline in the face of overwhelming odds, powerful magic, exotic enemies, and death. Failing a Morale test inflicts casualties just as Attack tests and Power tests can, since a soldier who is terrified and flees is just as ineffective as a dead soldier. Morale is improved by experience.", + "{@b Command (COM)} is a unit's ability to correctly interpret complex orders and execute them successfully. Command is improved by experience.", + "{@b Number of attacks (the sword icon)} represents the number of times a unit can organize itself to attack other units in one round of battle. Most units have only one attack. Number of attacks is improved by experience.", + "{@b Damage (DMG)} is the number of casualties inflicted on a successful Power test made after a successful Attack test. If some part of the rules grants a bonus to damage, that bonus applies only to the Power test made as part of an attack. Damage is improved by equipment.", + "{@b Size} is an abstract measure of a unit's ability to maintain morale and unit cohesion, and to carry out orders. Size determines a unit's {@b casualty die} (see below), and so determines how much damage a unit can take. The bigger a unit's size, the more effective it is at staying in the fight.", + "{@b Movement} is another of a unit's battle statistics, but does not appear on the card because all units have a movement of 1." + ] + }, + { + "type": "entries", + "name": "Casualties", + "entries": [ + "During warfare, the number of casualties a unit can suffer but still keep on fighting is represented by the {@b casualty die}. A casualty die is based on a unit's size, and is placed on the unit card during battle with the number of casualties the unit has remaining facing up. For example, a size 6 unit would begin with a d6 casualty die, with the 6 facing up.", + "If a unit is ever reduced to half its maximum casualties or fewer, it is {@b diminished}. The first time a unit is diminished in a battle, it must succeed on a {@dc 13} Morale test or immediately suffer 1 casualty.", + "If a unit's casualty die ever reaches 0, the unit is {@b broken} and is removed from the battle. A broken unit might be able to be rallied to return to the battle, or it might be disbanded and permanently lost.", + "These rules don't worry about the exact number of soldiers or monsters in a unit. Likewise, casualties usually mean soldiers killed by enemy action, but not always. A soldier who is disoriented or too terrified to act, or who cannot see or hear or understand their commanders' orders, is just as ineffective as a dead soldier. For this reason, even though a unit might be removed from the battlefield when broken, there is a chance that it can be rallied later by gathering together scattered soldiers, bolstering their resolve, and organizing them for battle again." + ] + }, + { + "type": "entries", + "name": "Type", + "entries": [ + "A unit's type is represented by a weapon symbol. Type determines what a unit can do in battle, who it can attack, and who it can be attacked by. There are four types of basic unit: infantry, artillery (including siege weapons), cavalry, and aerial. For the purpose of improving experience and equipment (see below), cavalry and aerial units use the same tables.", + { + "type": "table", + "colLabels": [ + "Type", + "Symbol", + "Type", + "Symbol", + "" + ], + "colStyles": [ + "col-1 text-left", + "col-1 text-center", + "col-1 text-left", + "col-1 text-center", + "col-8 text-left" + ], + "rows": [ + [ + "Aerial", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/9YFLBe6.png" + } + }, + "Cavalry", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/CGQScAa.png" + } + }, + "" + ], + [ + "Artillery", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/HjXkiVE.png" + } + }, + "Infantry", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/Pd42pUG.png" + } + }, + "" + ], + [ + "Artillery (Siege)", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/HtJQVSh.png" + } + }, + "Infantry (Levy)", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/ll2Gsva.png" + } + }, + "" + ] + ] + } + ] + }, + { + "type": "entries", + "name": "Experience", + "entries": [ + "Experience is a combination of how much training a unit has and how much fighting it's seen. More experienced units gain bonuses to Attack, Defense, Morale, and Command, as well as additional attacks, as indicated on the Unit Experience Bonuses table. But different types of units learn different lessons in battle.", + "Units gain experience by surviving battles, according to how experienced they already are (see {@book Improving Units|KaW|3|Improving Units} on page 104). Each section of the table starts with the lowest level of experience at the top, with each subsequent level below indicating the next improvement.", + "The bonuses on these tables are {@b not cumulative}. If a veteran infantry unit survives a battle and improves to become elite, its Attack modifier goes up by 1, not by 2.", + "The number of stars in a unit card's upper left corner indicate the unit's level of experience. Levies and regular units have no stars, veteran units have one star, elite units have two stars, and super-elite units have three stars." + ] + }, + { + "type": "inset", + "name": "Levies", + "entries": [ + "Levies are infantry troops who have zero training and no experience, typically laborers and townsfolk. They know their likely fate in battle, but they believe enough in a domain's cause to fight and die for it\u2014or they fear the price of not fighting even more.", + "Levies cannot have their gear or experience improved. They automatically disband after every battle and must be mustered again for the next battle." + ] + }, + { + "type": "entries", + "name": "Equipment", + "entries": [ + "Equipment describes a unit's arms and armor. Heavier units have better weapons and armor, granting them bonuses to Power, Toughness, and Damage (except for artillery units), but they might not be as flexible in battle as a lighter, more mobile unit. As with experience, different types of units gain different benefits from improving their equipment.", + "Units improve their equipment by having their domain pay for those improvements (see {@book Improving Units|KaW|3|Improving Units} on page 104). Each section of the Unit Equipment Bonuses table starts with the baseline level of equipment at the top, with each subsequent level below indicating the next improvement." + ] + }, + { + "type": "table", + "caption": "Unit Experience Bonuses", + "colLabels": [ + "Infantry Experience", + "Additional Attacks", + "Attack", + "Defense", + "Morale", + "Command", + "" + ], + "colStyles": [ + "col-2 text-left", + "col-1 text-center", + "col-1 text-center", + "col-1 text-center", + "col-1 text-center", + "col-1 text-center", + "col-5 text-left" + ], + "rows": [ + [ + "Levies", + "+0", + "-1", + "-2", + "-2", + "-1", + "" + ], + [ + "Regular", + "+0", + "+0", + "+0", + "+0", + "+1", + "" + ], + [ + "Veteran", + "+0", + "+1", + "+2", + "+2", + "+2", + "" + ], + [ + "Elite", + "+1", + "+2", + "+4", + "+4", + "+2", + "" + ], + [ + "Super-elite", + "+1", + "+3", + "+6", + "+6", + "+3", + "" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "Cavalry and Aerial Experience", + "Additional Attacks", + "Attack", + "Defense", + "Morale", + "Command", + "" + ], + "colStyles": [ + "col-2 text-left", + "col-1 text-center", + "col-1 text-center", + "col-1 text-center", + "col-1 text-center", + "col-1 text-center", + "col-5 text-left" + ], + "rows": [ + [ + "Regular", + "+0", + "+0", + "+0", + "+0", + "+0", + "" + ], + [ + "Veteran", + "+0", + "+1", + "+1", + "+1", + "+2", + "" + ], + [ + "Elite", + "+1", + "+2", + "+2", + "+2", + "+4", + "" + ], + [ + "Super-elite", + "+1", + "+3", + "+3", + "+3", + "+6", + "" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "Artillery Experience", + "Additional Attacks", + "Attack", + "Defense", + "Morale", + "Command", + "" + ], + "colStyles": [ + "col-2 text-left", + "col-1 text-center", + "col-1 text-center", + "col-1 text-center", + "col-1 text-center", + "col-1 text-center", + "col-5 text-left" + ], + "rows": [ + [ + "Regular", + "+0", + "+0", + "+0", + "+0", + "+0", + "" + ], + [ + "Veteran", + "+1", + "+2", + "+1", + "+1", + "+1", + "" + ], + [ + "Elite", + "+1", + "+4", + "+2", + "+2", + "+2", + "" + ], + [ + "Super-elite", + "+1", + "+6", + "+3", + "+3", + "+3", + "" + ] + ] + }, + { + "type": "table", + "caption": "Unit Equipment Bonuses", + "colLabels": [ + "Infantry Equipment", + "Power", + "Toughness", + "Damage", + "" + ], + "colStyles": [ + "col-2 text-left", + "col-1 text-center", + "col-1 text-center", + "col-1 text-center", + "col-7 text-left" + ], + "rows": [ + [ + "Light", + "+0", + "+0", + "+0", + "" + ], + [ + "Medium", + "+2", + "+2", + "+0", + "" + ], + [ + "Heavy", + "+4", + "+4", + "+0", + "" + ], + [ + "Super-heavy", + "+6", + "+6", + "+1", + "" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "Cavalry & Aerial Equipment", + "Power", + "Toughness", + "Damage", + "" + ], + "colStyles": [ + "col-2 text-left", + "col-1 text-center", + "col-1 text-center", + "col-1 text-center", + "col-7 text-left" + ], + "rows": [ + [ + "Light", + "+0", + "+0", + "+0", + "" + ], + [ + "Medium", + "+1", + "+1", + "+0", + "" + ], + [ + "Heavy", + "+2", + "+2", + "+0", + "" + ], + [ + "Super-heavy", + "+3", + "+3", + "+1", + "" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "Artillery Equipment", + "Power", + "Toughness", + "" + ], + "colStyles": [ + "col-2 text-left", + "col-1 text-center", + "col-1 text-center", + "col-8 text-left" + ], + "rows": [ + [ + "Light", + "+0", + "+0", + "" + ], + [ + "Medium", + "+1", + "+1", + "" + ], + [ + "Heavy", + "+2", + "+2", + "" + ], + [ + "Super-heavy", + "+3", + "+3", + "" + ] + ] + }, + { + "type": "entries", + "name": "Ancestry", + "entries": [ + "Ancestry affects all of a unit's stats, and in many ways is the defining attribute of a unit. Ancestry also determines what traits a unit has." + ] + }, + { + "type": "table", + "colLabels": [ + "Ancestry", + "Symbol", + "Ancestry", + "Symbol", + "" + ], + "colStyles": [ + "col-1 text-left", + "col-1 text-center", + "col-1 text-left", + "col-1 text-center", + "col-8 text-left" + ], + "rows": [ + [ + "Dragonborn", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/aHzlxGK.png" + } + }, + "Human", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/F5vLaiq.png" + } + }, + "" + ], + [ + "Dwarf", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/KDWZq6n.png" + } + }, + "Kobold", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/PBE9xaI.png" + } + }, + "" + ], + [ + "Elf", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/0yhTq0c.png" + } + }, + "Lizardfolk", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/oicKWo9.png" + } + }, + "" + ], + [ + "Fiend", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/zbfv7a0.png" + } + }, + "Monstrous", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/J88CmDC.png" + } + }, + "" + ], + [ + "Giant", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/dUd2twT.png" + } + }, + "Orc", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/Bl5BaL2.png" + } + }, + "" + ], + [ + "Gnoll", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/wYDAEIW.png" + } + }, + "Special", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/j7ImXrY.png" + } + }, + "" + ], + [ + "Gnome", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/raAuy64.png" + } + }, + "Undead", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/GX2yltr.png" + } + }, + "" + ], + [ + "Goblinoid", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/RvqC5fX.png" + } + }, + "", + "", + "" + ] + ] + }, + { + "type": "entries", + "entries": [ + "The bonuses a unit gains because of its ancestry have very little to do with any of the stats that creatures of those ancestries have in the core rules. The warfare rules are concerned with how well creatures organize, take orders, and maintain morale and unit cohesion, none of which are necessarily related to how well creatures fight in single combat." + ] + }, + { + "type": "entries", + "name": "Tier", + "entries": [ + "A unit's tier, represented by a Roman numeral on its card, is a measure of the unit's overall power or nastiness. Tier I units are the least powerful (and thus the easiest to put onto the battlefield), while Tier V units are the most powerful.", + "All units after Tier I have unit dependencies that determine how many units of a specific tier are needed to field a unit of a higher tier. For example, you can field an unlimited number of Tier I units, but you must have more Tier I units than Tier II units." + ] + }, + { + "type": "entries", + "name": "Traits", + "entries": [ + "Each unit also has a collection of traits\u2014maneuvers or special features that it can employ in battle. The names of each unit's traits are listed on its unit card, keying to the descriptions in the {@book Unit Traits|KaW|3|Unit Traits} section on page 126 in this chapter. This keeps the unit cards small and useful in battle, and means players don't have to constantly pick each card up to read what its traits can do in the middle of a battle." + ] + } + ] + }, + { + "type": "entries", + "name": "Building an Army", + "page": 100, + "entries": [ + "As soon as a group of characters founds an organization, they muster four Tier I units of the players' choice from any ancestry the GM agrees the organization has access to. These are leaderless soldiers\u2014probably regular light troops from other failed domains, looking for someone to serve.", + "As an option, any time a domain musters a Tier I unit, it can muster two levies instead. This can boost the size of a starting army by making it some combination of levies and regular troops. However, levies automatically disband at the end of the next battle they fight in.", + "Six ancestries are presented in this book\u2014humans, elves, dwarves, orcs, goblinoids, and undead. Each ancestry features nine units covering different types and tiers. Whenever an organization musters new units, they must be from an ancestry the GM agrees the organization has access to, chosen from the nine units noted and following the rules for unit command and unit dependencies (detailed below).", + "(If you use {@book Strongholds & Followers|SaF} in your game, you can optionally use the rules that allow characters to attract a variety of followers, including new units, when they build or take over a stronghold.", + "Units mustered by a heroic organization belong to that organization. Each unit needs a commander (see {@b Unit Command and Dependencies} below) who must be an officer in the organization. These units gain experience through battle (unless they're levies), and the organization can spend gold to improve any unit's equipment.", + "Gaining additional units can be accomplished in three ways:", + { + "type": "list", + "items": [ + "An officer of the organization can use a domain action during intrigue to muster one unit from any ancestry the GM agrees the organization has access to (see the {@b Operations} section on page 23 in the {@b Domains & Intrigue} chapter). Units mustered in this way belong to the organization and persist from battle to battle until they are disbanded. They must conform to the rules for unit dependencies.", + "An officer of the organization can muster the organization's special unit by succeeding on an Operations test during intrigue (see the {@b Operations} section on page 23, and the details of special units in each organization's write-up in the {@b Domains & Intrigue} chapter). This unit disbands after the next battle it is used in, and must be mustered again before it can be used again. This unit ignores unit dependencies.", + "An officer of the organization can recruit new units from NPC realms by succeeding on a Diplomacy test during intrigue (see the {@b Diplomacy} section on page 20 in the {@b Domains & Intrigue} chapter), gaining the use of that realm's special unit. Units gained by diplomacy disband after the next battle they are used in, and return to their home domain. Additional diplomacy is necessary if they are to be fielded again. These units ignore unit dependencies." + ] + }, + "All units, regardless of how they are raised, need a commander. Units that conform to the rules for unit dependencies can be used to unlock new units based on their tier, but units that ignore unit dependencies cannot. For example, a Tier III unit mustered as an organization's special unit or recruited through diplomacy does not count toward being able to muster a Tier IV unit." + ] + }, + { + "type": "entries", + "name": "Unit Ancestry", + "entries": [ + "The GM determines which ancestries an organization has access to when raising units. It's reasonable to assume a dwarf officer would know other dwarves, and that the officer's heroism has become known in their homeland. So when this heroic dwarf puts out the call, a unit of dwarves arrives! That said, a dwarf officer might be an exile, or might have been raised in a human city and have no real connection to any ancestral home. If so, the GM might decide that a different ancestry is available instead.", + "If the characters' organization is on good terms with a nearby NPC elf domain\u2014perhaps because of interactions during a previous adventure\u2014it's reasonable to assume that the organization can muster elven units. But the only way to muster the Court Jesters\u2014a special aerial unit of veteran sprites with medium equipment belonging to a fey court domain\u2014is through Diplomacy." + ] + }, + { + "type": "entries", + "name": "Unit Types", + "entries": [ + "There are four types of units\u2014infantry, artillery, cavalry, and aerial. Each has different base stats, and because of the rules governing which units can attack other units (see {@b Attacking}) and the rules for deployment, each has a specific role to play in warfare.", + { + "type": "entries", + "name": "Infantry Units", + "entries": [ + "Infantry are the meat-and-potatoes troops for any domain. They are not as flashy as artillery or cavalry, but they are harder to kill, having higher Toughness than other units of the same tier and ancestry. Infantry are often used to protect artillery units.", + "Infantry have very few legal targets in a battle. They can attack only adjacent units (in front, behind, to the left, or to the right of the infantry unit), and can't attack cavalry or aerial units at all. But infantry also have access to more maneuvers than other units. Only infantry units can use the Follow Up maneuver, which gives them free movement after an adjacent opposed unit breaks or moves away from them. This helps infantry quickly move into position to get closer to the opposed side's center rank\u2014where all the squishy archers are usually hiding!", + "Infantry can also make use of the Set for Charge maneuver, which gives them a chance of inflicting casualties on any cavalry or aerial unit that attacks them. They cannot attack those more mobile units back, but they are not completely defenseless against them.", + "Infantry also include a domain's levies\u2014the untrained troops who have either volunteered to support a domain or been pressed into service. Levies are cheaper than other Tier I units, with officers able to muster two units of levies instead of any other Tier I unit. But they have poor stats compared to other infantry units, and those stats cannot be improved. Levies disband after every battle.", + "The best use of levies is to defend a domain's rear rank against enemy cavalry. They often won't last long, but they'll force an opponent to waste actions wearing them down." + ] + }, + { + "type": "entries", + "name": "Artillery Units", + "entries": [ + "Artillery units include both archers and siege engines. Mostly archers.", + "Artillery units can attack any other unit on the field, which means they're a domain's best defense against enemy aerial units. Those are thankfully rare, but archers' ability to pick targets from across the battlefield makes them incredibly good at two things\u2014forcing Morale tests by diminishing opposed units, and breaking opposed units that have only 1 casualty remaining, regardless of where those units are.", + "Additionally, archers and cavalry can be coordinated to pick out a single enemy cavalry unit and wear it down, since archers and cavalry can attack any cavalry unit. Many battles begin with both sides using archers and cavalry in this way, trying to eliminate opposing cavalry before they can go on the offensive.", + "The downside, of course, is that archers are incredibly squishy. They have low Defense and Toughness compared to other troops of the same tier and ancestry. For this reason, they must be deployed in the center rank of the battlefield, and a large part of the strategy of a domain's officers typically involves keeping their archers alive.", + "Siege Engines are usually Tier II units, so they're harder to muster. They can attack any other units and inflict a lot of casualties\u2014but most require an entire round between attacks doing nothing (loading the catapult or trebuchet, winding the ballista, and so forth). Combined with the fact that they're the only unit that can damage fortifications (which they automatically hit!), siege engines are typically only mustered when a domain is fighting an opposing force with fortifications, and are then used to batter down those walls and towers." + ] + }, + { + "type": "entries", + "name": "Cavalry Units", + "entries": [ + "Cavalry units move fast and hit hard. They are so mobile that they belong to no specific rank, ranging across the battlefield to attack other cavalry, and pick off those infantry and artillery units foolish enough to leave themselves exposed.", + "Cavalry units have greater Power than other units of the same tier and ancestry, and they're one of the few Tier I units that deal 2 damage on a successful Power test. This means they can cause most Tier I units to become diminished with a single successful attack\u2014a size 6 unit taking 1 casualty from a successful Attack test, and then 2 more casualties from a successful Power test!", + "Many battles begin with both sides trying to neutralize the other's cavalry. Units with the Archers trait are particularly good at this." + ] + }, + { + "type": "entries", + "name": "Aerial Units", + "entries": [ + "Flying units are rare, with most of them in Tier III and having stats comparable to an average Tier II unit. This is because aerial units can attack any other unit (in the same manner as artillery units) but very few units can return fire against them! Only artillery and other aerial units can attack an aerial unit.", + "Mustering aerial units gives a domain a major advantage over an opposed domain that has no aerial units with which to defend itself. But while they have clear advantages in battle, aerial units are squishy. They have higher Attack modifiers than other units of the same tier and ancestry, but their need to be lightly armed and armored compared to other units gives them lower Defense and Toughness.", + "Properly used, aerial units can make a big difference in a battle, but they do not represent instant victory. Rather, much of their usefulness is psychological. An army without aerial units facing an army with aerial units often feels as though it's on the defensive, even if it has archers enough to handle the situation." + ] + } + ] + }, + { + "type": "entries", + "name": "Unit Command and Dependencies", + "entries": [ + "A couple of restrictions affect how many units a domain can field, and which units it can field. This stops a battle from growing too large to manage, and simulates the fact that any army will have a very small number of elite units supported by a broad base of regular units. It also prevents domains from fielding an army made up of only one or two extremely nasty units that can't be defeated by a regular army.", + { + "type": "entries", + "name": "Unit Command", + "entries": [ + "An officer can command a number of units equal to their proficiency bonus. Every unit a domain fields\u2014both regular units and special units, no matter how those units are gained\u2014must have a commander.", + "Normally, only a domain officer (a player character member of a heroic organization, or the NPC leader and lieutenants for an enemy realm or some other opposed domain) can command units. But the GM might decide to let NPCs allied with a heroic organization command units as well. This is useful in scenarios that demand larger armies but have a small number of players." + ] + }, + { + "type": "entries", + "name": "Unit Dependencies", + "entries": [ + "Each unit's tier represents not only its power level relative to other units. It represents the relationship wherein higher-tier units require many lower-tier units to support them, as follows:", + { + "type": "list", + "items": [ + "There is no limit to the number of Tier I units (including levies) a domain can field.", + "A domain can field a number of Tier II units one less than its current number of Tier I units.", + "A domain can field a number of Tier III units one less than its current number of Tier II units.", + "A domain can field a number of Tier IV units one less than its current number of Tier III units.", + "A domain can field a number of Tier V units one less than its current number of Tier IV units." + ] + }, + "Remember that whenever a domain raises a regular Tier I unit, it can raise two units of levies instead. Because these levies are also Tier I, they are a quick way of increasing unit numbers to unlock more powerful units\u2014at the cost of fielding much squishier units at the base of an army!", + "An example large army of fifteen units lead by a Tier V unit would look like this:", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/emHcVmb.png" + } + }, + "A domain's special unit, as well as units raised through diplomacy, ignore unit dependencies. These units can take to the battlefield regardless of what other units are in play for a domain." + ] + } + ] + }, + { + "type": "entries", + "name": "Improving Units", + "entries": [ + "For each of the units in play for a domain, experience and equipment can both be improved. Units gain experience through battle, and better equipment with money.", + { + "type": "entries", + "name": "Improving Experience", + "entries": [ + "The only way to improve a unit's experience is through battle, as follows:", + { + "type": "list", + "items": [ + "Regular units become veteran units if they survive their first battle. Easy!", + "Veteran units become elite units if they survive three more battles. Much harder.", + "Elite units become super-elite units after surviving four more battles (eight total)." + ] + }, + "Levies cannot be improved, as the untrained troops who make up those units are considered to go back to their lives as soon as their task in battle is done." + ] + }, + { + "type": "entries", + "name": "Improving Equipment", + "entries": [ + "A domain can spend money to upgrade a unit's equipment from light to medium, medium to heavy, and so forth, requiring only a domain action. (Modifying Units on page 23 in the Domains & Intrigue chapter has all this information.) A domain can upgrade as many units as desired with a single domain action, and those units can be upgraded to any level the domain can afford, from light to super-heavy. A domain can upgrade any units it controls.", + { + "type": "table", + "colLabels": [ + "Upgrade from...", + "Cost" + ], + "colStyles": [ + "col-1 text-left", + "col-2 text-center", + "col-9 text-left" + ], + "rows": [ + [ + "Light to medium", + "500 gp × the tier of the unit", + "" + ], + [ + "Medium to heavy", + "1,000 gp × the tier of the unit", + "" + ], + [ + "Heavy to super-heavy", + "2,000 gp × the tier of the unit", + "" + ] + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Voluntarily Disbanding Units", + "entries": [ + "Players and GMs might end up with an army fit to a purpose that decisively wins a climactic battle! But now a domain needs a different army for the next threat. To create the opportunity to muster new units, a domain's officers can voluntarily disband any units the domain controls during an extended rest. (The GM determines what an extended rest means in the campaign, but one week of downtime spent managing a domain is a good rule of thumb.) Units must be disbanded carefully, though, or the relationships of unit dependencies might be broken." + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/iDCQQ7B.png" + } + }, + { + "type": "entries", + "name": "Warfare Feats", + "entries": [ + "In campaigns that use the optional rule for feats, player characters can take any of the following feats to improve their units' stats in warfare.", + "{@feat Tactical Leader|KaW}", + "{@feat Agile Leader|KaW}", + "{@feat Lead from the Front|KaW}", + "{@feat Unstoppable Leader|KaW}", + "{@feat Persuasive Leader|KaW}", + "{@feat Strategic Leader|KaW}" + ] + }, + { + "type": "entries", + "name": "The Battlefield", + "entries": [ + "The battlefield is a grid five spaces wide, divided into two sections for the two opposing forces in a battle. Each section is four rows deep, with each row called a rank.", + "The topmost row in each section is the {@b vanguard}, which faces the opposed army. Behind the vanguard is an army's {@b reserve} rank, followed by the {@b center} rank, followed by the {@b rear}.", + "In addition to these four ranks, each side also has a {@b front}, which comprises the vanguard plus all enemy ranks. If a unit controlled by a domain moves from that domain's vanguard into the opposing side's vanguard, or even all the way into the opposing side's rear rank, they are still in the controlling domain's front.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/sFbyR5P.png" + } + }, + "With the exception of the reserve rank (see {@b Stacking} below), a space can only hold one unit." + ] + }, + { + "type": "entries", + "name": "Setup", + "entries": [ + "At the start of a battle, all officers commanding units roll initiative. After initiative is determined for a battle, each character and NPC acting as a commander deploys their units in reverse initiative order. In other words, whoever acts last in the combat gets to place all their units first in the battle. If you are playing a battle alongside combat, use the same initiative order for both." + ] + }, + { + "type": "entries", + "name": "Casualty Dice", + "entries": [ + "During deployment, each unit commander places a die on every unit they control. This is the casualty die representing the number of casualties the unit can suffer before it breaks. The number of casualties the unit has remaining should be facing up. So a size 6 unit would begin with a d6 casualty die, with the 6 facing up.", + "Some domain features can increase the size of a unit's casualty die. {@b Increasing a casualty die} means upgrading from a d4 to a d6, a d6 to a d8, and so forth. Decreasing a casualty die means downgrading in the same way.", + "As a unit suffers casualties, its casualty die is {@b decremented}. This means the number on the die is decreased by 1, so that a 6 becomes a 5, a 5 becomes a 4, and so forth. Under certain circumstances, the die is {@b incremented}\u2014increased by 1\u2014to indicate that a unit's battle readiness is being restored. A unit that has its casualty die decremented from 1, indicating that it has lost its last casualty, is {@b broken} and removed from the field.", + "Unless otherwise noted, no unit can gain casualties beyond the maximum value on its casualty die.", + "Once all units are placed, battle can begin. During battle, units are activated by the characters and NPCs controlling them in initiative order." + ] + }, + { + "type": "entries", + "name": "Collapsing Ranks", + "entries": [ + "At the start of any round (including the first), if a rank contains no units or fortifications (see below), that rank collapses and is no longer part of the battlefield. The ranks in front of and behind the collapsed rank are now next to each other. Ranks that remain on the field keep their name and rules. For instance, if a rear rank collapses, the center rank next to it remains the center rank." + ] + }, + { + "type": "entries", + "name": "Deployment", + "entries": [ + "When deploying units, artillery must go in the center rank. Infantry can be deployed in the vanguard, center, reserve, or rear ranks. Cavalry and aerial units are not placed in any rank, but can move freely across or above the battlefield." + ] + }, + { + "type": "entries", + "name": "Stacking Units", + "entries": [ + "Units in the reserve rank can be stacked when deployed. When units are stacked, only the top unit can be targeted. Units under a stack are treated as though they were not on the battlefield for the purpose of being subject to attacks or effects.", + "Only the top unit of a group of stacked units can be activated. If that unit leaves the stack, the unit beneath it is now on top of the stack and can be targeted. Because a unit can't move into a space occupied by other units, units can only leave a stack during a battle, they can't enter one." + ] + }, + { + "type": "entries", + "name": "Activation", + "entries": [ + "On each commander's turn (whether that commander is a player character or an NPC controlled by the GM), they activate all the units they control in any order. Each unit must finish its activation before another unit can be activated.", + "Each unit can take actions and move, in either order. The actions a unit can undertake during its activation include the following:", + { + "type": "list", + "items": [ + "Attack another unit", + "Use a magic item", + "Attempt a maneuver", + "Move 1 additional space (march)", + "Hold (do nothing)" + ] + }, + "Unless a unit holds and does nothing, it can move and take an action, take an action and move, or move and move (called a march)." + ] + }, + { + "type": "entries", + "name": "Attacking", + "entries": [ + "When a unit attacks, its choice of targets is determined by its unit type. (These parameters are sometimes referred to as the \"order of battle.\") The units of both sides are able to attack as follows:", + { + "type": "list", + "items": [ + "{@b Infantry units} can attack any adjacent unit\u2014 one in front, behind, to the left, or to the right. They cannot attack diagonally.", + "{@b Artillery and aerial units} can attack any unit.", + "{@b Cavalry units} can attack other cavalry units, and any infantry or artillery units that are exposed (see {@b Unit Conditions} on page 107).", + "{@b Siege engines} can attack any unit, and can attack fortifications." + ] + }, + "Some units, typically infantry in the rear rank, might have no opposed units that are legal targets. (Units can attack allied units if compelled to do so by some effect, or just for fun.)", + "With a legal target selected, an attacking unit makes an Attack test against the target's Defense. If the Attack test succeeds, the attacking unit inflicts 1 casualty on its target and then makes a Power test against the target's Toughness. If the Power test succeeds, the attacking unit inflicts additional casualties equal to the unit's noted damage.", + "The attacks of artillery units are ranged attacks. The attacks of infantry, cavalry, and aerial units are melee attacks." + ] + }, + { + "type": "entries", + "name": "Movement", + "entries": [ + "When a unit moves, it must move into an empty adjacent space\u2014a space in front, behind, to the left, or to the right of its current space. Units cannot move diagonally. Units that have movement greater than 1 can move into successive empty spaces. A unit can move through other units only if it has a special feature that says so.", + "Though the front ranks of both sides in a battle are usually separated a little to make it easier to tell one side from another, units in one front can move into the opposing side's front if there is an empty space there. Units can then move normally through the opposing side's ranks as long as there are empty adjacent spaces for them to move into.", + "If a unit is in the rear rank of its army and moves backward, it is permanently removed from the battle." + ] + }, + { + "type": "entries", + "name": "Bonus Movement", + "entries": [ + "A unit might gain \"+1 to movement,\" which means the unit moves 1 extra space both when it moves and if it uses its action to move. (Which is to say, if it marches, it moves 2 extra spaces.)", + "A unit might suffer a penalty to movement (indicated by \"\u22121 to movement\"). If a unit with the normal speed of 1 and no bonuses to movement suffers a \u22121 movement penalty, it cannot move or march." + ] + }, + { + "type": "inset", + "name": "Unit Conditions", + "entries": [ + "Just like the conditions that affect characters, a number of unit conditions summarize the state of an army's units during the battle.", + "{@b Broken.} A unit that breaks becomes broken. It has lost its last casualty and is removed from the battle. Broken units can be reformed, usually by rallying.", + "{@b Disbanded.} A disbanded unit is removed from the game and cannot be reformed by normal means.", + "{@b Disorganized.} A disorganized unit does nothing on its next activation while it attempts to regain unit cohesion.", + "{@b Disoriented.} A disoriented unit can either take an action or move, but not both. Unless otherwise stated, this unit condition lasts until the end of the unit's next activation.", + "{@b Exposed.} A unit is exposed if there are no units between it and the leftmost or rightmost battlefield edge, or if there are no units in any rank to the rear of the unit. Units in the center and reserve of an army's ranks cannot be exposed as long as that army has its own units in both its rear rank and anywhere in its front. (See {@b Exposed} below for more information.)", + "{@b Hidden.} When a unit is hidden, other units have disadvantage on Attack tests against it.", + "{@b Misled.} A unit that is misled cannot attack, and spends its next activation moving randomly into an available space. Cavalry and aerial units cannot be misled.", + "{@b Weakened.} A unit that is weakened has disadvantage on Attack tests and Power tests." + ] + }, + { + "type": "entries", + "name": "Actions, Reactions, and Bonus Actions", + "entries": [ + "Each unit has the same types of actions in battle as a character does in combat\u2014one action, one bonus action, and one reaction.", + "Each unit gets only one action per activation. If a unit gets multiple attacks, it makes those attacks as one action. If it has access to multiple actions, perhaps as a result of maneuvers or unit traits, it must choose which action to use on its activation.", + "A unit can use a bonus action only if some trait or other feature grants it a bonus action. A bonus action is used on the unit's activation, either before or after it attacks or moves. If a unit gets multiple bonus actions from traits or features, it must choose which one to use on its activation.", + "If a unit has a reaction, it can use that reaction during its own activation or on another unit's activation. Once a unit uses a reaction, it cannot use another one until its next activation. If the reaction interrupts another unit's activation, that unit can continue its activation after the reaction resolves." + ] + }, + { + "type": "entries", + "name": "Resolving Multiple Reactions", + "entries": [ + "When resolving multiple reactions between units, the defending unit gets the first chance to resolve a reaction. Then the attacking unit can use its reaction, followed by the defending unit's allies, then the attacking unit's allies." + ] + }, + { + "type": "entries", + "name": "Exposed", + "entries": [ + "Cavalry can attack exposed units. A unit is exposed if there are no units between it and the leftmost or rightmost battlefield edge, or if there are no units in any rank to the rear of the unit. By definition, all units in the rear ranks are always exposed. Units in the center and reserve of an army's ranks cannot be exposed as long as that army has its own units in both its rear rank and anywhere in its front. As soon as either of those conditions is no longer true, units in the center or reserve can become exposed. See the diagram below for more information.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/XCigfAV.png" + } + } + ] + }, + { + "type": "entries", + "name": "\"Forward\" and \"Back\"", + "entries": [ + "If the rules ever refer to a unit moving forward or back, those directions are relative to the unit's rear rank. Forward is moving away from the rear and back is moving toward the rear." + ] + }, + { + "type": "entries", + "name": "\"Opposite\"", + "entries": [ + "Some rules refer to the unit opposite a target. This means the unit on the other side of the target from the attacker.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/qdz41T7.png" + } + } + ] + }, + { + "type": "entries", + "name": "Morale Tests", + "entries": [ + "When a unit is subject to magic or specific events, the rules sometimes call for that unit to succeed on a Morale test. This includes such events as a unit being diminished, when it must succeed on a DC 13 Morale test or suffer 1 casualty. Likewise, whenever a unit is affected by an opposed unit's battle magic, in addition to resolving the other effects of the magic, that unit must succeed on a DC 13 Morale test or suffer 1 casualty.", + "Unless otherwise stated, the DC for any Morale test is 13." + ] + }, + { + "type": "entries", + "name": "Tokens", + "entries": [ + "Some unit traits and magic items can put tokens on units, with the trait or item description noting what effect the tokens create. When a unit with tokens on it activates, it immediately suffers the effect of the tokens. If a token inflicts damage, the unit takes damage for each token on it. At the end of the unit's activation, make a DC 12 Power test for each type (acid, fire, etc.) of token on it. On a success, remove one token of that type.", + "For example, a unit targeted by another unit with the Flaming Weapons trait and in a space containing an acid pool created by a {@item wand of acid pool|KaW} might have two fire tokens and one acid token on it at the beginning of its activation. It suffers 3 damage (1 for each fire token and 1 for the acid token), then removes one fire token and one acid token." + ] + }, + { + "type": "entries", + "name": "Diminished, Broken, and Disbanded", + "entries": [ + "A unit is {@b diminished} when its current casualties are half or less than its starting casualties. The first time a unit becomes diminished, it must succeed on a DC 13 Morale test or suffer another casualty. Each unit does this only once per battle.", + "A unit is {@b broken} and removed from the battle after it suffers its last casualty. This does not mean that every soldier in the unit is dead, but those who survive are left confused, panicked, squabbling\u2014or might simply have fled. Broken units can be reformed with the Rally maneuver and certain martial advantages.", + "If a unit breaks and later fails a Morale test to rally, it is {@b disbanded}. (Certain martial advantages and other effects can also cause a unit to disband.) A disbanded unit is permanently destroyed. It is removed from the battle and cannot be rallied or reformed by normal means." + ] + }, + { + "type": "entries", + "name": "Defeat", + "entries": [ + "At the end of each round of battle, after all officers on both sides have activated all their units, each side determines the current {@b point value} of their army. This total is based on the tier of each unit in the army, with Tier I units (including levies) worth 1 point, Tier II units worth 2, Tier III units worth 3, and so on.", + "At the end of any round, if one side has {@b more than twice the point value} of the other, that side has won the battle. Each commander on the losing side must immediately attempt the Retreat maneuver for each of their units (see {@b General Maneuvers} below)." + ] + }, + { + "type": "entries", + "name": "After the Battle", + "entries": [ + "Immediately after the battle, all units that were broken but not disbanded can execute the Rally maneuver. (This excludes units that have already been rallied during the battle, as a unit can rally only once per battle.)", + "Units that succeed at the Retreat or Rally maneuvers gain casualties at a rate of 1 per week, incrementing the casualty die until they have their full casualties once again.", + "Units that survive the battle, including those that rallied at the conclusion of the battle, can increase their experience, as discussed in {@b Improving Units} (page 104).", + "Levies immediately disband after the battle, as they are always temporary units. New levies must be mustered from scratch for the next battle. Likewise, special units go their own way, and units mustered through alliances or diplomacy return to their home domains." + ] + }, + { + "type": "entries", + "name": "Ongoing Effects", + "entries": [ + "Any ongoing effects, tokens, or unit conditions automatically end for all units once the battle is over. It is assumed that once battle is no longer a priority, surviving troops and their officers can quickly resolve any problems a unit is having." + ] + } + ] + }, + { + "type": "section", + "name": "General Maneuvers", + "page": 109, + "entries": [ + "Maneuvers represent complex operations that a unit can attempt during its activation. Some maneuvers are made as reactions in response to specific events or conditions, as described in the maneuver.", + "Some maneuvers require a successful test, with the battle statistic and DC noted in the maneuver. On a failed test, the unit cannot perform the intended maneuver. However, it can still move or attack during its activation (though it can't do both).", + "Some maneuvers can be attempted only by certain types of units. Other maneuvers can be attempted by units of any type. Certain maneuvers (Follow Up, Rally, Retreat, Set for Charge, and Withdraw) can be undertaken by any appropriate units. Other maneuvers can be undertaken by appropriate units only if a martial advantage allows units to be trained to use the maneuver (indicated by the prerequisites).", + "This section collects maneuvers that are either generally available, or which can be assigned by martial advantages. Additional maneuvers are available as traits assigned to specific units, and are found in {@book Unit Traits|KaW|3|Unit Traits} (page 126).", + { + "type": "entries", + "name": "Feint", + "page": 109, + "entries": [ + "{@i Prerequisite: Rogue martial advantage}", + "As an action, choose an adjacent opposed unit and an empty space adjacent to that unit. This unit moves into the adjacent space and makes an opposed Command test against the target unit. On a success, the opposed unit moves into the space this unit just vacated." + ] + }, + { + "type": "entries", + "name": "Find Cover", + "page": 109, + "entries": [ + "{@i Prerequisite: Ranger martial advantage}", + "As a reaction to moving, this unit can make a DC 13 Command test. On a success, any opposed unit attacking this unit has disadvantage on Attack tests until its next activation." + ] + }, + { + "type": "entries", + "name": "Follow Up", + "page": 109, + "entries": [ + "{@i Prerequisite: Infantry}", + "As a reaction to an opposed unit adjacent to this unit breaking or moving out of its space, this unit makes a DC 8 Command test. On a success, this unit moves into the opposed unit's former space." + ] + }, + { + "type": "entries", + "name": "Mobility Trap", + "page": 109, + "entries": [ + "{@i Prerequisite: Barbarian or monk martial advanage}", + "As a reaction when an opposed cavalry or aerial unit successfully attacks this unit, this unit makes a DC 13 Command test. On a success, the attacking unit's type becomes infantry and this unit places the attacking unit in any empty space closest to this unit. The attacking unit's type reverts back at the beginning of its next activation, and it is removed from its temporary space." + ] + }, + { + "type": "entries", + "name": "Rage Charge", + "page": 109, + "entries": [ + "{@i Prerequisite: Barbarian martial advantage}", + "As an action, this unit makes a DC 13 Command test. On a success, the unit moves up to 5 spaces. If it ends this movement adjacent to an opposed unit, it can attack that unit." + ] + }, + { + "type": "entries", + "name": "Rally", + "page": 110, + "entries": [ + "{@i Prerequisite: Any broken unit}", + "After the battle, this broken unit makes a DC 13 Morale test (no action required). On a success, the unit reforms with 1 casualty. If a 20 is rolled on the d20 for the test, the unit reforms with 2 casualties. On a failure, the broken unit disbands." + ] + }, + { + "type": "inset", + "name": "Rallying", + "entries": [ + "Each unit can be rallied only once per battle\u2014either at the end of the battle using the Rally maneuver, or beforehand by the use of a martial advantage or some other special feature. At the end of a battle, after a victor has been declared, all broken units automatically attempt the Rally maneuver, unless they have already been rallied by some other means. (As a battle progresses, players should keep track of which units have already been rallied.)", + "If a commander has a reaction that allows them to rally a unit during another unit's activation (for example, as a reaction to being broken by an opposed unit's successful attack) the rally is executed immediately. If the unit successfully rallies, the unit that triggered the reaction then finishes its activation. (In the example above, it would proceed to the Power test, potentially inflicting more damage on the just-rallied unit.)" + ] + }, + { + "type": "entries", + "name": "Retreat", + "page": 110, + "entries": [ + "{@i Prerequisite: None (any unit)}", + "This unit makes a DC 8 Command test. On a success, the unit is removed from the battle and its current casualties are recorded. On a failure, the unit suffers 1 casualty as opposed units take parting shots at it. If this does not break the unit, it is removed from the battle and its current casualties are recorded.", + "A commander must attempt the Retreat maneuver for all their units if the commander's army is defeated in battle. But a commander can also attempt the Retreat maneuver with any unit on its activation in order to save the unit from a potentially worse fate." + ] + }, + { + "type": "entries", + "name": "Set for Charge", + "page": 110, + "entries": [ + "{@i Prerequisite: Infantry}", + "As a reaction to suffering a casualty from a successful Attack test from a cavalry or aerial unit that is not using the Archers trait, this unit makes a DC 13 Command test. On a success, the attacking unit suffers 1 casualty." + ] + }, + { + "type": "entries", + "name": "Strafe", + "page": 110, + "entries": [ + "{@i Prerequisite: Fighter martial advantage}", + "As a reaction to succeeding on a Power test made as part of an attack against an opposed artillery or infantry unit, this unit makes a DC 13 Command test. On a success, two adjacent opposed units in the same rank as the target unit each suffer 1 casualty." + ] + }, + { + "type": "entries", + "name": "Volley", + "page": 110, + "entries": [ + "{@i Prerequisite: Fighter martial advantage}", + "As an action, choose two adjacent units and make a DC 13 Command test. On a success, this unit attacks both units. On a failure, the unit attacks only one unit of its choice." + ] + }, + { + "type": "entries", + "name": "Withdraw", + "page": 110, + "entries": [ + "{@i Prerequisite: Artillery or infantry}", + "As a reaction to failing a Morale test, this unit can move back into an empty space instead of suffering a casualty. If there is no empty space behind this unit, it cannot use this maneuver." + ] + } + ] + }, + { + "type": "section", + "name": "Martial Advantages", + "page": 111, + "entries": [ + "Between adventures and during downtime, player characters work with the units they command, whether training them or crafting items for them. Infantry units trained by a barbarian character fight quite differently than infantry units trained by a rogue. Likewise, wizards and clerics both craft wands and scrolls for the sergeants who command their troops, but these items grant very different boons.", + "These traits and items are called martial advantages, and are unlocked as the character's domain grows in size (from winning battles). A character's martial advantages typically apply to all the units that character controls as a commander, unless the text of the martial advantage says otherwise.", + "Multiclass characters can choose martial advantages from any of their classes. For example, a wizard/druid can choose from either the Wizard Martial Advantages table or the Druid Martial Advantages table each time they gain new a martial advantage based on their domain's size. However, those choices are permanent once made, and can't be swapped out.", + "Many of the martial advantages described in the tables below use the shorthand \"DS\" for the domain size of the commander's realm.", + { + "type": "entries", + "name": "Battle Magic", + "page": 111, + "entries": [ + "Some commanders gain access to battle magic, allowing them to create magic items designed for war that can be distributed among the units they control. Only one item can be used on a commander's turn. These items are limited use, and expend their magic either immediately or at the end of the battle. Each martial advantage creates a single item per battle.", + "Whenever a unit is affected by an opposed unit's battle magic, in addition to resolving the other effects of the magic, that unit must succeed on a DC 13 Morale test or suffer 1 casualty.", + { + "type": "item", + "name": "Wands", + "entries": [ + "Wands must be given to artillery or aerial units during deployment. A magic wand belongs to the specific unit it is given to, and can be used every round." + ] + }, + { + "type": "item", + "name": "Scrolls", + "entries": [ + "Magic scrolls are single-use items. They are not assigned to any specific unit at deployment, but can be assigned to any unit by its commander at any time." + ] + } + ] + }, + { + "type": "entries", + "name": "Barbarian Martial Advantages", + "page": 112, + "entries": [ + "Barbarians favor lightly armored, highly mobile troops. These soldiers sometimes don't last long, but they can carve a path through any battlefield.", + { + "type": "table", + "colLabels": [ + "Domain Size", + "Martial Advantages", + "" + ], + "colStyles": [ + "col-1 text-center", + "col-3 text-left", + "col-6 text-left" + ], + "rows": [ + [ + "1", + "Furious Assault, Mobility Training" + ], + [ + "2", + "Berserkers" + ], + [ + "3", + "Mobility Trap" + ], + [ + "4", + "Rage Charge" + ], + [ + "5", + "Blood Fever" + ] + ] + }, + { + "type": "item", + "name": "Furious Assault", + "entries": [ + "Each light infantry unit this commander controls has +1 to movement and inflicts 1 additional casualty on a successful Attack test." + ] + }, + { + "type": "item", + "name": "Mobility Training", + "entries": [ + "Each light infantry unit this commander controls automatically succeeds on the Command test for the {@book Follow Up|KaW|3|Follow Up} maneuver (page 109), and can immediately make an attack against an adjacent opposed unit when it completes that maneuver." + ] + }, + { + "type": "item", + "name": "Berserkers", + "entries": [ + "Each infantry unit this commander controls automatically succeeds on the Morale test when it becomes diminished. Each diminished infantry unit this commander controls has advantage on Power tests." + ] + }, + { + "type": "item", + "name": "Mobility Trap", + "entries": [ + "Each light infantry unit this commander controls has the {@book Mobility Trap|KaW|3|Mobility Trap} maneuver (page 109)." + ] + }, + { + "type": "item", + "name": "Rage Charge", + "entries": [ + "Each light infantry unit this commander controls has the {@book Rage Charge|KaW|3| Rage Charge} maneuver (page 109)." + ] + }, + { + "type": "item", + "name": "Blood Fever", + "entries": [ + "Once per battle, a diminished unit this commander controls can make a DC 13 Command test. On a success, each diminished unit this commander controls gains a free activation. Attack tests made during this activation have advantage." + ] + } + ] + }, + { + "type": "entries", + "name": "Bard Martial Advantages", + "page": 112, + "entries": [ + "As characters who excel at inspiring comrades in the middle of battle, bards make excellent leaders. They focus mostly on battle magic to inspire their soldiers or trick the forces of the enemy, but their troops also enjoy the benefits of being well taken care of.", + { + "type": "table", + "colLabels": [ + "Domain Size", + "Martial Advantages", + "" + ], + "colStyles": [ + "col-1 text-center", + "col-3 text-left", + "col-6 text-left" + ], + "rows": [ + [ + "1", + "Song of Battles Won, Troops of Fame and Great Renown" + ], + [ + "2", + "Scroll of Mass Hypnosis" + ], + [ + "3", + "Scroll of Omund's Trumpet" + ], + [ + "4", + "Tale of Heroes Bold" + ], + [ + "5", + "Impassioned Speech" + ] + ] + }, + { + "type": "item", + "name": "Song of Battles Won", + "entries": [ + "An opposed unit has disadvantage on Attack tests against any unit this commander controls if that defending unit has fewer casualties than the attacker." + ] + }, + { + "type": "item", + "name": "Troops of Fame and Great Renown", + "entries": [ + "As a reaction to being deployed, a unit this commander controls chooses an opposed commander. Each unit controlled by that commander must succeed on a Morale test (DC = 11 + DS) or suffer 1 casualty." + ] + }, + { + "type": "item", + "name": "Scroll of Mass Hypnosis", + "entries": [ + "As an action, the unit with this scroll chooses a number of opposed units equal to this commander's domain size +1. Each chosen unit must succeed on a Command test (DC = 13 + DS) or become disorganized." + ] + }, + { + "type": "item", + "name": "Scroll of Omund's Trumpet", + "entries": [ + "As an action, the unit with this scroll can cause each allied unit to have advantage on Power tests and Morale tests until the end of that unit's next activation." + ] + }, + { + "type": "item", + "name": "Tale of Heroes Bold", + "entries": [ + "Each unit this commander controls has advantage on Attack tests when there are two or more opposed units adjacent to it." + ] + }, + { + "type": "item", + "name": "Impassioned Speech", + "entries": [ + "Once per battle as a bonus action, a unit this commander controls chooses a number of allied units that are broken equal to the commander's proficiency bonus. Each unit that succeeds on a DC 12 Morale test gains {@dice 1d4 + 1} casualties and is returned to the battle according to normal deployment rules, restoring collapsed ranks if necessary. If there is no legal space for a unit to return to, it disbands." + ] + } + ] + }, + { + "type": "entries", + "name": "Cleric Martial Advantages", + "page": 113, + "entries": [ + "As fighting priests, clerics master a dangerous combination of martial prowess and battle magic. They excel at healing troops and rallying them in battle\u2014and the heavy infantry they train hit hard.", + { + "type": "table", + "colLabels": [ + "Domain Size", + "Martial Advantages", + "" + ], + "colStyles": [ + "col-1 text-center", + "col-3 text-left", + "col-6 text-left" + ], + "rows": [ + [ + "1", + "Divine Rally, Wand of Healing" + ], + [ + "2", + "Heavy Training" + ], + [ + "3", + "Exorcizers" + ], + [ + "4", + "Blessing of Strength" + ], + [ + "5", + "Scroll of Mass Healing" + ] + ] + }, + { + "type": "item", + "name": "Divine Rally", + "entries": [ + "At the beginning of this commander's turn, a broken unit the commander controls that has not already been rallied can make a DC 13 Morale test. On a success, it gains 1d4 casualties and is returned to the battlefield according to normal deployment rules. Additionally, the unit has +2 to Defense and Toughness until the end of the battle." + ] + }, + { + "type": "item", + "name": "Wand of Healing", + "entries": [ + "As an action, the unit with this wand chooses any unit. The target unit's casualty die is incremented by 2." + ] + }, + { + "type": "item", + "name": "Heavy Training", + "entries": [ + "Each medium, heavy, and super-heavy infantry unit this commander controls inflicts 1 additional casualty on a successful Power test." + ] + }, + { + "type": "item", + "name": "Exorcizers", + "entries": [ + "Any unit this commander controls automatically succeeds on Attack tests and inflicts 1 additional casualty against any undead or fiend unit." + ] + }, + { + "type": "item", + "name": "Blessing of Strength", + "entries": [ + "Each unit this commander controls has +2 to Power and Toughness." + ] + }, + { + "type": "item", + "name": "Scroll of Mass Healing", + "entries": [ + "As an action, the unit with this scroll chooses a number of units its commander controls equal to the commander's proficiency bonus. Each of those units gains 4 casualties." + ] + } + ] + }, + { + "type": "entries", + "name": "Druid Martial Advantages", + "page": 113, + "entries": [ + "Druids are dedicated to defending not just their groves but all of the natural world. Their battle magics muster the power of nature to protect their armies, and to devastate their enemies.", + { + "type": "table", + "colLabels": [ + "Domain Size", + "Martial Advantages", + "" + ], + "colStyles": [ + "col-1 text-center", + "col-3 text-left", + "col-6 text-left" + ], + "rows": [ + [ + "1", + "Nature's Boon, Wand of Grasping Roots" + ], + [ + "2", + "Scroll of Torrential Rain" + ], + [ + "3", + "Lynx Soldiers" + ], + [ + "4", + "Bark and Root" + ], + [ + "5", + "Scroll of Storms" + ] + ] + }, + { + "type": "item", + "name": "Nature's Boon", + "entries": [ + "Each unit this commander controls has +2 to size, to a maximum of size 12. This bonus is only active while this commander controls the unit." + ] + }, + { + "type": "item", + "name": "Wand of Grasping Roots", + "entries": [ + " As an action, the unit with this wand chooses a target unit, which must succeed on a Power test (DC = 11 + DS) or become disoriented." + ] + }, + { + "type": "item", + "name": "Scroll of Torrential Rain", + "entries": [ + "As an action, the unit with this scroll chooses a rank on the battlefield. Each unit in that rank has disadvantage on Attack tests until the end of this unit's next activation." + ] + }, + { + "type": "item", + "name": "Lynx Soldiers", + "entries": [ + "Each unit this commander controls is immune to the effects of terrain, has +1 to movement, and automatically succeeds on the Command test for the {@book Follow Up|KaW|3|Follow Up} maneuver (page 109)." + ] + }, + { + "type": "item", + "name": "Bark and Root", + "entries": [ + "Each infantry and artillery unit this commander controls has +2 to Toughness. Additionally, each time any unit this commander controls ends its activation, roll a {@dice d4}. On a 4, that unit's casualty die is incremented by 1." + ] + }, + { + "type": "item", + "name": "Scroll of Storms", + "entries": [ + "As an action, the unit with this scroll chooses a rank on the battlefield. Each unit in that rank must succeed on a Power test (DC = 11 + DS) or suffer 2 casualties. On each of this unit's subsequent activations, the storm moves one rank toward the opposing side's rear rank, affecting each unit in that rank. Once the storm affects the opposing side's rear rank, its effect ends." + ] + } + ] + }, + { + "type": "entries", + "name": "Fighter Martial Advantages", + "page": 114, + "entries": [ + "Fighters excel in warfare. Their soldiers are the most highly trained on the battlefield, and they know an astonishing range of techniques to direct and engage troops in the middle of a battle.", + { + "type": "table", + "colLabels": [ + "Domain Size", + "Martial Advantages", + "" + ], + "colStyles": [ + "col-1 text-center", + "col-3 text-left", + "col-6 text-left" + ], + "rows": [ + [ + "1", + "Heavy Training, Martial Rally" + ], + [ + "2", + "Strafe" + ], + [ + "3", + "Charge" + ], + [ + "4", + "Volley" + ], + [ + "5", + "Field Promotion" + ] + ] + }, + { + "type": "item", + "name": "Heavy Training", + "entries": [ + "Each medium, heavy, and super-heavy infantry unit this commander controls inflicts 1 additional casualty on a successful Power test." + ] + }, + { + "type": "item", + "name": "Martial Rally", + "entries": [ + "At the beginning of this commander's turn, a broken unit the commander controls that has not already been rallied can make a DC 13 Morale test. On a success, it gains {@dice 1d4} casualties and is returned to the battlefield according to normal deployment rules. Additionally, the unit gets two activations this turn, instead of one." + ] + }, + { + "type": "item", + "name": "Strafe", + "entries": [ + "Each aerial and cavalry unit this commander controls has the {@book Strafe|KaW|3|Strafe} maneuver (page 110)." + ] + }, + { + "type": "item", + "name": "Charge", + "entries": [ + "When any cavalry unit this commander controls makes a successful Power test as part of an attack, that unit can use a reaction to deal 1 casualty to any unit opposite it." + ] + }, + { + "type": "item", + "name": "Volley", + "entries": [ + "Each artillery and cavalry unit this commander controls has the {@book Volley|KaW|3|Volley} maneuver (page 110)." + ] + }, + { + "type": "item", + "name": "Field Promotion", + "entries": [ + "Once per battle, as a reaction to a unit this commander controls diminishing or breaking an opposed unit, increase that unit's Attack, Power, Morale, and Command by 2, and the unit gains one additional attack. At the end of the current battle, it loses these bonuses." + ] + } + ] + }, + { + "type": "entries", + "name": "Illrigger Martial Advantages", + "page": 114, + "entries": [ + "The {@class illrigger|ILL} is a fighting hellknight whose soldiers call upon fell powers to terrify their enemies. (A PDF containing the Illrigger class is available on the MCDM store at {@link shop.mcdmproductions.com|https://shop.mcdmproductions.com/products/illrigger-class}.)", + { + "type": "table", + "colLabels": [ + "Domain Size", + "Martial Advantages", + "" + ], + "colStyles": [ + "col-1 text-center", + "col-3 text-left", + "col-6 text-left" + ], + "rows": [ + [ + "1", + "Death Commandos, Infernal Rally" + ], + [ + "2", + "Terror Troops" + ], + [ + "3", + "Scroll of Hellfire" + ], + [ + "4", + "Execution" + ], + [ + "5", + "The Ruin of the World" + ] + ] + }, + { + "type": "item", + "name": "Death Commandos", + "entries": [ + "When any infantry unit this commander controls succeeds on a Power test as part of an attack, the target unit must succeed on a DC 13 Morale test or suffer 1 additional casualty." + ] + }, + { + "type": "item", + "name": "Infernal Rally", + "entries": [ + "At the beginning of this commander's turn, a broken unit the commander controls that has not already been rallied can make a DC 13 Morale test. On a success, it gains {@dice 1d4} casualties and is returned to the battlefield according to normal deployment rules. Additionally, the unit gains an additional attack, has +1 to movement, and has advantage on Attack tests and Power tests. At the end of each activation, decrement the unit's casualty die." + ] + }, + { + "type": "item", + "name": "Terror Troops", + "entries": [ + "Infantry and cavalry units this commander controls have the {@book Harrowing trait|KaW|3|Unit Traits}." + ] + }, + { + "type": "item", + "name": "Scroll of Hellfire", + "entries": [ + "As an action, the unit with this scroll chooses a target unit, which must make a Power test (DC = 13 + DS). The unit gains 4 fire tokens on a failure, or 2 fire tokens on a success. Each fire token inflicts 1 casualty." + ] + }, + { + "type": "item", + "name": "Execution", + "entries": [ + "As an action, a unit controlled by this commander chooses an allied unit with 1 casualty. That unit disbands, and one unit this commander controls has advantage on Attack tests and Power tests until the end of the battle." + ] + }, + { + "type": "item", + "name": "The Ruin of the World", + "entries": [ + "As an action, a unit this commander controls causes all allied cavalry units to immediately activate in any order. On this activation, whenever one of those units resolves an Attack test, that unit can decrement its casualty die and make an immediate free attack. It can continue doing so as long as it has casualties remaining." + ] + } + ] + }, + { + "type": "entries", + "name": "Monk Martial Advantages", + "page": 115, + "entries": [ + "Monks work closely with the common folk, training them to defend themselves against cruel overlords. They rarely train heavily armed or armored troops, but their levies fight as well as any infantry, and cavalry fear all units trained by a monk.", + { + "type": "table", + "colLabels": [ + "Domain Size", + "Martial Advantages", + "" + ], + "colStyles": [ + "col-1 text-center", + "col-3 text-left", + "col-6 text-left" + ], + "rows": [ + [ + "1", + "Hidden Reserves, Levy Training" + ], + [ + "2", + "Mobility Trap" + ], + [ + "3", + "Focused Resolve" + ], + [ + "4", + "Like Water" + ], + [ + "5", + "Mind over Body" + ] + ] + }, + { + "type": "item", + "name": "Hidden Reserves", + "entries": [ + "A reaction to breaking, an artillery or infantry unit this commander controls can roll a d4. The unit does not break, and remains in its space with casualties equal to the result of the roll. Each unit can use this martial advantage once per battle." + ] + }, + { + "type": "item", + "name": "Levy Training", + "entries": [ + "Each unit of levies this commander controls has +2 to Attack, +2 to Power, and +1 to damage, and has advantage on the Command test for the {@book Set for Charge|KaW|3|Set for Charge} maneuver (page 110)." + ] + }, + { + "type": "item", + "name": "Mobility Trap", + "entries": [ + "Each light infantry unit this commander controls has the {@book Mobility Trap|KaW|3|Mobility Trap} maneuver (page 109)." + ] + }, + { + "type": "item", + "name": "Focused Resolve", + "entries": [ + "Each unit this commander controls has advantage on Power tests to resist battle magic. Additionally, as a reaction to activating, each infantry and artillery unit this commander controls can remove one token before that token's effects are resolved." + ] + }, + { + "type": "item", + "name": "Like Water", + "entries": [ + "Choose a light infantry unit this commander controls, and an opposed unit that is adjacent to the infantry unit and has an empty space opposite it. If this unit succeeds on a DC 15 Command test made as an action, it moves through the opposed unit into the empty space opposite it, and the opposed unit suffers 1 casualty." + ] + }, + { + "type": "item", + "name": "Mind over Body", + "entries": [ + "Once per battle as a reaction when a unit this commander controls finishes its activation, that unit selects all the units this commander controls. Power tests against each of the selected units fail until the unit's next activation." + ] + } + ] + }, + { + "type": "entries", + "name": "Paladin Martial Advantages", + "page": 115, + "entries": [ + "When the paladin calls, soldiers answer. Troops loyal to these dedicated warriors fight with fervor, and enemies fear facing them\u2014especially cavalry trained by a paladin, which are among the most effective forces on the field.", + { + "type": "table", + "colLabels": [ + "Domain Size", + "Martial Advantages", + "" + ], + "colStyles": [ + "col-1 text-center", + "col-3 text-left", + "col-6 text-left" + ], + "rows": [ + [ + "1", + "Righteous, Templar's Rally" + ], + [ + "2", + "Scroll of Clarity" + ], + [ + "3", + "Cavaliers, Hell's Hammer" + ], + [ + "4", + "Blessing of Speed" + ], + [ + "5", + "Scroll of Templar's Blessing" + ] + ] + }, + { + "type": "item", + "name": "Righteous", + "entries": [ + "When any unit this commander controls succeeds on a Morale test, it can use a reaction to gain advantage on its next Attack test. Additionally, any opposed unit diminished by a unit this commander controls has disadvantage on the Morale test." + ] + }, + { + "type": "item", + "name": "Templar's Rally", + "entries": [ + "At the beginning of this commander's turn, a broken unit the commander controls that has not already been rallied makes a DC 13 Morale test. On a success, it gains {@dice 1d4} casualties and is returned to the battlefield according to normal deployment rules. Additionally, the unit has +2 to Attack and Power until the end of the battle." + ] + }, + { + "type": "item", + "name": "Scroll of Clarity", + "entries": [ + "As an action, the unit with this scroll chooses a number of units equal to this commander's proficiency bonus. Roll a {@dice d4}. Each unit's casualty die is incremented by that amount." + ] + }, + { + "type": "item", + "name": "Cavaliers", + "entries": [ + "Each cavalry unit this commander controls has advantage on Attack tests and +1 to damage." + ] + }, + { + "type": "item", + "name": "Hell's Hammer", + "entries": [ + "Each infantry and cavalry unit this commander controls has advantage on Power tests against any undead or fiend unit." + ] + }, + { + "type": "item", + "name": "Blessing of Speed", + "entries": [ + "Each infantry unit this commander controls can make one additional attack." + ] + }, + { + "type": "item", + "name": "Scroll of Templar's Blessing", + "entries": [ + "As an action, the unit with this scroll chooses a unit. Until the end of the battle, that unit's size increases by 2 (but not above 12), it gains one additional attack, and it automatically succeeds on Command tests." + ] + } + ] + }, + { + "type": "entries", + "name": "Ranger Martial Advantages", + "page": 116, + "entries": [ + "Taking advantage of a ranger's experience in the wilds, ranger-trained troops are used to operating behind enemy lines and in hostile terrain. Moreover, the skill of their archer units are legendary.", + { + "type": "table", + "colLabels": [ + "Domain Size", + "Martial Advantages", + "" + ], + "colStyles": [ + "col-1 text-center", + "col-3 text-left", + "col-6 text-left" + ], + "rows": [ + [ + "1", + "Archery Training, Scout Training" + ], + [ + "2", + "Rough Terrain Training" + ], + [ + "3", + "Find Cover" + ], + [ + "4", + "Pin Them Down" + ], + [ + "5", + "Coordinated Fire" + ] + ] + }, + { + "type": "item", + "name": "Archery Training", + "entries": [ + "Each artillery unit this commander controls has advantage on Power tests." + ] + }, + { + "type": "item", + "name": "Scout Training", + "entries": [ + "Choose a number of light infantry units this commander controls equal to half the commander's domain size rounded up. Each of those units has the Scouts trait (see {@book Unit Traits|KaW|3|Unit Traits})." + ] + }, + { + "type": "item", + "name": "Rough Terrain Training", + "entries": [ + "Any unit this commander controls cannot become disorganized. Additionally, each unit this commander controls ignores terrain penalties, and has +1 to movement in normal terrain." + ] + }, + { + "type": "item", + "name": "Find Cover", + "entries": [ + "Each unit this commander controls has the {@book Find Cover|KaW|3|Find Cover} maneuver (page 109)." + ] + }, + { + "type": "item", + "name": "Pin Them Down", + "entries": [ + "When any artillery unit this commander controls makes a successful Attack test against another unit, that unit takes \u22121 to movement until the end of its next activation." + ] + }, + { + "type": "item", + "name": "Coordinated Fire", + "entries": [ + "As a reaction to being activated, any artillery unit this commander controls can choose an opposed unit. Each allied artillery unit that succeeds on a DC 8 Command test can immediately attack the opposed unit." + ] + } + ] + }, + { + "type": "entries", + "name": "Rogue Martial Advantages", + "page": 116, + "entries": [ + "Soldiers trained by a rogue are highly mobile and well skilled in the use of dirty tricks. Rogue-trained scouts might not last long behind enemy lines, but they will wreak havoc while they stand.", + { + "type": "table", + "colLabels": [ + "Domain Size", + "Martial Advantages", + "" + ], + "colStyles": [ + "col-1 text-center", + "col-3 text-left", + "col-6 text-left" + ], + "rows": [ + [ + "1", + "Mobility Training, Skirmishers" + ], + [ + "2", + "Poison Arrows" + ], + [ + "3", + "Scout Training" + ], + [ + "4", + "Feint" + ], + [ + "5", + "Infiltrators" + ] + ] + }, + { + "type": "item", + "name": "Mobility Training", + "entries": [ + "Each light infantry unit this commander controls automatically succeeds on the Command test for the {@book Follow Up|KaW|3|Follow Up} maneuver (page 109) and can immediately make an attack against an adjacent opposed unit when it completes that maneuver." + ] + }, + { + "type": "item", + "name": "Skirmishers", + "entries": [ + "If any infantry or artillery unit this commander controls moves before it attacks, it has +2 to Attack tests for that activation, and it can immediately move 1 space after it attacks." + ] + }, + { + "type": "item", + "name": "Poison Arrows", + "entries": [ + "When any artillery unit this commander controls succeeds on a Power test as part of an attack, it places one poison token on the target unit. Each poison token inflicts 1 casualty." + ] + }, + { + "type": "item", + "name": "Scout Training", + "entries": [ + "Choose a number of light infantry units this commander controls equal to half the commander's domain size rounded up. Each of those units has the Scouts trait (see {@book Unit Traits|KaW|3|Unit Traits})." + ] + }, + { + "type": "item", + "name": "Feint", + "entries": [ + "Each infantry and artillery unit this commander controls has the {@book Feint|KaW|3|Feint} maneuver (page 109)." + ] + }, + { + "type": "item", + "name": "Infiltrators", + "entries": [ + "Once per battle as a reaction to activating, a unit this commander controls can choose a diminished opposed infantry unit adjacent to that unit. This commander takes control of the opposed unit." + ] + } + ] + }, + { + "type": "entries", + "name": "Sorcerer Martial Advantages", + "page": 117, + "entries": [ + "Specializing in battle magic, sorcerers craft scrolls and wands designed to inflict maximum damage to as many units as possible, and can take down even the most hardened soldiers.", + { + "type": "table", + "colLabels": [ + "Domain Size", + "Martial Advantages", + "" + ], + "colStyles": [ + "col-1 text-center", + "col-3 text-left", + "col-6 text-left" + ], + "rows": [ + [ + "1", + "Sorcerous Training, Wand of Fire" + ], + [ + "2", + "Invisibility" + ], + [ + "3", + "Scroll of Translocation" + ], + [ + "4", + "Fire Shield" + ], + [ + "5", + "Scroll of Earthquake" + ] + ] + }, + { + "type": "item", + "name": "Sorcerous Training", + "entries": [ + "Each unit this commander controls has advantage on Power tests to resist battle magic and the traits of special units." + ] + }, + { + "type": "item", + "name": "Wand of Fire", + "entries": [ + "As an action, the unit with this wand targets an opposed unit, which must succeed on a Power test (DC = 13 + DS) or suffer 1 casualty and gain one fire token. Each fire token inflicts 1 casualty." + ] + }, + { + "type": "item", + "name": "Invisibility", + "entries": [ + "Each unit this commander controls starts the battle hidden. A unit ceases to be hidden when it inflicts 1 or more casualties on another unit." + ] + }, + { + "type": "item", + "name": "Scroll of Translocation", + "entries": [ + "As an action, the unit with this scroll chooses a unit in any rank and moves it into any empty space on the battlefield. If this unit is an opposed unit, it can succeed on a Power test (DC = 11 + DS) to avoid being moved." + ] + }, + { + "type": "item", + "name": "Fire Shield", + "entries": [ + "When any opposed infantry, cavalry, or aerial unit makes a successful Attack test against a unit this commander controls, that opposed unit must succeed on a Power test (DC = 13 + DS) or suffer 1 casualty." + ] + }, + { + "type": "item", + "name": "Sorcerous Training", + "entries": [ + "As an action, the unit with this scroll chooses a rank on the battlefield. Each unit in that rank must succeed on a Power test (DC = 13 + DS) or suffer 2 casualties and become disorganized." + ] + } + ] + }, + { + "type": "entries", + "name": "Warlock Martial Advantages", + "page": 117, + "entries": [ + "A warlock's dread patron empowers highly diverse battle magic, letting them reshape the battlefield, protect their soldiers, and terrorize enemies.", + { + "type": "table", + "colLabels": [ + "Domain Size", + "Martial Advantages", + "" + ], + "colStyles": [ + "col-1 text-center", + "col-3 text-left", + "col-6 text-left" + ], + "rows": [ + [ + "1", + "Scroll of Illusory Soldiers, Wand of Acid Pool" + ], + [ + "2", + "Patron's Curse" + ], + [ + "3", + "Scroll of Blood Magic" + ], + [ + "4", + "Flaming Hooves" + ], + [ + "5", + "Scroll of Hell's Maw" + ] + ] + }, + { + "type": "item", + "name": "Scroll of Illusory Soldiers", + "entries": [ + "As a reaction to the end of deployment, the unit with this scroll creates an illusory duplicate of a unit this commander controls. The new unit has all the same stats and traits as the original unit, except it has half the original unit's casualties, can't gain more casualties than this number, and is always diminished." + ] + }, + { + "type": "item", + "name": "Wand of Acid Pool", + "entries": [ + "As an action, the unit with this wand chooses a space and puts an acid token there. Any unit that moves into that space or starts its turn there suffers casualties equal to the number of acid tokens in the space, then removes one acid token." + ] + }, + { + "type": "item", + "name": "Patron's Curse", + "entries": [ + "If any heavy or super-heavy unit this commander controls makes a successful Power test made as part of an attack, the target unit is disoriented until the end of its next activation." + ] + }, + { + "type": "item", + "name": "Scroll of Blood Magic", + "entries": [ + "As an action, the unit with this scroll chooses a number of diminished allied units equal to this commander's proficiency bonus. Each unit can immediately make an attack against a legal target. If the Attack test is successful, the unit has advantage on its Power test." + ] + }, + { + "type": "item", + "name": "Flaming Hooves", + "entries": [ + "Whenever a cavalry unit this commander controls succeeds on a Power test made as part of an attack, add a fire token to the unit targeted by the test. The fire token inflicts 1 casualty." + ] + }, + { + "type": "item", + "name": "Scroll of Hell's Maw", + "entries": [ + "As an action, the unit with this scroll chooses an opposed unit, which must make a Power test (DC = 15 + DS). On a success, the unit suffers {@dice 1d6} casualties. On a failure, the unit is consumed and disbands." + ] + } + ] + }, + { + "type": "entries", + "name": "Wizard Martial Advantages", + "page": 118, + "entries": [ + "Few armies can stand resolved to fight while a wizard's lightning rips through them or opposed units appear from thin air to attack. A wizard specializes in battle magic that can both protect the troops they train and let their units unleash cataclysmic power upon the battlefield.", + { + "type": "table", + "colLabels": [ + "Domain Size", + "Martial Advantages", + "" + ], + "colStyles": [ + "col-1 text-center", + "col-3 text-left", + "col-6 text-left" + ], + "rows": [ + [ + "1", + "Arrows of Dancing Lights, Wand of Lightning Storm" + ], + [ + "2", + "Wall of Fire" + ], + [ + "3", + "Scroll of Translocation" + ], + [ + "4", + "Antimagic Shield" + ], + [ + "5", + "Scroll of Cataclysm" + ] + ] + }, + { + "type": "item", + "name": "Arrows of Dancing Lights", + "entries": [ + "When any artillery unit this commander controls succeeds on an Attack test against an opposed unit, each allied unit attacking that opposed unit has advantage on Attack tests until the end of the opposed unit's next activation." + ] + }, + { + "type": "item", + "name": "Wand of Lightning Storm", + "entries": [ + "As an action, the unit with this wand chooses a target unit. That target unit and each unit adjacent to it must succeed on a Power test (DC = 11 + DS) or suffer 1 casualty." + ] + }, + { + "type": "item", + "name": "Wall of Fire", + "entries": [ + "As a reaction to the end of deployment, choose four adjacent spaces on the battlefield and note the line along one edge of those spaces. Any opposed unit that crosses that line suffers {@dice 1d4} casualties." + ] + }, + { + "type": "item", + "name": "Scroll of Translocation", + "entries": [ + "As an action, the unit with this scroll chooses a unit in any rank and moves it into any empty space on the battlefield. If this unit is an opposed unit, it can succeed on a Power test (DC = 11 + DS) to avoid being moved." + ] + }, + { + "type": "item", + "name": "Antimagic Shield", + "entries": [ + "Each unit this commander controls is immune to the effects of wands and scrolls, and automatically succeeds on any Power test against the traits of opposed units." + ] + }, + { + "type": "item", + "name": "Scroll of Cataclysm", + "entries": [ + "As an action, the unit with this scroll chooses 5 ranks that are adjacent to each other. Each unit in each of these ranks must succeed on a Power test (DC = 13 + DS) or suffer 1 casualty and become disorganized." + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "Opposing Commanders", + "page": 118, + "entries": [ + "When running the army controlled by the villain or some other NPC, the GM must track which units belong to which NPC commanders. Each opposing commander facing off against the characters-as-commanders acts in initiative order, just like the characters. When an opposing commander acts, they can activate all the units they control.", + "Each opposing commander can command a number of units equal to their proficiency bonus (just like player character commanders), with that proficiency bonus determined by the opposing commander's Challenge Rating.", + "For example, Lord Saxton's despotic regime has five officers\u2014Magus Therin, Prelate Ellingwood, Sir Anglim, Lady Morgant, and Lord Saxton himself\u2014who are the commanders of that domain's forces during warfare. Lord Saxton is CR 8, giving him a proficiency bonus of +3 and allowing him to control three units. The rest of his officers are CR 3, with their +2 proficiency bonus allowing them to each control two units.", + "In general, the GM decides which units each NPC officer controls before the battle starts, to suit their own ideas of how the battle should go. (The adventure in this book assigns units to specific officers, but even there, the GM is free to move things around.)", + { + "type": "entries", + "name": "Martial Advantages for Opposed Commanders", + "page": 118, + "entries": [ + "The units of the villain's army gain the benefits of martial advantages just as the units of the characters' army do. However, the GM does not track which martial advantages each unit has based on their commander. (That would be too much to ask of the GM, who is already doing a lot!) Instead, all opposed units benefit from the same martial advantages, with the number of those advantages determined by the opposed domain's domain size. The GM chooses the martial advantages for the villain's army based on the general character types of any of the commanders of the opposed domain\u2014spellcaster, knight, or assassin.", + { + "type": "entries", + "name": "Spellcasting Commander", + "page": 119, + "entries": [ + "Enemy mages, shamans, necromancers, cult leaders, and grand viziers all qualify as enemy spellcasting commanders, as do any NPCs built around a class with spellcasting ability.", + { + "type": "table", + "colLabels": [ + "Domain Size", + "Martial Advantages", + "" + ], + "colStyles": [ + "col-1 text-center", + "col-3 text-left", + "col-6 text-left" + ], + "rows": [ + [ + "1", + "Sorcerous Training, Wand of Fire" + ], + [ + "2", + "Patron's Curse" + ], + [ + "3", + "Scroll of Torrential Rain" + ], + [ + "4", + "Fiery Defense" + ], + [ + "5", + "Scroll of Firestorm" + ] + ] + }, + { + "type": "item", + "name": "Sorcerous Training", + "entries": [ + "Each unit this commander controls has advantage on Power tests to resist battle magic and the traits of special units." + ] + }, + { + "type": "item", + "name": "Wand of Fire", + "entries": [ + "As an action, the unit with this wand targets an opposed unit, which must succeed on a Power test (DC = 13 + DS) or suffer 1 casualty and gain one fire token. Each fire token inflicts 1 casualty." + ] + }, + { + "type": "item", + "name": "Patron's Curse", + "entries": [ + "If any heavy or super-heavy unit this commander controls makes a successful Power test made as part of an attack, the target unit is disoriented until the end of its next activation." + ] + }, + { + "type": "item", + "name": "Scroll of Torrential Rain", + "entries": [ + "As an action, the unit with this scroll chooses a rank on the battlefield. Each unit in that rank has disadvantage on Attack tests until the end of this unit's next activation." + ] + }, + { + "type": "item", + "name": "Fiery Defense", + "entries": [ + "Choose a number of allied units of this commander's choice equal to half this commander's domain size rounded up. Each infantry, cavalry, and aerial unit that makes a successful Attack test against one of the chosen units must succeed on a Power test (DC = 13 + DS) or suffer 1 casualty." + ] + }, + { + "type": "item", + "name": "Scroll of Firestorm", + "entries": [ + "As an action, the unit with this scroll chooses an opposed unit, which must make a Power test (DC = 13 + DS). The unit suffers {@dice 1d4 + 2} casualties on a failure, or 2 casualties on a success." + ] + } + ] + }, + { + "type": "entries", + "name": "Knight Commander", + "page": 119, + "entries": [ + "Any heavily armed and armored enemy leader qualifies as a knight commander. Spellcasters who wear heavy armor might also play the part of a knight commander instead of a spellcaster commander, at the GM's determination.", + { + "type": "table", + "colLabels": [ + "Domain Size", + "Martial Advantages", + "" + ], + "colStyles": [ + "col-1 text-center", + "col-3 text-left", + "col-6 text-left" + ], + "rows": [ + [ + "1", + "Death Commandos, Heavy Training" + ], + [ + "2", + "Cavaliers" + ], + [ + "3", + "Charge" + ], + [ + "4", + "Volley" + ], + [ + "5", + "Well-Motivated" + ] + ] + }, + { + "type": "item", + "name": "Death Commandos", + "entries": [ + "When any infantry unit this commander controls succeeds on a Power test as part of an attack, that target unit must succeed on a DC 13 Morale test or suffer 1 additional casualty." + ] + }, + { + "type": "item", + "name": "Heavy Training", + "entries": [ + "Each medium, heavy, and super-heavy infantry unit this commander controls inflicts 1 additional casualty on a successful Power test." + ] + }, + { + "type": "item", + "name": "Cavaliers", + "entries": [ + "Each cavalry unit this commander controls has advantage on Attack tests and +1 to damage." + ] + }, + { + "type": "item", + "name": "Charge", + "entries": [ + "When any cavalry unit this commander controls makes a successful Power test made as part of an attack, that unit can use a reaction to deal 1 casualty to any unit opposite it." + ] + }, + { + "type": "item", + "name": "Volley", + "entries": [ + "Each artillery unit this commander controls has the {@book Volley|KaW|3|Volley} maneuver (page 110)." + ] + }, + { + "type": "item", + "name": "Well-Motivated", + "entries": [ + "When an infantry unit this commander controls inflicts casualties with a successful Power test, the unit can use a reaction to suffer 1 casualty and attack again." + ] + } + ] + }, + { + "type": "entries", + "name": "Assassin Commander", + "page": 120, + "entries": [ + "Master thieves, expert rangers, and any other stealthy, highly mobile, high-damage-output NPCs qualify as enemy assassin commanders.", + { + "type": "table", + "colLabels": [ + "Domain Size", + "Martial Advantages", + "" + ], + "colStyles": [ + "col-1 text-center", + "col-3 text-left", + "col-6 text-left" + ], + "rows": [ + [ + "1", + "Scout Training, Skirmishers" + ], + [ + "2", + "Poison Arrows" + ], + [ + "3", + "Mobility Training" + ], + [ + "4", + "Execution" + ], + [ + "5", + "Coordinated Fire" + ] + ] + }, + { + "type": "item", + "name": "Scout Training", + "entries": [ + "Choose a number of light infantry units this commander controls equal to half the commander's domain size rounded up. Each of those units has the Scouts trait (see {@book Unit Traits|KaW|3|Unit Traits})." + ] + }, + { + "type": "item", + "name": "Skirmishers", + "entries": [ + "If any infantry or artillery unit this commander controls moves before it attacks, it has +2 to Attack tests for that activation, and it can immediately move 1 space after it attacks." + ] + }, + { + "type": "item", + "name": "Poison Arrows", + "entries": [ + "When any artillery unit this commander controls succeeds on a Power test as part of an attack, it places one poison token on the target unit. Each poison token inflicts 1 casualty." + ] + }, + { + "type": "item", + "name": "Mobility Training", + "entries": [ + "Each light infantry unit this commander controls automatically succeeds on the Command test for the {@book Follow Up|KaW|3|Follow Up} maneuver (page 109), and can immediately make an attack against an adjacent opposed unit when it completes that maneuver." + ] + }, + { + "type": "item", + "name": "Execution", + "entries": [ + "As an action, a unit controlled by this commander chooses an allied unit with 1 casualty. That unit disbands, and one unit this commander controls of the commander's choice has advantage on Attack tests and Power tests until the end of the battle." + ] + }, + { + "type": "item", + "name": "Coordinated Fire", + "entries": [ + "As a reaction to being activated, any artillery unit this commander controls can choose an opposed unit. Each allied artillery unit that succeeds on a DC 8 Command test can immediately attack the opposed unit." + ] + } + ] + }, + { + "type": "entries", + "name": "Choosing Commander Roles", + "page": 120, + "entries": [ + "The GM has no obligation to tie martial advantages to the classes or NPC stat block names of an opposed domain's officers\u2014only to let those roles inspire them as desired. Likewise, for monstrous commanders, the GM should focus more on the monster's role as a leader, rather than automatically assigning them the role of a specific commander based on their stat block.", + "This makes the characters' army more flexible than the villain's army, because the units of the characters' army will have a much wider array of martial advantages available to them. However, each of the player's units benefits only from a single set of advantages. Having an entire army run under one set of martial advantages creates many efficiencies that make the villain's army easier to run, and ultimately just as effective as the characters' army.", + "As an example, consider that Lord Saxton and Lady Morgant are evil knights. Saxton has two spellcasters in his court (Magus Therin and Prelate Ellingwood) and an assassin (Sir Anglim). This means that between the leader and his lieutenants, Saxton has access to any of the three opposed commander types.", + "Saxton's domain is size 2, so the GM gets to pick three martial advantages (two for size 1 and one for size 2), which can be chosen from any of the three opposed commander tables\u2014one advantage from each table, all three from one table, or any other combination." + ] + }, + { + "type": "entries", + "name": "Expanding Martial Advantages", + "page": 120, + "entries": [ + "In addition to the martial advantages gained from any of the three opposed commander tables, the GM is free to choose martial advantages from the character class tables as well. If one of a realm's officers is known to do magical deals with a mysterious supernatural figure, a martial advantage from the warlock table makes sense. However, a GM who does this should avoid any advantages that would allow a realm's commanders to rally troops in the middle of a battle. The ability to rally a unit during the fight is intentionally framed as a heroic action. And more importantly, if both sides can rally their troops in the middle of battle, that battle will drag on tediously and quickly stop being fun." + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "Fortifications", + "page": 121, + "entries": [ + "A fortification is a structure occupying a number of spaces on the battlefield, typically on the side of the force that is the defender in the battle. Units in those spaces gain benefits based on the type of fortification. The GM determines which fortifications are available to each side in the battle (both existing fortifications and fortifications raised during play) and in which spaces those fortifications appear.", + "Each fortification provides a bonus to Morale for all allied units of the side that controls the fortification, regardless of where those units are on the battlefield. (If there are multiple fortifications on the battlefield, allied units use the highest bonus to Morale for any of their side's fortifications.) As well, each fortification provides a bonus to Defense for any units in the same space as the fortification, and a tower fortification provides a bonus to Power for any artillery units in the same space. (Siege weapons cannot be placed on towers.)", + "The Basic Fortifications table provides a breakdown of fortifications, their sizes, and the bonuses they provide. All bonuses provided by a fortification are lost if the fortification is destroyed. A rank with a Fortification in it does not collapse when there are no units in that rank.", + "Units in fortifications can't be exposed.", + { + "type": "table", + "caption": "Basic Fortifications", + "colLabels": [ + "Fortification", + "Size", + "Morale*", + "Defense**", + "Power***", + "Hit Points" + ], + "colStyles": [ + "col-4 text-left", + "col-2 text-left", + "col-1 text-center", + "col-1 text-center", + "col-1 text-center", + "col-1 text-center" + ], + "rows": [ + [ + "Stone fence", + "1\u20132 spaces", + "+1", + "+2", + "\u2014", + "4" + ], + [ + "Guard tower", + "1 space", + "+1", + "+2", + "+2", + "6" + ], + [ + "Town walls", + "3\u20134 spaces", + "+2", + "+2", + "\u2014", + "8" + ], + [ + "City gates", + "5 spaces", + "+2", + "+2", + "+2", + "8" + ], + [ + "Keep", + "2×2 spaces", + "+3", + "+2", + "+2", + "10" + ], + [ + "Castle", + "4×2 spaces", + "+4", + "+2", + "+2", + "12" + ] + ], + "footnotes": [ + "* All allied units in the battle", + "** All allied units in the fortification", + "*** Artillery units in the fortification" + ] + }, + { + "type": "entries", + "name": "Moving", + "page": 122, + "entries": [ + "Leaving a fortification costs no extra movement, but it costs 1 extra movement to move into a space with a fortification. The units defending a fortification can break like any other unit, or can use the {@book Retreat|KaW|3|Retreat} maneuver to depart the fortification (page 110). Doing so might allow an opposed unit to move into that space and gain the benefits of that fortification." + ] + }, + { + "type": "entries", + "name": "Damaging a Fortification", + "page": 122, + "entries": [ + "Only units with specialized traits can damage a fortification, with those traits specifically calling out fortifications in their descriptions. (See {@book Unit Traits|KaW|3|Unit Traits} on page 126.) Units with a specific siege trait\u2014Siege Engine, Siege Weapon, Fast Siege Weapon, and Fast Siege Weapon (Heavy)\u2014can attack and automatically hit a fortification, with no Attack test or Power test necessary." + ] + }, + { + "type": "entries", + "name": "Contested Fortifications", + "page": 122, + "entries": [ + "A fortification can be empty and still grant its bonus to Morale for the units of the army that control the fortification. But as soon as a unit moves into the area of a fortification controlled by the opposing side, that fortification becomes contested and no one gains a Morale bonus for it. If the only units in the area of a fortification are opposed units, then the fortification becomes occupied by that opposing army, and only the opposing army gains the fortification's bonus to Morale.", + "When two units attack each other and both are in the area of the same fortification, neither gains any of the fortification's bonuses to Defense or Power." + ] + }, + { + "type": "entries", + "name": "Hit Points and Siege Weapons", + "page": 122, + "entries": [ + "Fortifications have hit points based on their size. When a unit damages a fortification, that damage is assigned to the entire fortification, not any specific part of it. This means that fortifications occupying more than 1 space can't be targeted in any specific space, and they remain standing in all their spaces until the fortification is wholly destroyed.", + "When a fortification is reduced to 0 hit points, it is destroyed in all its spaces, and any unit in those spaces must make a DC 13 Morale test with disadvantage. On a failure, the unit suffers 1 casualty." + ] + }, + { + "type": "entries", + "name": "Placement", + "page": 122, + "entries": [ + "The GM decides each fortification's position on the battlefield, though fortifications are almost always on the defending side. Walls and gates do not have to be in the vanguard, but many scenarios will place them there to represent the idea that the defenders are behind those fortifications for the protection they offer. That being said, the GM might well decide to put the city gates in the center rank, so the setup of fortifications isn't meant to be taken too literally." + ] + }, + { + "type": "entries", + "name": "Types of Fortifications", + "page": 122, + "entries": [ + "The following are the most common fortifications, showing their typical placement on the battlefield. These are not the only possibilities, though, and the GM is free to use towers and walls in any combination to build unique fortifications, calculating those fortifications' hit points accordingly.", + { + "type": "entries", + "name": "Stone Fence", + "page": 122, + "entries": [ + "This short wall provides protection for only one or two units. It might be used in a short battle in which a handful of units fight over a small town.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/c28E59F.png" + } + } + ] + }, + { + "type": "entries", + "name": "Guard Tower", + "page": 123, + "entries": [ + "This is a lone tower, atop which an artillery unit can leverage height and superior position to maximize the chance of inflicting casualties on enemy forces.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/DOx2dYZ.png" + } + } + ] + }, + { + "type": "entries", + "name": "Town Walls", + "page": 123, + "entries": [ + "This larger version of the stone fence offers protection for even more units.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/AtHIyMx.png" + } + } + ] + }, + { + "type": "entries", + "name": "City Gates", + "page": 123, + "entries": [ + "A sturdy town wall is abutted by towers on either side of it! A large city gate is shown below, while a smaller one would have two towers with just a oneor two-space wall between them\u2014and would have fewer hit points.", + "Each gate space is either a tower space or a wall space. Artillery units that move from a tower space to a wall space lose the bonus to Power that a tower provides.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/1kBxyzw.png" + } + }, + "{@note Converter's Note: Apologies for the quality difference for this image. It had some weird transparency issues when I extracted it.}" + ] + }, + { + "type": "entries", + "name": "Keep", + "page": 123, + "entries": [ + "A keep is a collection of towers clustered closely together, and essentially acts as a large tower.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/31AHFUa.png" + } + } + ] + }, + { + "type": "entries", + "name": "Keep", + "page": 123, + "entries": [ + "A castle represents the largest fortification typically found on a battlefield, built up of both walls and towers to provide maximum benefit for infantry and artillery.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/QQoP344.png" + } + } + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "Terrain", + "page": 123, + "entries": [ + "Terrain represents general effects that change the nature of the battlefield, from fog to rain to dense forest. Units of certain ancestries feature soldiers that are historically used to fighting in certain types of terrain, allowing those units to ignore the penalties terrain imposes. At the same time, certain terrain offers advantages for specific types of units.", + { + "type": "entries", + "name": "Fog", + "page": 123, + "entries": [ + "Fog obscures vision and creates strange auditory effects. A sergeant's command shouted from the other side of the battlefield might echo through the fog to sound like it's coming from just a few feet away, making it difficult for troops to hear their orders.", + "Any artillery unit in fog has disadvantage on Attack tests. Any unit that rolls a 1 on a Command test while in fog becomes disorganized." + ] + }, + { + "type": "entries", + "name": "Forest", + "page": 124, + "entries": [ + "Trees act as natural cover, making archers almost useless in forest fighting. While in forest terrain, any artillery unit has disadvantage on Attack tests." + ] + }, + { + "type": "entries", + "name": "Mud", + "page": 124, + "entries": [ + "Mud, including terrain near or in a swamp, stymies movement. Any unit in mud must march in order to move 1 space, and it does not benefit from any bonuses to movement." + ] + }, + { + "type": "entries", + "name": "Rain", + "page": 124, + "entries": [ + "Rain obscures vision just like fog, and creates muddy ground to combine aspects of both those terrain types. While in rain, each unit must march in order to move 1 space, any artillery unit has disadvantage on Attack tests, and any unit that rolls a 1 on a Command test becomes disorganized." + ] + }, + { + "type": "entries", + "name": "Plains", + "page": 124, + "entries": [ + "The wide-open expanses of plains are excellent for cavalry units, providing them with maximum maneuverability. While in plains terrain, any cavalry unit has +2 to Command." + ] + }, + { + "type": "entries", + "name": "Mountains", + "page": 124, + "entries": [ + "Mountains feature treacherous slopes, steep cliffs, and falling rocks, and units unaccustomed to moving in such conditions routinely lose soldiers. While in mountain terrain, any unit that moves must succeed on a DC 8 Power test or suffer 1 casualty." + ] + } + ] + }, + { + "type": "section", + "name": "Scenarios", + "page": 124, + "entries": [ + "Scenarios change the shape of the battlefield, creating unique developments that might challenge forces on one or both sides, negate one side's advantage in numbers, or make some units useless!", + { + "type": "entries", + "name": "Bridge", + "page": 124, + "entries": [ + "When two armies fight over a bridge, each side's vanguard rank is reduced to a single space, and cavalry units cannot be used. This scenario often comes down to a battle between artillery and aerial units." + ] + }, + { + "type": "entries", + "name": "Defend the Pass", + "page": 124, + "entries": [ + "In this scenario, one side occupies the pass while the other side must break the first side's defense, minimizing the field for one side. Cavalry units cannot be used in the battle, and artillery units can target only enemies in the same column. This sort of battle lends itself to a small army taking on a much larger one." + ] + }, + { + "type": "entries", + "name": "Charge the Hill", + "page": 124, + "entries": [ + "This scenario uses a normal battlefield, except the defender's rear rank is at the top of the hill and each rank in front of it is farther down the slope. Any unit moving uphill must succeed on a DC 8 Command test to march 2 spaces. On a failure, the unit moves 1 space instead. (If a unit's movement is limited, as when moving through mud, it might be able to march only 1 space and might not be able to move at all on a failure.)", + "Any infantry unit that moves 1 space downhill before attacking inflicts 1 additional casualty on a successful Power test made as part of an attack against a target unit that is downhill from them. Cavalry units attacking from the high side of the hill have advantage on Attack tests against any units.", + "This scenario allows a small number of units at the top of the hill to defend against a larger army at the bottom of it." + ] + }, + { + "type": "entries", + "name": "Commanders on the Field", + "page": 124, + "entries": [ + "Sometimes two armies meet in a field and neither side is defending anything. In this scenario, the commanders of the armies are leading their troops against each other, rather than fighting face to face.", + "Each commander chooses a unit to lead. If two units each led by opposing commanders end up adjacent to each other, a commander can forego issuing an order to their unit to instead challenge the opposing commander to single combat. This is an opposed Command test. The victor decides whether the single combat proceeds.", + { + "type": "entries", + "name": "Single Combat", + "page": 125, + "entries": [ + "The battle is paused, and the two leaders enter combat together, rolling initiative again after each round. Either commander can yield as an action, in which case their unit suffers 1 casualty. If one commander drops to 0 hit points or dies outright, the unit they commanded immediately breaks and the single combat is over, though the battle can continue." + ] + } + ] + }, + { + "type": "entries", + "name": "Battle of Three Armies", + "page": 125, + "entries": [ + "This scenario imagines two different allied armies attacking a third army. This scenario allows one large army to fight off two smaller armies.", + "The defending army has no rear rank, but it has two vanguard ranks and two reserve ranks. If one of those vanguard ranks collapses, units in the defending army's center rank and the reserve rank behind the collapsed vanguard are both exposed to the army the collapsed vanguard faced.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/zVQMUhz.png" + }, + "title": "Bridge scenario battlefield" + }, + "{@note Converter's Note: Same issue here as with the fortifications, this one just isn't as intrusive so I left it alone.}", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/lVJ4XEX.png" + }, + "title": "Defend the Pass scenario battlefield" + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/Fd5wX6y.png" + }, + "title": "Battle of Three Armies scenario battlefield" + } + ] + } + ] + }, + { + "type": "section", + "name": "Unit Traits", + "page": 126, + "entries": [ + "Over and above the statistics found on each unit card, a unit's traits define what it is able to do during battle. {@book Unit Traits Descriptions|KaW|3|Unit Trait Descriptions} (below) breaks out every trait found across all units in Kingdoms & Warfare, plus those in the {@book special unit deck|KaW|3|special unit deck} (page 144). Each unit has the name of each of its traits printed on its card but not the full description, for two reasons. First, it would make the cards too large. And second, it would require players to pick a unit card up every activation to read what its traits can do. Easier to print the traits out for all players involved in the battle.", + "If the text of a trait conflicts with the baseline rules in this book, the text of the trait takes precedence.", + { + "type": "entries", + "name": "Recharge", + "page": 126, + "entries": [ + "The notation \"Recharge X\u2013Y\" means a unit can use a trait once, and that the trait then has a random chance of recharging during each subsequent activation. Each time the unit activates after using the trait, roll a {@dice d6}. If the roll is one of the numbers in the recharge notation, the unit regains the use of the trait." + ] + }, + { + "type": "entries", + "name": "Legal Target", + "page": 126, + "entries": [ + "Where a trait refers to a legal target, this means any target that a unit could normally make an Attack test against." + ] + }, + { + "type": "entries", + "name": "Unit Trait Descriptions", + "page": 126, + "entries": [ + "Traits are presented in alphabetical order.", + { + "type": "item", + "name": "AAAUUUGH!!!", + "entries": [ + "When this unit breaks, all adjacent units suffer 1 casualty." + ] + }, + { + "type": "item", + "name": "Adaptable", + "entries": [ + "This unit has advantage on Morale and Command tests." + ] + }, + { + "type": "item", + "name": "Aerial Bombardment", + "entries": [ + "If this unit spends an activation doing nothing, it can use its next activation to target a fortification by making a DC 13 Power test. On a success, it deals {@damage 1d4 + 2} damage to the fortification." + ] + }, + { + "type": "item", + "name": "Amphibious", + "entries": [ + "This unit does not suffer movement penalties when fighting underwater, or in rain or mud." + ] + }, + { + "type": "item", + "name": "Arcadian", + "entries": [ + "This unit has advantage on Power tests to resist battle magic." + ] + }, + { + "type": "item", + "name": "Archers", + "entries": [ + "This unit can attack any opposed unit. Successful Power tests the unit makes against opposed units that are not exposed inflict only 1 casualty." + ] + }, + { + "type": "item", + "name": "Armored Carapace", + "entries": [ + "This unit suffers no casualties from artillery Attack tests." + ] + }, + { + "type": "item", + "name": "Barbs", + "entries": [ + "An opposed infantry unit that makes a successful Power test as part of an attack against this unit suffers 1 casualty." + ] + }, + { + "type": "item", + "name": "Battle Hymn", + "entries": [ + "This unit has a bonus to Morale equal to its commander's domain size, as do allied units while adjacent to this unit." + ] + }, + { + "type": "item", + "name": "Better than One", + "entries": [ + "When this unit attacks an opposed unit, it can also attack any other adjacent opposed unit." + ] + }, + { + "type": "item", + "name": "Big", + "entries": [ + "This unit has advantage on Power tests against units whose casualties are lower than this unit's." + ] + }, + { + "type": "item", + "name": "Blanket Fire", + "entries": [ + "As an action, choose a rank on the battlefield. Attack each unit in that rank. Recharge 4\u20136." + ] + }, + { + "type": "item", + "name": "Blinding", + "entries": [ + "When an opposed unit fails an Attack test against this unit, the opposed unit is disoriented." + ] + }, + { + "type": "item", + "name": "Burning", + "entries": [ + "Each opposed unit that activates adjacent to this unit suffers 1 casualty." + ] + }, + { + "type": "item", + "name": "Burrow", + "entries": [ + "As an action, remove this unit from the battlefield. On its next activation, place the unit in any empty space. The unit is disoriented until the end of that activation." + ] + }, + { + "type": "item", + "name": "Chaos Vulnerability", + "entries": [ + "This unit has disadvantage on Power tests to resist battle magic." + ] + }, + { + "type": "item", + "name": "Charge", + "entries": [ + "If this unit moves at least 1 space before it attacks, it has advantage on Attack tests for this activation as long as the target is in the direction the unit moved." + ] + }, + { + "type": "item", + "name": "Chorus of Victory", + "entries": [ + "As an action, choose a rank on the battlefield. Each allied unit in that rank increments its casualty die and has advantage on Attack tests until the end of its next activation. Recharge 6." + ] + }, + { + "type": "item", + "name": "Close Range", + "entries": [ + "This unit has advantage on Attack tests and Power tests against adjacent units." + ] + }, + { + "type": "item", + "name": "Cloud of Darkness", + "entries": [ + "Opposed units have disadvantage on Attack tests against this unit." + ] + }, + { + "type": "item", + "name": "Collateral Damage", + "entries": [ + "When this unit makes a successful Power test against an infantry or artillery unit, the unit opposite the target also suffers 1 casualty." + ] + }, + { + "type": "item", + "name": "Consume", + "entries": [ + "As an action, this unit targets an opposed unit with lower casualties than it that it can attack. The target must succeed on a DC 15 Power test or break. Recharge 5\u20136." + ] + }, + { + "type": "item", + "name": "Corrode", + "entries": [ + "When this unit makes a successful Attack test against an opposed unit, that unit takes \u22122 to Attack and Defense. Each opposed unit can be affected by this trait only once per battle." + ] + }, + { + "type": "item", + "name": "Corrosive Breath", + "entries": [ + "As an action, choose three adjacent opposed units. Each unit must succeed on a Power test (DC = 8 + this unit's size) or suffer 2 casualties and gain one acid token. The acid token inflicts 1 casualty. Recharge 5\u20136." + ] + }, + { + "type": "item", + "name": "Create Dead", + "entries": [ + "If this unit causes an opposed unit to break, replace that unit with a Ghoul Infantry unit under the command of this unit's commander. The new unit can act on the commander's next turn." + ] + }, + { + "type": "item", + "name": "Damage Resistant", + "entries": [ + "Successful Attack tests against this unit inflict no casualties. Successful Power tests inflict casualties normally." + ] + }, + { + "type": "item", + "name": "Daylight Weakness", + "entries": [ + "While in direct sunlight, this unit has disadvantage on Power tests." + ] + }, + { + "type": "item", + "name": "Dead", + "entries": [ + "This unit always succeeds on Morale tests, and cannot be diminished." + ] + }, + { + "type": "item", + "name": "\"Dig!\"", + "entries": [ + "As an action, choose a space containing an opposed fortification and remove this unit from the battlefield. On the unit's next activation, the target fortification takes {@dice 2d6} damage and this unit breaks as though it were in that space." + ] + }, + { + "type": "item", + "name": "Dire Hyena Mounts", + "entries": [ + "This unit has advantage on Attack tests against diminished units." + ] + }, + { + "type": "item", + "name": "Disruptive", + "entries": [ + "When an opposed unit adjacent to this unit activates, it has a 25 percent chance of doing nothing on that activation." + ] + }, + { + "type": "item", + "name": "Draconic Ancestry", + "entries": [ + "This unit cannot be disorganized or weakened, and it is immune to the Harrowing trait." + ] + }, + { + "type": "item", + "name": "Dragonkin", + "entries": [ + "If there is an allied dragon in the battle or if this unit's commander has some sort of draconic ancestry, this unit has advantage on Attack tests, Command tests, and Morale tests." + ] + }, + { + "type": "item", + "name": "Drone", + "entries": [ + "As an action, choose a rank on the battlefield. Each opposed unit in that rank must succeed on a DC 15 Power test or suffer 1 casualty and be unable to move on its next activation. This unit can use this trait only once per battle." + ] + }, + { + "type": "item", + "name": "Elf-shot", + "entries": [ + "When this unit succeeds on a Power test as part of an attack, the target unit must succeed on a DC 10 Power test or become weakened until the end of its next activation." + ] + }, + { + "type": "item", + "name": "Embiggen", + "entries": [ + "As a reaction to activating, this unit's size increases to 8. Its casualty die becomes a d8 and is incremented twice. Until the end of its activation, the unit has advantage on Attack tests and Power tests. This unit can use this trait only once per battle." + ] + }, + { + "type": "item", + "name": "Eternal", + "entries": [ + "This unit has advantage on Morale tests against undead or fiend units, and on the Morale test to attack units with the Harrowing trait." + ] + }, + { + "type": "item", + "name": "Ethereal", + "entries": [ + "This unit has +1 to movement. It can move through other units, but only if it can end its movement in an empty space. Other units do not gain bonuses to Defense from fortifications against this unit's attacks." + ] + }, + { + "type": "item", + "name": "", + "entries": [ + "" + ] + }, + { + "type": "item", + "name": "", + "entries": [ + "" + ] + }, + { + "type": "item", + "name": "", + "entries": [ + "" + ] + }, + { + "type": "item", + "name": "", + "entries": [ + "" + ] + }, + { + "type": "item", + "name": "", + "entries": [ + "" + ] + }, + { + "type": "item", + "name": "", + "entries": [ + "" + ] + }, + { + "type": "item", + "name": "", + "entries": [ + "" + ] + }, + { + "type": "item", + "name": "", + "entries": [ + "" + ] + }, + { + "type": "item", + "name": "", + "entries": [ + "" + ] + }, + { + "type": "item", + "name": "", + "entries": [ + "" + ] + }, + { + "type": "item", + "name": "", + "entries": [ + "" + ] + }, + { + "type": "item", + "name": "", + "entries": [ + "" + ] + }, + { + "type": "item", + "name": "", + "entries": [ + "" + ] + }, + { + "type": "item", + "name": "", + "entries": [ + "" + ] + }, + { + "type": "item", + "name": "", + "entries": [ + "" + ] + }, + { + "type": "item", + "name": "", + "entries": [ + "" + ] + }, + { + "type": "item", + "name": "", + "entries": [ + "" + ] + } + ] + } + ] + } + ] + } + ] + } + ], + "optionalfeature": [ + { + "name": "Cap'n", + "source": "KaW", + "page": 32, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Adventuring Party" + } + ], + "entries": [ + "You add your proficiency bonus to your initiative rolls. Additionally, when you hit a creature with an attack, each ally who can hear you and is within 5 feet of you gains a bonus to weapon damage rolls against the target creature equal to half your proficiency bonus (rounded down). This bonus lasts until the start of your next turn." + ], + "foundryEffects": [ + { + "name": "Cap'n Initiative Bonus", + "changes": [ + { + "key": "data.attributes.init.value", + "mode": "ADD", + "value": "@data.attributes.prof" + } + ] + } + ] + }, + { + "name": "Doc", + "source": "KaW", + "page": 32, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Adventuring Party" + } + ], + "entries": [ + "You gain proficiency in the Medicine skill and proficiency with an herbalism kit. Whenever you take a long rest, you can craft two {@item potion of healing|DMG|potions of healing} during the rest using the supplies in an herbalism kit. Potions created this way are effective only if consumed within 24 hours of their creation." + ], + "skillProficiencies": [ + { + "medicine": true + } + ], + "toolProficiencies": [ + { + "herbalism kit": true + } + ] + }, + { + "name": "Know-It-All", + "source": "KaW", + "page": 32, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Adventuring Party" + } + ], + "entries": [ + "You gain proficiency in the History and Nature skills. Additionally, as a reaction when you roll initiative, you can make an Intelligence (Nature) check to identify the weak points of one creature you can see. The DC for this check is equal to 10 + half the creature's challenge rating (rounded down). On a success, you gain a bonus to attack rolls against that creature equal to your proficiency bonus, and which lasts for 1 minute." + ], + "skillProficiencies": [ + { + "history": true, + "nature": true + } + ], + "foundryFlags": { + "activation.type": "reaction", + "activation.cost": "1", + "activation.condition": "you roll initiative" + } + }, + { + "name": "Smart Mouth", + "source": "KaW", + "page": 32, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Adventuring Party" + } + ], + "entries": [ + "You gain proficiency in the Intimidation and Persuasion skills. Additionally, you can try to catch an enemy off-guard at the start of combat with your quips. As a reaction when a hostile creature you can see rolls initiative, you reduce that creature's initiative by a number equal to your Charisma modifier." + ], + "skillProficiencies": [ + { + "intimidation": true, + "persuasion": true + } + ], + "foundryFlags": { + "activation.type": "reaction", + "activation.cost": "1", + "activation.condition": "a hostile creature you can see rolls initiative" + } + }, + { + "name": "Weirdo", + "source": "KaW", + "page": 32, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Adventuring Party" + } + ], + "entries": [ + "You gain proficiency in the Arcana skill, and you know a number of spells equal to your Intelligence modifier. These spells can be from any spell list, but they must be 3rd level or lower and have the ritual tag. Intelligence is your spellcasting ability for these spells. You can cast each of these spells once as a ritual, and regain the ability to do so when you finish a long rest.", + "Additionally, you can cast the {@spell counterspell} spell, and regain the ability to do so when you finish a long rest." + ], + "skillProficiencies": [ + { + "arcana": true + } + ], + "additionalSpells": [ + { + "innate": { + "_": { + "daily": { + "1": [ + "counterspell" + ] + } + } + } + } + ] + }, + { + "name": "Never Tell Me The Odds", + "source": "KaW", + "page": 32, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Adventuring Party" + } + ], + "entries": [ + "When you take an action or a bonus action that forces at least one creature to make a saving throw, you can take a power die from your domain's pool and add twice the number on the die to the saving throw DC. You can use this feature after affected creatures have rolled their saving throws." + ] + }, + { + "name": "Call In a Favor", + "source": "KaW", + "page": 32, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Adventuring Party" + } + ], + "entries": [ + "As a domain bonus action, your adventuring party can petition an NPC realm for their domain special unit. Make a Diplomacy test targeting the NPC realm, with a DC determined by the realm's attitude toward your domain as shown on the following table.", + { + "type": "table", + "colLabels": [ + "Attitude", + "Diplomacy DC" + ], + "colStyles": [ + "col-1 text-left", + "col-2 text-center", + "col-9 text-left" + ], + "rows": [ + [ + "Hostile", + "18", + "" + ], + [ + "Suspicious", + "15", + "" + ], + [ + "Neutral", + "13", + "" + ], + [ + "Friendly", + "10", + "" + ], + [ + "Allied", + "8", + "" + ] + ] + } + ] + }, + { + "name": "To Arms, Fellow Adventurers (Special Unit)", + "source": "KaW", + "page": 32, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Adventuring Party" + } + ], + "entries": [ + "As a domain action, you make a {@dc 13} Operations test. On a success, you muster the Ratcatchers\u2014a special unit of adventurers just like you!", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/XQrg2XU.jpg" + }, + "title": "The Ratcatchers unit card", + "maxWidth": 500 + } + ] + }, + { + "name": "Avenge Me", + "source": "KaW", + "page": 33, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Adventuring Party (Disorganized Misfits)" + } + ], + "entries": [ + "When an officer in your domain that you can see within 30 feet of you is reduced to 0 hit points by a creature, you can use your reaction to swear vengeance. Take any number of power dice from your domain's pool. You and each ally you can see within 30 feet of you gain a bonus to damage rolls against the creature that dropped your officer equal to the total of the power dice. This bonus lasts as long as the officer is dying or dead, or until the end of the encounter, whichever comes first." + ], + "foundryFlags": { + "activation.type": "reaction", + "activation.cost": "1", + "activation.condition": "an officer in your domain that you can see within 30 feet of you is reduced to 0 hit points by a creature" + } + }, + { + "name": "Like in the Great Stories", + "source": "KaW", + "page": 33, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Adventuring Party (Disorganized Misfits)" + } + ], + "entries": [ + "As a domain action, you make a {@dc 14} Operations test. On a success, your domain's Resolve level increases by 2 until the end of the intrigue. Additionally, the next time an opposed domain makes a test to lower one of your domain defenses, the test is made with disadvantage." + ] + }, + { + "name": "Whatever It Takes", + "source": "KaW", + "page": 33, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Adventuring Party (Disorganized Misfits)" + } + ], + "entries": [ + "At the end of the next deployment, you can make a {@dc 15} Operations test as a domain bonus action. On a success, units deployed in your vanguard gain the following trait until the end of the battle:", + { + "type": "entries", + "name": "Walk it Off", + "entries": [ + "The first time this unit would become broken as a result of an inflicted casualty, the unit can make a {@dc 13} Morale test. On a success, the unit does not break this round, regardless of the number of casualties it suffers." + ] + } + ] + }, + { + "name": "What Does This Button Do?", + "source": "KaW", + "page": 33, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Adventuring Party (Explorers' Society)" + } + ], + "entries": [ + "Your curiosity gets the better of you as you explore. When you take the Use an Object action on your turn to interact with any object, you can remove one power die from your domain's pool and trigger an effect. Roll a d10 and consult the Button Effects table to determine the nature of the effect.", + { + "type": "table", + "caption": "Button Effects", + "colLabels": [ + "d10", + "Effect", + "" + ], + "colStyles": [ + "col-1 text-center", + "col-2 text-left", + "col-9 text-left" + ], + "rows": [ + [ + "1", + "Energy Burst", + "" + ], + [ + "2", + "Arcane surge", + "" + ], + [ + "3", + "Shadow infusion", + "" + ], + [ + "4", + "Destructive force", + "" + ], + [ + "5", + "Weakening energy", + "" + ], + [ + "6", + "Magic investment", + "" + ], + [ + "7", + "Light blades", + "" + ], + [ + "8", + "Energy shield", + "" + ], + [ + "9", + "Bold energy", + "" + ], + [ + "10", + "Rejuvenating aura", + "" + ] + ] + }, + "{@b Energy Burst.} An overload of magical energy hits you, dealing force damage equal to 1d6 + the number on the power die.", + "{@b Arcane Surge.} You are infused with shimmering arcane energy. For 1 minute, all your attacks deal extra force damage equal to twice the number on the power die.", + "{@b Shadow Infusion.} You are infused with shadowy arcane energy. For 1 hour, your hit point maximum is reduced by the number on the power die, but you gain a bonus to your attack and damage rolls equal to twice the number on the power die.", + "{@b Destructive Force.} A wave of destructive energy can be directed toward a foe. Choose a hostile creature within 30 feet of you. The creature takes necrotic damage equal to 10 × the number on the power die.", + "{@b Weakening Energy.} Enfeebling energy suddenly washes over you. For 1 minute, you have a penalty to saving throws equal to the number on the power die.", + "{@b Magic Investment.} Magical energy refines a gem or art object you carry, increasing its gp value by 250 × the number on the power die.", + "{@b Light Blades.} Magic manifests around you as spinning blades of light. You and each creature within 30 feet of you must make a Dexterity saving throw with a DC equal to 8 + the number on the power die. A creature takes radiant damage equal to 1d4 × the number on the power die on a failed save, or half as much damage on a success.", + "{@b Energy Shield.} Shielding energy surrounds you. For 1 minute, your AC increases by the number on the power die.", + "{@b Bold Energy.} Emboldening energy washes over you. You gain temporary hit points equal to 5 × the number on the power die.", + "{@b Rejuvenating Aura.} A rejuvenating aura spreads out around you. Choose a number of creatures equal to the number on the power die that you can see within 30 feet of you (including you if you choose). Each creature regains all its hit points." + ] + }, + { + "name": "I've Seen Weirder", + "source": "KaW", + "page": 35, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Adventuring Party (Explorers' Society)" + } + ], + "entries": [ + "Your adventures have provided you a wealth of knowledge regarding the strange and arcane. If your domain's Communications level is 2 or higher at the start of a battle, each unit your domain controls has advantage on Power tests to resist battle magic during that battle." + ] + }, + { + "name": "Research, Research, Research", + "source": "KaW", + "page": 35, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Adventuring Party (Explorers' Society)" + } + ], + "entries": [ + "If your time spent delving through dungeons has taught you anything, it's that it pays to know what you're walking into. As a domain action, make a {@dc 16} Lore test. On a success, each of your domain's defense levels increases by 1 until the end of the current intrigue." + ] + }, + { + "name": "Fighting Dirty", + "source": "KaW", + "page": 35, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Adventuring Party (Mercenary Company)" + } + ], + "entries": [ + "Before you make a weapon or spell attack, you can use a bonus action to target one of your opponent's vulnerable spots, making for a more challenging attack but dealing more damage. Take a power die from your domain's pool and subtract the number on the die from your attack roll. If the attack hits, it deals extra damage equal to 5 × the number on the power die." + ], + "foundryFlags": { + "activation.type": "bonus", + "activation.cost": "1" + } + }, + { + "name": "Can We Get a Raise?", + "source": "KaW", + "page": 35, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Adventuring Party (Mercenary Company)" + } + ], + "entries": [ + "As a domain action, make a {@dc 14} Operations test. On a success, choose one of the following benefits:", + { + "type": "list", + "items": [ + "Until the end of the next battle, each officer has a +1 bonus to weapon attack and damage rolls. (The GM can rule that this bonus ends if it takes too long for the next battle to happen.)", + "The next time you muster a cavalry or artillery unit, you can also muster an additional two infantry units.", + "Each infantry unit you muster from now until the start of the next battle has its experience increased one level." + ] + }, + "You can use this feature multiple times per intrigue, but must pick a different benefit each time. The DC increases by 2 for each successive use." + ] + }, + { + "name": "Survive Till Payday", + "source": "KaW", + "page": 35, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Adventuring Party (Mercenary Company)" + } + ], + "entries": [ + "If your domain's Resolve level is 2 or higher at the start of a battle, each unit your domain controls has advantage on Power tests to resist battle magic during that battle." + ] + }, + { + "name": "Ambush Captain", + "source": "KaW", + "page": 36, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Martial Regiment" + } + ], + "entries": [ + "You gain proficiency in the Stealth skill, and you can use a bonus action to take the {@action Hide} action. Additionally, when you hit a creature with a weapon attack and have advantage on the attack roll, the attack deals one additional weapon die of damage." + ], + "skillProficiencies": [ + { + "stealth": true + } + ], + "foundryFlags": { + "activation.type": "bonus", + "activation.cost": "1" + } + }, + { + "name": "Bravura Commander", + "source": "KaW", + "page": 36, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Martial Regiment" + } + ], + "entries": [ + "You gain proficiency in the Persuasion skill. Additionally, when a creature within 30 feet of you that can hear you makes a saving throw to avoid being {@condition charmed}, {@condition frightened}, or {@condition stunned}, you can use your reaction to roll a d4 and add the result to the creature's saving throw. You use this reaction after the saving throw is made but before the result is known." + ], + "skillProficiencies": [ + { + "persuasion": true + } + ], + "foundryFlags": { + "activation.type": "reaction", + "activation.cost": "1", + "activation.condition": "a creature within 30 feet of you that can hear you makes a saving throw to avoid being charmed, frightened, or stunned" + } + }, + { + "name": "Field Medic", + "source": "KaW", + "page": 36, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Martial Regiment" + } + ], + "entries": [ + "You gain proficiency in the Medicine skill. Additionally, when a creature within 5 feet of you takes damage, you can use your reaction to make a Wisdom (Medicine) check. The DC of the check is equal to half the damage taken by the creature or 10, whichever is higher. On a success, the creature regains a number of hit points equal to 5 + your character level, to a maximum of half the creature's hit point maximum." + ], + "skillProficiencies": [ + { + "medicine": true + } + ], + "foundryFlags": { + "activation.type": "reaction", + "activation.cost": "1", + "activation.condition": "a creature within 5 feet of you takes damage" + } + }, + { + "name": "Tactical Marshal", + "source": "KaW", + "page": 38, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Martial Regiment" + } + ], + "entries": [ + "Your speed increases by 10 feet, you gain a +3 bonus to your passive Wisdom (Perception) score, and difficult terrain no longer impedes your movement. Additionally, as a bonus action, you can choose one creature within 60 feet of you that can hear you. That creature can immediately move up to half its speed without provoking opportunity attacks." + ], + "foundryEffects": [ + { + "name": "Tactical Marshal Speed Increase", + "changes": [ + { + "key": "data.attributes.movement.walk", + "mode": "ADD", + "value": "10" + } + ] + }, + { + "name": "Tactical Marshal Passive Perception Increase", + "changes": [ + { + "key": "data.skills.prc.bonuses.passive", + "mode": "ADD", + "value": "3" + } + ] + } + ], + "foundryFlags": { + "activation.type": "bonus", + "activation.cost": "1" + } + }, + { + "name": "War Mage", + "source": "KaW", + "page": 38, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Martial Regiment" + } + ], + "entries": [ + "You gain proficiency in the Arcana skill. As a bonus action, you can charge one melee weapon you are holding with magical energy. Choose one of the following damage types: acid, cold, fire, lightning, radiant, or necrotic. While charged in this way, the weapon is magical and deals an extra {@damage 1d4} damage of the chosen type. This benefit lasts for 1 minute, or until you either end it as a bonus action or stop touching the weapon.", + "Additionally, when you hit a creature or object with a weapon charged in this way, you can cast {@spell dispel magic} from the weapon to affect the target. Intelligence is your spellcasting ability for the spell. You can't cast the spell again in this way until you finish a long rest." + ], + "skillProficiencies": [ + { + "arcana": true + } + ], + "foundryFlags": { + "activation.type": "bonus", + "activation.cost": "1" + } + }, + { + "name": "Brute Force", + "source": "KaW", + "page": 38, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Martial Regiment" + } + ], + "entries": [ + "When a creature you can see within 60 feet of you moves, you can use your reaction to take any number of power dice from your domain's pool and make one weapon attack against the creature. Add the total of the power dice to the attack roll, and to the damage roll if the attack hits." + ], + "foundryFlags": { + "activation.type": "reaction", + "activation.cost": "1", + "activation.condition": "a creature you can see within 60 feet of you moves" + } + }, + { + "name": "Armament", + "source": "KaW", + "page": 38, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Martial Regiment" + } + ], + "entries": [ + "Once per intrigue as a domain bonus action, make a {@dc 15} Operations test. On a success, your domain's Resolve level cannot be lower than 0 for the remainder of the intrigue." + ] + }, + { + "name": "The Professionals (Special Unit)", + "source": "KaW", + "page": 38, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Martial Regiment" + } + ], + "entries": [ + "As a domain action, make a {@dc 13} Operations test. On a success, you muster the Professionals, a special unit of heroic infantry.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/ehKCqhP.jpg" + }, + "title": "The Professionals unit card", + "maxWidth": 500 + } + ] + }, + { + "name": "Steel Resolve", + "source": "KaW", + "page": 38, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Martial Regiment (City Watch)" + } + ], + "entries": [ + "When you fail a saving throw to avoid being {@condition charmed}, {@condition frightened}, knocked {@condition prone}, {@condition paralyzed}, {@condition poisoned}, or {@condition stunned}, you can take a power die from your domain's pool and add the number on the power die to your saving throw." + ] + }, + { + "name": "Community Effort", + "source": "KaW", + "page": 39, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Martial Regiment (City Watch)" + } + ], + "entries": [ + "Once per intrigue as a domain reaction in response to failing a Diplomacy test, you can immediately make an Operations test with a DC equal to 5 + half the DC of the Diplomacy test (rounded down). On a success, you treat the failed Diplomacy test as a success." + ] + }, + { + "name": "They Will Not Breach This Wall", + "source": "KaW", + "page": 39, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Martial Regiment (City Watch)" + } + ], + "entries": [ + "As a domain action, make a {@dc 15} Operations test. On a success, you gain the resources to bolster your city's defenses. At the start of the next battle, each fortification you're defending gains additional hit points equal to your domain's Resolve level." + ] + }, + { + "name": "Sworn to Protect", + "source": "KaW", + "page": 38, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Martial Regiment (Knightly Order)" + } + ], + "entries": [ + "As a bonus action, take a power die from your domain's pool and add the number on the die to your AC. Additionally, allied creatures within 15 feet of you gain a bonus to saving throws equal to the number on the power die. At the end of each of your turns, decrement the power die." + ], + "foundryFlags": { + "activation.type": "bonus", + "activation.cost": "1" + } + }, + { + "name": "Gallant Company", + "source": "KaW", + "page": 39, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Martial Regiment (Knightly Order)" + } + ], + "entries": [ + "As a domain action, make a {@dc 12} Diplomacy test targeting an NPC realm. On a success, the NPC realm's attitude toward your domain improves one step and any special units mustered from that realm gain a +2 bonus to Defense and Morale in the next battle in which they are used. Your domain can use this feature only once on each NPC realm during an intrigue." + ] + }, + { + "name": "Stay Strong", + "source": "KaW", + "page": 39, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Martial Regiment (Knightly Order)" + } + ], + "entries": [ + "If your domain's Resolve level is 2 or higher at the start of a battle, each cavalry unit your domain controls automatically succeeds on Morale tests for the Rally maneuver during that battle." + ] + }, + { + "name": "Skirmisher", + "source": "KaW", + "page": 38, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Martial Regiment (Military Squadron)" + } + ], + "entries": [ + "As a bonus action, take a power die from your domain's pool. Your speed increases by a number of feet equal to 5 × the number on the die. While your speed is increased in this way, your movement doesn't provoke opportunity attacks, and you gain a bonus to weapon damage rolls equal to the number on the power die. At the end of each of your turns, decrement the power die." + ], + "foundryFlags": { + "activation.type": "bonus", + "activation.cost": "1" + } + }, + { + "name": "No Mercy", + "source": "KaW", + "page": 39, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Martial Regiment (KMilitary Squadron)" + } + ], + "entries": [ + "If your domain's Communications level is 2 or higher at the start of a battle, all your infantry units gain the following trait until the end of the battle:", + { + "type": "entries", + "name": "Take No Prisoners", + "entries": [ + "When this unit makes an attack that causes an opposed unit to break, the unit can make one additional attack against any adjacent unit." + ] + } + ] + }, + { + "name": "The War Room Where It Happens", + "source": "KaW", + "page": 39, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Martial Regiment (Military Squadron)" + } + ], + "entries": [ + "As a domain action, make an Operations test against an opposed domain's Communications. On a success, the opposed domain has disadvantage on tests made to increase its Communications level for the remainder of the intrigue." + ] + }, + { + "name": "Acquisitions Expert", + "source": "KaW", + "page": 40, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Mercantile Guild" + } + ], + "entries": [ + "You gain proficiency in the Arcana skill. Additionally, if you are unable to cast spells of 1st level or higher (either because you have no spellcasting ability, you have expended all your spell slots, or you have used all your innate spells), you can cast the following spells using Intelligence as your spellcasting ability:", + { + "type": "list", + "style": "list-no-bullets", + "items": [ + "At will: {@spell detect magic}, {@spell identify}", + "3/day each: {@spell charm person}, {@spell comprehend languages}, {@spell unseen servant}", + "1/day each: {@spell dispel magic}, {@spell glyph of warding}" + ] + } + ], + "skillProficiencies": [ + { + "arcana": true + } + ], + "additionalSpells": [ + { + "innate": { + "_": { + "will": [ + "detect magic", + "identify" + ], + "daily": { + "1": [ + "dispel magic", + "glyph of warding" + ], + "3": [ + "charm person", + "comprehend languages", + "unseen servant" + ] + } + } + } + } + ] + }, + { + "name": "Chief of Security", + "source": "KaW", + "page": 41, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Mercantile Guild" + } + ], + "entries": [ + "When a creature within 5 feet of you makes an attack against a target other than you, you can use your reaction to make a melee weapon attack against that creature. If the attack hits, it deals extra damage equal to your proficiency bonus." + ], + "foundryFlags": { + "activation.type": "reaction", + "activation.cost": "1", + "activation.condition": "a creature within 5 feet of you makes an attack against a target other than you" + } + }, + { + "name": "Executive Manager", + "source": "KaW", + "page": 41, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Mercantile Guild" + } + ], + "entries": [ + "When a creature within 5 feet of you misses with an attack or fails a saving throw, you can use your reaction to roll a d4 and add the roll to the attack roll or saving throw." + ], + "foundryFlags": { + "activation.type": "reaction", + "activation.cost": "1", + "activation.condition": "a creature within 5 feet of you misses with an attack or fails a saving throw" + } + }, + { + "name": "Fixer", + "source": "KaW", + "page": 41, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Mercantile Guild" + } + ], + "entries": [ + "You gain proficiency in the Stealth skill. Additionally, you can use a bonus action to take the {@action Dash}, {@action Disengage}, or {@action Hide} action." + ], + "skillProficiencies": [ + { + "stealth": true + } + ] + }, + { + "name": "Safety Officer", + "source": "KaW", + "page": 41, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Mercantile Guild" + } + ], + "entries": [ + "While you are not {@condition unconscious}, you and friendly creatures within 10 feet of you have advantage on saving throws against being {@condition frightened}. Additionally, as a bonus action, choose an ally you can see within 30 feet of you. That ally regains hit points equal to {@dice 1d4} + your domain size. You can use this feature a number of times per day equal to your Wisdom modifier (minimum one)." + ], + "foundryFlags": { + "activation.type": "bonus", + "activation.cost": "1", + "count": "@abilities.wis.mod" + } + }, + { + "name": "Outgunned", + "source": "KaW", + "page": 41, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Mercantile Guild" + } + ], + "entries": [ + "When you miss with an attack, you can take a power die from your domain's pool and add twice the number on the die to your attack roll. Alternatively, when you hit with an attack, you can take a power die from your domain's pool and add the number on the die to the attack's damage roll." + ] + }, + { + "name": "Soldiers of Fortune (Special Unit)", + "source": "KaW", + "page": 42, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Mercantile Guild" + } + ], + "entries": [ + "Make a {@dc 13} Operations test as a domain action. On a success, you muster the Soldiers of Fortune, a highly professional (and very expensive) special unit of mercenaries.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/kKr4RjT.jpg" + }, + "title": "Soldiers of Fortune unit card" + } + ] + }, + { + "name": "Spared No Expense", + "source": "KaW", + "page": 42, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Mercantile Guild" + } + ], + "entries": [ + "At the start of a battle, you can use a domain reaction to make a {@dc 14} Operations test. On a success, increase the levels of two of your domain's defenses by 1." + ] + }, + { + "name": "Action Plan", + "source": "KaW", + "page": 41, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Mercantile Guild (Monopoly)" + } + ], + "entries": [ + "On your turn, you can take a power die from your domain's pool, then take one additional action. You can add the number on the power die to one attack roll or ability check made as part of that action, or increase the DC of a spell cast during the action by the number on the die." + ] + }, + { + "name": "Corporate Espionage", + "source": "KaW", + "page": 43, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Mercantile Guild (Monopoly)" + } + ], + "entries": [ + "Once per intrigue as a domain bonus action, make an Espionage test against an opposed domain's Communications. On a success, the opposed domain has disadvantage on Espionage tests until the end of the intrigue, and your domain's Communications level increases by 1." + ] + }, + { + "name": "Embargo", + "source": "KaW", + "page": 43, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Mercantile Guild (Monopoly)" + } + ], + "entries": [ + "At the start of a battle, if your domain's Resources level is 2 or higher, choose a number of infantry units an opposed domain controls equal to your domain size. Each of those units takes \u22122 to Attack and Defense until the end of the battle." + ] + }, + { + "name": "Pillage", + "source": "KaW", + "page": 41, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Mercantile Guild (Pirate Band)" + } + ], + "entries": [ + "As a bonus action, take a power die from your domain's pool and choose a power die in the opposed domain's pool showing a higher number than the die you took. Add the opposed die to your domain's pool." + ], + "foundryFlags": { + "activation.type": "bonus", + "activation.cost": "1" + } + }, + { + "name": "Commandeer", + "source": "KaW", + "page": 43, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Mercantile Guild (Pirate Band)" + } + ], + "entries": [ + "Once per intrigue as a domain bonus action, make an Espionage test against an opposed domain's Resources. On a success, the opposed domain's Resources level decreases by 1, and your domain's Resources level increases by 1." + ] + }, + { + "name": "Fight Dirty", + "source": "KaW", + "page": 43, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Mercantile Guild (Pirate Band)" + } + ], + "entries": [ + "If your domain's Resources level is 2 or higher at the end of deployment, choose a number of infantry or artillery units equal to your domain size. Each of those units gets a surprise activation before the battle goes into initiative. After this activation concludes, the battle plays out as normal." + ] + }, + { + "name": "Healthcare", + "source": "KaW", + "page": 41, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Mercantile Guild (Trade Guild)" + } + ], + "entries": [ + "As a bonus action, take a power die from your domain's pool. You immediately spend and roll a number of your Hit Dice equal to the number on the power die, regaining hit points equal to the total of Hit Dice rolled." + ], + "foundryFlags": { + "activation.type": "bonus", + "activation.cost": "1" + } + }, + { + "name": "Business Connections", + "source": "KaW", + "page": 43, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Mercantile Guild (Trade Guild)" + } + ], + "entries": [ + "Once per intrigue, you can make a {@dc 13} Diplomacy test as a domain bonus action. On a success, all of your domain's officers begin the next combat against an opposed domain's officers with their hit point maximum and current hit points increased by 5 × your domain size. This benefit disappears at the end of the combat." + ] + }, + { + "name": "Well Fed", + "source": "KaW", + "page": 43, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Mercantile Guild (Trade Guild)" + } + ], + "entries": [ + "As a domain action, make a {@dc 13} Operations test. On a success, each of your infantry units gains a bonus to Morale equal to your domain size until the end of the next battle." + ] + }, + { + "name": "Augur", + "source": "KaW", + "page": 44, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Mystic Circle" + } + ], + "entries": [ + "You have a second sight that grants you limited precognition. You add your Intelligence modifier to your initiative rolls. Additionally, if you and any of your allies within 60 feet of you are surprised when you roll initiative, you can choose for you and your allies to not be surprised, and for a number of enemies equal to the number of characters in your party to be surprised instead. You must finish a long rest before you can use this feature again." + ], + "foundryEffects": [ + { + "name": "Augur Initiative Bonus", + "changes": [ + { + "key": "data.attributes.init.value", + "mode": "ADD", + "value": "(@data.abilities.int.value - 10) / 2" + } + ] + } + ] + }, + { + "name": "Bewitcher", + "source": "KaW", + "page": 44, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Mystic Circle" + } + ], + "entries": [ + "You have advantage on Charisma (Performance) checks. At the end of a long rest, choose one enchantment or illusion spell you can cast that requires concentration. That spell does not require concentration until the end of your next long rest." + ] + }, + { + "name": "Medium", + "source": "KaW", + "page": 44, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Mystic Circle" + } + ], + "entries": [ + "When learning or preparing spells, all necromancy spells are available to you, regardless of whether they are on your class's spell list.", + "Additionally, you can channel the waning life force of a dying creature to aid an ally. When a creature you can see with a challenge rating of 1 or higher dies within 60 feet of you, another creature of your choice that you can see within 60 feet of you regains hit points equal to {@dice 1d4} × the dead creature's challenge rating." + ] + }, + { + "name": "Shade", + "source": "KaW", + "page": 46, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Mystic Circle" + } + ], + "entries": [ + "You gain proficiency in the Stealth skill. While in darkness or dim light, you can turn {@condition invisible} as an action. Anything you wear or carry is invisible as long as it is on your person. This invisibility ends after 1 hour or if you enter an area of bright light. You must finish a long rest before you can use this feature again." + ], + "skillProficiencies": [ + { + "stealth": true + } + ] + }, + { + "name": "Spellsword", + "source": "KaW", + "page": 46, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Mystic Circle" + } + ], + "entries": [ + "You gain proficiency with martial weapons. Whenever you hit a creature with a melee attack, you reduce that creature's speed to 0 until the start of your next turn." + ], + "weaponProficiencies": [ + { + "martial": true + } + ] + }, + { + "name": "Universal Energy Field", + "source": "KaW", + "page": 46, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Mystic Circle" + } + ], + "entries": [ + "As an action, take a power die from your domain's pool and recover a number of spell slots with a combined level equal to the number on the power die. None of the slots you recover can be 6th level or higher.", + "Alternatively, as a bonus action, you can take a power die from your domain's pool and charge one weapon you are holding with magical energy. Choose one of the following damage types: acid, cold, fire, or lightning. Until the start of your next turn, the weapon deals extra damage of the chosen type equal to the number on the power die." + ] + }, + { + "name": "Forgotten Rite of Animation (Special Unit)", + "source": "KaW", + "page": 46, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Mystic Circle" + } + ], + "entries": [ + "As a domain action, make a {@dc 13} Lore test. On a success, your domain's spellcasters weave an ancient spell to create a special unit of magical constructs called an Ersatz Infantry. These constructs could be golems, animated suits of armor, or clockwork soldiers.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/xpkoN1F.jpg" + }, + "title": "Ersatz Infantry unit card" + } + ] + }, + { + "name": "Unravel Sorcery", + "source": "KaW", + "page": 46, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Mystic Circle" + } + ], + "entries": [ + "Once per intrigue as a domain bonus action, you can make a Lore test against an opposed domain's Communications to learn about the magical abilities of one of that domain's officers. On a success, you learn what spells the target knows and has prepared, and you have advantage on saving throws against spells and other magical effects used by that officer until the end of the intrigue." + ] + }, + { + "name": "Your Staff is Broken", + "source": "KaW", + "page": 46, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Mystic Circle (Arcane Order)" + } + ], + "entries": [ + "As an action, take any number of power dice from your domain's pool and target an enemy spellcaster. That caster must succeed on an Intelligence saving throw against a DC equal to the total of the power dice or lose the ability to cast spells in any way for 24 hours. This power doesn't break the target's concentration on a spell already cast, or prevent the target from taking actions that are part of an ongoing spell that the target has already cast (such as {@spell call lightning})." + ], + "foundryFlags": { + "activation.type": "action", + "activation.cost": "1" + } + }, + { + "name": "Find True Name", + "source": "KaW", + "page": 47, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Mystic Circle (Arcane Order)" + } + ], + "entries": [ + "As a domain action, you make a Lore test against an opposed domain's Communications. On a success, you learn the true name of one of that domain's spellcasting officers of the GM's choice, and during the next battle, that officer has disadvantage on saving throws against the Your Staff is Broken domain power." + ] + }, + { + "name": "Midnight Oil", + "source": "KaW", + "page": 47, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Mystic Circle (Arcane Order)" + } + ], + "entries": [ + "If you prepare spells and you succeed on any Lore test made as a domain action, you can then use a domain reaction to make a DC 12 Lore test. On a success, the number of spells that all officers of your domain are able to prepare the day of the next battle increases by 1." + ] + }, + { + "name": "Wards of Protection Against Missiles", + "source": "KaW", + "page": 47, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Mystic Circle (Arcane Order)" + } + ], + "entries": [ + "If your domain's Communications level is 2 or higher at the end of deployment, choose a number of units equal to your domain size. The first time during the battle that each chosen unit would be hit by an Attack test from an opposed artillery or aerial unit, that Attack test fails." + ] + }, + { + "name": "Elemental Bargain", + "source": "KaW", + "page": 47, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Mystic Circle (Secret Cabal)" + } + ], + "entries": [ + "As an action, take a power die from your domain's pool and conjure an elemental with a challenge rating equal to or lower than the number on the die. The creature appears in an unoccupied space that you can see within 30 feet of you. You mentally control the actions the creature takes. It acts when it is summoned, and on each of your turns thereafter.", + "Creatures summoned by this power disappear when they are reduced to 0 hit points or after a number of rounds equal to 1 + your domain size, whichever comes first." + ], + "foundryFlags": { + "activation.type": "action", + "activation.cost": "1" + } + }, + { + "name": "Curse of Vitiation", + "source": "KaW", + "page": 47, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Mystic Circle (Secret Cabal)" + } + ], + "entries": [ + "If your domain's Communications level is 2 or higher at the start of a battle, choose one lieutenant from an opposed domain. That lieutenant has disadvantage on saving throws during the battle." + ] + }, + { + "name": "We Were Never Here", + "source": "KaW", + "page": 47, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Mystic Circle (Secret Cabal)" + } + ], + "entries": [ + "As a domain action, make a Lore test against an opposed domain's Communications. On a success, your domain's Communications level increases by 1 and the opposed domain's Communications level decreases by 1." + ] + }, + { + "name": "Magic Misdirection", + "source": "KaW", + "page": 47, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Mystic Circle (Theatrical Troupe)" + } + ], + "entries": [ + "As an action, take a power die from your domain's pool and make a Charisma check contested by one creature of your choice that you can see. Add the number on the power die to your check. On a success, the creature is charmed by you until the end of your next turn. While charmed in this way, the creature sees its allies as enemies, and it must use its action before moving on its turn to make a melee weapon attack against an ally it can reach. If the creature has no allies within reach, it takes no action on its turn." + ], + "foundryFlags": { + "activation.type": "action", + "activation.cost": "1" + } + }, + { + "name": "Combat Anthem", + "source": "KaW", + "page": 48, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Mystic Circle (Theatrical Troupe)" + } + ], + "entries": [ + "As a domain action, make a {@dc 12} Operations test. On a success, during the next battle, you can choose a number of units your domain controls equal to your domain size. Any opposed unit has disadvantage on Morale tests while adjacent to any selected unit, and any allied unit has advantage on Power tests while adjacent to any selected unit." + ] + }, + { + "name": "You Didn't Hear This From Me", + "source": "KaW", + "page": 48, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Mystic Circle (Theatrical Troupe)" + } + ], + "entries": [ + "As a domain action, make a {@dc 12} Diplomacy test. On a success, whenever you succeed on a Diplomacy test to muster a unit through an alliance, your domain's Communications level increases by 1 until the end of the intrigue." + ] + }, + { + "name": "The Connected", + "source": "KaW", + "page": 48, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Nature Pact" + } + ], + "entries": [ + "Nature links a companion's senses with your own. As an action, you can link yourself to a willing creature you can see within 30 feet of you for 1 hour. This replaces any previous links you made using this feature.", + "While a linked creature is within 100 feet of you and one of you has to make an ability check or a saving throw, both of you roll the same check or save. The creature making the check or save then uses the highest roll." + ], + "foundryFlags": { + "activation.type": "action", + "activation.cost": "1" + } + }, + { + "name": "The Pack Leader", + "source": "KaW", + "page": 48, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Nature Pact" + } + ], + "entries": [ + "As an action, you summon a beast of your choice with a challenge rating equal to or lower than your domain size into an unoccupied space you can see within 30 feet of you. The beast's weapon attacks are magical, and it gains temporary hit points equal to 5 × your domain size. The beast acts on its own initiative and understands and follows your verbal commands. The beast follows your commands for 1 hour or until it is reduced to 0 hit points, at which point it disappears. You must finish a long rest before you can use this feature again." + ], + "foundryFlags": { + "activation.type": "action", + "activation.cost": "1" + } + }, + { + "name": "The Primal", + "source": "KaW", + "page": 48, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Nature Pact" + } + ], + "entries": [ + "If you move at least 10 feet toward a Huge or smaller creature, then hit that creature with a melee weapon attack on the same turn, the attack deals extra damage equal to twice your proficiency bonus and the target must succeed on a Strength saving throw or be knocked {@condition prone}. The DC for this saving throw equals 8 + your proficiency bonus + your Strength or Dexterity modifier, whichever is higher." + ] + }, + { + "name": "The Speaker", + "source": "KaW", + "page": 48, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Nature Pact" + } + ], + "entries": [ + "You gain proficiency in the Persuasion skill. Additionally, as an action, you can select a number of willing creatures you can see within 100 feet of you equal to your level + your domain size. For 1 hour, any of these creatures and you can speak telepathically to each other, singly or in groups, regardless of distance." + ], + "skillProficiencies": [ + { + "persuasion": true + } + ], + "foundryFlags": { + "activation.type": "action", + "activation.cost": "1" + } + }, + { + "name": "The Stalwart", + "source": "KaW", + "page": 48, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Nature Pact" + } + ], + "entries": [ + "As an action, you grant yourself and one ally you can see temporary hit points equal to 5 × your domain size. You must finish a long rest before you can use this feature again." + ], + "foundryFlags": { + "activation.type": "action", + "activation.cost": "1" + } + }, + { + "name": "Vine Entrapment", + "source": "KaW", + "page": 48, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Nature Pact" + } + ], + "entries": [ + "As a bonus action, take a power die from your domain's pool and choose a creature within 30 feet of you that you can see. That creature must make a Dexterity saving throw with a DC equal to 10 + the number on the power die. On a failure, thorny vines erupt from the ground and wrap around the creature, which is {@condition restrained} for a number of rounds equal to the number on the power die. A restrained creature can use an action to make a Strength (Athletics) or Dexterity (Acrobatics) check against the save DC. On a success, the creature ends the {@condition restrained} condition but takes piercing damage equal to {@damage 1d10} × your domain size." + ], + "foundryFlags": { + "activation.type": "bonus", + "activation.cost": "1" + } + }, + { + "name": "Frog of War (Special Unit)", + "source": "KaW", + "page": 49, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Nature Pact" + } + ], + "entries": [ + "As a domain action, make a {@dc 16} Lore test. On a success, you summon the Frog of War, a special unit that is a single massive amphibian ready to devour enemies of nature.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/1dU1aye.jpg" + }, + "title": "The Frog of War unit card", + "maxWidth": 500 + } + ] + }, + { + "name": "Natural Disaster", + "source": "KaW", + "page": 49, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Nature Pact" + } + ], + "entries": [ + "Once per intrigue as a domain bonus action, you can make a Lore test against an opposed domain's Resources. On a success, the opposed domain's Resources level decreases by 2." + ] + }, + { + "name": "Impenetrable Defense", + "source": "KaW", + "page": 51, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Nature Pact (Barbarian Tribe)" + } + ], + "entries": [ + "As a bonus action, take a power die from your domain's pool and select a number of creatures within 15 feet of you equal to the number on the power die. Until the end of your next turn, any damage each of those creatures takes is reduced by the number on the power die." + ], + "foundryFlags": { + "activation.type": "bonus", + "activation.cost": "1" + } + }, + { + "name": "Ready to Slay", + "source": "KaW", + "page": 51, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Nature Pact (Barbarian Tribe)" + } + ], + "entries": [ + "If your domain's Resources level is 2 or higher at the start of a battle, whenever a unit your domain controls is attacked by an opposed unit, the target unit can use its reaction to make an attack against the opposed unit. This feature can be used a number of times during the battle equal to your domain size." + ] + }, + { + "name": "Trial by Pyre", + "source": "KaW", + "page": 51, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Nature Pact (Barbarian Tribe)" + } + ], + "entries": [ + "As a domain action, make an Operations test against an opposed domain's Resolve. On a success, reduce the target domain's Resolve level by 1 and select one of that domain's lieutenants. That lieutenant is vulnerable to fire damage until the end of the intrigue. Additionally, each time that lieutenant takes fire damage until the end of the intrigue, they become frightened of the source of the damage until the end of their next turn." + ] + }, + { + "name": "Primal Conjuration", + "source": "KaW", + "page": 51, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Nature Pact (Druid Circle)" + } + ], + "entries": [ + "As an action, take a power die from your domain's pool and conjure a beast, a fey, or a plant creature (your choice) with a challenge rating equal to or lower than the number on the power die. The creature appears in an unoccupied space that you can see within 30 feet of you. You mentally control the actions the creature takes. It acts when it is summoned, and on each of your turns thereafter.", + "Creatures summoned by this power disappear when they are reduced to 0 hit points or after a number of rounds equal to 1 + your domain size, whichever comes first." + ], + "foundryFlags": { + "activation.type": "action", + "activation.cost": "1" + } + }, + { + "name": "Eagle Eye", + "source": "KaW", + "page": 51, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Nature Pact (Druid Circle)" + } + ], + "entries": [ + "Make an Espionage test against an opposed domain's Resources as a domain action. On a success, you increase your domain's Communications level by 1, and you learn the ability scores, AC, hit points, traits, and action options of one lieutenant from the opposed domain." + ] + }, + { + "name": "Torrential Terrain", + "source": "KaW", + "page": 51, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Nature Pact (Druid Circle)" + } + ], + "entries": [ + "If your domain's Communications level is 2 or higher at the end of deployment, select a number of spaces on the battlefield equal to your domain size. These spaces contain rain until the end of the battle. Any unit your domain controls ignores the effect of rain in these spaces." + ] + }, + { + "name": "Rapid Assault", + "source": "KaW", + "page": 52, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Nature Pact (Hunter Conclave)" + } + ], + "entries": [ + "When you hit with a weapon attack, you can use a bonus action to take a power die from your domain's pool and immediately make another attack with the same weapon. The attack has a bonus to the attack and damage roll equal to the number on the power die." + ], + "foundryFlags": { + "activation.type": "bonus", + "activation.cost": "1" + } + }, + { + "name": "Marked Targets", + "source": "KaW", + "page": 52, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Nature Pact (Hunter Conclave)" + } + ], + "entries": [ + "If your domain's Communications level is 2 or higher at the end of deployment, select a number of opposed units equal to 3 + your domain size. The next Attack test made against any chosen unit by a unit your domain controls has advantage." + ] + }, + { + "name": "Ruinous Fire", + "source": "KaW", + "page": 52, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Nature Pact (Hunter Conclave)" + } + ], + "entries": [ + "As a domain action, make an Espionage test against an opposed domain's Communications. On a success, at the end of the next deployment, select a number of that opposed domain's units equal to your domain size. Those units cannot move during the first round of the battle." + ] + }, + { + "name": "Court Mage", + "source": "KaW", + "page": 52, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Noble Court" + } + ], + "entries": [ + "You must have the Pact Magic or Spellcasting feature. You can cast the {@spell detect magic} spell at will, without expending a spell slot. Additionally, you have one extra spell slot of the highest spell level you can cast, to a maximum of 5th level." + ], + "additionalSpells": [ + { + "innate": { + "_": { + "will": [ + "detect magic" + ] + } + } + } + ] + }, + { + "name": "Court Minstrel", + "source": "KaW", + "page": 52, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Noble Court" + } + ], + "entries": [ + "You have advantage on Charisma (Performance) checks. Additionally, you know the {@spell vicious mockery} cantrip and can cast it as a bonus action. Charisma is your spellcasting ability for this cantrip." + ], + "additionalSpells": [ + { + "innate": { + "_": { + "will": [ + "vicious mockery" + ] + } + } + } + ] + }, + { + "name": "High Priest", + "source": "KaW", + "page": 52, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Noble Court" + } + ], + "entries": [ + "Once per turn when you damage a creature with an attack or a spell, you can choose another creature you can see within 30 feet of you. The chosen creature gains temporary hit points equal to {@dice 1d6} × your proficiency bonus." + ] + }, + { + "name": "Master Assassin", + "source": "KaW", + "page": 52, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Noble Court" + } + ], + "entries": [ + "You gain proficiency in the Stealth skill. Additionally, whenever you hit with a light weapon or a ranged weapon, you gain a bonus to damage rolls equal to your proficiency bonus." + ], + "skillProficiencies": [ + { + "stealth": true + } + ] + }, + { + "name": "Master-at-Arms", + "source": "KaW", + "page": 52, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Noble Court" + } + ], + "entries": [ + "You gain proficiency in the Athletics skill. Additionally, you learn a fighting style of your choice from the {@class fighter}'s {@classFeature Fighting Style|Fighter||1} feature in the core rules." + ], + "skillProficiencies": [ + { + "athletics": true + } + ] + }, + { + "name": "Mantle of Authority", + "source": "KaW", + "page": 52, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Noble Court" + } + ], + "entries": [ + "The burden of leadership passed down from your forebears allows you to call upon their strength in battle. As a bonus action, take a power die from your domain's pool and add half the number on the die (rounded up) to one of your ability scores. This can increase your ability score above 20. At the end of each of your turns, decrement the power die." + ], + "foundryFlags": { + "activation.type": "bonus", + "activation.cost": "1" + } + }, + { + "name": "Prepare the Steeds (Special Unit)", + "source": "KaW", + "page": 52, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Noble Court" + } + ], + "entries": [ + "As a domain action, make a {@dc 13} Operations test. On a success, you muster the Lancers, a special unit of skilled equestrians.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/uGEVQzM.jpg" + }, + "title": "The Lancers unit card", + "maxWidth": 500 + } + ] + }, + { + "name": "Skilled Negotiators", + "source": "KaW", + "page": 52, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Noble Court" + } + ], + "entries": [ + "Once per intrigue as a domain bonus action, you can make a Diplomacy test to gain a special unit from an NPC realm. On a success, the unit also has its casualty die increased one step." + ] + }, + { + "name": "Conqueror", + "source": "KaW", + "page": 52, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Noble Court (Court of War)" + } + ], + "entries": [ + "As a bonus action, take a power die from your domain's pool. Until the end of your next turn, you gain a bonus to weapon attack rolls equal to the number on the power die, your speed increases by 10 feet, and your movement doesn't provoke opportunity attacks." + ], + "foundryFlags": { + "activation.type": "bonus", + "activation.cost": "1" + } + }, + { + "name": "Forewarned is Forearmed", + "source": "KaW", + "page": 52, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Noble Court (Court of War)" + } + ], + "entries": [ + "Once per intrigue, as a domain reaction when an opposed domain musters a special unit, you can make a DC 13 Operations test. On a success, you increase your domain's Communications level by 2." + ] + }, + { + "name": "Outmaneuvered", + "source": "KaW", + "page": 52, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Noble Court (Court of War)" + } + ], + "entries": [ + "If your domain's Communications level is 2 or higher at the end of deployment, choose a number of opposed units equal to your domain size. Each of those units must make a {@dc 15} Command test. If a unit fails the check, you can move one of your deployed units into any unoccupied space next to that unit." + ] + }, + { + "name": "Timely Aid", + "source": "KaW", + "page": 52, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Noble Court (Political Administration)" + } + ], + "entries": [ + "As a reaction to a successful attack made against a creature you can see within 30 feet of you, take a die from the power pool. Until the end of its next turn, that creature gains a bonus to its AC (including against the triggering attack) equal to the number on the power die. Additionally, the creature regains hit points equal to the number on the power die." + ], + "foundryFlags": { + "activation.type": "reaction", + "activation.cost": "1", + "activation.condition": "a successful attack is made against a creature you can see within 30 feet of you" + } + }, + { + "name": "Diplomacy for Intel", + "source": "KaW", + "page": 52, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Noble Court (Political Administration)" + } + ], + "entries": [ + "As a domain action, make a {@dc 15} Diplomacy test. On a success, your domain's Communications level increases by 1, and you can make Diplomacy tests in place of Espionage tests until the end of the intrigue." + ] + }, + { + "name": "Enchantment Economy", + "source": "KaW", + "page": 52, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Noble Court (Political Administration)" + } + ], + "entries": [ + "As a domain action, make a {@dc 14} Diplomacy test. On a success, all officers in your organization have advantage on saving throws against spells and other magical effects during the next combat against the officers of an opposed domain." + ] + }, + { + "name": "Voices of the Past", + "source": "KaW", + "page": 52, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Noble Court (Regent State)" + } + ], + "entries": [ + "Past custodians of your domain answer your call for aid. As an action, take a power die from your domain's pool and conjure a celestial or an undead (your choice) with a challenge rating equal to or lower than the number on the power die. The creature appears in an unoccupied space that you can see within 30 feet of you. You mentally control the actions the creature takes. It acts when it is summoned, and on each of your turns thereafter.", + "Creatures summoned by this power disappear when they are reduced to 0 hit points or after a number of rounds equal to 1 + your domain size, whichever comes first." + ], + "foundryFlags": { + "activation.type": "action", + "activation.cost": "1" + } + }, + { + "name": "Backdoor Negotiations", + "source": "KaW", + "page": 52, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Noble Court (Regent State)" + } + ], + "entries": [ + "As a domain reaction when an opposed domain gains a special unit from an NPC realm, make a Diplomacy test against the opposed domain's Communications. On a success, the NPC realm doesn't send the special unit to aid the opposed domain, and the NPC realm's attitude toward your domain improves one step." + ] + }, + { + "name": "Volunteer Blacksmiths", + "source": "KaW", + "page": 52, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Noble Court (Regent State)" + } + ], + "entries": [ + "As a domain action, make a {@dc 13} Operations test. On a success, any levies you muster before the end of intrigue start with heavy equipment." + ] + }, + { + "name": "Conduit", + "source": "KaW", + "page": 56, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Religious Order" + } + ], + "entries": [ + "You know the {@spell thaumaturgy} cantrip. Additionally, as an action, you can channel the power of your faith to become a sacred vessel, manifesting one of the following effects that you choose when you take this title:", + { + "type": "entries", + "name": "Light", + "entries": [ + "You emit an aura of divine light in a 15-foot radius for 1 minute. Choose a number of creatures that you can see in the area. Each creature must succeed on a Constitution saving throw with a DC equal to 8 + your proficiency bonus + your Constitution modifier or be {@condition blinded} for 1 minute. An affected creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success." + ] + }, + { + "type": "entries", + "name": "Darkness", + "entries": [ + "You emanate a 15-foot-radius sphere of magical darkness for 1 minute. The sphere moves with you and spreads around corners, and its area is heavily obscured for all creatures except you." + ] + }, + "Once you manifest your chosen effect, you can't do so again until you finish a short or long rest." + ], + "additionalSpells": [ + { + "innate": { + "_": { + "will": [ + "thaumaturgy" + ] + } + } + } + ], + "foundryFlags": { + "activation.type": "action", + "activation.cost": "1" + } + }, + { + "name": "Crusader", + "source": "KaW", + "page": 56, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Religious Order" + } + ], + "entries": [ + "You have advantage on Wisdom saving throws and death saving throws, and you regain the maximum number of hit points from any effect that restores hit points." + ] + }, + { + "name": "Herald", + "source": "KaW", + "page": 56, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Religious Order" + } + ], + "entries": [ + "You gain proficiency in the Persuasion skill. Additionally, you can cast {@spell sanctuary} and {@spell calm emotions} once each, and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells." + ], + "skillProficiencies": [ + { + "persuasion": true + } + ], + "additionalSpells": [ + { + "innate": { + "_": { + "daily": { + "1": [ + "sanctuary", + "calm emotions" + ] + } + } + } + } + ] + }, + { + "name": "Omen", + "source": "KaW", + "page": 56, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Religious Order" + } + ], + "entries": [ + "As an action or a bonus action, you utter a loud, empowering chant. The first creature you hit with a weapon attack before the start of your next turn takes an extra {@damage 1d8} radiant or necrotic damage from the attack (your choice). If you use a bonus action to chant again on your following turn, the extra damage increases to {@damage 2d8}. If you use a bonus action to chant for three or more turns in a row, the extra damage increases to a maximum {@damage 3d8}, and you have advantage on attack rolls until the start of your next turn." + ], + "foundryFlags": { + "activation.type": "bonus", + "activation.cost": "1" + } + }, + { + "name": "Prophet", + "source": "KaW", + "page": 57, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Religious Order" + } + ], + "entries": [ + "When a creature you can see within 30 feet of you makes a saving throw, you can use your reaction to grant that creature advantage on attack rolls and saving throws (including the triggering saving throw) until the start of your next turn." + ], + "foundryFlags": { + "activation.type": "reaction", + "activation.cost": "1", + "activation.condition": "a creature you can see within 30 feet of you makes a saving throw" + } + }, + { + "name": "Beseech the Most High", + "source": "KaW", + "page": 57, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Religious Order" + } + ], + "entries": [ + "You can summon servants of your higher power to aid you in battle. As an action, take a power die from your domain's pool and conjure an aberration, a celestial, or a fiend (your choice) with a challenge rating equal to or lower than the number on the power die. The creature appears in an unoccupied space that you can see within 30 feet of you. You mentally control the actions the creature takes. It acts when it is summoned, and on each of your turns thereafter.", + "Creatures summoned by this power disappear when they are reduced to 0 hit points or after a number of rounds equal to 1 + your domain size, whichever comes first." + ], + "foundryFlags": { + "activation.type": "action", + "activation.cost": "1" + } + }, + { + "name": "Consult the Scriptures", + "source": "KaW", + "page": 59, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Religious Order" + } + ], + "entries": [ + "Once per intrigue, you can make a {@dc 14} Lore test as a domain bonus action. On a success, you can bless one unit your domain controls of your choice, granting it a bonus to Attack tests equal to your domain size and advantage on Power tests to resist battle magic. This bonus lasts until the end of the next battle." + ] + }, + { + "name": "Spread the Holy Word (Special Unit)", + "source": "KaW", + "page": 59, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Religious Order" + } + ], + "entries": [ + "Make a {@dc 15} Diplomacy test as a domain action. On a success, you muster the Crusaders, a special unit of devout warriors.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/NkGXoDA.jpg" + }, + "title": "Crusaders unit card" + }, + "Additionally, at the end of the next deployment, you can choose one of an opposed domain's Tier I units. That unit's casualty die is decreased one step (minimum d4)." + ] + }, + { + "name": "Penance", + "source": "KaW", + "page": 59, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Religious Order (Hidden Cult)" + } + ], + "entries": [ + "As a bonus action, take a power die from your domain's pool and choose an enemy creature you can see within 60 feet of you. The target takes necrotic or radiant damage (your choice) equal to double the number on the power die at the start of each of its turns, and its speed is reduced by a number of feet equal to 5 × the number on the power die. At the end of each of your turns, decrement the power die." + ], + "foundryFlags": { + "activation.type": "bonus", + "activation.cost": "1" + } + }, + { + "name": "Blood Sacrifice", + "source": "KaW", + "page": 59, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Religious Order (Hidden Cult)" + } + ], + "entries": [ + "As a domain action, destroy one unit you control. At the start of the next battle, choose a number of units you control equal to your domain size. Each unit has its casualty die increased one step." + ] + }, + { + "name": "Poison the Well", + "source": "KaW", + "page": 60, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Religious Order (Hidden Cult)" + } + ], + "entries": [ + "Once per intrigue as a domain reaction when an opposed domain makes an Operations test, make an Espionage test against the opposed domain's Resources. On a success, the opposed domain's Resources level decreases by 1, and your domain's Resolve level increases by 1." + ] + }, + { + "name": "Turn the Tide", + "source": "KaW", + "page": 58, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Religious Order (Holy Church)" + } + ], + "entries": [ + "As a bonus action, take any number of power dice from your domain's pool and multiply their total by your domain size. You can restore a number of hit points equal to that number, divided among any number of creatures of your choice that you can see (including yourself) within 60 feet of you." + ], + "foundryFlags": { + "activation.type": "bonus", + "activation.cost": "1" + } + }, + { + "name": "Having the Gods on Our Side", + "source": "KaW", + "page": 58, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Religious Order (Holy Church)" + } + ], + "entries": [ + "Once per intrigue as a domain reaction when an opposed domain musters a unit from another domain, make a Diplomacy test against the opposed domain's Communications. On a success, the opposed domain fails to muster the unit." + ] + }, + { + "name": "Resplendent Armor", + "source": "KaW", + "page": 59, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Religious Order (Holy Church)" + } + ], + "entries": [ + "As a domain action, make a {@dc 13} Operations test. On a success, at the end of the next deployment, choose a number of units equal to your domain size. Each of those units gains +2 to Defense and has its casualty die increased one step. These benefits last until the end of the battle." + ] + }, + { + "name": "Quaking Fist", + "source": "KaW", + "page": 60, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Religious Order (Monastic Order)" + } + ], + "entries": [ + "When you hit a creature with a melee attack, take any number of power dice from your domain's pool. You push the target of your attack away from you a number of feet equal to 5 × the total of the power dice. If the target's movement is stopped early by a wall or other surface, the target takes 1d6 bludgeoning damage for every 5 feet it was pushed, and is knocked prone." + ] + }, + { + "name": "Ancient Archives", + "source": "KaW", + "page": 60, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Religious Order (Monastic Order)" + } + ], + "entries": [ + "Once per intrigue, you can make a {@dc 13} Lore test as a domain action. On a success, all officers gain a bonus to saving throws against spells and other magical effects equal to your domain size during the next combat against officers of an opposed domain." + ] + }, + { + "name": "Iron Will", + "source": "KaW", + "page": 60, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Religious Order (Monastic Order)" + } + ], + "entries": [ + "If your domain's Communications level is 2 or higher at the end of deployment, choose a number of units equal to your domain size. Each of these units has advantage on Morale tests for the Rally maneuver until the end of the battle." + ] + }, + { + "name": "Enforcement", + "source": "KaW", + "page": 61, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Underworld Syndicate" + } + ], + "entries": [ + "You gain proficiency with light, medium, and heavy armor. Additionally, any enemy within 5 feet of you has disadvantage on melee attacks against any of your allies within 5 feet of you." + ], + "armorProficiencies": [ + { + "light": true, + "medium": true, + "heavy": true + } + ] + }, + { + "name": "Narcotics", + "source": "KaW", + "page": 61, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Underworld Syndicate" + } + ], + "entries": [ + "You have advantage on saving throws against poison. Additionally, when a creature within 5 feet of you that you can see is reduced to 0 hit points but not killed outright, you can use your reaction to give that creature a stimulant. The creature regains a number of hit points equal to {@dice 1d8} + your proficiency bonus, and gains a number of temporary hit points equal to 10 + your character level." + ], + "foundryFlags": { + "activation.type": "reaction", + "activation.cost": "1", + "activation.condition": "a creature within 5 feet of you that you can see is reduced to 0 hit points but not killed outright" + } + }, + { + "name": "Negotiations", + "source": "KaW", + "page": 61, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Underworld Syndicate" + } + ], + "entries": [ + "You gain proficiency in the Persuasion skill. You can make a Charisma check with advantage, and can do so again after you finish a long rest.", + "Additionally, you can cast the {@spell disguise self} and {@spell suggestion} spells, requiring no material components. Charisma is your spellcasting ability for these spells. You can cast each spell once in this way, and regain the ability to do so when you finish a long rest." + ], + "skillProficiencies": [ + { + "persuasion": true + } + ], + "additionalSpells": [ + { + "innate": { + "_": { + "daily": { + "1": [ + "disguise self", + "suggestion" + ] + } + } + } + } + ] + }, + { + "name": "Operations", + "source": "KaW", + "page": 61, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Underworld Syndicate" + } + ], + "entries": [ + "As an action, choose one ally and one enemy, each of which is within 30 feet of you and that you can see. The ally can use a reaction to move their speed and make a weapon attack against the enemy. If the attack hits, the enemy is knocked {@condition prone}." + ], + "foundryFlags": { + "activation.type": "action", + "activation.cost": "1" + } + }, + { + "name": "Records", + "source": "KaW", + "page": 63, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Underworld Syndicate" + } + ], + "entries": [ + "You gain proficiency in the Arcana skill. Additionally, if you are unable to cast spells of 1st level or higher (either because you have no spellcasting ability, you have expended all your spell slots, or you have used all your innate spells), you can cast the following spells using Intelligence as your spellcasting ability:", + { + "type": "list", + "style": "list-no-bullets", + "items": [ + "At will: {@spell detect magic}, {@spell mage hand}, {@spell minor illusion}", + "3/day each: {@spell comprehend languages}, {@spell disguise self}, {@spell faerie fire}", + "1/day each: {@spell invisibility}, {@spell locate object}" + ] + } + ], + "skillProficiencies": [ + { + "arcana": true + } + ], + "additionalSpells": [ + { + "innate": { + "_": { + "will": [ + "detect magic", + "mage hand", + "minor illusion" + ], + "daily": { + "1": [ + "invisibility", + "locate object" + ], + "3": [ + "comprehend languages", + "disguise self", + "faerie fire" + ] + } + } + } + } + ] + }, + { + "name": "Find Weakness", + "source": "KaW", + "page": 63, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Underworld Syndicate" + } + ], + "entries": [ + "As a bonus action, take a power die from your domain's pool. One creature of your choice that you can see takes a penalty to AC equal to the number on the power die until the end of your next turn." + ], + "foundryFlags": { + "activation.type": "bonus", + "activation.cost": "1" + } + }, + { + "name": "Plans within Plans", + "source": "KaW", + "page": 63, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Underworld Syndicate" + } + ], + "entries": [ + "Once per intrigue as a domain bonus action, you can make an Espionage test against an opposed domain's Communications. On a success, you raise your domain's Communications level by 1 and decrease the opposed domain's Communications level by 1." + ] + }, + { + "name": "The Crew (Special Unit)", + "source": "KaW", + "page": 63, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Underworld Syndicate" + } + ], + "entries": [ + "As a domain action, make a {@dc 13} Operations test. On a success, you muster the Crew, a special unit of thieves, fighters, bandits, and brawlers who have low morale and are hard to command\u2014but who fight like demons.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/mAD2k2a.jpg" + }, + "title": "The Crew unit card" + } + ] + }, + { + "name": "Assassin's Strike", + "source": "KaW", + "page": 63, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Underworld Syndicate (Assassins' College)" + } + ], + "entries": [ + "When you hit with a weapon attack, take all the power dice from your domain's pool. The target of your attack must make a Constitution saving throw with a DC equal to 12 plus your domain size. On a failure, the target takes extra damage equal to 3 × the total of the dice. On a success, the target takes extra damage equal to the total of the dice." + ] + }, + { + "name": "Looks Like We Need a New Boss", + "source": "KaW", + "page": 64, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Underworld Syndicate (Assassins' College)" + } + ], + "entries": [ + "As a domain reaction when an opposed domain makes an Operations test, you can make an Espionage test against the opposed domain's Resolve. On a success, the opposed domain makes the Operations test with disadvantage." + ] + }, + { + "name": "The Best There Is", + "source": "KaW", + "page": 64, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Underworld Syndicate (Assassins' College)" + } + ], + "entries": [ + "If your domain's Resolve level is 2 or higher when one or more of your officers roll their power dice, choose a number of power dice equal to your domain size. Increase each of these dice to their maximum value." + ] + }, + { + "name": "Traitor", + "source": "KaW", + "page": 64, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Underworld Syndicate (Spy Network)" + } + ], + "entries": [ + "As an action, select a creature that is not another domain's leader that you can see within 30 feet of you, and take all the power dice from your domain's pool. If the target's current hit points are equal to or less than the total of the power dice × your domain size, the target turns traitor and serves you as a retainer, or is revealed to secretly already be in your service." + ], + "foundryFlags": { + "activation.type": "action", + "activation.cost": "1" + } + }, + { + "name": "Create Vulnerability", + "source": "KaW", + "page": 64, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Underworld Syndicate (Spy Network)" + } + ], + "entries": [ + "Once per intrigue, if your domain's Communications level is 2 or higher, you can choose one opposed domain's lieutenant and one damage type. That lieutenant is vulnerable to that damage type until the end of the next combat involving that lieutenant." + ] + }, + { + "name": "False Orders", + "source": "KaW", + "page": 64, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Underworld Syndicate (Spy Network)" + } + ], + "entries": [ + "As a domain action, make an Espionage test against an opposed domain's Communications. On a success, at the end of the next deployment, you can move one of the opposed domain's Tier I artillery or infantry units to any space on your side of the field. You can use this feature multiple times to affect additional units in the same battle." + ] + }, + { + "name": "Poison Weapons", + "source": "KaW", + "page": 64, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Underworld Syndicate (Thieves' Guild)" + } + ], + "entries": [ + "As a bonus action, take a power die from your domain's pool and choose one of your weapons. When that weapon hits, it deals extra poison damage equal to the number on the power die, and any creature that takes that damage is poisoned until the end of their next turn. At the end of each of your turns, decrement the power die." + ], + "foundryFlags": { + "activation.type": "bonus", + "activation.cost": "1" + } + }, + { + "name": "Stolen Supplies", + "source": "KaW", + "page": 64, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Underworld Syndicate (Thieves' Guild)" + } + ], + "entries": [ + "Once per intrigue as a domain action, you can make an Operations test against an opposed domain's Resolve. On a success, choose a number of your infantry units equal to your domain size. Each unit has +2 to Attack and Defense during the next battle." + ] + }, + { + "name": "They're Going to Have a Hard Time Making Payroll This Week", + "source": "KaW", + "page": 64, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Underworld Syndicate (Thieves' Guild)" + } + ], + "entries": [ + "As a domain action, make an Espionage test against an opposed domain's Resources. On a success, your domain's Resources level increases by by 1, and at the start of the next battle, one of the opposed domain's Tier I units of your choice must decrement its casualty die." + ] + }, + { + "name": "Despot", + "source": "KaW", + "page": 66, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Despotic Regime (Leader)" + } + ], + "entries": [ + "When an enemy the despot can see drops to 0 hit points within 30 feet of them, the despot can use a reaction to have their attacks deal an extra {@damage 1d6} damage for 1 minute. If an enemy triggers this effect while the despot's attacks are already dealing this extra damage, the benefit is cumulative." + ], + "foundryFlags": { + "activation.type": "reaction", + "activation.cost": "1", + "activation.condition": "an enemy the despot can see drops to 0 hit points within 30 feet of them" + } + }, + { + "name": "Make an Example", + "source": "KaW", + "page": 66, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Despotic Regime (Leader)" + } + ], + "entries": [ + "As an action, the leader takes any number of power dice from their domain's pool. If the total of the dice is equal to or greater than the remaining hit points of one of the domain's lieutenant's, the leader executes the lieutenant. Each of the domain's remaining lieutenants can then immediately use a reaction to make one weapon attack or cast a cantrip with a casting time of 1 action." + ], + "foundryFlags": { + "activation.type": "action", + "activation.cost": "1" + } + }, + { + "name": "My Life for Yours", + "source": "KaW", + "page": 66, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Despotic Regime (Leader)" + } + ], + "entries": [ + "When the leader is hit by a melee attack, they can take one power die from their domain's pool and cause a lieutenant within 5 feet of them to use a reaction to become the target of the attack instead. The attack's damage is reduced by the number on the power die. As part of the reaction, the lieutenant can then make a melee weapon attack against the triggering attacker." + ], + "foundryFlags": { + "activation.type": "reaction", + "activation.cost": "1", + "activation.condition": "the leader is hit by a melee attack" + } + }, + { + "name": "Death to Spies", + "source": "KaW", + "page": 66, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Despotic Regime (Officer)" + } + ], + "entries": [ + "As a domain reaction when an opposed domain makes an Espionage test, an officer makes an Operations test against the opposed domain's Communications. On a success, the opposed domain's Communications level decreases by 1." + ] + }, + { + "name": "Readiness is All", + "source": "KaW", + "page": 66, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Despotic Regime (Officer)" + } + ], + "entries": [ + "If the despotic regime's Resources level is 2 or higher at the start of a battle, the level of another defense of the officer's choice increases by 1." + ] + }, + { + "name": "The Crimson Guard (Special Unit)", + "source": "KaW", + "page": 66, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Despotic Regime (Officer)" + } + ], + "entries": [ + "As a domain action, an officer makes a DC 13 Operations test. On a success, the despotic regime musters the Crimson Guard, a special unit of loyal soldiers who show no mercy to enemies.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/fSJu3i4.jpg" + }, + "title": "Crimson Guard unit card", + "maxWidth": 500 + } + ] + }, + { + "name": "Work the Prisoners to the Bone", + "source": "KaW", + "page": 66, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Despotic Regime (Officer)" + } + ], + "entries": [ + "Once per intrigue as a domain bonus action, an officer can make an Operations test against an opposed domain's Resources. On a success, the opposed domain immediately loses a number of levies equal to the despotic regime's domain size (chosen by whoever controls the opposed domain), and the despotic regime's Resources level increases by 1. If the opposed domain has no levies, it instead loses one unit, and the despotic regime's Resources level increases by 1." + ] + }, + { + "name": "Imperator Draconis", + "source": "KaW", + "page": 67, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Draconic Empire (Leader)" + } + ], + "entries": [ + "When the imperator draconis rolls a 1 or 2 on a damage die for an attack or effect that deals the damage type associated with the imperator's draconic ancestry (fire damage for gold or red dragons, lightning damage for blue or bronze dragons, and so forth), the imperator can reroll the die and must use the new roll." + ] + }, + { + "name": "Glittering Armor", + "source": "KaW", + "page": 67, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Draconic Empire (Officer)" + } + ], + "entries": [ + "As a reaction to taking damage, an officer can take any number of power dice from their domain's pool and reduce the amount of damage taken by the total of the dice. Additionally, the officer gains resistance to the type of damage that triggered this reaction for 1 minute or until they use this power again." + ], + "foundryFlags": { + "activation.type": "reaction", + "activation.cost": "1", + "activation.condition": "the officer takes damage" + } + }, + { + "name": "The Great and Terrible", + "source": "KaW", + "page": 67, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Draconic Empire (Officer)" + } + ], + "entries": [ + "When an officer is {@condition charmed}, {@condition frightened}, {@condition paralyzed}, or {@condition stunned}, they can use a reaction to expend a power die from their domain's pool and remove one of those conditions. They are then immune to that condition for a number of rounds equal to the number on the power die." + ], + "foundryFlags": { + "activation.type": "reaction", + "activation.cost": "1", + "activation.condition": "the officer becomes charmed, frightened, paralyzed, or stunned" + } + }, + { + "name": "Pillage", + "source": "KaW", + "page": 67, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Draconic Empire (Officer)" + } + ], + "entries": [ + "Once per intrigue as a domain bonus action, an officer can make an Operations test against an opposed domain's Resources. On a success, the target domain's Resources level decreases by 1, and the draconic empire's Resources level increases by 1." + ] + }, + { + "name": "Destruction Rains from Above", + "source": "KaW", + "page": 67, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Draconic Empire (Officer)" + } + ], + "entries": [ + "Once per intrigue as a domain action, an officer can make a {@dc 16} Diplomacy test. On a success, two allied dragons are summoned to harry the domain's enemies, chosen from the list below:", + { + "type": "entries", + "name": "The Acrid Bite", + "entries": [ + "This dragon unleashes streams of viscous acid that corrodes the armor and weapons of an opposed domain's forces. The target domain's Resources level decreases by 2." + ] + }, + { + "type": "entries", + "name": "The Bitter Frost", + "entries": [ + "This dragon unleashes vicious winter cold through an opposed domain's ranks. The target domain's Communications level decreases by 2." + ] + }, + { + "type": "entries", + "name": "The Flame Tongue", + "entries": [ + "This dragon razes an opposed domain's forces with searing fire. The target domain's Resolve level decreases by 2." + ] + }, + { + "type": "entries", + "name": "The Poisonous Wrath", + "entries": [ + "This dragon's poisonous breath blights an opposed domain's lands and servants. The target domain takes \u22122 to its Resources score until the end of the intrigue." + ] + }, + { + "type": "entries", + "name": "The Silent Reaper", + "entries": [ + "This dragon unleashes a deadly plague upon an opposed domain. The target domain takes \u22122 to its Resolve score until the end of the intrigue." + ] + }, + { + "type": "entries", + "name": "The Storm Mayhem", + "entries": [ + "This dragon unleashes wind and lightning that plunges an opposed domain into chaos. The target domain takes \u22122 to its Communications score until the end of the intrigue." + ] + } + ] + }, + { + "name": "Furnishings of the Hoard", + "source": "KaW", + "page": 68, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Draconic Empire (Officer)" + } + ], + "entries": [ + "If the draconic empire's Resources level is 2 or higher at the start of a battle, a number of aerial or artillery units equal to the draconic empire's domain size gain one of the following wands of an officer's choice: a {@optfeature wand of acid pool|KaW}, a {@optfeature wand of fire|KaW}, or a {@optfeature wand of lightning storm|KaW}." + ] + }, + { + "name": "Praetores Draconis (Special Unit)", + "source": "KaW", + "page": 68, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Draconic Empire (Officer)" + } + ], + "entries": [ + "As a domain action, an officer makes a {@dc 13} Operations test. On a success, the draconic empire musters the Praetores Draconis, a special unit of drake-mounted knights.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/84l18Ys.jpg" + }, + "title": "Praetores Draconis unit card" + } + ] + }, + { + "name": "Thane", + "source": "KaW", + "page": 69, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Dwarven Thanedom (Leader)" + } + ], + "entries": [ + "The thane cannot be {@condition stunned}. Additionally, the thane and any allies within 20 feet of them can add the dwarven thanedom's domain size to their initiative rolls." + ] + }, + { + "name": "Iron Tide", + "source": "KaW", + "page": 69, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Dwarven Thanedom (Officer)" + } + ], + "entries": [ + "As an action, the leader can take a power die from their domain's pool. All allies who can see and hear the leader and are within 60 feet of them gain a bonus to weapon damage rolls or Armor Class (the leader's choice) equal to the number on the power die. This bonus lasts until the start of the leader's next turn." + ], + "foundryFlags": { + "activation.type": "action", + "activation.cost": "1" + } + }, + { + "name": "Natural Sprinter", + "source": "KaW", + "page": 69, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Dwarven Thanedom (Officer)" + } + ], + "entries": [ + "As a bonus action, an officer can take a power die from their domain's pool and increase their movement by 5 × the number on the power die. This benefit lasts until the end of the officer's next turn, during which time their movement does not provoke opportunity attacks." + ], + "foundryFlags": { + "activation.type": "bonus", + "activation.cost": "1" + } + }, + { + "name": "Accelerated Industry", + "source": "KaW", + "page": 69, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Dwarven Thanedom (Officer)" + } + ], + "entries": [ + "Once per intrigue as a domain bonus action, an officer can make a {@dc 13} Operations test. On a success, the dwarven thanedom's Resources level increases by 2." + ] + }, + { + "name": "Blazing Forges", + "source": "KaW", + "page": 69, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Dwarven Thanedom (Officer)" + } + ], + "entries": [ + "As a domain action, an officer makes a {@dc 14} Operations test. On a success, the dwarven thanedom gains the following benefit until the end of the intrigue: When the dwarven thanedom successfully uses Operations to muster infantry, one officer gains a +1 bonus to attack and damage rolls to one of their weapons or a +1 bonus to Armor Class for their armor. A weapon or suit of armor can receive this bonus only once per intrigue. These bonuses last until the end of the intrigue." + ] + }, + { + "name": "Siege Manufacturing", + "source": "KaW", + "page": 70, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Dwarven Thanedom (Officer)" + } + ], + "entries": [ + "As a domain action, an officer makes a DC 13 Operations test. On a success, the dwarven thanedom does one of the following:", + { + "type": "entries", + "name": "The Device", + "entries": [ + "The thanedom musters the Device, a special unit of heavy infantry.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/vjxAvZ7.jpg" + }, + "title": "The Device unit card" + } + ] + }, + { + "type": "entries", + "name": "Walking Walls", + "entries": [ + "The thanedom builds a mobile fortification that acts as a wall, but which can move around the battlefield on intricate mechanical legs. Each walking wall is treated as a fortification taking up 1 space, and the dwarven thanedom places it on any space on their side of the battlefield at the end of deployment. When a dwarven thanedom infantry unit moves out of a walking wall's space, that unit can bring the walking wall with them. Other units cannot move these walls, but can still gain their benefit." + ] + } + ] + }, + { + "name": "Warpath", + "source": "KaW", + "page": 70, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Dwarven Thanedom (Officer)" + } + ], + "entries": [ + "If the dwarven thanedom's Resources level is 2 or higher at the start of a battle, officers can reroll Attack tests for units controlled by the thanedom during the battle, and must use the new result. They can reroll a total number of times equal to the dwarven thanedom's domain size." + ] + }, + { + "name": "Monarch of Mischief", + "source": "KaW", + "page": 70, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Fey Court (Leader)" + } + ], + "entries": [ + "As an action, the monarch of mischief chooses one creature they can see within 30 feet of them. That creature must make a Wisdom saving throw with a DC equal to 8 + the monarch's proficiency bonus + the monarch's Charisma modifier. On a failure, the target is charmed by the monarch for 1 minute. A charmed target can repeat the saving throw whenever it takes damage, ending the effect on itself on a success. A creature that succeeds on the saving throw is immune to this effect for 24 hours.", + "The monarch of mischief can use this feature a number of times equal to the fey court's domain size, and regains all expended uses when they finish a long rest." + ], + "foundryFlags": { + "activation.type": "action", + "activation.cost": "1" + } + }, + { + "name": "Now You See Me...and Me...and Me!", + "source": "KaW", + "page": 70, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Fey Court (Leader)" + } + ], + "entries": [ + "As a bonus action, the leader can take any number of power dice from their domain's pool and summon a number of duplicates equal to the total of the dice. These duplicates function the same way as the duplicates created by a {@spell mirror image} spell, except that the leader must roll a 6 or higher to change an attack's target if they have three or more duplicates." + ], + "foundryFlags": { + "activation.type": "bonus", + "activation.cost": "1" + } + }, + { + "name": "Watch Where You Swing", + "source": "KaW", + "page": 72, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Fey Court (Officer)" + } + ], + "entries": [ + "When a fey court officer is hit by an attack, the officer can use a reaction to take a power die from their domain's pool, then choose a creature within 10 feet of the officer to become the target of the attack instead. If the attack hits, it deals extra damage equal to the number on the power die." + ], + "foundryFlags": { + "activation.type": "reaction", + "activation.cost": "1", + "activation.condition": "the officer is hit by an attack" + } + }, + { + "name": "Disillusioned Illusions", + "source": "KaW", + "page": 72, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Fey Court (Officer)" + } + ], + "entries": [ + "If the fey court's Communications level is 2 or higher at the end of deployment, an officer selects a number of opposed units equal to the fey court's domain size and forces those units to attack another unit of the officer's choice within range. Attack tests for these attacks are made with disadvantage." + ] + }, + { + "name": "Fairy Circles", + "source": "KaW", + "page": 72, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Fey Court (Officer)" + } + ], + "entries": [ + "As a domain action, an officer makes a {@dc 13} Lore test. On a success, at the end of the next deployment, the fey court can secretly place a number of undetectable traps on the battlefield equal to the fey court's domain size. These traps cannot be placed in spaces occupied by opposed units. When an opposed unit enters a trapped space, the unit is pulled into the fairy realm and removed from the battlefield until the end of their next turn, and the trap disappears." + ] + }, + { + "name": "Surely You Jest (Special Unit)", + "source": "KaW", + "page": 72, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Fey Court (Officer)" + } + ], + "entries": [ + "As a domain action, an officer makes a {@dc 13} Lore test. On a success, the fey court musters a specialty aerial unit of flying fey, the Court Jesters.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/12QZmxA.jpg" + }, + "title": "Court Jesters unit card" + } + ] + }, + { + "name": "Your Own Worst Enemy", + "source": "KaW", + "page": 72, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Fey Court (Officer)" + } + ], + "entries": [ + "Once per intrigue as a domain bonus action, a fey court officer can make a Lore test against an opposed domain's Communications. On a success, the court's Communications level increases by 1. Additionally, at the start of the next battle, the highest-tier unit of the opposed domain is duplicated in the closest unoccupied space. If the opposed domain has two or more units in the highest tier, the GM picks one at random. This duplicate unit has the Ethereal trait, is under the fey court's control, and lasts until the end of the battle. " + ] + }, + { + "name": "Jarl", + "source": "KaW", + "page": 72, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Giant Jarldom (Leader)" + } + ], + "entries": [ + "The jarl can't be knocked {@condition prone} or moved against their will. Additionally, when the jarl hits a creature with a melee attack, the target must succeed on a {@dc 15} Strength saving throw or be knocked {@condition prone}." + ] + }, + { + "name": "The Bigger I Am, the Harder You Fall", + "source": "KaW", + "page": 73, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Giant Jarldom (Officer)" + } + ], + "entries": [ + "As a bonus action, an officer removes one power die from their domain's pool. The officer gains a bonus to weapon attack and damage rolls equal to the number on the die, and any creature the officer hits with an attack is knocked prone. At the end of each of the officer's turns, decrement the power die." + ], + "foundryFlags": { + "activation.type": "bonus", + "activation.cost": "1" + } + }, + { + "name": "Thick Hide", + "source": "KaW", + "page": 73, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Giant Jarldom (Officer)" + } + ], + "entries": [ + "When an officer is hit by a weapon attack, they can use a reaction to take one power die from their domain's pool. Until the start of the officer's next turn, any damage they take from weapon attacks (including the triggering attack) is reduced by an amount equal to the number on the die." + ], + "foundryFlags": { + "activation.type": "reaction", + "activation.cost": "1", + "activation.condition": "the officer is hit by a weapon attack" + } + }, + { + "name": "Bring the Big Rocks", + "source": "KaW", + "page": 73, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Giant Jarldom (Officer)" + } + ], + "entries": [ + "Once per intrigue as a domain action, an officer can make a {@dc 13} Operations test. On a success, all units controlled by the giant jarldom with the Rock! trait gain the Siege Weapon trait." + ] + }, + { + "name": "Indomitable Might", + "source": "KaW", + "page": 73, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Giant Jarldom (Officer)" + } + ], + "entries": [ + "If the giant jarldom's Communications level is 2 or higher at the start of a battle, officers can reroll Power tests for units controlled by the jarldom during the battle, and must use the new result. They can reroll a total number of times equal to the giant jarldom's domain size." + ] + }, + { + "name": "Runic Omens", + "source": "KaW", + "page": 73, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Giant Jarldom (Officer)" + } + ], + "entries": [ + "Once per intrigue as a domain bonus action, an officer can make a {@dc 13} Lore test. On a success, the giant jarldom's Communications level increases by 1, and each of its officers gains resistance to damage dealt by spells during the first round of the next combat against officers of an opposed domain." + ] + }, + { + "name": "There Are Giants in the Sky (Special Unit)", + "source": "KaW", + "page": 73, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Giant Jarldom (Officer)" + } + ], + "entries": [ + "As a domain action, an officer makes a {@dc 13} Operations test. On a success, the giant jarldom musters the Pet Roc special unit, an enormous and legendary bird of prey.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/xsK0l5K.jpg" + }, + "title": "Pet Roc unit card" + } + ] + }, + { + "name": "Prime Sophist", + "source": "KaW", + "page": 74, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Gnomish Kingdom (Leader)" + } + ], + "entries": [ + "The prime sophist can take the Help action as a bonus action.", + "Additionally, the prime sophist is able to make a quick study of their foes' weak points. When the prime sophist hits an enemy with an attack, they can make the attack a critical hit. The prime sophist can use this feature a number of times equal to 1 + the gnomish kingdom's domain size. They regain all expended uses when they finish a long rest." + ] + }, + { + "name": "Never Underestimate the Small", + "source": "KaW", + "page": 74, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Gnomish Kingdom (Officer)" + } + ], + "entries": [ + "When an officer is hit by a weapon attack, each other officer of the gnomish kingdom can use a reaction to take a power die from their domain's pool and make one weapon attack against the attacker. This attack deals extra damage equal to the number on the power die if it hits." + ], + "foundryFlags": { + "activation.type": "reaction", + "activation.cost": "1", + "activation.condition": "the officer is hit by a weapon attack" + } + }, + { + "name": "Thinking Outside the Box", + "source": "KaW", + "page": 74, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Gnomish Kingdom (Officer)" + } + ], + "entries": [ + "When an officer makes a saving throw that is not an Intelligence saving throw, they can take a power die from their domain's pool, then make an Intelligence saving throw instead of the original save, with a bonus equal to the number on the power die." + ] + }, + { + "name": "Clever Together", + "source": "KaW", + "page": 74, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Gnomish Kingdom (Officer)" + } + ], + "entries": [ + "Once per intrigue as a domain bonus action, an officer can make a Diplomacy test to petition an NPC realm for research assistance. The DC for this test depends on the NPC realm's disposition toward the gnomish kingdom, as shown on the following table.", + { + "type": "table", + "caption": "Optional Caption", + "colLabels": [ + "Attitude", + "Diplomacy DC", + "" + ], + "colStyles": [ + "col-1 text-left", + "col-2 text-center", + "col-9 text-left" + ], + "rows": [ + [ + "Hostile", + "18" + ], + [ + "Suspicious", + "15" + ], + [ + "Neutral", + "13" + ], + [ + "Friendly", + "10" + ], + [ + "Allied", + "8" + ] + ] + }, + "On a success, the gnomish kingdom gains a +1 bonus to Lore tests until the end of the intrigue, and its Communications level increases by 1." + ] + }, + { + "name": "Mirror Legion (Special Unit)", + "source": "KaW", + "page": 75, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Gnomish Kingdom (Officer)" + } + ], + "entries": [ + "As a domain action, an officer makes a {@dc 13} Operations test. On a success, the gnomish kingdom musters a special unit of magic-reflective constructs: the Mirror Legion.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/XWDhJoz.jpg" + }, + "title": "The Mirror Legion unit card" + } + ] + }, + { + "name": "Raw Firepower", + "source": "KaW", + "page": 75, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Gnomish Kingdom (Officer)" + } + ], + "entries": [ + "If the gnomish kingdom's Communications level is 2 or higher at the start of a battle, all the gnomish kingdom's artillery units deploy for that battle with heavy equipment." + ] + }, + { + "name": "Warfare Engineers", + "source": "KaW", + "page": 75, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Gnomish Kingdom (Officer)" + } + ], + "entries": [ + "As a domain action, an officer makes a {@dc 15} Lore test. On a success, the gnomish kingdom designs and outfits its soldiers with brutally destructive weaponry, granting each of its artillery units the Siege Weapon trait." + ] + }, + { + "name": "King Boss", + "source": "KaW", + "page": 75, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Goblinoid Coalition (Leader)" + } + ], + "entries": [ + "When a creature the king boss can see targets them with an attack, the king boss can use a reaction to choose an ally within 5 feet of them. The two swap places, and the chosen ally becomes the target of the triggering attack instead." + ], + "foundryFlags": { + "activation.type": "reaction", + "activation.cost": "1", + "activation.condition": "a creature the king boss can see targets them with an attack" + } + }, + { + "name": "Cheap Shot", + "source": "KaW", + "page": 76, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Goblinoid Coalition (Officer)" + } + ], + "entries": [ + "When an officer hits with a weapon attack, they can take a power die from their domain's pool to wound the target of the attack. At the start of each of the target's turns, it takes {@damage 1d4} necrotic damage for each wound it has. A wound lasts a number of rounds equal to the number on the power die." + ] + }, + { + "name": "Worg Pack", + "source": "KaW", + "page": 76, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Goblinoid Coalition (Leader)" + } + ], + "entries": [ + "As a bonus action, the leader can take a power die from their domain's pool to summon worg guardians. A number of {@creature worg|MM|worgs} equal to half the number on the die (minimum one) appear in unoccupied spaces the leader can see within 60 feet of them. A summoned worg's weapon attacks are magical, and it gains temporary hit points equal to 5 × the goblinoid coalition's domain size. The worgs act on their own initiative, following the leader's commands and attacking the leader's enemies. A summoned worg disappears after 1 hour or when it drops to 0 hit points." + ] + }, + { + "name": "Mumbo Jumbo", + "source": "KaW", + "page": 76, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Goblinoid Coalition (Officer)" + } + ], + "entries": [ + "Once per intrigue as a domain bonus action, an officer can make an Espionage test against an opposed domain's Communications. On a success, the opposed domain's Communications level decreases by 1, and the goblinoid coalition's Resources level increases by 1." + ] + }, + { + "name": "Prisoners of War", + "source": "KaW", + "page": 76, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Goblinoid Coalition (Officer)" + } + ], + "entries": [ + "As domain action, an officer makes an Operations test against an opposed domain's Resolve. On a success, two units are mustered from the opposed domain (chosen by the players if the opposed domain is a heroic organization) and placed under the goblinoid coalition's control. Each of these units has disadvantage on Morale tests. If the goblinoid coalition is defeated in the next battle, the units are returned to the opposed domain, even if they were broken or disbanded during the battle." + ] + }, + { + "name": "Spike Pits", + "source": "KaW", + "page": 76, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Goblinoid Coalition (Officer)" + } + ], + "entries": [ + "If the goblinoid coalition's Resources level is 2 or higher at the start of deployment, an officer secretly selects three spaces on the map to contain undetectable spike pit traps. If the goblinoid coalition is in its stronghold during the battle, the pits can be placed anywhere. Otherwise, the pits must be on the goblinoid coalition's side of the battle.", + "An opposed unit that moves into a space with a spike pit activates the trap. It suffers 1 casualty and can no longer move or take actions until after the end of its next turn. Once a spike pit is activated, it cannot be activated again." + ] + }, + { + "name": "The Red Howl (Special Unit)", + "source": "KaW", + "page": 77, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Goblinoid Coalition (Officer)" + } + ], + "entries": [ + "As a domain action, an officer makes a DC 13 Operations test. On a success, the goblinoid coalition musters the Red Howl, a special unit of battle-trained, armored hell hounds.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/tRPIID4.jpg" + }, + "title": "The Red Howl unit card" + } + ] + }, + { + "name": "Queen of Night", + "source": "KaW", + "page": 77, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Hag Coven (Leader)" + } + ], + "entries": [ + "The queen of night can cast the {@spell find familiar} spell at will, with the spell requiring no material components and having a casting time of 1 action. When the queen of night casts this spell, they summon up to three familiars, each of which can be a beast or fiend with a challenge rating equal to or lower than the hag coven's domain size. A summoned familiar cannot be a creature with lair actions, legendary actions, or villain actions. There is no limit to the distance through which the queen of night can communicate telepathically with these familiars. The queen of night can have only three familiars at a time, and the familiars disappear if the queen of night dies or becomes incapacitated." + ], + "additionalSpells": [ + { + "innate": { + "_": { + "will": [ + "counterspell" + ] + } + } + } + ] + }, + { + "name": "Curse of the Coven", + "source": "KaW", + "page": 77, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Hag Coven (Officer)" + } + ], + "entries": [ + "As a bonus action, an officer can take a power die from their domain's pool and select a creature they can see within 30 feet of them. The target must make a Wisdom saving throw with a DC equal to 8 + the number on the power die. On a failed save, the target is cursed for 1 minute. Whenever the officer takes damage from a spell or magical effect, the cursed creature takes the same damage." + ], + "foundryFlags": { + "activation.type": "bonus", + "activation.cost": "1" + } + }, + { + "name": "Know Thy Place", + "source": "KaW", + "page": 77, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Hag Coven (Leader)" + } + ], + "entries": [ + "As an action, the leader can take a power die from their domain's pool and select a number of creatures within 30 feet of them equal to the number on the die. Each target must make a Wisdom saving throw with a DC equal to 8 + the hag coven's domain size. On a failure, the target falls prone and is paralyzed until the end of the leader's next turn. On a success, the target falls {@condition prone}." + ], + "foundryFlags": { + "activation.type": "action", + "activation.cost": "1" + } + }, + { + "name": "A Comforting Voice", + "source": "KaW", + "page": 78, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Hag Coven (Officer)" + } + ], + "entries": [ + "As a domain action, an officer makes a Diplomacy test against an opposed domain's Resolve. On a success, the opposed domain's Resolve level is reduced by 1, and the hag coven's Communications level increases by 1." + ] + }, + { + "name": "Clever Bargain", + "source": "KaW", + "page": 78, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Hag Coven (Officer)" + } + ], + "entries": [ + "Once per intrigue as a domain bonus action, an officer can make a Diplomacy test against an opposed domain's Resolve. On a success, the hag coven's Communications level increases by 1, and the opposed domain can muster only one unit of levies each time it musters levies until the end of the intrigue." + ] + }, + { + "name": "Drained Source", + "source": "KaW", + "page": 78, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Hag Coven (Officer)" + } + ], + "entries": [ + "If the hag coven's Communications level is 2 or higher at the start of any combat between officers of the hag coven and an opposed domain, an officer secretly chooses a number of magic items in the possession of the opposed domain's officers equal to the hag coven's domain size. These items lose all their magical properties at the end of the combat. Artifacts cannot be targeted in this way." + ] + }, + { + "name": "Swamp's Wrath (Special Unit)", + "source": "KaW", + "page": 78, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Hag Coven (Officer)" + } + ], + "entries": [ + "As a domain action, an officer makes a {@dc 13} Lore test. On a success, the hag coven musters the Swamp Mother, a special unit formed of shambling mounds.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/9lmPIF6.jpg" + }, + "title": "Swamp Mother unit card" + } + ] + }, + { + "name": "Deceiver", + "source": "KaW", + "page": 80, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Infernal Echelon (Leader)" + } + ], + "entries": [ + "The deceiver cannot be targeted by the {@spell scrying} spell and similar effects, or by any effect that would sense their emotions, read their thoughts, or detect their location.", + "Additionally, the deceiver can cast the {@spell major image} spell, requiring no components, and can do so again when they finish a long rest. Charisma is their spellcasting ability for this spell." + ], + "additionalSpells": [ + { + "innate": { + "_": { + "daily": { + "1": [ + "major image" + ] + } + } + } + } + ] + }, + { + "name": "Defiler", + "source": "KaW", + "page": 80, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Infernal Echelon (Leader)" + } + ], + "entries": [ + "The defiler emits an aura of caustic decay. When any creature chosen by the defiler starts its turn within 20 feet of them, that creature takes {@damage 1d8} poison damage, and all nonmagical armor and weapons the creature carries or wears take a permanent and cumulative \u22121 penalty to damage rolls or the AC they offer. A weapon whose penalty drops to \u22125, armor reduced to an AC of 10, or a shield that drops to a +0 bonus is destroyed. Plant creatures take maximum damage from this effect.", + "Additionally, the defiler can choose to ignore any or all effects of the hallow spell." + ] + }, + { + "name": "Doom Curse", + "source": "KaW", + "page": 80, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Infernal Echelon (Officer)" + } + ], + "entries": [ + "As an action, an officer can take a power die from their domain's pool and target a creature they can see within 30 feet of them with a terrible curse. The target must make a Charisma saving throw against a DC of 10 + the number on the power die. On a failed save, the cursed creature regains only half the normal number of hit points from magical healing and becomes vulnerable to one type of damage chosen by the officer. This curse lasts 24 hours." + ], + "foundryFlags": { + "activation.type": "action", + "activation.cost": "1" + } + }, + { + "name": "Hellfire", + "source": "KaW", + "page": 80, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Infernal Echelon (Officer)" + } + ], + "entries": [ + "Whenever an officer hits with a weapon attack, they can take a power die from their domain's pool and have the attack deal extra fire damage equal to double the number on the die. This extra fire damage cannot be reduced in any way." + ] + }, + { + "name": "Face Dancers", + "source": "KaW", + "page": 80, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Infernal Echelon (Officer)" + } + ], + "entries": [ + "Once per intrigue as a domain bonus action, an officer can make an Espionage test against an opposed domain's Communications. On a success, the opposed domain's Communications level is reduced by 2. " + ] + }, + { + "name": "Inferno Artillery", + "source": "KaW", + "page": 80, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Infernal Echelon (Officer)" + } + ], + "entries": [ + "If the infernal echelon's Communications level is 2 or higher at the start of a battle, all its artillery units deploy for that battle with the Flaming Weapons trait." + ] + }, + { + "name": "Led by the Nose", + "source": "KaW", + "page": 80, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Infernal Echelon (Officer)" + } + ], + "entries": [ + "As a domain reaction when an opposed domain succeeds on a Diplomacy test to influence an NPC realm, an officer can make their own Diplomacy test. If the officer's test is higher than the opposed domain's test, the opposed domain's Diplomacy test fails and the NPC realm's attitude toward the opposed domain decreases one step." + ] + }, + { + "name": "Summon the Pale Riders (Special Unit)", + "source": "KaW", + "page": 80, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Infernal Echelon (Officer)" + } + ], + "entries": [ + "As a domain action, an officer makes a {@dc 13} Lore test to muster the Ashen Chargers, a special unit of fiendish knights riding nightmares.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/NPWCTHI.jpg" + }, + "title": "Ashen Chargers unit card" + } + ] + }, + { + "name": "Veiled Sovereign", + "source": "KaW", + "page": 81, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Medusean Tyranny (Leader)" + } + ], + "entries": [ + "The veiled sovereign has advantage on attack rolls against a creature if at least one of the sovereign's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}." + ] + }, + { + "name": "Hubris Curse", + "source": "KaW", + "page": 81, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Medusean Tyranny (Officer)" + } + ], + "entries": [ + "As a bonus action, an officer can take a power die from their domain's pool and afflict one creature they can see with a curse. The effect of the curse is based on the number on the power die.", + { + "type": "table", + "colLabels": [ + "Power Die", + "Curse Effect", + "" + ], + "colStyles": [ + "col-1 text-center", + "col-2 text-left", + "col-9 text-left" + ], + "rows": [ + [ + "1-3", + "Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score. ", + "" + ], + [ + "4-6", + "The officer has advantage on attack rolls against the target.", + "" + ], + [ + "7-9", + "The target must make a Wisdom saving throw at the start of each of its turns, with a DC equal to 10 + the medusean tyranny's domain size. On a failed save, the target wastes its action that turn doing nothing.", + "" + ], + [ + "10-12", + "The target is afflicted by all three of the effects above.", + "" + ] + ] + }, + "This curse ends at the end of the combat encounter. An affected character can also end the curse early by using a bonus action to take one power die from their domain's pool, if the number on the die is at least half the number on the die used to inflict the curse." + ], + "foundryFlags": { + "activation.type": "bonus", + "activation.cost": "1" + } + }, + { + "name": "Unrelenting Gaze", + "source": "KaW", + "page": 81, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Medusean Tyranny (Leader)" + } + ], + "entries": [ + "If the target of the leader's Petrifying Gaze succeeds on the saving throw to resist that trait's effect, the leader can use a reaction to take a power die from their domain's pool, reducing the target's saving throw by the number on the die." + ], + "foundryFlags": { + "activation.type": "reaction", + "activation.cost": "1", + "activation.condition": "the target of the leader's Petrifying Gaze succeeds on the saving throw" + } + }, + { + "name": "Allies to Stone", + "source": "KaW", + "page": 81, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Medusean Tyranny (Officer)" + } + ], + "entries": [ + "Once per intrigue as a domain bonus action, an officer can make a Lore test against an opposed domain's Resources. On a success, the opposed domain's Resources level is reduced by 1, and the medusean tyranny has advantage on subsequent Lore tests until the end of the intrigue." + ] + }, + { + "name": "Cult of Secrets", + "source": "KaW", + "page": 82, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Medusean Tyranny (Officer)" + } + ], + "entries": [ + "If the medusean tyranny's Resources level is 2 or higher at the start of a battle, a number of its artillery units equal to its domain size each begin the battle equipped with a {@i wand of petrification:}", + { + "type": "entries", + "name": "Wand of Petrification", + "page": 82, + "entries": [ + "Choose a unit, which must succeed on a {@dc 13} Power test or become disorganized." + ] + } + ] + }, + { + "name": "Living Statuary (Special Unit)", + "source": "KaW", + "page": 82, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Medusean Tyranny (Officer)" + } + ], + "entries": [ + "As a domain action, an officer makes a DC 13 Lore test. On a success, the medusean tyranny musters the Living Statuary, a special unit of animated statues made from the victims of medusas.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/2suEgFM.jpg" + }, + "title": "Living Statuary unit card" + } + ] + }, + { + "name": "Promises of Power", + "source": "KaW", + "page": 82, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Medusean Tyranny (Officer)" + } + ], + "entries": [ + "As a domain action, an officer makes a {@dc 13} Diplomacy test to obtain a special unit from an NPC realm whose attitude toward an opposed domain is neutral or worse. The medusean tyranny has advantage on this test if the NPC realm's attitude toward the opposed domain is suspicious or hostile." + ] + }, + { + "name": "Chieftain", + "source": "KaW", + "page": 82, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Orc Clan (Leader)" + } + ], + "entries": [ + "The chieftain gains proficiency in Charisma saving throws.", + "Additionally, as a bonus action, the chieftain can choose one creature that can hear them within 30 feet of them. As a reaction to the chieftain's command, that creature can immediately move up to half its speed without provoking opportunity attacks, then make one weapon attack." + ], + "foundryFlags": { + "activation.type": "bonus", + "activation.cost": "1" + } + }, + { + "name": "Outlast", + "source": "KaW", + "page": 82, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Orc Clan (Officer)" + } + ], + "entries": [ + "As a bonus action, an officer can take any number of power dice from their domain's pool, regaining a number of hit points equal to twice the total of the dice." + ], + "foundryFlags": { + "activation.type": "bonus", + "activation.cost": "1" + } + }, + { + "name": "Protect the Clan", + "source": "KaW", + "page": 83, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Orc Clan (Officer)" + } + ], + "entries": [ + "When an officer is targeted by an attack, another officer within 30 feet of the target officer can use a reaction to make a defensive maneuver. The second officer takes one power die from their domain's pool and subtracts the number on the power die from the attack roll." + ], + "foundryFlags": { + "activation.type": "reaction", + "activation.cost": "1", + "activation.condition": "another officer within 30 feet is targeted by an attack" + } + }, + { + "name": "Proud Warriors", + "source": "KaW", + "page": 83, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Orc Clan (Officer)" + } + ], + "entries": [ + "If the orc clan's Resolve level is 2 or higher at the start of a battle, all the orc clan's infantry units have the following trait until the end of the battle:", + { + "type": "entries", + "name": "Unflinching Endurance", + "page": 83, + "entries": [ + "The first time during a battle that this unit suffers 1 or more casualties, it can immediately make an attack against a legal target." + ] + } + ] + }, + { + "name": "Take No Insult", + "source": "KaW", + "page": 83, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Orc Clan (Officer)" + } + ], + "entries": [ + "Once per intrigue when an opposed domain succeeds on a skill test targeting one of the orc clan's defenses, an officer can use a domain reaction to make an Operations test against the opposed domain's Resolve. On a success, make note of the opposed domain's current defense scores. The opposed domain's Resources score decreases by 1 at the start of each of the domain's subsequent turns. If the opposed domain's Resources score is reduced to 10, at the start of its next turn, its Communications score begins to decrease by 1 each turn instead of Resources. If its Communications score is reduced to 10, the opposed domain's Resolve score begins to decrease in the same manner instead of Communications.", + "This continues until either all the opposed domain's defense scores are reduced to 10 or the intrigue ends. If the opposed domain defeats the orc clan in the next battle, the opposed domain's defenses are returned to the scores they had before this feature was used." + ] + }, + { + "name": "Tales of Clan Heroes Past", + "source": "KaW", + "page": 83, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Orc Clan (Officer)" + } + ], + "entries": [ + "Once per intrigue as a domain bonus action, an officer can make a {@dc 15} Lore test. On a success, the orc clan's Communications level and Resolve level both increase by 1." + ] + }, + { + "name": "The Unbreakable (Special Unit)", + "source": "KaW", + "page": 83, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Orc Clan (Officer)" + } + ], + "entries": [ + "As a domain action, an officer makes a DC 13 Operations test. On a success, the orc clan musters their best warriors: the Unbreakable, a special unit.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/QP95Xik.jpg" + }, + "title": "The Unbreakable unit card" + } + ] + }, + { + "name": "Overlord", + "source": "KaW", + "page": 84, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Planar Invaders (Leader)" + } + ], + "entries": [ + "Whenever the overlord reduces a creature to 0 hit points, the overlord gains a +2 bonus to attack and damage rolls until the end of the encounter, and gains temporary hit points equal to 5 × the planar invaders' domain size. If the overlord reduces multiple creatures to 0 hit points during the same encounter, the bonus is cumulative." + ] + }, + { + "name": "Resistance is Futile", + "source": "KaW", + "page": 84, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Planar Invaders (Officer)" + } + ], + "entries": [ + "As an action, an officer can take a power die from their domain's pool to create an aura of despair centered on the officer. The aura has a radius of 5 feet × the number on the power die, and lasts until the start of the officer's next turn. Each enemy creature that starts its turn within the aura must make a Wisdom saving throw with a DC of 8 + the planar invaders' domain size. On a failure, the creature is {@condition paralyzed} until the start of the officer's next turn." + ], + "foundryFlags": { + "activation.type": "action", + "activation.cost": "1" + } + }, + { + "name": "You'll Be of Use Yet", + "source": "KaW", + "page": 84, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Planar Invaders (Leader)" + } + ], + "entries": [ + "As an action, the leader can take any number of power dice from their domain's pool and cast the {@spell dominate person} spell, requiring no components. The save DC for the spell is equal to 8 + the total of the power dice." + ], + "foundryFlags": { + "activation.type": "action", + "activation.cost": "1" + } + }, + { + "name": "Interplanar Blip", + "source": "KaW", + "page": 84, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Planar Invaders (Officer)" + } + ], + "entries": [ + "If the planar invaders' Communications level is 2 or higher at the end of deployment, an officer chooses a number of infantry units controlled by the planar invaders equal to their domain size. These units gain the following trait until the end of the battle:", + { + "type": "entries", + "name": "Blip", + "page": 84, + "entries": [ + "When this unit marches, it can move 1 extra space and can move through other units, though it cannot end its movement in the same space as an opposed unit." + ] + } + ] + }, + { + "name": "Recall the Fleet (Special Unit)", + "source": "KaW", + "page": 84, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Planar Invaders (Officer)" + } + ], + "entries": [ + "As a domain action, an officer makes a {@dc 13} Operations test. On a success, the planar invaders muster Timescape Shock Troops, a special unit of merciless time raiders.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/4RheW6G.jpg" + }, + "title": "Timescape Shock Troops unit card" + } + ] + }, + { + "name": "Spatial Anchor", + "source": "KaW", + "page": 84, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Planar Invaders (Officer)" + } + ], + "entries": [ + "As a domain action, an officer makes a {@dc 12} Lore test. On a success, during the next combat against officers of an opposed domain, each planar invader automatically succeeds on saving throws to avoid being unwillingly sent to another plane (as with spells such as {@spell banishment} or {@spell plane shift}) and against spells and effects that would alter their form (such as {@spell polymorph})." + ] + }, + { + "name": "We Will Take What We Need from Your Mind...Directly", + "source": "KaW", + "page": 85, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Planar Invaders (Officer)" + } + ], + "entries": [ + "Once per intrigue as a domain bonus action, an officer can make an Espionage test against an opposed domain's Resolve. On a success, the planar invaders' Communications level and Resolve level both increase by 1." + ] + }, + { + "name": "Matriarch Rex", + "source": "KaW", + "page": 85, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Reptilian Band (Leader)" + } + ], + "entries": [ + "The matriarch rex can shed their skin as a bonus action, immediately ending all conditions affecting them." + ], + "foundryFlags": { + "activation.type": "bonus", + "activation.cost": "1" + } + }, + { + "name": "Regenerate", + "source": "KaW", + "page": 85, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Reptilian Band (Officer)" + } + ], + "entries": [ + "As a bonus action, an officer can take a power die from their domain's pool and recover a number of hit points equal to the number on the die. Using a die in this way regrows any of the officer's missing limbs." + ], + "foundryFlags": { + "activation.type": "bonus", + "activation.cost": "1" + } + }, + { + "name": "Vengeful Shriek", + "source": "KaW", + "page": 85, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Reptilian Band (Leader)" + } + ], + "entries": [ + "If an ally the leader can see drops to 0 hit points, the leader can use a reaction to emit a vengeful shriek. The leader takes any number of power dice from their domain's pool, and each creature of the leader's choice within 30 feet of them that they can see takes thunder damage equal to the total of the power dice." + ], + "foundryFlags": { + "activation.type": "reaction", + "activation.cost": "1", + "activation.condition": "an ally the leader can see drops to 0 hit points" + } + }, + { + "name": "Booby Traps", + "source": "KaW", + "page": 85, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Reptilian Band (Officer)" + } + ], + "entries": [ + "Once per intrigue as a domain bonus action, an officer can make an Espionage test against an opposed domain's Resources. On a success, the target domain's Resources level decreases by 1, and the reptilian band's Resolve level increases by 1." + ] + }, + { + "name": "Ensorcelled Scales", + "source": "KaW", + "page": 85, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Reptilian Band (Officer)" + } + ], + "entries": [ + "If the reptilian band's Resolve level is 2 or higher at the start of any combat with officers of an opposed domain, all the reptilian band's officers have the following reaction during that combat:", + { + "type": "entries", + "page": 86, + "name": "Reflective Scales", + "entries": [ + "If the officer succeeds on a saving throw against a spell that targets a single creature, or if a spell attack misses the officer, they can use a reaction to choose another creature they can see within 60 feet of them. The spell targets the chosen creature instead of the officer, with the new target rerolling the saving throw or the caster rerolling the attack roll, as appropriate." + ] + } + ] + }, + { + "name": "Prehistoric Wrath (Special Unit)", + "source": "KaW", + "page": 86, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Reptilian Band (Officer)" + } + ], + "entries": [ + "As a domain action, an officer makes a {@dc 13} Lore test. On a success, the reptilian band musters the Prehistoric Wrath, a special unit of dinosaurs.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/uvACCcv.jpg" + }, + "title": "Prehistoric Wrath unit card" + } + ] + }, + { + "name": "Primal Magic", + "source": "KaW", + "page": 86, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Reptilian Band (Officer)" + } + ], + "entries": [ + "As a domain action, an officer makes a Lore test against an opposed domain's Resources. On a success, the opposed domain's Resources level decreases by 1, and the reptilian band gains a {@item scroll of blood magic|KaW}." + ] + }, + { + "name": "Deathlord", + "source": "KaW", + "page": 87, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Undead Dominion (Leader)" + } + ], + "entries": [ + "If damage reduces the deathlord to 0 hit points, they make a Constitution saving throw with a DC equal to the damage taken, unless the damage is radiant or from a critical hit. On a success, the deathlord drops to 1 hit point instead.", + "Additionally, effects that kill a creature outright, such as the {@spell power word kill} spell, reduce the deathlord to 1 hit point instead." + ] + }, + { + "name": "Knee Deep in the Dead", + "source": "KaW", + "page": 87, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Undead Dominion (Officer)" + } + ], + "entries": [ + "As a bonus action, an undead dominion officer can take any number of power dice from their domain's pool and create a number of undead minions equal to the total of the dice divided by 2. These minions rise from the ground in unoccupied spaces within 60 feet of the officer. The officer selects the minions that appear, with the undead dominion's domain size determining the maximum challenge rating for each minion, as shown on the following table.", + { + "type": "table", + "colLabels": [ + "Domain Size", + "Maximum Minion CR", + "Example Undead", + "" + ], + "colStyles": [ + "col-1 text-center", + "col-1 text-center", + "col-2 text-left", + "col-9 text-left" + ], + "rows": [ + [ + "1", + "1/4", + "{@creature Skeletons} or {@creature Zombies}", + "" + ], + [ + "2", + "1/2", + "{@creature Shadow}", + "" + ], + [ + "3", + "1", + "{@creature Ghoul} or {@creature specter}", + "" + ], + [ + "4", + "2", + "{@creature Ghast} or {@creature ogre zombie}", + "" + ], + [ + "5", + "3", + "{@creature Mummy} or {@creature wight}", + "" + ] + ] + }, + "The undead act on their own initiative and follow the orders of the officer who summoned them." + ], + "foundryFlags": { + "activation.type": "bonus", + "activation.cost": "1" + } + }, + { + "name": "Rise Up", + "source": "KaW", + "page": 87, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Undead Dominion (Leader)" + } + ], + "entries": [ + "As a bonus action, the leader can take a power die from their domain's pool and unleash an aura of unholy animation. Each corpse within 160 feet of the leader rises as an undead servant under their control, with a number of hit points equal to the number on the power die.", + "Risen creatures that were already undead retain their previous statistics except for their new hit points. New undead raised by this power become {@creature ghouls} if their remains are whole, or {@creature specters} if not." + ], + "foundryFlags": { + "activation.type": "bonus", + "activation.cost": "1" + } + }, + { + "name": "Mass Animate Dead (Special Unit)", + "source": "KaW", + "page": 87, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Undead Dominion (Officer)" + } + ], + "entries": [ + "As a domain action, an officer makes a {@dc 13} Lore test. On a success, the undead dominion musters the Grim Front, a special unit of bloodthirsty undead soldiers.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/RdQ9Yva.jpg`" + }, + "title": "The Grim Front unit card" + } + ] + }, + { + "name": "The Curse Spreads", + "source": "KaW", + "page": 87, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Undead Dominion (Officer)" + } + ], + "entries": [ + "As a domain action, an officer makes a {@dc 14} Lore test. On a success, the officer can choose a number of undead infantry units they control equal to the undead dominion's domain size and give them the following maneuver:", + { + "type": "entries", + "page": 87, + "name": "Infect", + "entries": [ + "As a reaction when an adjacent opposed unit breaks, make a Command test against that unit's Toughness. On a success, the undead dominion immediately reforms the unit with 1 casualty and takes control of it, the unit's type becomes undead, and it gains the Dead and Harrowing traits. The reformed unit acts on the next turn in the initiative order." + ] + } + ] + }, + { + "name": "The Dead Do Not Falter", + "source": "KaW", + "page": 89, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Undead Dominion (Officer)" + } + ], + "entries": [ + "Once per intrigue as a domain bonus action, an officer can make a {@dc 14} Operations test. On a success, the undead dominion has advantage on Operations tests until the end of the intrigue." + ] + }, + { + "name": "Vile Resistance", + "source": "KaW", + "page": 89, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Undead Dominion (Officer)" + } + ], + "entries": [ + "If the undead dominion's Resolve level is 2 or higher before the start of the next combat against the officers of an opposed domain, dominion officers gain the following benefits during the combat: they lose the Sunlight Sensitivity trait if they have it, they are immune to effects that turn undead, and they do not take extra damage from any effect that deals extra damage to undead." + ] + }, + { + "name": "Tideweaver", + "source": "KaW", + "page": 89, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Undersea Colony (Leader)" + } + ], + "entries": [ + "If a creature that cannot breathe underwater starts its turn within 30 feet of the tideweaver, that creature takes {@damage 2d6} cold damage.", + "Additionally, as a bonus action, the tideweaver can target a number of creatures they can see within 30 feet of them equal to the undersea colony's domain size. Each target must succeed on a Strength saving throw or either be pushed 20 feet away from the tideweaver or pulled to within 5 feet of the tideweaver (the tideweaver's choice). The DC for this saving throw is 15 or the tideweaver's spell save DC, whichever is higher." + ], + "foundryFlags": { + "activation.type": "bonus", + "activation.cost": "1" + } + }, + { + "name": "The Bends", + "source": "KaW", + "page": 89, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Undersea Colony (Leader)" + } + ], + "entries": [ + "As an action, the leader can take a power die from their domain's pool and target one creature they can see within 60 feet of them. The target must succeed on a Constitution saving throw with a DC of 8 + the number on the power die or be stunned until the end of the leader's next turn. Constructs, undead, and creatures whose form contains no liquid (such as fire elementals) automatically succeed on this saving throw." + ], + "foundryFlags": { + "activation.type": "action", + "activation.cost": "1" + } + }, + { + "name": "Uncanny Gift", + "source": "KaW", + "page": 89, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Undersea Colony (Officer)" + } + ], + "entries": [ + "As a bonus action, an officer can take a power die from their domain's pool and cast the {@spell eldritch blast} cantrip, using the number on the power die as the spell's attack bonus. The spell creates a number of beams equal to the undersea colony's domain size." + ], + "foundryFlags": { + "activation.type": "bonus", + "activation.cost": "1" + } + }, + { + "name": "Dark Figures Move and Twist", + "source": "KaW", + "page": 90, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Undersea Colony (Officer)" + } + ], + "entries": [ + "If the undersea colony's Communications level is 2 or higher at the end of deployment, an officer can choose a number of ranks on the battlefield equal to the undersea colony's domain size and cover them in fog. This fog has no effect on the undersea colony's units." + ] + }, + { + "name": "Disrupt Shipping", + "source": "KaW", + "page": 90, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Undersea Colony (Officer)" + } + ], + "entries": [ + "As a domain action, an officer makes an Operations test against an opposed domain's Resources. On a success, whenever the undersea colony makes a successful Operations test until the end of the intrigue, in addition to the normal effects for success, they also reduce the opposed domain's Resources level by 1. If the undersea colony is defeated in a battle, the opposed domain's Resources return to normal." + ] + }, + { + "name": "Eerie Insight", + "source": "KaW", + "page": 90, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Undersea Colony (Officer)" + } + ], + "entries": [ + "Once per intrigue as a domain bonus action, an officer can make a Lore test against an opposed domain's Communications. On a success, an officer chooses a number of magic items equal to the undersea colony's domain size that are in the possession of the opposed domain's officers, creating copies of those magic items for the undersea colony's officers. Artifacts cannot be targeted in this way. The copies function only until the end of the next combat encounter in which they are used." + ] + }, + { + "name": "Salt Golems (Special Unit)", + "source": "KaW", + "page": 90, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Undersea Colony (Officer)" + } + ], + "entries": [ + "As a domain action, an officer makes a {@dc 13} Lore test. On a success, the undersea colony musters the Salt Golems, a special unit of constructs made from ultradense salt crystals.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/URnEXzf.jpg" + }, + "title": "Salt Golems unit card" + } + ] + }, + { + "name": "Strike Leader", + "source": "KaW", + "page": 90, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "World Below City-State (Leader)" + } + ], + "entries": [ + "The strike leader can use an action to create a 20-foot-radius sphere of hazy smoke centered on a point within 120 feet of them. The sphere lasts for 1 minute, spreads around corners, and its area is heavily obscured. While the sphere lasts, the strike leader can use a bonus action to move it up to 60 feet in any direction." + ], + "foundryFlags": { + "activation.type": "action", + "activation.cost": "1" + } + }, + { + "name": "Close-Quarters Magic", + "source": "KaW", + "page": 90, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "World Below City-State (Officer)" + } + ], + "entries": [ + "As a bonus action, an officer takes a power die from their domain's pool and teleports up to a number of feet equal to 5 × the number on the die to an unoccupied space they can see." + ], + "foundryFlags": { + "activation.type": "bonus", + "activation.cost": "1" + } + }, + { + "name": "Crawling Toxin", + "source": "KaW", + "page": 90, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "World Below City-State (Officer)" + } + ], + "entries": [ + "When an officer hits with a weapon attack, they can take a power die from their domain's pool and have the attack deal extra poison damage equal to the number on the power die. Any creature that takes this poison damage must succeed on a {@dc 15} Constitution saving throw or be {@condition poisoned} for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + ] + }, + { + "name": "Blades in the Dark", + "source": "KaW", + "page": 91, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "World Below City-State (Officer)" + } + ], + "entries": [ + "Once per intrigue as a domain bonus action, an officer can make an Espionage test against an opposed domain's Communications. On a success, the World Below city-state's Resolve increases by 1, and each unit the opposed domain musters through alliances until the end of the intrigue has its casualty die decreased one step (minimum d4)." + ] + }, + { + "name": "Subterranean Bounty", + "source": "KaW", + "page": 91, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "World Below City-State (Officer)" + } + ], + "entries": [ + "If the World Below city-state's Communications level is 2 or higher at the start of a battle, the level of one other defense of an officer's choice increases by 1." + ] + }, + { + "name": "Tunnel Up", + "source": "KaW", + "page": 91, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "World Below City-State (Officer)" + } + ], + "entries": [ + "As a domain action, an officer makes an Espionage test against an opposed domain's Resources. On a success, during the next deployment, the World Below city-state can place one infantry unit in an unoccupied space in enemy territory." + ] + }, + { + "name": "Worm Knight (Special Unit)", + "source": "KaW", + "page": 91, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "World Below City-State (Officer)" + } + ], + "entries": [ + "As a domain action, an officer makes a DC 13 Operations test. On a success, the World Below city-state musters a Worm Knight, a special unit consisting of a knight atop a battle-trained purple worm.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/88HVCXT.jpg" + }, + "title": "Worm Knight unit card" + } + ] + } + ], + "feat": [ + { + "name": "Tactical Leader", + "source": "KaW", + "page": 104, + "entries": [ + "Each unit you control has +2 to Attack." + ] + }, + { + "name": "Agile Leader", + "source": "KaW", + "page": 104, + "entries": [ + "Each unit you control has +2 to Defense." + ] + }, + { + "name": "Lead from the Front", + "source": "KaW", + "page": 104, + "entries": [ + "Each unit you control has +2 to Power." + ] + }, + { + "name": "Unstoppable Leader", + "source": "KaW", + "page": 104, + "entries": [ + "Each unit you control has +2 to Toughness." + ] + }, + { + "name": "Persuasive Leader", + "source": "KaW", + "page": 104, + "entries": [ + "Each unit you control has +2 to Morale." + ] + }, + { + "name": "Strategic Leader", + "source": "KaW", + "page": 104, + "entries": [ + "Each unit you control has +2 to Command." + ] + } + ] +} diff --git a/collection/LornestFluke; Lornest Fluke's Advanced Undead.json b/collection/LornestFluke; Lornest Fluke's Advanced Undead.json new file mode 100644 index 0000000000..a281a4bed9 --- /dev/null +++ b/collection/LornestFluke; Lornest Fluke's Advanced Undead.json @@ -0,0 +1,7238 @@ +{ + "_meta": { + "sources": [ + { + "json": "LornestFlukesAdvancedUndead", + "abbreviation": "LAU", + "full": "Lornestflukes Advanced Undead", + "url": "https://github.com/TheGiddyLimit/homebrew", + "authors": [ + "LornestFluke", + "Ruen" + ], + "convertedBy": [ + "LornestFluke" + ], + "color": "8746f0", + "version": "1" + } + ], + "dateAdded": 1694664197, + "dateLastModified": 1694664197, + "_dateLastModifiedHash": "dfb8706cef" + }, + "book": [ + { + "name": "LornestFluke's Advanced Undead", + "source": "LornestFlukesAdvancedUndead", + "id": "LornestFlukesAdvancedUndead", + "author": "LornestFluke", + "group": "homebrew", + "published": "2023-09-14", + "coverUrl": "https://i.imgur.com/qdOR3WY.jpeg", + "contents": [ + { + "name": "Contents & Credits", + "headers": [ + "Who Did What", + "Contents" + ] + }, + { + "name": "Foreword", + "headers": [ + "Images and Introduction", + "Overview" + ] + }, + { + "name": "Creatures of Bone", + "headers": [ + "Bone Reaver", + "Brawler", + "Bulker", + "Diplomat", + "Dirgespinner", + "Elysian Savant", + "Fresh Skeleton", + "Grabber", + "Graven Image", + "Hauler", + "Hollow Seraph", + "Ivory Vice", + "Leaper", + "Ossein King", + "Ossein Knight", + "Ossein Prince", + "Osteolon", + "Scuttle", + "Sentry", + "Sheaf", + "Spindle", + "Splintered Forest", + "Surgeon", + "Threadbearer", + "Weaver", + "White Wraith" + ] + }, + { + "name": "Creatures of Flesh" + }, + { + "name": "Misc Creatures", + "headers": [ + "Auric Doll", + "Damian Themolïne", + "Reaver King" + ] + }, + { + "name": "Spells and Spell Changes", + "headers": [ + "Animate Dead", + "Boneshaping", + "Corpse Command", + "Continual Flame", + "Damian's Blasphemous Vacuum", + "Damian's Flaying Blast", + "Spatial Twist" + ] + }, + { + "name": "Miscellaneous", + "headers": [ + "Races", + "Backgrounds", + "Subclasses", + "Items" + ] + } + ] + } + ], + "bookData": [ + { + "source": "LornestFlukesAdvancedUndead", + "id": "LornestFlukesAdvancedUndead", + "data": [ + { + "type": "section", + "name": "Contents & Credits", + "page": "C1", + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/qdOR3WY.jpeg" + }, + "title": "LornestFluke's Advanced Undead" + }, + { + "type": "entries", + "page": 1, + "style": "text-center", + "entries": [ + "{@style A collection of skeletal undead, spells, and miscellanious bits and bobs to spice up the average necromancer.}", + "{@style created by LornestFluke|large-caps;dnd-font}" + ], + "id": "001" + }, + { + "type": "hr" + }, + { + "type": "list", + "style": "list-no-bullets", + "columns": 2, + "page": 1, + "items": [ + { + "type": "entries", + "name": "Who Did What", + "page": 1, + "entries": [ + { + "type": "list", + "style": "list-no-bullets", + "page": 1, + "items": [ + { + "type": "item", + "name": "Creature, Subclass, Race and Spell Design:", + "entries": [ + "LornestFluke", + { + "type": "item", + "name": "Art:", + "entries": [ + "LornestFluke, damian portrait done by Sneakworks" + ] + }, + { + "type": "list", + "style": "list-no-bullets", + "columns": 1, + "page": 1, + "items": [ + "You can find me on discord @lornestfluke " + ] + } + ] + }, + { + "type": "item", + "name": "Item Design and Balancing Assistance:", + "entries": [ + "Ruen", + { + "type": "list", + "style": "list-no-bullets", + "columns": 1, + "page": 1, + "items": [ + "And you can find {@italic me} on discord as well @ruenredsun" + ] + } + ] + }, + { + "type": "item", + "name": "Constructive Criticism and Additional Balance Pointers:", + "entries": [ + "Various Members of the 5etools community" + ] + } + ] + } + ] + }, + { + "type": "list", + "style": "list-no-bullets", + "columns": 2, + "page": 1, + "items": [ + { + "type": "entries", + "name": "Contents", + "page": 1, + "entries": [ + { + "type": "list", + "page": 1, + "items": [ + "{@note You can also use the dynamic contents table on the left of the screen.}", + "{@book Foreword|LornestFlukesAdvancedUndead|1}", + "{@book Creatures of Bone|LornestFlukesAdvancedUndead|2}", + "{@book Creatures of Flesh|LornestFlukesAdvancedUndead|3}", + "{@book Misc Creatures|LornestFlukesAdvancedUndead|3}", + "{@book Spells and Spell Changes|LornestFlukesAdvancedUndead|4}", + "{@book Miscellaneous|LornestFlukesAdvancedUndead|5}" + ] + } + ] + } + ] + } + ] + }, + { + "type": "hr" + }, + { + "type": "hr" + }, + "{@note Dungeons & Dragons is owned by Wizards of the Coast.}" + ] + }, + { + "type": "section", + "name": "Images and Introduction", + "page": 2, + "entries": [ + { + "type": "gallery", + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/qdOR3WY.jpeg" + } + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/ZV4TT7e.png" + } + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/vpn9O6T.png" + } + } + ] + }, + "The living become the dead, and the dead are buried. But living souls do not leave a mere object behind when they die, in fact they leave a wealth of memory and instinct, waiting to be given animus once again. To those with magical prowess and a strong stomach, corpses are untapped labor, sleeping soldiers, servants with no master.", + { + "type": "gallery", + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/sVDq2OK.jpeg" + } + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/RTN4bAK.png " + } + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/cmkDJjX.jpeg" + } + } + ] + }, + "A tempting path to be sure.", + { + "type": "entries", + "name": "Bones", + "page": 2, + "entries": [ + "Bones are treated as sacred in many cultures, and for good reason. The bones of a once-living creature hold the memories that made the creature what it was, and those memories can be accessed if one has the skills required. When you cast {@spell speak with dead}, you are entreating the bones of a corpse to let loose what they knew in life. When you raise a skeleton from the grave with {@spell animate dead|LornestflukesAdvancedUndead|}, you are not \"puppeting\" the creatures body like you would with {@spell animate objects}. Rather, you are providing the corpse with a tenuous connection to the plane of negative energy, allowing the bones to move as they did in life. This is also why undead tend to attack the living when freed from their arcane leashes." + ] + }, + { + "type": "entries", + "name": "Flesh", + "page": 2, + "entries": [ + "A creatures flesh holds not memories, but instincts and emotions. When raising a creature of flesh, those instincts overpower the memories of bone, and drive it to hunger, to take, to hunt. Fleshly undead are harder to control, and far more agressive on average, but they make up for it with an unrelenting drive to continue living, in what little capacity they have left." + ] + }, + { + "type": "entries", + "name": "Overview", + "page": 3, + "entries": [ + "This book heavily alters the flavor and base playstyle of a necromancer, so it might be prudent for me to leave a collection of little things to remember, right here at the top.", + "Skeletal creatures are habitual, and getting them to learn new things is extremely hard without the use of {@spell boneshaping|LornestFlukesAdvancedUndead|magic}. All their skills and proficiencies are determined by the memories of the bones they are made of. If you are playing a necromancer, it might be a good idea to gather bones from trained soldiers if you wish to give your skeletons such skills. {@bold Keep in mind}, all LAU creature statblocks are made with proficiency bonuses already factored in, if the bones you use do {@italic not} have the appropriate skills, dont forget to subtract it.", + "If you are DMing {@italic for} a necromancer, keep in mind that (assuming they have picked up {@spell boneshaping|LornestFlukesAdvancedUndead}) once they have obtained the bones of a skilled swordsman or archer, they can replicate those proficiencies forever, but {@italic not} the body as a whole. Certain intricacies are lost in translation during the use of boneshaping, and duplicating every bone from the body of a skilled warrior will not provide them with a perfect copy. Instead, they will have a skeleton with the same proficiencies, but not the subtler skills. All this to say, duplicating a skeleton does not provide a suitable replacement for creations that require a skeleton from a specific profession or trade, eg. a {@creature diplomat|LornestFlukesAdvancedUndead|}, or {@creature ossein knight|LornestFlukesAdvancedUndead|}.", + "Legs will walk, hands will grasp, spines will curve, and skulls will stare, but these rules are not concrete. When placed in a humanoid configuration, humanoid bones will do what is expected. But when you start to use bones in an unfamiliar configuration, you will be surprised to learn that they will still fuction, just perhaps in unexpected and suboptimal ways. Some things are too different however, like wings. Wings must almost always be constructed from the bones of a creature that flies, and the same applies to skeletal creations in the water, or those that dig under the earth. These environments and their modes of locomotion are alien to the bones of a dwarf or human, and you will need to find (or create) appropriately skilled bones.", + "All skeletal undead are assumed to have the following traits: They may take a long rest by resting with minimal movement for 4 hours. They do not need to eat, sleep, or breathe. They do not age.", + "In places laden with necromantic magic, or areas close to/similar to the plane of negative energy, feral undead might form. Most likely not as neatly constructed as a necromancer's companions, these creatures could have strange mish-mashed abilities. They may also develop vague collective habits and tribalistic behaviors; skeletons may band together to tear apart other creatures and free their brethren. Fleshly undead might kill living creatures and harvest their flesh in an attempt to reproduce.", + "If raised from a freshly killed corpse, a {@creature skeleton} will always start as a {@creature fresh skeleton|LornestFlukesAdvancedUndead}.", + "A lot of the requirements and fluff for these creatures are due to these miscellaneous natural laws: Memories give a small amount of complicated impetus. Instincts give a large amount of simple impetus. Souls give a bit of both, and act as an animus. Undead use the readily available plane of negative energy as animus instead of a soul, which is why they cannot directly use magic. Certain creatures, like the {@creature white wraith|LornestFlukesAdvancedUndead|} can \"use\" magic, but that is really nothing more than some clever storage and release runes. All creatures must have some form of soul to use magic.", + "Runes are mentioned as a requirement frequently throughout the contents of this book, but different settings use different rules and systems for runework. So I have not specified anything beyond the knowledge level necessary for a given task. The table below outlines time to learn and learning costs for a given level of runework.", + { + "type": "table", + "caption": "Runework", + "colLabels": [ + "", + "Knowledge Level", + "Time to Learn", + "Cost to Learn/Experiment", + "" + ], + "colStyles": [ + "col-2 text-center", + "col-4 text-left", + "col-2 text-center ", + "col-2 text-center", + "col-2 text-center" + ], + "rows": [ + [ + "", + "Novice", + "1 week", + "50gp", + "" + ], + [ + "", + "Apprentice", + "1 month", + "200gp", + "" + ], + [ + "", + "Adept", + "6 months", + "1000gp", + "" + ], + [ + "", + "Expert", + "2 years", + "20000gp", + "" + ], + [ + "", + "Master", + "10 years", + "100000gp", + "" + ] + ] + }, + "Most of the creatures in this book are made with creation recipies. These recipies are in {@italic addition} to the spell slot cost using {@spell animate dead|lornestflukesAdvancedUndead|}, and are in rough order of operation. All of these recipies are made with the assumption that they are being made by a single person. If multiple people work together, the time requirement can be cut down at the DMs discretion. When a recipe calls for a weapon, it can be exchanged for a different one, just remember to check proficiencies and change attacks as appropriate. Also, tool proficiency requirements assume that you have the tools on hand. Lastly, when raising an undead creation, for example an {@creature ivory vice|lornestflukesadvancedundead|}, the time spent must be all in one go, {@italic unless} the time requirement is longer than 1 day." + ] + } + ] + }, + { + "type": "section", + "name": "Creatures of Bone", + "page": 4, + "entries": [ + "Bones provide a fragile, yet wonderfully customisable ecosystem for creating undead. All manner of creatures can be built from the memories of the dead.", + "{@note Please view {@filter these on the bestiary page|bestiary|source=LornestFlukesAdvancedUndead} for convenience.}", + { + "type": "list", + "columns": 3, + "page": 4, + "items": [ + "{@creature Bone Reaver|LornestflukesAdvancedUndead} CR 3", + "{@creature Brawler|LornestflukesAdvancedUndead} CR 1/2", + "{@creature Bulker|LornestflukesAdvancedUndead} CR 1/4", + "{@creature Diplomat|LornestflukesAdvancedUndead} CR 9", + "{@creature Dirgespinner|LornestflukesAdvancedUndead} CR 1/4", + "{@creature Elysian Savant|LornestflukesAdvancedUndead} CR 7", + "{@creature Fresh Skeleton|LornestflukesAdvancedUndead} CR 1/4", + "{@creature Grabber|LornestflukesAdvancedUndead} CR 1/4", + "{@creature Graven Image|LornestflukesAdvancedUndead} CR 6", + "{@creature Hauler|LornestflukesAdvancedUndead} CR 1", + "{@creature Hollow Seraph|LornestflukesAdvancedUndead} CR 28", + "{@creature Ivory Vice|LornestflukesAdvancedUndead} CR 4", + "{@creature Leaper|LornestflukesAdvancedUndead} CR 1/4", + "{@creature Ossein King|LornestflukesAdvancedUndead} CR 3", + "{@creature Ossein Knight|LornestflukesAdvancedUndead} CR 2", + "{@creature Ossein Prince|LornestflukesAdvancedUndead} CR 2", + "{@creature Osteolon|LornestflukesAdvancedUndead} CR 25", + "{@creature Scuttle|LornestflukesAdvancedUndead} CR 1/2", + "{@creature Sentry|LornestflukesAdvancedUndead} CR 1/8", + "{@creature Sheaf|LornestflukesAdvancedUndead} CR 1/4", + "{@creature Spindle|LornestflukesAdvancedUndead} CR 1/2", + "{@creature Splintered Forest|LornestflukesAdvancedUndead} CR 1", + "{@creature Surgeon|LornestflukesAdvancedUndead} CR 3", + "{@creature Threadbearer|LornestflukesAdvancedUndead} CR 1/4", + "{@creature Weaver|LornestflukesAdvancedUndead} CR 1", + "{@creature White Wraith|LornestflukesAdvancedUndead} CR 1" + ] + } + ] + }, + { + "type": "section", + "name": "Creatures of Flesh", + "page": 5, + "entries": [ + "Dead flesh offers possibilities for livid and vibrant creations. Hard to create and contain, these creatures are almost more alive than the living. ", + { + "type": "list", + "columns": 3, + "page": 5, + "items": [ + "work in progress" + ] + } + ] + }, + { + "type": "section", + "name": "Misc Creatures", + "page": 5, + "entries": [ + "These creatures didn't fit into the other categories, so I placed them here.", + { + "type": "list", + "columns": 3, + "page": 5, + "items": [ + "{@creature Auric Doll|LornestflukesAdvancedUndead} CR 2 {@italic (meant as an npc)}", + "{@creature Damian Themolïne|LornestflukesAdvancedUndead} CR 30", + "{@creature Reaver King|LornestflukesAdvancedUndead} CR 12" + ] + } + ] + }, + { + "type": "section", + "name": "Spells and Spell Changes", + "page": 6, + "entries": [ + { + "type": "section", + "name": "Spells", + "page": 6, + "entries": [ + "The spells are listed in alphabetical order.", + "{@note Please view {@filter these on the spells page|spells|source=LornestFlukesAdvancedUndead} for convenience.}", + { + "type": "list", + "columns": 3, + "page": 6, + "items": [ + { + "type": "statblock", + "tag": "spell", + "source": "LornestFlukesAdvancedUndead", + "name": "Animate Dead", + "page": 6, + "collapsed": true + }, + { + "type": "statblock", + "tag": "spell", + "source": "LornestFlukesAdvancedUndead", + "name": "Boneshaping", + "page": 6, + "collapsed": true + }, + { + "type": "statblock", + "tag": "spell", + "source": "LornestFlukesAdvancedUndead", + "name": "Continual Flame", + "page": 6, + "collapsed": true + }, + { + "type": "statblock", + "tag": "spell", + "source": "LornestFlukesAdvancedUndead", + "name": "Corpse Command", + "page": 6, + "collapsed": true + }, + { + "type": "statblock", + "tag": "spell", + "source": "LornestFlukesAdvancedUndead", + "name": "Damian's Blasphemous Vacuum", + "page": 6, + "collapsed": true + }, + { + "type": "statblock", + "tag": "spell", + "source": "LornestFlukesAdvancedUndead", + "name": "Damian's Flaying Blast", + "page": 6, + "collapsed": true + }, + { + "type": "statblock", + "tag": "spell", + "source": "LornestFlukesAdvancedUndead", + "name": "Spatial Twist", + "page": 6, + "collapsed": true + } + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "Miscellaneous", + "page": 7, + "entries": [ + { + "type": "section", + "name": "Races", + "page": 7, + "entries": [ + { + "type": "statblock", + "tag": "race", + "source": "LornestFlukesAdvancedUndead", + "name": "Unshackled Skeleton", + "page": 7, + "collapsed": true + } + ] + }, + { + "type": "section", + "name": "Background", + "page": 7, + "entries": [ + { + "type": "statblock", + "tag": "background", + "source": "LornestFlukesAdvancedUndead", + "name": "Auric Doll", + "page": 7, + "collapsed": true + } + ] + }, + { + "type": "section", + "name": "Subclasses", + "page": 8, + "entries": [ + { + "type": "entries", + "name": "Warlock", + "entries": [ + { + "type": "statblock", + "prop": "subclass", + "source": "LornestFlukesAdvancedUndead", + "name": "The Many-Handed", + "displayName": "The Many-Handed Patron", + "className": "Warlock", + "classSource": "PHB", + "collapsed": true + } + ] + } + ] + }, + { + "type": "section", + "name": "Items", + "page": 9, + "entries": [ + "A few supporting items and weapons.", + { + "type": "section", + "name": "Artefacts", + "page": 9, + "entries": [ + { + "type": "list", + "columns": 3, + "page": 9, + "items": [ + { + "type": "statblock", + "tag": "item", + "source": "LornestFlukesAdvancedUndead", + "name": "Ancient Blue Diamond", + "page": 9, + "collapsed": true + }, + { + "type": "statblock", + "tag": "item", + "source": "LornestFlukesAdvancedUndead", + "name": "Behir Horn", + "page": 9, + "collapsed": true + }, + { + "type": "statblock", + "tag": "item", + "source": "LornestFlukesAdvancedUndead", + "name": "Bones-Chromatic Dragon", + "page": 9, + "collapsed": true + }, + { + "type": "statblock", + "tag": "item", + "source": "LornestFlukesAdvancedUndead", + "name": "Bones-Gem Dragon", + "page": 9, + "collapsed": true + }, + { + "type": "statblock", + "tag": "item", + "source": "LornestFlukesAdvancedUndead", + "name": "Bones-Metallic Dragon", + "page": 9, + "collapsed": true + }, + { + "type": "statblock", + "tag": "item", + "source": "LornestFlukesAdvancedUndead", + "name": "Nothic Eye", + "page": 9, + "collapsed": true + } + ] + } + ] + }, + { + "type": "section", + "name": "Arms & Armor", + "page": 9, + "entries": [ + { + "type": "list", + "columns": 3, + "page": 9, + "items": [ + { + "type": "statblock", + "tag": "item", + "source": "LornestFlukesAdvancedUndead", + "name": "Polehammer", + "displayName": "Polehammer", + "page": 9, + "collapsed": true + }, + { + "type": "statblock", + "tag": "item", + "source": "LornestFlukesAdvancedUndead", + "name": "Eveningstar", + "displayName": "Eveningstar", + "page": 9, + "collapsed": true + }, + { + "type": "statblock", + "tag": "item", + "source": "LornestFlukesAdvancedUndead", + "name": "Oversized Arrow", + "displayName": "Oversized Arrow*", + "page": 9, + "collapsed": true + }, + { + "type": "statblock", + "tag": "item", + "source": "LornestFlukesAdvancedUndead", + "name": "Oversized Arrows (10)", + "displayName": "Oversized Arrows (10)*", + "page": 9, + "collapsed": true + }, + { + "type": "statblock", + "tag": "item", + "source": "LornestFlukesAdvancedUndead", + "name": "Oversized Longbow", + "displayName": "Oversized Longbow*", + "page": 9, + "collapsed": true + }, + { + "type": "statblock", + "tag": "item", + "source": "LornestFlukesAdvancedUndead", + "name": "Seige Crossbow", + "displayName": "Seige Crossbow", + "page": 9, + "collapsed": true + }, + { + "type": "statblock", + "tag": "item", + "source": "LornestFlukesAdvancedUndead", + "name": "Tower Shield", + "displayName": "Tower Shield*", + "page": 9, + "collapsed": true + } + ] + } + ] + }, + "*these items are from other homebrew/supplementary books, I just put them in here for easy linking and to add cost/weight in some cases" + ] + } + ] + }, + { + "type": "hr" + } + ] + } + ], + "monster": [ + { + "name": "Dirgespinner", + "source": "LornestFlukesAdvancedUndead", + "page": 0, + "size": [ + "M" + ], + "type": "undead", + "alignment": [ + "L", + "E" + ], + "ac": [ + 12 + ], + "hp": { + "formula": "2d8 + 4", + "average": 13 + }, + "speed": { + "walk": 30 + }, + "str": 9, + "dex": 14, + "con": 14, + "int": 7, + "wis": 8, + "cha": 12, + "senses": [ + "darkvision 60 ft." + ], + "passive": 9, + "immune": [ + "poison" + ], + "vulnerable": [ + "bludgeoning" + ], + "conditionImmune": [ + "exhaustion", + "poisoned" + ], + "languages": [ + "understands all languages it spoke in life but can't speak" + ], + "cr": "1/4", + "trait": [ + { + "name": "Songs of Sorrow", + "entries": [ + "The Dirgespinner is clearly audible to a distance of 300 feet." + ] + } + ], + "action": [ + { + "name": "Funeral Dirge:", + "entries": [ + "The Dirgespinner uses its action to play a somber, chilling tune.", + "For as long as it continues to play this tune, any hostile creature that starts its turn within 300 feet of the Dirgespinner must make a {@dc 13} Wisdom saving throw. On a failed save, the creature takes a -1 to all attack rolls and ability checks for as long as the Funeral Dirge continues. On a successful save, the creature becomes immune to Funeral Dirge for 24 hours. ", + "For each Dirgespinner using a different instrument within 30 feet that is also playing Funeral Dirge, the penalty taken to attack rolls and ability checks increases by 1, to a maximum of -4." + ] + } + ], + "senseTags": [ + "D" + ], + "languageTags": [ + "CS", + "LF" + ], + "environment": [ + "arctic", + "coastal", + "desert", + "forest", + "grassland", + "hill", + "mountain", + "underdark", + "urban" + ], + "fluff": { + "entries": [ + "A normal humanoid skeleton, with one notable difference. An accordion in its hands, {@item lyre|phb|lyrestrings} in the crook of its arm, or a large {@item hand drum|scag|drum} under its ribs. Dirgespinners have an instrument as a part of their bodies, with which they play the same few haunting tunes, until they are put to rest once more.", + "To make a Dirgespinner, a necromancer will require the following:", + "One medium humanoid skeleton from a musician.", + "One instrument, that must be playable without lungs." + ] + }, + "alias": [ + "Skeleton", + "Support", + "Bard" + ], + "skill": { + "intimidation": "+3", + "performance": "+3" + }, + "save": { + "cha": "+3" + }, + "savingThrowForced": [ + "wisdom" + ] + }, + { + "name": "Leaper", + "size": [ + "M" + ], + "type": "undead", + "source": "LornestFlukesAdvancedUndead", + "alignment": [ + "L", + "E" + ], + "ac": [ + 14 + ], + "hp": { + "formula": "2d8 + 4", + "average": 13 + }, + "speed": { + "walk": 20, + "climb": 30 + }, + "str": 10, + "dex": 16, + "con": 14, + "int": 6, + "wis": 8, + "cha": 5, + "passive": 9, + "cr": "1/4", + "senses": [ + "darkvision 60 ft." + ], + "senseTags": [ + "D" + ], + "languages": [ + "Understands all languages it spoke in life but can't speak" + ], + "languageTags": [ + "CS", + "LF" + ], + "vulnerable": [ + "bludgeoning" + ], + "immune": [ + "poison" + ], + "conditionImmune": [ + "exhaustion", + "poisoned" + ], + "action": [ + { + "name": "Unarmed Strike:", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4 + 0}) bludgeoning damage." + ] + }, + { + "name": "Launch", + "entries": [ + "The Leaper jumps 20 feet in any direction. If it collides with a creature, they must make a DC13 strength or dexterity saving throw or be knocked {@condition prone}." + ] + } + ], + "environment": [ + "arctic", + "mountain", + "swamp", + "underdark", + "urban" + ], + "alias": [ + "Skeleton", + "Jump" + ], + "fluff": { + "entries": [ + "A mostly removed rib cage, clawed hands with only three fingers, and four arms, two replacing the legs. The Leaper may not be much of a threat on its own, but when combined with other undead, proves a powerful tool.", + "To make a Leaper, a necromancer will require the following:", + "One medium humanoid skeleton." + ] + }, + "save": { + "dex": "+5" + }, + "skill": { + "acrobatics": "+5" + }, + "miscTags": [ + "MW" + ], + "trait": [ + { + "name": "Light Frame", + "entries": [ + "The Leaper can jump while {@condition prone}." + ] + } + ], + "conditionInflict": [ + "prone" + ], + "damageTags": [ + "B" + ] + }, + { + "name": "Spindle", + "size": [ + "L" + ], + "type": "undead", + "source": "LornestFlukesAdvancedUndead", + "alignment": [ + "L", + "E" + ], + "ac": [ + 13 + ], + "hp": { + "formula": "6d8 + 12", + "average": 40 + }, + "speed": { + "walk": 55, + "climb": 0 + }, + "str": 8, + "dex": 14, + "con": 14, + "int": 7, + "wis": 8, + "cha": 10, + "passive": 9, + "cr": "1/2", + "senses": [ + "darkvision 60 ft." + ], + "senseTags": [ + "D" + ], + "languages": [ + "Understands all languages it spoke in life but can't speak" + ], + "languageTags": [ + "CS", + "LF" + ], + "vulnerable": [ + "bludgeoning" + ], + "immune": [ + "poison" + ], + "conditionImmune": [ + "exhaustion", + "poisoned" + ], + "action": [ + { + "name": "Shank", + "entries": [ + "The Spindle makes 4 Impale attacks." + ] + }, + { + "name": "Impale:", + "entries": [ + "{@atk m} {@hit 2} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage." + ] + } + ], + "environment": [ + "arctic", + "forest", + "grassland", + "swamp", + "underdark", + "urban" + ], + "alias": [ + "Skeleton", + "Scuttle" + ], + "fluff": { + "entries": [ + "A skull sitting atop a forest of thin, 12 foot long, sharp-ended limbs. If it stood still, one could mistake it for a patch of bleached bamboo.", + "To make a Spindle, a necromancer will require the following:", + "One medium humanoid skull.", + "Five medium skeletons worth of miscellaneous limbs.", + "The spell {@spell boneshaping|lornestflukesadvancedundead|}.", + "One hour." + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/qdOR3WY.jpeg" + } + } + ] + }, + "skill": { + "intimidation": "+2" + }, + "trait": [ + { + "name": "Unusual Design", + "entries": [ + "The Spindle cannot use armor or weapons." + ] + }, + { + "name": "Fragile Limbs", + "entries": [ + "The spindle loses speed equivalent to its lost health, and loses 1 use of Shank for every 10 health lost." + ] + }, + { + "name": "Abundance of Barbs", + "entries": [ + "Any creature attempting to push through the Spindles space will take {@dice 2d4} piercing damage." + ] + }, + { + "name": "Terrifying Appearance", + "entries": [ + "The Spindle has advantage on intimidation checks." + ] + } + ], + "tokenUrl": "https://i.imgur.com/qdOR3WY.jpeg", + "damageTags": [ + "P" + ] + }, + { + "name": "Splintered Forest", + "source": "LornestFlukesAdvancedUndead", + "page": 0, + "size": [ + "H" + ], + "type": "undead", + "alignment": [ + "L", + "E" + ], + "ac": [ + 12 + ], + "hp": { + "formula": "11d8 + 33", + "average": 82 + }, + "speed": { + "walk": 60 + }, + "str": 8, + "dex": 17, + "con": 16, + "int": 10, + "wis": 8, + "cha": 10, + "senses": [ + "darkvision 60 ft." + ], + "passive": 9, + "immune": [ + "poison" + ], + "vulnerable": [ + "bludgeoning" + ], + "conditionImmune": [ + "exhaustion", + "poisoned" + ], + "languages": [ + "understands all languages it spoke in life but can't speak" + ], + "cr": "1", + "trait": [ + { + "name": "Unusual Form", + "entries": [ + "The Splintered Forest cannot use armor or weapons." + ] + }, + { + "name": "Terrifying Appearance", + "entries": [ + "The Splintered Forest has advantage on intimidation checks." + ] + }, + { + "name": "Probing Thrusts", + "entries": [ + "When a creature enters or exits the reach of the Splintered Forest, it may make 1 Impale attack. These attacks do not take a reaction, but may not be made more than once each on a creature." + ] + }, + { + "name": "Abundance of Barbs", + "entries": [ + "Any creature attempting to push through the Splintered Forest's space will take {@damage 3d4} piercing damage." + ] + }, + { + "name": "Fragile Limbs", + "entries": [ + "The Splintered Forest loses 10 speed for every 20 health lost, and loses 1 use of Shank for every 20 health lost." + ] + } + ], + "action": [ + { + "name": "Shank", + "entries": [ + "The Splintered Forest makes 4 Impale attacks." + ] + }, + { + "name": "Impale", + "entries": [ + "{@atk m} {@hit 3} to hit, reach 10 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage." + ] + }, + { + "name": "Encroaching Spread", + "entries": [ + "The Splintered Forest spreads out over a 25ft. square, making this area difficult terrain. Any creature moving through this space takes {@damage 1d4} piercing damage for every 5ft of movement. Creatures behind or inside this spread of bones are considered to have 1/2 cover." + ] + } + ], + "senseTags": [ + "D" + ], + "languageTags": [ + "CS", + "LF" + ], + "skill": { + "intimidation": "+2" + }, + "miscTags": [ + "RCH" + ], + "environment": [ + "arctic", + "forest", + "grassland", + "swamp", + "underdark", + "urban" + ], + "fluff": { + "entries": [ + "Standing thirteen feet tall, a swaying, clacking jungle of needle-sharp spines, with a cluster of skulls grinning down from their perch atop the forest of gently swishing poles.", + "To make a Splintered Forest, a necromancer will require the following:", + "Five medium humanoid skulls.", + "Fifteen medium skeletons worth of miscellaneous limbs.", + "Two hours." + ] + }, + "alias": [ + "Skeleton" + ], + "damageTags": [ + "P" + ] + }, + { + "name": "Auric Doll", + "source": "LornestFlukesAdvancedUndead", + "page": 0, + "size": [ + "M" + ], + "type": "undead", + "alignment": [ + "N" + ], + "ac": [ + 13 + ], + "hp": { + "formula": "8d8 + 24", + "average": 60 + }, + "speed": { + "walk": 30 + }, + "str": 8, + "dex": 18, + "con": 16, + "int": 12, + "wis": 10, + "cha": 20, + "senses": [ + "darkvision 120ft." + ], + "passive": 10, + "vulnerable": [ + { + "vulnerable": [ + "fire", + "slashing" + ], + "preNote": "(", + "note": "only when being targeted by something with truesight or similar)" + } + ], + "languages": [ + "understands all languages it spoke in life" + ], + "cr": "2", + "languageTags": [ + "LF" + ], + "environment": [ + "arctic", + "coastal", + "desert", + "forest", + "grassland", + "hill", + "mountain", + "swamp", + "underdark", + "underwater", + "urban" + ], + "fluff": { + "entries": [ + "To those who possess truesight, it is a cloth and stuffing mannequin, with a sheath of powerful illusory magic around it. To those not gifted with such discerning eyes, the Auric Doll appears as an average human male.", + "The creation of the Auric Doll was pioneered by the necromancer Damian Themolïne.", + "To make an Auric Doll, an expert necromancer will require the following:", + "Half a bale of cotton.", + "Four burlap sacks.", + "A needle and thread.", + "A 3lb orb of solid gold.", + "A diamond worth at least 1000gp.", + "Two pieces of coal, onyx, or black ivory.", + "An absolute understanding of soul manipulation. ", + "At least 16 levels in the {@class wizard|phb|necromancy|necromancy} subclass.", + "A captive soul with a Charisma over 15.", + "An expert understanding of illusions.", + "An expert understanding of runework.", + "Proficiency with {@item jeweler's tools|phb}.", + "A mirror.", + "One week, the last day of which must be in complete seclusion, and total darkness. If the process is seen by anyone, including the necromancer performing it, the final casting will fail, and the components will be destroyed." + ] + }, + "alias": [ + "Puppet", + "Real" + ], + "senseTags": [ + "D" + ], + "resist": [ + "psychic" + ], + "trait": [ + { + "name": "Conviction Of Body", + "entries": [ + "The body of the Auric Doll acts like a normal human body, it bleeds, sweats, and breaks as though it was real. It's true form of cloth and stitching cannot be affected unless the one attempting to do so has truesight, or some other way of seeing its puppetered body. If this does happen however, it acts as cloth would:", + "vulnerability to fire, slashing, and acid damage, and -5 to contested strength checks against the observing creature.", + "When the Auric Doll is interacting with a creature that is affecting it in such a way, it makes a DC20 wisdom check. On a success, it Knows. On a failure, it remains ignorant. The DC of this check is reduced by 1 for every round the effects on its body last." + ] + }, + { + "name": "Conviction Of Mind", + "entries": [ + "The Auric Doll is resistant to psychic damage, and has advantage on saves against mental tampering spells." + ] + }, + { + "name": "Conviction Of Self", + "entries": [ + "The Auric Doll has a strong {@condition unconscious} aversion to mirrors. It will do anything in its power to avoid being around or looking into one. Should it be forced to, the reality of its existence will overcome the skein of ignorance that clothes its mind, and it the false life that articulates its splintered soul will cease.", + "Should the Auric Doll learn of the strings that bind its soul through other means, it will fall into a coma for exactly 1 minute, and upon waking will not remember the forbidden knowledge. " + ] + }, + { + "name": "Trailing Strings", + "entries": [ + "Any attempts to magically control the Auric Doll must make a magical attack roll against the Auric Dolls creators spell save DC for the spell to function." + ] + } + ], + "skill": { + "deception": "+7" + } + }, + { + "name": "Elysian Savant", + "source": "LornestFlukesAdvancedUndead", + "page": 0, + "size": [ + "L" + ], + "type": { + "type": "construct", + "tags": [ + "Undead" + ] + }, + "alignment": [ + "N" + ], + "ac": [ + 17 + ], + "hp": { + "formula": "12d10 + 96", + "average": 162 + }, + "speed": { + "walk": 35 + }, + "str": 22, + "dex": 20, + "con": 26, + "int": 20, + "wis": 16, + "cha": 13, + "senses": [ + "darkvision 60 ft." + ], + "passive": 17, + "immune": [ + "poison" + ], + "vulnerable": [ + "bludgeoning" + ], + "conditionImmune": [ + "exhaustion", + "poisoned" + ], + "cr": "7", + "action": [ + { + "name": "Bulging Tendons", + "entries": [ + "The Elysian Savant makes two melee attacks." + ] + }, + { + "name": "Strength Made Manifest", + "entries": [ + "Using the TrueSteel springs in its arms the Elysian Savant punches one creature with enough force to send them off their feet.", + "{@atk m} {@hit 11} to hit, reach 5 ft., one target. {@h}25 ({@damage 3d10 + 7}) bludgeoning damage.", + "the target creature is knocked {@condition prone}, and pushed 5ft for each size class below huge. ", + "This feature has two separate uses, with independent recharges.", + "This feature recharges after {@dice 1d4} rounds." + ] + } + ], + "senseTags": [ + "D" + ], + "environment": [ + "arctic", + "forest", + "mountain", + "swamp", + "underdark", + "urban" + ], + "fluff": { + "entries": [ + "Seven feet tall, a masterwork sculpture of bones in the shape of a man. Its body shivers and shifts, as though made of water, not thousands of bones. A pale violet glow seeps from between its bristling cage of ribs, and its eyesockets house pinpricks of purple fire. Its form is densely packed, and thick cables of flesh run through its limbs. The glint of metal shines through some of the cracks in-between its bones, and thin plates of purple alloy can be seen just below the surface.", + "The Elysian Savant is an extremely complicated pseudo-mechanical necromantic automaton, that can be inhabited by a soul. The one master soul resides in the Core, a 1.5ft. sphere of pure metal, with three-dimensional runework filling its inside. The main soul has many other souls slaved to it using these runes, providing it with enhanced magical reservoirs, exceptional reflexes and skills, and a dense psychic shield.", + "To make an Elysian Savant a necromancer will require the following: ", + "Six medium humanoid skeletons.", + "A {@item behir horn|LornestFlukesAdvancedUndead|}.", + "Something containing {@item bag of beans||chaotic} magic.", + "Four {@creature roper} tendrils (or similar).", + "An {@item Elemental Gem, Blue Sapphire||elemental sapphire}.", + "An {@item Ancient Blue Diamond|LornestFlukesAdvancedUndead|ancient blue diamond}.", + "A {@item diamond} worth at least 2000gp.", + "A {@item nothic eye|LornestFlukesAdvancedUndead|}.", + "12lb of {@item silver|phb|}, 8lb of {@item gold|phb|}, 5lb of {@item adamantine|WDH|}, and 550lb(55000gp) of truesteel.", + "The spell {@spell fabricate}.", + "Proficiency with {@item jeweler's tools|phb|}.", + "The spell {@spell glyph of warding}.", + "An experts understanding of runework.", + "At least eleven levels in the {@class wizard|phb|necromancy|necromancy} subclass.", + "At least six captive souls, two of which must be magic capable.", + "The spells {@spell soul cage|xge|} and {@spell magic jar}.", + "An expert understanding of the soul, and its functions.", + "The cantrip {@spell minor illusion}.", + "A minimum of three months." + ] + }, + "skill": { + "investigation": "+9", + "athletics": "+10", + "perception": "+7", + "history": "+9", + "insight": "+7" + }, + "resist": [ + "fire" + ], + "trait": [ + { + "name": "Absurd Density", + "entries": [ + "The Elysian Savant weighs 840lb." + ] + }, + { + "name": "Auric Web", + "entries": [ + "With its central self being comprised of multiple souls, the Elysian Savants capacity for manipulation of the weave is increased directly by the souls that have such a connection. It has as many additional spell slots as the weave-sensitive souls contain, eg: two level three wizard souls would give it 8 level one slots, and 4 level two. Additionally, it may concentrate on a number of extra spells whose combined level does not exceed the amount of souls in the Auric Web." + ] + }, + { + "name": "Animus Relegation", + "entries": [ + "Should the Elysian Savant be knocked {@condition unconscious} by any effect, arcane or material, it will regain consciousness in {@dice 1d4 x 6} seconds. If the effect is a continuous one, the Elysian Savant will default to attacking the nearest hostile creature, without access to any of its *Soulbound* abilities or spells." + ] + }, + { + "name": "Ankylosic Process", + "entries": [ + "At the start of its turn, the Elysian Savant shifts its mass around, replacing damaged structure with less important bones; gaining 5 temporary hp." + ] + }, + { + "name": "*Fulminated Vitality*", + "entries": [ + "If the Elysian Savant has not cast a spell on its turn and has access to sufficient spare bones (see list), it can use a spell slot to heal for {@dice 3d8} hp, with an additional {@dice 1d8} for each spell level above first.", + { + "type": "table", + "caption": "Bones", + "colLabels": [ + "Skeletal Structures", + "Health Points" + ], + "colStyles": [ + "col-6 text-center", + "col-4-5 text-center" + ], + "rows": [ + [ + "Skull", + "5hp" + ], + [ + "Torso", + "10hp" + ], + [ + "Legs", + "10hp" + ] + ] + } + ] + }, + { + "name": "Embedded Runewells", + "entries": [ + "The Elysian Savant houses a number of artificial wells of magic, used to carefully store and release spells, safeguard the Auric Web, and many other functions. These complicated structures are integral to the core functions of the Elysian Savant. If they are exposed to an {@spell antimagic field} for {@dice 1d4 x 6} seconds, the Elysian Savant will cease to function, releasing all its souls back into the world." + ] + }, + { + "name": "Endless Reservoir", + "entries": [ + "Embedded within its chest, the Elysian Savant houses a bag of holding, and an appendage for interacting with it. During its turn, the Elysian Savant can interact with the bag once without using an action." + ] + }, + { + "name": "*Lightning Reflexes*", + "entries": [ + "The Elysian Savant has two reactions. " + ] + }, + { + "name": "*Enforced Will*", + "entries": [ + "In the event of being a target of a soul-removing spell such as {@spell power word kill}, the Elysian Savant may make a Charisma save equal to 10 + the level of the spell used, with a bonus to the save equal to the amount of extra souls in the Core. On a successful save, the detached souls will immediately be forcibly reintroduced into the Core by a subsection of the Embedded Runewells. Full reconfiguration of the Auric Web is complicated, and will take {@dice 1d10 x 1d100} minutes to rebond and regain consciousness. " + ] + }, + { + "name": "*Incensed Repulsion*", + "entries": [ + "Should any mind reading, altering, or influencing spell be used on the Elysian Savant, it may make any associated saves with advantage, and should it succeed, the caster takes {@damage 1d12} psychic damage for each level of the spell used." + ] + }, + { + "name": "*Anima Compiler*", + "entries": [ + "Any soul not bound to a body or object within 10 feet of the Elysian Savant is entrapped in the core. The Elysian Savant may choose to either store it in a containment runewell, or consume it for a boost in magical power.", + "Absorbing a soul takes 1 round, mutliplied by 3 for every spell level the soul is worth. A non magical soul is worth 1 level for every 3 levels the soul is. A magical soul is worth half as many spell slots as it had in life. A Godsoul is worth more than you can store(DM's discretion)." + ] + } + ], + "conditionInflict": [ + "prone", + "unconscious" + ], + "bonus": [ + { + "name": "Fulgurous Emmission", + "entries": [ + "The Elysian Savant begins draining several bleed-off Runewells, empowering its lightning-based spells. All spells that deal lightning damage, or function on a property of lightning, are treated as 2 spell levels higher for 1 minute. This feature recharges after a long rest." + ] + }, + { + "name": "Adaptable Form", + "entries": [ + "The Elysian Savant can physically alter its form in a number of ways;", + "Slip: It can fit through a gap no smaller than 1.5ft. in diameter until the end of its turn.", + "Bulk: It can shift extra arms out of its body, adding two more attacks to its multiattack.", + "Stride: It can lengthen its legs, doubling its jump height and ignoring difficult terrain.", + "Reach: It can lengthen its arms, adding 5ft. to its reach.", + "Shift: It can shift its body to be less dense, gaining resistance to slashing and piercing damage.", + "Tense: It tensions its truesteel structure, gaining the Evasion trait.", + "Change: It can gain any two traits of its choice (DM's discretion) from any skeletal creature with a CR of 3 or less.", + "The Elysian Savant may only have 2 of these adaptations active at any time. If it already has two adaptations active and it uses this ability again, it loses an adaptation of its choice. All adaptations other than Slip last until dismissed. " + ] + } + ], + "reaction": [ + { + "name": "*Chaotic Paroxysms*", + "entries": [ + "When hit by an enemy for more than 25 magical damage, the Elysian Savant can use a reaction to force the enemy to roll on the Magical Mishaps table." + ] + } + ], + "alias": [ + "Skeleton", + "Bones", + "Op", + "The guy", + "The first step", + "All uphill from here", + "Beginning of the end" + ], + "languages": [ + "Common", + "Undercommon", + "Primordial", + "Abyssal", + "Dwarvish", + "Draconic" + ], + "languageTags": [ + "C", + "U", + "P", + "AB", + "D", + "DR" + ], + "save": { + "wis": "+7", + "int": "+9" + }, + "damageTags": [ + "B" + ] + }, + { + "name": "Reaver King", + "source": "LornestFlukesAdvancedUndead", + "page": 0, + "size": [ + "G" + ], + "type": { + "type": "construct", + "tags": [ + "Undead" + ] + }, + "alignment": [ + "C", + "E" + ], + "ac": [ + 20 + ], + "hp": { + "formula": "16d20 + 80", + "average": 248 + }, + "speed": { + "walk": 40 + }, + "str": 24, + "dex": 26, + "con": 20, + "int": 15, + "wis": 8, + "cha": 20, + "senses": [ + "darkvision 60 ft.", + "lifesense 800 ft." + ], + "passive": 9, + "immune": [ + "poison" + ], + "vulnerable": [ + "thunder" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "poisoned", + "stunned", + "unconscious" + ], + "cr": "12", + "trait": [ + { + "name": "Unusual Form", + "entries": [ + "The Reaver King cannot use weapons." + ] + }, + { + "name": "Terrifying Appearance", + "entries": [ + "The Reaver King has advantage on intimidation checks." + ] + }, + { + "name": "Towering Form", + "entries": [ + "The Reaver King ignores difficult terrain." + ] + }, + { + "name": "Life Seeking", + "entries": [ + "Creatures considered alive cannot benefit from being hidden from the Reaver King." + ] + }, + { + "name": "Animus Absorption", + "entries": [ + "The souls of its victims are eaten with boundless hunger.", + "Any creature killed by the Reaper king cannot be revived until it is destroyed. After 24 hours, souls contained by the Reaper King are subsumed, and lost forever." + ] + } + ], + "action": [ + { + "name": "Tireless Speed", + "entries": [ + "The Reaver King makes 3 attacks. " + ] + }, + { + "name": "Skewer", + "entries": [ + "{@atk m} {@hit 11} to hit, reach 15 ft., one target. {@h}24 ({@damage 5d6 + 7}) piercing damage. If target creature is below 1/2 of its hitpoints, that creature is {@condition grappled}, and must make a DC17 constitution check to escape. Every time they make this check, regardless of success or failure, the creature takes {@damage 2d12} piercing damage." + ] + }, + { + "name": "Swat", + "entries": [ + "{@atk m} {@hit 11} to hit, reach 20 ft., one airborne target. {@h}17 ({@damage 3d6 + 7}) bludgeoning damage. Target creature is knocked {@condition prone}, and falls to the ground." + ] + }, + { + "name": "Rudimentary Magic {@recharge 5}.", + "entries": [ + "The Reaver King blasts a 60ft. cone with crudely directed magical energy, heating up all living things it hits. Each creature in that area must make a DC17 constitution saving throw, taking 21 ({@damage 6d6}) fire damage on a failed save, or half as much damage on a successful one." + ] + }, + { + "name": "Psychic Trappings", + "entries": [ + "The Reaver King emits an aura of twisted psychic force in a 30ft. radius. All creatures in this area must make a DC17 charisma saving throw. On a failure, they must move as close as possible to the Reaver King." + ] + } + ], + "miscTags": [ + "RCH" + ], + "environment": [ + "arctic", + "forest", + "swamp" + ], + "fluff": { + "entries": [ + "A Reaper King can only be the result of the most twisted of minds, for only a necromancer with truly no grip on sanity could conceive of such an unholy abomination of mind and magic.", + "Standing at a jaw-dropping twenty feet tall, this twisted creation of flesh, bone, and metal is truly horrific. Its four limbs are solid metal, with bulging cords of muscle at every joint. Its tiny body hangs at twelve feet above the earth, and emanates a sickly orange light. A giants skull leers with glowing sockets, and its jaw shudders as it walks. Every step shakes the ground with its weight, and it moves far faster than something of its size has any right to. Every movement is precise, perfect, with no energy wasted. It seeks out life for the sole purpose of ending it. ", + "This creature is inspired by a particularly hidden gem of a story, Prey and a Lamb." + ] + }, + "skill": { + "intimidation": "+9", + "athletics": "+11" + }, + "senseTags": [ + "D" + ], + "save": { + "cha": "+9", + "str": "+11" + }, + "conditionInflict": [ + "grappled", + "prone" + ], + "resist": [ + "acid", + "cold", + "fire", + "slashing" + ], + "traitTags": [ + "Damage Absorption" + ], + "legendaryActions": 2, + "legendary": [ + { + "name": "Unreal Vigor", + "entries": [ + "The Reaver King makes a Skewer attack." + ] + }, + { + "name": "Perfect Presicion", + "entries": [ + "The Reaver King makes a Swat attack." + ] + }, + { + "name": "Unstoppable Force", + "entries": [ + "The Reaver King moves up to half of its movement." + ] + } + ], + "alias": [ + "Vile", + "Boss", + "Skeleton", + "Repulsive" + ], + "damageTags": [ + "B", + "F", + "P" + ] + }, + { + "name": "Scuttle", + "size": [ + "L" + ], + "type": "undead", + "source": "LornestFlukesAdvancedUndead", + "alignment": [ + "L", + "E" + ], + "ac": [ + 14 + ], + "hp": { + "formula": "3d8 + 6", + "average": 19 + }, + "speed": { + "walk": { + "number": 90, + "condition": "(when traveling in a straight line)" + }, + "climb": 60 + }, + "str": 8, + "dex": 20, + "con": 14, + "int": 7, + "wis": 8, + "cha": 10, + "passive": 9, + "cr": "1/2", + "senses": [ + "darkvision 60 ft." + ], + "senseTags": [ + "D" + ], + "languages": [ + "Understands all languages it spoke in life but can't speak" + ], + "languageTags": [ + "CS", + "LF" + ], + "vulnerable": [ + "bludgeoning" + ], + "immune": [ + "poison" + ], + "conditionImmune": [ + "exhaustion", + "poisoned" + ], + "action": [ + { + "name": "Ram:", + "entries": [ + "{@atk m} {@hit 7} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d4 + 5}) piercing damage." + ] + } + ], + "environment": [ + "arctic", + "mountain", + "swamp", + "underdark", + "urban" + ], + "alias": [ + "Skeleton", + "skitter" + ], + "fluff": { + "entries": [ + "A ball of pointy legs surrounding a cluster of limbs that clutch at whatever it deems important. Can often form passively in the underdark, and is seen speeding down the tunnels carrying corpses to its nest. Much more rarely, a stray soul can bond to a Scuttle, and it may carry around mementos of its past life: trinkets, old clothes, or even the remains of family." + ] + }, + "skill": { + "intimidation": "+2", + "acrobatics": "+7", + "athletics": "+1" + }, + "trait": [ + { + "name": "Unusual Design", + "entries": [ + "The Scuttle cannot use armor or weapons. " + ] + }, + { + "name": "Fragile Limbs", + "entries": [ + "The Scuttle loses speed equivalent to its lost health." + ] + } + ], + "save": { + "dex": "+7", + "con": "+4" + }, + "damageTags": [ + "P" + ] + }, + { + "name": "White Wraith", + "source": "LornestFlukesAdvancedUndead", + "page": 0, + "size": [ + "H" + ], + "type": { + "type": "construct", + "tags": [ + "Undead" + ] + }, + "alignment": [ + "L", + "E" + ], + "ac": [ + 14 + ], + "hp": { + "formula": "6d8 + 18", + "average": 45 + }, + "speed": { + "walk": 10, + "fly": { + "number": 40, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 10, + "dex": 15, + "con": 16, + "int": 10, + "wis": 16, + "cha": 8, + "save": { + "int": "+2", + "con": "+5" + }, + "senses": [ + "darkvision 120 ft." + ], + "passive": 15, + "immune": [ + "poison" + ], + "vulnerable": [ + "bludgeoning" + ], + "conditionImmune": [ + "exhaustion", + "poisoned" + ], + "languages": [ + "understands all languages it spoke in life but can't speak" + ], + "cr": "1", + "action": [ + { + "name": "Swift Reach", + "entries": [ + "The White Wraith makes 4 attacks." + ] + }, + { + "name": "Grasping Arms", + "entries": [ + "{@hit 4} to hit, reach 45 ft., one target. On hit target medium creature is {@condition grappled}. To free themselves, the {@condition grappled} creature must make a {@dc 14} Dexterity (acrobatics) check. The DC of this check increases by 2 for every additional arm that is grappling the creature." + ] + }, + { + "name": "Sharpened Fingers", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 45 ft., one target. {@h}5 ({@damage 1d6 + 2}) slashing damage." + ] + } + ], + "senseTags": [ + "SD" + ], + "languageTags": [ + "CS", + "LF" + ], + "miscTags": [ + "RCH", + "MW" + ], + "environment": [ + "arctic", + "coastal", + "forest", + "grassland", + "hill", + "mountain", + "swamp", + "urban" + ], + "skill": { + "perception": "+5", + "stealth": "+4" + }, + "fluff": { + "entries": [ + "A long spine laying lengthwise, with a large ribcage facing upwards. The center of the spine has electrum bars inset into the bone. Its neck twists down in the front, with a jawless skull peering at the ground below it. Eight many-jointed limbs sprout from the base of the neck, each one forty feet long at the least, with long, three-fingered hands. It can hide in thick cloudbanks, and picks off its prey simply by dropping them from a great height. ", + "It is quite common to see flocks of Sheaves resting in the ribcage of a White Wraith.", + "White wraiths cannot form naturally due to the necessity of electrum, and are usually made to patrol a necromancers territory.", + "To make a White Wraith, a necromancer will require the following:", + "One medium humanoid skull.", + "The spine and ribs of a {@creature Giant Constrictor Snake||giant snake} or similar.", + "Sixteen sets of medium humanoid limbs, or eight set of large.", + "Sixteen 1lb ingots of electrum.", + "A {@item diamond} worth at least 500gp.", + "The spell {@spell glyph of warding}.", + "The spell {@spell boneshaping|lornestflukesadvancedundead|}.", + "Three hours." + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/sVDq2OK.jpeg" + } + } + ] + }, + "trait": [ + { + "name": "Snaking Wisp", + "entries": [ + "The White Wraith has advantage on stealth checks when inside a cloud." + ] + }, + { + "name": "Reedy Limbs", + "entries": [ + "The 8 arms of the White Wraith have 15 hp each, and its hands can be considered to have a movement speed of 45ft. per turn. " + ] + } + ], + "conditionInflict": [ + "grappled" + ], + "tokenUrl": "https://i.imgur.com/sVDq2OK.jpeg", + "alias": [ + "Flight", + "Skeleton" + ], + "damageTags": [ + "S" + ] + }, + { + "name": "Osteolon", + "size": [ + "G" + ], + "type": { + "type": "undead", + "tags": [ + "titan" + ] + }, + "source": "LornestFlukesAdvancedUndead", + "alignment": [ + "U" + ], + "ac": [ + 18 + ], + "hp": { + "formula": "35d20 + 315", + "average": 682 + }, + "speed": { + "walk": 40, + "swim": { + "number": 60, + "condition": "Tendril Form" + } + }, + "str": 30, + "dex": 18, + "con": 28, + "int": 10, + "wis": 18, + "cha": 14, + "passive": 22, + "cr": "25", + "senses": [ + "darkvision 300 ft." + ], + "senseTags": [ + "SD" + ], + "languages": [ + "Understands all languages it spoke in life but can't speak" + ], + "languageTags": [ + "CS", + "LF" + ], + "vulnerable": [ + "bludgeoning", + "thunder" + ], + "immune": [ + "necrotic", + "poison" + ], + "conditionImmune": [ + "blinded", + "charmed", + "deafened", + "exhaustion", + "frightened", + "poisoned", + "prone", + "stunned" + ], + "trait": [ + { + "name": "Aura Of Freedom:", + "entries": [ + "All large or smaller corpses within 1 mile of the Osteolon rise up from the shackles of death as undead under its control, gain +5 to perception, and can communicate with each other irregardless of distance. This only affects creatures that have been dead for more than 1 hour." + ] + }, + { + "name": "Shattering Noise:", + "entries": [ + "When within 100ft. of the Osteolon, Perception checks utilizing sound are made with disadvantage. When within 40 ft., creatures are {@condition deafened}." + ] + }, + { + "name": "Teeming With Life:", + "entries": [ + "The Osteolon is refuge to {@dice 4d6} {@filter skeletal|bestiary|source=lornestflukesadvancedundead=b0~b0|miscellaneous=|search=skeleton} creatures of CR 1/2 or lower, as well as 2 Ivory Vices. These creatures are considered to be mounted on the Osteolon, and are scattered on top of and inside its body. Any creature attempting to scale the Osteolon may have to contend with these undead." + ] + }, + { + "name": "Necrosis Absorption:", + "entries": [ + "Whenever the Osteolon is subjected to necrotic damage, it takes no damage and instead regains a number of hit points equal to the necrotic damage dealt." + ] + }, + { + "name": "Siege Monster:", + "entries": [ + "The Osteolon deals double damage to objects and structures." + ] + }, + { + "name": "Immutable Form.", + "entries": [ + "The Osteolon is immune to any spell or effect that would alter its form." + ] + }, + { + "name": "Legendary Resistance (3/Day).", + "entries": [ + "If the Osteolon fails a saving throw, it may choose to succeed instead." + ] + }, + { + "name": "Absurd Bulk:", + "entries": [ + "The Osteolon may not take the dash action unless it is in its Striding Form." + ] + }, + { + "name": "Vast Mind:", + "entries": [ + "The Osteolon has advantage on saving throws against being {@condition charmed}. If it succeeds on a saving throw against such an effect, the creature instigating the effect takes 13 ({@damage 2d12}) psychic damage per spell level." + ] + }, + { + "name": "Immense Size:", + "entries": [ + "The Osteolon ignores difficult terrain, and it leaves a trail of churned earth behind it. Anywhere the Osteolon moves while in any form other than its Whipping Form, the ground underneath it becomes difficult terrain.", + "Any damaging spell effect that specifies that a creature may only be targeted once, eg;chain lightning, may target the Osteolon an unlimited number of times, at the DMs discretion." + ] + }, + { + "name": "Porus Surface:", + "entries": [ + "Acrobatics checks made to climb onto the Osteolon are made with advantage, and are made against a DC dependent on its current Form. The Osteolons space is not treated as difficult terrain for creatures climbing on its body, and creatures who ignore difficult terrain or have a climbing speed may dash as a bonus action.", + "Entrenched: DC12", + "Reaching: DC14", + "Striding: DC16", + "Whipping: DC18" + ] + }, + { + "name": "Radiant Core: (only if built using a hollow seraph)", + "entries": [ + "Once Reduced to 0 hitpoints, the Osteolons millions of bones cascade to the ground in a shower of ivory. The shifting, scintillating core now floats above the ground, its many interlocking rings and crystal spheres sliding in and out of three dimensional space. ", + "The Osteolon is now a {@creature Hollow Seraph|LornestflukesAdvancedUndead|} hovering 150 ft. from the ground." + ] + }, + { + "name": "Insatiable Draw:", + "entries": [ + "As long as it is in an area where the ground is made of dirt, sand, gravel, or some other permeable material, the Osteolon regains 30 hitpoints at the start of its turn." + ] + } + ], + "environment": [ + "coastal" + ], + "alias": [ + "Skeleton", + "big", + "boss", + "chad" + ], + "fluff": { + "entries": [ + "A truly awe-inspiring effort of magical prowess. No greater necromantic creation has ever graced the material plane.", + "An enormous amalgamation of millions of bones, towering 200 ft. above the earth, and 150 ft. across. Every step it takes shakes loose a hail of bones from its frame, constantly shifting and reforming its limbs. Its form has no truly set shape, and changes constantly, limbs and protrusions appearing and disappearing as it moves. Its body is crawling with other undead, as wherever it goes, corpses claw themselves from the earth to join it. It produces a deafening racket as it moves, and the very earth shakes at its passing.", + "To make an Osteolon, an expert necromancer will require the following:", + "A {@creature hollow seraph|LornestFlukesAdvancedUndead|}, or a bound godsoul, or three 9th level castings of {@spell animate dead|LornestFlukesAdvancedUndead|} per day.", + "Two million medium skeletons, or equivalent.", + "A runic array of stability 1 mile in diameter.", + "A stable {@spell gate} to the plane of negative energy.", + "One to three years.", + "Some way to distract the god of death." + ] + }, + "save": { + "dex": "+12", + "str": "+18", + "wis": "+12" + }, + "skill": { + "intimidation": "+10", + "athletics": "+18", + "perception": "+12" + }, + "resist": [ + "lightning", + "piercing", + "slashing" + ], + "legendaryActions": 3, + "action": [ + { + "name": "Entrenched Form:", + "entries": [ + "The Osteolon roots itself in the ground, and provides a significant increase to the mass and length of its upper appendages.", + "Its AC is 14 while in this form, and it cannot be forcibly moved by any effect, magical or physical. The Osteolon takes half damage from AOE effects while in this form, and its speed is 0." + ] + }, + { + "name": "Obliterate:", + "entries": [ + "This ability is restricted to the Entrenched Form.", + "The Osteolon twists back a gigantic newly-formed limb, aiming it a point it can see within 120 ft. of itself, and plants several huge poles of bone into the ground. At the start of its next turn the Osteolon may use its action to send its tower of bones into the ground faster than a lightning bolt. The point the Osteolon is aiming at can be determined by a perception check at the DMs discretion.", + "All creatures In a 50 ft. cylinder originating on the chosen point must make a DC20 Dexterity saving throw. On a failed save, the creatures take 130 ({@dice 20d12}) bludgeoning damage, and are knocked {@condition prone}. On a successful save, the creatures take half as much damage. Objects and structures automatically fail this save, and structures made of wood or other malleable materials take maximum damage." + ] + }, + { + "name": "Siesmic Convulsions (2/Day):", + "entries": [ + "This ability is restricted to the Entrenched Form.", + "The Osteolon shakes the very foundations of the earth it is rooted in. Every creature within 1000 ft. must make a DC20 Dexterity saving throw or fall {@condition prone}. Every building within range takes thunder damage equal to {@dice 1d4} times the buildings height. All terrain within 500 ft. becomes difficult terrain." + ] + }, + { + "name": "Heaving Limbs:", + "entries": [ + "This Ability is restricted to the Entrenched and Reaching Forms.", + "The Osteolon scoops up a huge chunk of nearby stone and earth, and hurls it like a beanbag. This attack displaces a 25 ft. cube of earth/stone. ", + "{@atk rw} {@hit 18}/{@hit 8} to hit, range 120/560 ft., up to three targets within 10 ft. of each other. {@h}52 ({@damage 4d20 + 10}) bludgeoning damage. ", + "If the Osteolon is using its Entrenched Form, it only adds {@hit 8} to its attack roll. If it is using the Reaching Form, it only deals 31 ({@damage 2d20 + 10}) bludgeoning damage." + ] + }, + { + "name": "Reaching Form:", + "entries": [ + "The Osteolon shoves most of its mass into two lengthy limbs, and it spreads its weight over many shorter legs. The two Ivory Vices upon its back are ferried to the ends of the limbs, and they lend their might to the Osteolon. The Ivory Vices have their own HP pools, but share the Osteolons AC. The Osteolons AC is 16 while in this form." + ] + }, + { + "name": "Undead Strength:", + "entries": [ + "This ability is restricted to the Reaching Form.", + "The Osteolon shapes the terrain around it as though it were sculpting with soft clay, and not stone and packed earth. It may select four 25 ft. cubes of earth and stone within 80 ft. of itself, and move them to another place within 80 ft.. The earth may be shaped into any configuration the Osteolon wishes, provided the shape is of a reasonable simplicity." + ] + }, + { + "name": "Practical Hands:", + "entries": [ + "This ability is restricted to the Reaching Form.", + "The Osteolon may choose 1 of the Ivory Vices, and use 1 of its abilities, but using the strength score of the Osteolon. The ability is considered to have a range of 50 ft. from the Osteolon." + ] + }, + { + "name": "Striding Form:", + "entries": [ + "The Osteolon Moves most of its mass into its now bristling underside, dozens of enormous legs tearing the ground to shreds underneath it. While in this form, the Osteolon may make an additional attack with its action." + ] + }, + { + "name": "Stomp:", + "entries": [ + "This ability is restricted to the Striding Form.", + "{@atk m} {@hit 18} to hit, reach 45 ft., one target. {@h}36 ({@damage 4d12 + 10}) bludgeoning damage." + ] + }, + { + "name": "Whipping Form:", + "entries": [ + "The majority of the Osteolons body stretches out into thousands of thin, whipping tentacles. Its AC is 20, and it takes double damage from AOE effects. All space within 80 ft. of the Osteolon is considered to be difficult terrain, and creatures moving towards the Osteolon in this area take 7 ({@damage 2d6}) slashing damage for every 5 ft. of movement." + ] + }, + { + "name": "Hurtling Spines:", + "entries": [ + "This ability is restricted to the Whipping Form.", + "The Osteolon sends the ends of several bone tendrils hurtling towards six creatures within range.", + "{@atk rw} {@hit 12} to hit, range 120/360 ft., up to six targets {@h}20 ({@damage 3d10 + 4}) piercing damage. " + ] + }, + { + "name": "Shred:", + "entries": [ + "This ability is restricted to the Whipping Form.", + "The Osteolon tears up a 50-foot-radius, 40-foot-high cylinder beneath it in a frenzy of slashing tendrils. ", + "Any creatures in the cylinder must make a DC18 Dexterity saving throw, taking 30 ({@damage 12d4}) slashing damage on a failure, or half as much on a success." + ] + }, + { + "name": "Lash:", + "entries": [ + "This ability is restricted to the Whipping Form.", + "{@atk m} {@hit 12} to hit, reach 70 ft., up to 8 targets. {@h}20 ({@damage 3d10 + 4}) slashing damage." + ] + } + ], + "miscTags": [ + "RW", + "RCH", + "AOE" + ], + "legendary": [ + { + "name": "Adaptation (Costs 2 Actions)", + "entries": [ + "The Osteolon changes its form. It cannot use this ability to change into Whipping Form." + ] + }, + { + "name": "Mental Tendrils:", + "entries": [ + "The Osteolon makes a Perception check to detect creatures in a 500 ft. radius. Invisibility does not affect this check. Creatures do not use stealth to contest this check, rather they must make either a Performance, or Deception saving throw." + ] + }, + { + "name": "Thunderous Strides:", + "entries": [ + "This ability is restricted to the Striding Form.", + "The Osteolon moves up to 40 ft." + ] + }, + { + "name": "Swift Movement:", + "entries": [ + "The Osteolon makes a single melee attack appropriate to its current Form." + ] + }, + { + "name": "Weight Of Will:", + "entries": [ + "The next attack the Osteolon makes deals force damage." + ] + } + ], + "legendaryHeader": [ + "The Osteolon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Osteolon regains spent legendary actions at the start of its turn." + ], + "conditionInflict": [ + "prone" + ], + "damageTags": [ + "B", + "P", + "S", + "Y" + ] + }, + { + "name": "Damian Themolïne", + "source": "LornestFlukesAdvancedUndead", + "page": 0, + "size": [ + "M" + ], + "type": { + "type": "monstrosity", + "note": "(Wizard)" + }, + "alignment": [ + "N" + ], + "ac": [ + 20 + ], + "hp": { + "formula": "30d6 + 180", + "average": 285 + }, + "speed": { + "walk": 40 + }, + "str": 16, + "dex": 20, + "con": 23, + "int": 26, + "wis": 16, + "cha": 16, + "senses": [ + "truesight 120 ft." + ], + "passive": 22, + "immune": [ + { + "immune": [ + "fire", + "necrotic", + "poison" + ] + }, + { + "immune": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "vulnerable": [ + "radiant" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "paralyzed", + "poisoned", + "stunned", + "unconscious" + ], + "trait": [ + { + "name": "Legendary Resistance (3/day)", + "entries": [ + "If Damian fails a saving throw, he can choose to succeed instead." + ] + }, + { + "name": "Mind of Glass", + "entries": [ + "Damian has honed his intellect to a razors edge. When rolling an Intelligence saving throw or ability check, Damian treats any roll of 9 or below as a roll of 10." + ] + }, + { + "name": "War Caster", + "entries": [ + "Damian has the {@feat war caster} feat." + ] + }, + { + "name": "Contingency", + "entries": [ + "Damian is always under the effects of a {@spell contingency} spell. When he falls to 0 hitpoints, the illusory body around his crystal core dissipates, and his soul vessel is immediately teleported to a hidden chamber in the lowest level of his laboratory. After {@dice 3d4} rounds, his soul core generates a new body. This new body starts with full hitpoints, but does not give any spell slots." + ] + }, + { + "name": "Irrepressible Offense", + "entries": [ + "Damian Themolïne ignores physical and elemental resistances." + ] + }, + { + "name": "Unusual Nature.", + "entries": [ + "Damian doesn't require air, food, drink, or sleep." + ] + }, + { + "name": "Justified Paranoia", + "entries": [ + "Damian cannot be surprised, caught unawares, or ambushed. He adds his intelligence modifier to his Initiative rolls." + ] + }, + { + "name": "Overwhelming Will", + "entries": [ + "Any attempts to read Damian's thoughts, influence his mind, or otherwise see the inner workings of his psyche will backfire. Damian makes any associated saves with advantage, being entirely unaffected on a failure, and turning the spell against its caster on a success. " + ] + }, + { + "name": "Avoidance", + "entries": [ + "If Damian is subjected to an effect that allows him to make a saving throw to only take half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails." + ] + }, + { + "name": "Multiplex Impossibilities", + "entries": [ + "Damian has 2 reactions." + ] + } + ], + "environment": [ + "arctic", + "desert", + "mountain", + "underdark" + ], + "fluff": { + "entries": [ + "Damian Themolïne was once human, but he has long since shed that mantle. He inhabits this plane only barely now, feverishly working to sever the last few strands of fate that bind him to physical reality as we know it. Above all else, he has always desired {@italic agency}. The power to act without outside forces dictating his choices. This desire, at first a simple aim towards immortality and power, has grown into a goal far more ambitious. Damian Themolïne now seeks to leave this crystal sphere, indeed to leave {@italic all} crystal spheres behind, to become a truly self-actuating being, outside the influence of gods and men. ", + "In his quest to achieve a truly self-made existence, Damian delved deep into a wide variety of magical pursuits, pursuits that have not made him many allies. Necromancy, soul-binding, chronurgy, and more have made him particularly unsavory to any official institutions, and have earned him the hatred of several churches. In particular, he hides from Primus, god of order, and the gods of death and fate.", + "His body shimmers and shines, a glowing imitation of a human form. Both eyes glow like doors to a furnace, and his thick eyebrows squint and wrinkle. His cheeks are thin and bony, and a black mustache drapes itself across his upper lip and down the corners of his mouth. His shoulders are sturdy, and his arms long. He wears a set of dark grey working clothes, simple pants and a heavy overcoat contrasted by shining black studded gloves and a pair of well-worn shoes. When he casts powerful spells, his body can be observed to briefly lose coherency at the edges, as though made of gas.", + "To those with truesight, he is practically incorporeal, a shell of willful illusion wrapped around a tiny spherical core of crystalline matter. " + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://lh3.google.com/u/0/d/1jbJe0H6YzTD-rghkmy99hGAcJ-RJebxu=w1920-h927-iv1" + } + } + ] + }, + "senseTags": [ + "U" + ], + "save": { + "dex": "+14", + "int": "+17", + "wis": "+12", + "con": "+15" + }, + "languages": [ + "Common", + "Undercommon", + "Primordial", + "Abyssal", + "Draconic", + "Dwarvish", + "Deep Speech" + ], + "languageTags": [ + "C", + "U", + "P", + "AB", + "DR", + "D", + "DS" + ], + "resist": [ + "cold", + "lightning", + "psychic" + ], + "cr": "30", + "skill": { + "athletics": "+14", + "insight": "+12", + "intimidation": "+12", + "investigation": "+17", + "perception": "+12", + "history": "+26", + "arcana": "+26" + }, + "traitTags": [ + "Legendary Resistances" + ], + "spellcasting": [ + { + "name": "Spellcasting", + "headerEntries": [ + "Damian Themolïne is a 30th level {@class wizard|phb|necromancy|necromancy} wizard. His spellcasting ability is Intelligence (spell save {@dc 25}, {@hit +17} to hit with spell attacks). Damian has access to the entire wizard spell list, but generally has the following wizard spells prepared:" + ], + "footerEntries": [ + "Damian Themolïne can concentrate on two spells at once, and may cast more than one leveled spell on any given turn." + ], + "will": [ + "{@spell misty step}", + "{@spell shield}" + ], + "rest": { + "1e": [ + "{@spell counterspell}", + "{@spell dispel magic}" + ] + }, + "spells": { + "0": { + "spells": [ + "{@spell fire bolt}", + "{@spell light}", + "{@spell mage hand}", + "{@spell mending}", + "{@spell toll the dead|XGE}" + ] + }, + "1": { + "spells": [ + "{@spell corpse command|LornestFlukesAdvancedUndead}", + "{@spell detect magic}", + "{@spell grease}", + "{@spell magic missile}", + "{@spell shield}" + ], + "slots": 4 + }, + "2": { + "spells": [ + "{@spell boneshaping|LornestFlukesAdvancedUndead}", + "{@spell misty step}", + "{@spell suggestion}", + "{@spell vortex warp|SCC}" + ], + "slots": 3 + }, + "3": { + "spells": [ + "{@spell counterspell}", + "{@spell dispel magic}", + "{@spell fireball}", + "{@spell lightning bolt}", + "{@spell spatial twist|LornestFlukesAdvancedUndead}" + ], + "slots": 3 + }, + "4": { + "spells": [ + "{@spell blight}", + "{@spell dimension door}", + "{@spell greater invisibility}" + ], + "slots": 3 + }, + "5": { + "spells": [ + "{@spell cloudkill}", + "{@spell hold monster}", + "{@spell scrying}", + "{@spell wall of force}" + ], + "slots": 3 + }, + "6": { + "spells": [ + "{@spell chain lightning}", + "{@spell damian's flaying blast|LornestFlukesAdvancedUndead}" + ], + "slots": 2 + }, + "7": { + "spells": [ + "{@spell forcecage}", + "{@spell teleport}" + ], + "slots": 2 + }, + "8": { + "spells": [ + "{@spell demiplane}", + "{@spell feeblemind}" + ], + "slots": 2 + }, + "9": { + "spells": [ + "{@spell damian's blasphemous vacuum|LornestFlukesAdvancedUndead}", + "{@spell power word kill}", + "{@spell wish}" + ], + "slots": 2 + } + }, + "ability": "int", + "type": "spellcasting" + } + ], + "spellcastingTags": [ + "CW" + ], + "legendary": [ + { + "name": "Weavestrain", + "entries": [ + "Damian casts a spell of 3rd level or lower." + ] + }, + { + "name": "Reinforce", + "entries": [ + "Damian points at an undead within 60 feet. That undead gains 20 temporary hitpoints, and a silvery sheen." + ] + } + ], + "isNamedCreature": true, + "legendaryHeader": [ + "Damian can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Damian regains spent legendary actions at the start of his turn." + ], + "action": [ + { + "name": "Auric Reservoir (1/Day):", + "entries": [ + "His body burns bright, losing its form for a moment, as Damian accesses deeper reservoirs of magic. To those sensitive to the weave, a great chill washes the air. Damian regains all spell slots of 7th level and lower." + ] + }, + { + "name": "Recollection (1/Day)", + "entries": [ + "Damian casts a spell of 9th level or lower from the {@filter wizard spell list|spells|class=wizard} at its lowest level without expending a spell slot. " + ] + } + ], + "tokenUrl": "https://lh3.google.com/u/0/d/1jbJe0H6YzTD-rghkmy99hGAcJ-RJebxu=w1920-h927-iv1", + "alias": [ + "Lich", + "Necromancer", + "He-Who-Rises", + "The Many-Handed" + ], + "bonus": [ + { + "name": "Recovery (1/Day):", + "entries": [ + "Damian's body reasserts itself. He regains 142 hitpoints." + ] + } + ], + "variant": [ + { + "name": "Simulacrum", + "entries": [ + "It is unlikely that Damian would face an enemy himself, unless that enemy had managed to penetrate his many layered defenses. It is far more likely that he would send a simulacrum instead. A simulacrum of Damian Themolïne would have the following traits:", + "Its hitpoint maximum would be halved, and it would be incapable of regaining hitpoints.", + "Its Auric Reservoir, Recovery, and Recollection actions would be removed.", + "It loses access to the Suffusal lair action, and the Overpower lair action does not provide it with a spell slot.", + "The Contingency trait would appear to function as normal, but anyone with truesight or {@spell detect magic} would notice the illusory snow during the teleportation sequence." + ], + "type": "variant", + "source": "LornestFlukesAdvancedUndead" + } + ], + "legendaryGroup": { + "name": "Damian Themolïne", + "source": "LornestFlukesAdvancedUndead" + }, + "savingThrowForcedLegendary": [ + "wisdom" + ], + "damageTagsSpell": [ + "F", + "I", + "L", + "N", + "O", + "Y" + ], + "savingThrowForcedSpell": [ + "charisma", + "constitution", + "dexterity", + "intelligence", + "wisdom" + ] + }, + { + "name": "Ivory Vice", + "source": "LornestFlukesAdvancedUndead", + "page": 0, + "size": [ + "G" + ], + "type": "undead", + "alignment": [ + "L", + "E" + ], + "ac": [ + { + "ac": 14, + "from": [ + "Stone Plates" + ] + } + ], + "hp": { + "formula": "10d20 + 30", + "average": 135 + }, + "speed": { + "walk": 20 + }, + "str": 22, + "dex": 12, + "con": 16, + "int": 7, + "wis": 8, + "cha": 8, + "senses": [ + "tremorsense 120 ft." + ], + "passive": 9, + "immune": [ + "poison" + ], + "vulnerable": [ + "bludgeoning" + ], + "conditionImmune": [ + "exhaustion", + "poisoned" + ], + "languages": [ + "understands all languages it spoke in life but can't speak" + ], + "cr": "4", + "trait": [ + { + "name": "Lumbering Form", + "entries": [ + "The Ivory Vice cannot take the dash action." + ] + } + ], + "action": [ + { + "name": "Flick", + "entries": [ + "{@atk m} {@hit 8} to hit, reach 10 ft., one target. {@h}31 ({@damage 8d4 + 6}) bludgeoning damage, and target is propelled {@dice 1d4 x 10} ft.. For every size class below huge, add 10ft.. If the target impacts a solid wall, they take bludgeoning damage equal to half of the roll made to determine distance." + ] + }, + { + "name": "Smush", + "entries": [ + "The Ivory Vice drops its bulk onto a 20x20ft. area directly below it. All creatures in that area must make a DC16 dexterity saving throw or take 20 ({@damage 4d6 + 6}) bludgeoning damage and be knocked {@condition prone}. On a successful save they take half damage and are not knocked {@condition prone}." + ] + }, + { + "name": "Grip", + "entries": [ + "All creatures in a 10ft. cube originating from the Ivory Vice must make a DC16 dexterity saving throw or be {@condition grappled} and {@condition restrained}. While it has creatures {@condition grappled} in this way, the Ivory Vice may not move under its own power." + ] + }, + { + "name": "Crush", + "entries": [ + "The Ivory Vice squeezes its stone-clad fingers together with undead vigor, utterly obliterating whatever it's grasping. Any creatures it is currently grappling take 55 ({@damage 10d10}) bludgeoning damage, and are {@condition stunned}. If a creature is reduced to 0 hitpoints in this way, it is immediately killed." + ] + } + ], + "senseTags": [ + "T" + ], + "languageTags": [ + "CS", + "LF" + ], + "miscTags": [ + "RCH" + ], + "environment": [ + "arctic", + "mountain", + "swamp", + "underdark", + "urban" + ], + "conditionInflict": [ + "prone" + ], + "fluff": { + "entries": [ + "An enormous hand built of bone, each finger fifteen feet long, and at least three feet wide. Its palm cuts off where it would attach to a wrist, and thick plates of stone coat its knuckles, inner fingers, and palm. Often found guarding gates and passages, these creations are slow, but dangerous. Many a cocky adventurer has been turned into a fine red paste because they strayed too close to this lumbering creation.", + "To make an Ivory Vice, an necromancer will require the following:", + "One large humanoid skull.", + "One large humanoid hand.", + "One hundred medium creatures worth of miscellaneous bones.", + "The spell {@spell fabricate}, or. proficiency with {@item mason's tools|phb|}.", + "Ten cubic feet of stone.", + "Proficiency with {@item jeweler's tools|phb|}. ", + "A novice understanding of runework.", + "Eight hours." + ] + }, + "alias": [ + "Skeleton", + "Boss", + "Hand", + "Grab" + ], + "skill": { + "athletics": "+8" + }, + "damageTags": [ + "B" + ] + }, + { + "name": "Hollow Seraph", + "size": [ + "G" + ], + "type": "construct", + "source": "LornestFlukesAdvancedUndead", + "alignment": [ + "L", + "N" + ], + "ac": [ + { + "ac": 22, + "from": [ + "spatial phasing" + ] + } + ], + "hp": { + "formula": "20d20 + 100", + "average": 310 + }, + "speed": { + "fly": { + "number": 45, + "condition": "hover" + }, + "canHover": true + }, + "str": 19, + "dex": 28, + "con": 20, + "int": 11, + "wis": 22, + "cha": 18, + "passive": 24, + "cr": "28", + "senses": [ + "darkvision 500 ft." + ], + "vulnerable": [ + "force" + ], + "immune": [ + { + "immune": [ + "lightning", + "necrotic", + "poison", + "psychic" + ] + }, + { + "immune": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "conditionImmune": [ + "blinded", + "charmed", + "deafened", + "exhaustion", + "incapacitated", + "poisoned", + "prone", + "unconscious" + ], + "action": [ + { + "name": "False Light:", + "entries": [ + "The hollow seraph makes two single target attacks." + ] + }, + { + "name": "Coronal Emission:", + "entries": [ + "{@atk r} {@hit 15} to hit, range 120ft, one target. {@h}47 ({@damage 6d12 + 8}) fire damage." + ] + }, + { + "name": "Directed Fold:", + "entries": [ + "{@atk r} {@hit 15} to hit, range 200ft, one target. {@h}24 ({@damage 3d10 + 8}) force damage. On a hit, all creatures within 40ft. of the targeted creature are pulled to its location." + ] + }, + { + "name": "Scintillating Beam:", + "entries": [ + "The Hollow Seraph uses its action to begin accumulating a bright white glow at its center. It is considered to be {@status concentration||concentrating} on a spell during this period. At the start of its next turn, it may use its action again to fire a scathing lance of pure magical energy forming a line 400 feet long and 30 ft. wide in a direction it chooses. Each creature in the line must make a DC20 Dexterity saving throw. A creature takes {@damage 10d20} force damage on a failed save, or half as much damage on a successful one. Any non magical objects caught in the beam take as much damage as the creature carrying them, and take max damage if they are stationary.", + "All inert matter within the beam that is not within the area of influence of a soul is destroyed." + ] + }, + { + "name": "Material Intent: (1/day)", + "entries": [ + "The Hollow Seraph enforces a magical imprint upon the world around it. It casts {@spell fabricate} with a casting time of 1 action, a maximum volume of a 60 ft. cube, and a range of 300 ft. Material type does not affect this casting." + ] + }, + { + "name": "Spatial Intent: (1/day)", + "entries": [ + "The Hollow Seraph casts {@spell plane shift} or {@spell teleport} without any components. It may target up to eight willing or unwilling creatures within 150ft. to take with it. Targeted creatures may make a save of their choosing with a DC of 20, and are not affected on a success." + ] + }, + { + "name": "Dimensional Anchor{@recharge 6}.", + "entries": [ + "The Hollow Seraphs core pulses brighter than the sun, and something appears directly underneath at a height it chooses.", + "The Hollow Seraph may choose what it summons from its list of connected demiplanes and locations. Whatever it summons must fit within a 30x30ft. cube. ", + "Some example of what it might have access to are as follows:", + "a demiplane full of lava.", + "as many {@creature skeleton||skeletal} creatures as can fit in a demiplane.", + "a group of mercenary {@creature veteran||soldiers}.", + "a {@creature black pudding}.", + "an enraged captive {@creature young white dragon||dragon}.", + "a {@creature goblin boss||tribe} of {@creature goblin||goblins}." + ] + }, + { + "name": "Damage Dispersal:", + "entries": [ + "The Hollow Seraph releases its time warped pools of energy storage, and folds them away from itself.", + "For every different type of damage stored, the Hollow Seraph places a 10 ft. radius sphere within 120 ft. of itself. No two spheres can overlap. Every creature in one of these spheres must make a DC20 Dexterity saving throw, taking however much damage is stored in that sphere on a failed save, or half as much on a success." + ] + } + ], + "trait": [ + { + "name": "Spatial Phasing:", + "entries": [ + "When it is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the Hollow Seraph instead takes no damage if it succeeds on the saving throw, and only half damage if it fails." + ] + }, + { + "name": "Damage Dispersal Pools", + "entries": [ + "Any damage mirrored using Damage Mirroring is stored in time locked rune pools. Every different type of damage is stored separately, but when Damage Dispersal is activated, all pools are emptied at once." + ] + }, + { + "name": "Unbroken Thoughts", + "entries": [ + "The Hollow Seraph has advantage on {@status concentration} saving throws." + ] + }, + { + "name": "Legendary Resistance (3/Day).", + "entries": [ + "If the Hollow Seraph fails a saving throw, it can choose to succeed instead." + ] + }, + { + "name": "Metastable Core", + "entries": [ + "The point of blinding light held in the center of the Hollow Seraph is a binding point between a hundred different demiplanes, worlds, and dimensions. If this point is touched by a creature, they must make a DC20 Strength or Charisma saving throw, or be sent at random to one of the connected locations. The creature can free itself with a contending Strength or Charisma check. This point can be damaged by hitting it with magical bludgeoning, piercing, and slashing, force, and psychic damage. Attacks against the core automatically crit on a hit. The core can only be hit from within the seventh crystal sphere. ", + "When the Hollow Seraph falls to 0HP, it's complex multi-dimensional structure falls away from the core. The core destabilizes over the next {@dice 1d10 + 5} rounds, after which it opens {@dice 3d20} {@spell gate||gates}, to random locations(DMs discretion). These gates last one minute before vanishing." + ] + }, + { + "name": "Inglorious Harmony", + "entries": [ + "All undead summoned by the Hollow Seraph gain resistance to nonmagical damage." + ] + }, + { + "name": "Immutable Form", + "entries": [ + "The Hollow Seraph is immune to any spell or effect that would alter its form." + ] + }, + { + "name": "Crystal Spheres", + "entries": [ + "The Hollow Seraph exists in more than three dimensions. It's body is made up of 7d hyper-toroids, that manifest as shifting rings and spheres to mortal eyes. These rings will actively try and prevent damage to the core, and act as shields. For a creature to bypass all 7 of these shields, they must perfectly time their movements. To pass through a sphere requires a DC15 Acrobatics, Perception, or Arcana check. The Perception or Arcana check may be made by a different creature, as long as they can both clearly see the rings in question(should be at least within 80ft.), and can communicate with the creature trying to pass through. For every ring past the first, the DC of the check increases by 1. For every 30ft. of movement speed it has, a creature may pass through one ring on a single check. Eg, with 90ft. of movement, a creature could pass through three rings with only one check. The DC of the check is as high as the deepest ring a creature is attempting to pass. On a failed check, a creature is ejected from all 7 rings. ", + "If a creature is in the ethereal plane when it tries to pass through a ring, it adds +5 to its check." + ] + } + ], + "environment": [ + "coastal" + ], + "alias": [ + "Boss", + "laser", + "Flying", + "Angel" + ], + "fluff": { + "entries": [ + "A whirling assembly of white interlocking rings, with glittering purple runes of crystal and stone set into the metal that makes up its mass. Different rings flicker in and out of three-dimensional space constantly, and a brilliant point of white light is suspended in the center of the whole construct. It is hard to look at, with light bending and flickering oddly through its warped space. In three dimensional space it takes up only a 30ft. sphere, but if one were to trespass through its layered spheres, they would find its internal space much more strange and expansive. ", + "On the rare occasion that it is destroyed, it's rings will lose their luster, and begin to fall, far slower than they should. As the rings move, they still shift and warp, forming impossible linkages. Once they hit the ground, it becomes apparent that the rings are heavier than their size would imply, sinking into solid stone like it was wet mud. An impossibly loud and pervasive clanging noise will ring out for the next few hours, as higher dimensional structures continue to collide and settle. High above, the blazing core will grow brighter and brighter until it erupts in a blinding flash of light, accompanied by ten thousand unearthly screams. Physical space near it is torn to shreds, dozens of holes appearing in reality for a short while, as the last of its knotted soul dissipates.", + "Few adventurers have ever seen this abomination of an arbiter, and fewer still have lived through their encounter. Damian plays his aces close to his chest.", + "It levitates 150ft from the ground, though no discernible source of propulsion is visible.", + "To make a Hollow Seraph, a master necromancer will require the following:", + "12000lb of adamantine.", + "8000lb of pure silver.", + "2000lb of gold.", + "1000lb of mithral.", + "10000gp worth of diamond dust.", + "A masters understanding of spatial manipulation.", + "The spell {@spell fabricate} cast at 9th level 9 times in one day.", + "A {@item sphere of annihilation|dmg|}.", + "Two-thousand four-hundred and one souls.", + "The {@spell gate} spell, cast forty-nine times in one day.", + "A masters understanding of runework.", + "Expertise with {@item jeweler's tools|phb}.", + "A way to hide from Primus.", + "Direct access to the winds of creation. {@italic (phlogiston, outside a crystal sphere)}", + "The spell {@spell wish}.", + "Ten years." + ] + }, + "skill": { + "arcana": "+8", + "investigation": "+8", + "perception": "+14" + }, + "resist": [ + "acid", + "cold", + "fire", + "thunder" + ], + "save": { + "wis": "+14", + "con": "+13", + "dex": "+17" + }, + "languages": [ + "Abyssal", + "Common", + "Primordial", + "Undercommon" + ], + "languageTags": [ + "AB", + "C", + "P", + "U" + ], + "legendary": [ + { + "name": "Damage Mirroring: (costs 2 actions)", + "entries": [ + "Until the start of its next turn, the Hollow Seraph adds half of all magical damage it takes, not accounting for vulnerability, resistance, or immunity, to its Damage Dispersal pools. " + ] + }, + { + "name": "Position Fold: (costs 1 action)", + "entries": [ + "The Hollow Seraph teleports up to 60 ft." + ] + }, + { + "name": "Unblinking Gaze: (costs 1 action)", + "entries": [ + "The Hollow Seraph gains 120ft. of truesight until the end of its next turn." + ] + }, + { + "name": "Brighter Still: (costs 1 action)", + "entries": [ + "The Hollow Seraph makes one single target attack." + ] + } + ], + "senseTags": [ + "SD" + ], + "traitTags": [ + "Immutable Form" + ], + "damageTags": [ + "F", + "O" + ] + }, + { + "name": "Surgeon", + "size": [ + "M" + ], + "type": "undead", + "source": "LornestFlukesAdvancedUndead", + "alignment": [ + "L", + "E" + ], + "ac": [ + { + "ac": 18, + "from": [ + "evasive action" + ] + } + ], + "hp": { + "formula": "11d8 + 11", + "average": 60 + }, + "speed": { + "walk": 30 + }, + "str": 8, + "dex": 20, + "con": 12, + "int": 7, + "wis": 12, + "cha": 7, + "passive": 11, + "cr": "3", + "senses": [ + "darkvision 60 ft." + ], + "senseTags": [ + "D" + ], + "languages": [ + "Understands all languages it spoke in life but can't speak" + ], + "languageTags": [ + "CS", + "LF" + ], + "vulnerable": [ + "bludgeoning" + ], + "immune": [ + "poison" + ], + "conditionImmune": [ + "exhaustion", + "poisoned" + ], + "action": [ + { + "name": "Flicking Limbs:", + "entries": [ + "The Surgeon makes 2 attacks." + ] + }, + { + "name": "Arterial Incision:", + "entries": [ + "{@atk m} {@hit 7} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) slashing damage. The target must make a Constitution save equal to or greater than the damage they took. On a failure, they gain 1 Bloodloss, and lose 3 ({@dice 1d6}) hitpoints at the start of their turn, until they staunch the Bloodloss by a {@dc 10} Medicine check, or Lesser Restoration. Lesser Restoration cures all stacks of Bloodloss.", + "If a creature has more than 1 Bloodloss, they may staunch an additional Bloodloss for every 5 they roll above the Medicine check. Eg; with a Medicine roll of 20, they may staunch 3 Bloodloss." + ] + }, + { + "name": "Sinew Snipping:", + "entries": [ + "{@atk m} {@hit 7} to hit, reach 10 ft., one target. {@h}8 ({@damage 1d6 + 5}) slashing damage. Target creature must make a DC15 Constitution save or lose 1 Dexterity. For every 2 Dexterity lost in this way, the creature loses 5ft. of movement speed. If the targets Dex score reaches 0, they are rendered {@condition paralyzed}. The damage done to their tendons is healed after a creature takes {@dice 1d4} long rests, or they have been magically healed by an amount equal to 5x their normal Dexterity score." + ] + }, + { + "name": "Hooked Barbs:", + "entries": [ + "{@atk m} {@hit 7} to hit, reach 10 ft., one target. {@h}12 ({@damage 2d6 + 5}) piercing damage. Target creature gains 1 Hooked and is {@condition grappled}. To free themselves they must make a Constitution check equal to 10+(2xHooked). Whether or not this check is successful, the creature takes 3 ({@damage 1d6}) slashing damage for every stack of Hooked.", + "The Surgeon may only have four Hooks active at any time." + ] + }, + { + "name": "Ivory Embezzlement:", + "entries": [ + "{@atk m} {@hit 7} to hit, reach 10 ft., one {@condition grappled} target. {@h}12 ({@damage 2d6 + 5}) slashing damage. The target must make a DC12 Strength saving throw, subtracting 2 from their roll for every stack of Hooked. On a failure, the target gains 1 Boneless, and the Surgeon gains 1 use of Apt Replacement. For every Boneless, the target loses 10 max hp, and takes a -1 to all ability checks, saves, and attack rolls. ", + "To recover from Boneless, an affected creature must either replace the stolen bones, or find suitable replacements/prosthetics. They may then be healed as normal." + ] + } + ], + "environment": [ + "arctic", + "forest", + "mountain", + "swamp", + "underdark", + "urban" + ], + "alias": [ + "Skeleton", + "Doctor", + "Support", + "Medic" + ], + "fluff": { + "entries": [ + "A ribcage and skull, with 6 long legs sprouting from the base. Folded up inside the ribcage are 10 many-jointed arms, each bearing some kind of medical implement. A Surgeon may look frail, but when paired with supporting creatures they can be devastating to those still made of flesh and blood. ", + "To make a Surgeon, a necromancer will require the following:", + "Six medium humanoid skeletons.", + "The spell {@spell boneshaping|lornestflukesadvancedundead|}.", + "Half an hour." + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/vEEH0ks.png" + } + } + ] + }, + "save": { + "dex": "+7" + }, + "skill": { + "medicine": "+3", + "sleight of hand": "+7" + }, + "miscTags": [ + "RCH" + ], + "trait": [ + { + "name": "Skittering Feet:", + "entries": [ + "When an enemy makes an attack against the Surgeon and misses, the Surgeon may move 5 feet. This movement does not provoke opportunity attacks." + ] + }, + { + "name": "Lengthy Implements:", + "entries": [ + "The Surgeon may make opportunity attacks on creatures entering its range." + ] + }, + { + "name": "Clattering Retort:", + "entries": [ + "The Surgeon has two reactions." + ] + } + ], + "bonus": [ + { + "name": "Apt Replacment:", + "entries": [ + "The Surgeon uses a stolen bone to heal a bone-based undead ally within 10ft. for 10hp." + ] + } + ], + "damageTags": [ + "P", + "S" + ] + }, + { + "name": "Bone Reaver", + "source": "LornestFlukesAdvancedUndead", + "page": 0, + "size": [ + "H" + ], + "type": "undead", + "alignment": [ + "C", + "E" + ], + "ac": [ + 16 + ], + "hp": { + "formula": "11d12 + 44", + "average": 115 + }, + "speed": { + "walk": 30 + }, + "str": 20, + "dex": 18, + "con": 18, + "int": 15, + "wis": 8, + "cha": 20, + "senses": [ + "darkvision 60 ft.", + "lifesense 300 ft." + ], + "passive": 9, + "immune": [ + "poison" + ], + "vulnerable": [ + "bludgeoning" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "poisoned", + "stunned", + "unconscious" + ], + "cr": "3", + "trait": [ + { + "name": "Unusual Form", + "entries": [ + "The Bone Reaver cannot use weapons." + ] + }, + { + "name": "Terrifying Appearance", + "entries": [ + "The Bone Reaver has advantage on intimidation checks." + ] + }, + { + "name": "Towering Form", + "entries": [ + "The Bone Reaver ignores difficult terrain." + ] + }, + { + "name": "Life Seeking", + "entries": [ + "Creatures considered alive cannot benefit from being hidden from the Bone Reaver." + ] + } + ], + "action": [ + { + "name": "Unnatural Swiftness", + "entries": [ + "The Bone Reaver makes 2 attacks. " + ] + }, + { + "name": "Skewer", + "entries": [ + "{@atk m} {@hit 11} to hit, reach 15 ft., one target. {@h}19 ({@damage 4d6 + 5}) piercing damage. If target creature is below 1/2 of its hitpoints, that creature is {@condition grappled}, and must make a DC15 constitution check to escape." + ] + }, + { + "name": "Crude Psychic Trappings", + "entries": [ + "The Bone Reaver targets a creature up to 60 ft. away, forcing it to make a DC13 charisma saving throw. On a failure, it must use its movement to get as close to the Bone Reaver as possible." + ] + } + ], + "miscTags": [ + "RCH" + ], + "environment": [ + "arctic", + "coastal", + "desert", + "mountain", + "swamp", + "underdark" + ], + "fluff": { + "entries": [ + "Usually the result of failed soul-splitting experiments, or perhaps the success of an unusually sadistic necromancer.", + "A Bone Reaver stands at fifteen feet tall, Its four huge limbs rising up, up, up, and jackknifing back down to suspend its tiny body ten feet in the air. Its misshapen metal torso holds a number of skulls pointing forward, all with roaring orbs of arcane fire burning in their eye sockets.", + "The Bone Reaver houses the shattered souls of multiple creatures, which act as its animus. With no proper sync or impetus upon which the souls can act, it acts purely on base instinct: hunger. It searches out living things and consumes them, both in body and mind. ", + "To make a Bone Reaver, a necromancer will require the following:", + "Six large humanoid skeletons.", + "One large cooking cauldron, or 50lb of iron and proficiency with {@item smith's tools|phb|}.", + "Four captive souls.", + "Twenty four hours." + ] + }, + "skill": { + "intimidation": "+7", + "athletics": "+7" + }, + "senseTags": [ + "D" + ], + "save": { + "str": "+7", + "cha": "+7" + }, + "conditionInflict": [ + "grappled" + ], + "alias": [ + "Skeleton" + ], + "damageTags": [ + "P" + ] + }, + { + "name": "Ossein Prince", + "size": [ + "L" + ], + "type": "undead", + "source": "LornestFlukesAdvancedUndead", + "alignment": [ + "L", + "E" + ], + "ac": [ + { + "ac": 14, + "from": [ + "bone plating" + ] + } + ], + "hp": { + "formula": "8d8 + 24", + "average": 60 + }, + "speed": { + "walk": 40, + "climb": 0 + }, + "str": 18, + "dex": 16, + "con": 16, + "int": 10, + "wis": 8, + "cha": 8, + "passive": 9, + "cr": "2", + "senses": [ + "darkvision 60 ft." + ], + "senseTags": [ + "D" + ], + "languages": [ + "Understands all languages it spoke in life but can't speak" + ], + "languageTags": [ + "CS", + "LF" + ], + "vulnerable": [ + "bludgeoning" + ], + "immune": [ + "poison" + ], + "conditionImmune": [ + "exhaustion", + "poisoned" + ], + "action": [ + { + "name": "Armed To The Teeth", + "entries": [ + "The Ossein Prince makes 2 melee attacks." + ] + }, + { + "name": "Heavy Blow", + "entries": [ + "{@atk m} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d4 + 4}) bludgeoning damage." + ] + }, + { + "name": "Iron Grip", + "entries": [ + "{@atk m} {@hit 6} to hit, reach 5 ft., on hit target medium or smaller creature or object is {@condition grappled}. To free themselves, the {@condition grappled} creature must make a {@dc 16} athletics check." + ] + }, + { + "name": "Sudden Slash", + "entries": [ + "The Ossein Prince makes a low swipe with one of its scythe arms, choosing up to 2 creatures within 10ft. Those creatures must make a DC16 dexterity saving throw, or take {@damage 1d6} slashing damage and be knocked {@condition prone}." + ] + }, + { + "name": "Oversized Sword", + "entries": [ + "{@atk m} {@hit 4} to hit, reach 10 ft., one target. {@h}15 ({@damage 2d10 + 4}) slashing damage." + ] + } + ], + "environment": [ + "arctic", + "mountain", + "swamp", + "underdark", + "urban" + ], + "alias": [ + "Skeleton", + "Gaurd" + ], + "fluff": { + "entries": [ + "An oversized humans torso with four arms, two of them sporting heavy scythes of bone. Its head is a bundle of skulls, sitting atop its broad shoulders. Its twelve foot frame rests upon a set of six clawed legs, spaced equidistantly. The rib cage is too thick to see through, and dense plates of bone protect the joints of its limbs. ", + "The Ossein Prince is an achievement for any aspiring necromancer, and will likely be backed by a small band of its other undead. This creature has enough woken memories that it can communicate with some semblance of intelligence, though it is still slaved to the will of its creator.", + "To make an Ossein Prince, a necromancer will require the following:", + "Three large humanoid skeletons.", + "Eight medium humanoid skeletons.", + "The spell {@spell boneshaping|LornestFlukesAdvancedUndead|} or two claws from a huge or gargantuan creature.", + "One hour." + ] + }, + "trait": [ + { + "name": "Stable Frame", + "entries": [ + "The Ossein Prince can only be knocked {@condition prone} by things larger than itself." + ] + } + ], + "save": { + "str": "+8", + "dex": "+5" + }, + "miscTags": [ + "RCH" + ], + "conditionInflict": [ + "blinded", + "grappled", + "prone" + ], + "bonus": [ + { + "name": "Entomb:", + "entries": [ + "If the Ossein Prince succeeds on a grapple attack, it may chose to entomb the creature in its rib cage. The entombed creature is {@condition grappled} and {@condition blinded}. The creature may make a contending strength check to free itself. The Ossein Prince cannot have more than one creature Entombed at one time." + ] + } + ], + "reaction": [ + { + "name": "Lightning Reflex", + "entries": [ + "If an attack is made against a friendly creature within 5ft., the Ossein Prince can use its reaction to have the attack target it instead." + ] + } + ], + "damageTags": [ + "B", + "S" + ] + }, + { + "name": "Brawler", + "source": "LornestFlukesAdvancedUndead", + "page": 0, + "size": [ + "L" + ], + "type": "undead", + "alignment": [ + "L", + "E" + ], + "ac": [ + 14 + ], + "hp": { + "formula": "4d10 + 12", + "average": 34 + }, + "speed": { + "walk": 30 + }, + "str": 15, + "dex": 14, + "con": 16, + "int": 7, + "wis": 8, + "cha": 8, + "save": { + "str": "+4" + }, + "skill": { + "athletics": "+4" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 9, + "immune": [ + "poison" + ], + "vulnerable": [ + "bludgeoning" + ], + "conditionImmune": [ + "exhaustion", + "poisoned" + ], + "languages": [ + "understands all languages it spoke in life but can't speak" + ], + "cr": "1/2", + "trait": [ + { + "name": "Blunt Force Trauma:", + "entries": [ + "On a successful hit against a creature that is below 1/4 of its max hp, that creature is {@condition incapacitated} until the end of its next turn." + ] + }, + { + "name": "Staggering Blows", + "entries": [ + "On a successful hit, the Brawler can move its target 5ft in any direction." + ] + } + ], + "action": [ + { + "name": "Mean Right Hook", + "entries": [ + "{@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 2d4 + 2}) bludgeoning damage." + ] + }, + { + "name": "Stone Hammer", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}12 ({@damage 3d6 + 2}) bludgeoning damage." + ] + } + ], + "senseTags": [ + "D" + ], + "languageTags": [ + "CS", + "LF" + ], + "miscTags": [ + "MW" + ], + "environment": [ + "arctic", + "coastal", + "desert", + "forest", + "grassland", + "hill", + "mountain", + "underdark", + "urban" + ], + "conditionInflict": [ + "incapacitated" + ], + "fluff": { + "entries": [ + "Eight feet tall, with broad shoulders. It's tiny skull is set partially into the ribcage, glimmering sockets glaring down from their perch. Two thick triple jointed legs shift and creak as layered bones rub against each other. Two huge arms wield a stone maul, spattered with blood.", + "To make a Brawler, a necromancer will require the following:", + "Six medium humanoid skeletons.", + "One large humanoid torso and skull." + ] + }, + "alias": [ + "Skeleton" + ], + "damageTags": [ + "B" + ] + }, + { + "name": "Hauler", + "source": "LornestFlukesAdvancedUndead", + "page": 0, + "size": [ + "H" + ], + "type": "undead", + "alignment": [ + "L", + "E" + ], + "ac": [ + 12 + ], + "hp": { + "formula": "10d12 + 30", + "average": 95 + }, + "speed": { + "walk": 25 + }, + "str": 18, + "dex": 9, + "con": 16, + "int": 6, + "wis": 8, + "cha": 5, + "senses": [ + "darkvision 60 ft." + ], + "passive": 9, + "immune": [ + "poison" + ], + "vulnerable": [ + "bludgeoning" + ], + "conditionImmune": [ + "exhaustion", + "poisoned" + ], + "languages": [ + "understands all languages it spoke in life but can't speak" + ], + "cr": "1", + "senseTags": [ + "D" + ], + "languageTags": [ + "CS", + "LF" + ], + "fluff": { + "entries": [ + "Scores of skeletal creatures, merged together under a wooden platform. A hundred legs propel it forward, and its back holds heavy cargo.", + "Used by necromancers as a mobile base, or to carry slower creations into battle. Can sometimes even be seen carrying a siege tower.", + "To make a Hauler, a necromancer will require the following:", + "Fifty medium skeletons with legs.", + "Six 15ft. boards." + ] + }, + "trait": [ + { + "name": "Distributed Weight", + "entries": [ + "The Hauler can carry 2160lb of gear on its back." + ] + }, + { + "name": "Laboring Backs", + "entries": [ + "Haulers can be used together to carry heavier loads. For each Hauler working together, double their carrying capacity." + ] + } + ], + "alias": [ + "Skeleton", + "Mule" + ], + "action": [ + { + "name": "Trample", + "entries": [ + "{@atk m} {@hit 6} to hit, reach 5ft, up to two targets next to each other. {@h}6 ({@damage 1d4 + 4}) and target creatures are knocked {@condition prone}." + ] + } + ], + "environment": [ + "arctic", + "coastal", + "desert", + "forest", + "grassland", + "hill", + "urban" + ] + }, + { + "name": "Grabber", + "source": "LornestFlukesAdvancedUndead", + "page": 0, + "size": [ + "M" + ], + "type": "undead", + "alignment": [ + "L", + "E" + ], + "ac": [ + 13 + ], + "hp": { + "average": 13, + "formula": "2d8 + 4" + }, + "speed": { + "walk": 30 + }, + "str": 16, + "dex": 12, + "con": 14, + "int": 6, + "wis": 8, + "cha": 5, + "skill": { + "athletics": "+5" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 9, + "immune": [ + "poison" + ], + "vulnerable": [ + "bludgeoning" + ], + "conditionImmune": [ + "exhaustion", + "poisoned" + ], + "languages": [ + "understands all languages it spoke in life but can't speak" + ], + "cr": "1/4", + "trait": [ + { + "name": "Special Frame", + "entries": [ + "When grappling a creature of medium size or smaller, the Grabbers speed is not halved." + ] + } + ], + "action": [ + { + "name": "Grasping Ribs", + "entries": [ + "{@atk m} {@hit 5} to hit, reach 5 ft, one target. {@h}target is {@condition grappled}." + ] + }, + { + "name": "Swat", + "entries": [ + "{@atk m} {@hit 5} to hit, reach 10 ft, one target. {@h} {@damage 1d4 + 3} slashing damage. Target creature is pushed 5ft away from the Grabber." + ] + } + ], + "senseTags": [ + "D" + ], + "languageTags": [ + "CS", + "LF" + ], + "conditionInflict": [ + "grappled" + ], + "fluff": { + "entries": [ + "The legs of this skeleton have been removed, and are replaced with an extension of the rib cage. Locomotion is provided by the two massively lengthened arms, each with a large spread of fingers. Cocky foes laugh at this creation, at least until it picks them up and jumps down a mineshaft.", + "To make a Grabber, a necromancer will require the following:", + "Two medium humanoid torsos. ", + "One medium humanoid skull." + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/ZV4TT7e.png" + } + } + ] + }, + "tokenUrl": "https://i.imgur.com/ZV4TT7e.png", + "alias": [ + "Skeleton" + ] + }, + { + "name": "Sheaf", + "size": [ + "M" + ], + "type": "undead", + "source": "LornestFlukesAdvancedUndead", + "alignment": [ + "C", + "E" + ], + "ac": [ + { + "ac": 13, + "from": [ + "thin membranes" + ] + } + ], + "hp": { + "formula": "2d8 + 2", + "average": 11 + }, + "speed": { + "walk": 5, + "climb": 0, + "fly": 40 + }, + "str": 6, + "dex": 15, + "con": 12, + "int": 5, + "wis": 8, + "cha": 8, + "passive": 9, + "cr": "1/4", + "senses": [ + "darkvision 60 ft." + ], + "senseTags": [ + "D" + ], + "languages": [ + "Understands all languages it spoke in life but can't speak" + ], + "languageTags": [ + "CS", + "LF" + ], + "vulnerable": [ + "bludgeoning", + "fire", + "slashing" + ], + "immune": [ + "poison" + ], + "conditionImmune": [ + "exhaustion", + "poisoned" + ], + "action": [ + { + "name": "Slicing Arms:", + "entries": [ + "{@atk m} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) slashing damage." + ] + }, + { + "name": "Clattering Descent:", + "entries": [ + "The Sheaf dives towards one creature it can see, moving 500 ft. per round, a rattling cluster of bones and cloth. Once it reaches its target, they must make a {@dc 13} Dexterity saving throw, on a failed save taking {@damage 1d4} piercing damage for every 50 ft. the Sheaf traveled (to a maximum of {@dice 10d4}), or no damage on a successful one. ", + "If the target fails their saving throw the Sheaf takes 1/10 the damage they took, but if the target succeeds, the Sheaf takes all the damage they would have." + ] + } + ], + "environment": [ + "arctic", + "desert", + "hill", + "mountain" + ], + "alias": [ + "Skeleton", + "bird", + "fly", + "wing", + "flight", + "airborne" + ], + "fluff": { + "entries": [ + "A collection of haphazard wings, made from cloth stretched tightly over thin bones. Several small bladed limbs stick out from the thin spine, and a skull leers out from in between the front-most wings.", + "Making flying creatures is hard to do with just skeletons. With residual memories stored in the bones, one must make sure that at least the wings are made of bones from birds, or some other flying creature. But for the end result to have enough brainpower to understand commands and follow them, a sentient creatures skull needs to be used. This creates a dissonance between the two halves of the skeleton, and it may act somewhat erratic and jittery.", + "While capable of aerial combat, a Sheaf is best suited for suicidal dive bombing. ", + "To make a Sheaf a necromancer will require the following:", + "One medium or small humanoid skull.", + "A spine.", + "Four small bird skeletons, or two medium bird skeletons.", + "Half a roll of canvas or cloth." + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/RTN4bAK.jpeg" + } + } + ] + }, + "trait": [ + { + "name": "Unusual Design:", + "entries": [ + "The Sheaf cannot use armor or weapons." + ] + }, + { + "name": "Raucous Flapping:", + "entries": [ + "The Sheaf automatically fails stealth checks while flying." + ] + }, + { + "name": "Flammable Wings:", + "entries": [ + "If the Sheaf takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn." + ] + } + ], + "skill": { + "acrobatics": "+4" + }, + "isNamedCreature": true, + "save": { + "dex": "+4" + }, + "tokenUrl": "https://i.imgur.com/RTN4bAK.jpeg", + "damageTags": [ + "S" + ], + "savingThrowForced": [ + "dexterity" + ] + }, + { + "name": "Ossein King", + "size": [ + "H" + ], + "type": "undead", + "source": "LornestFlukesAdvancedUndead", + "alignment": [ + "C", + "N" + ], + "ac": [ + { + "ac": 14, + "from": [ + "Stone Plating" + ] + } + ], + "hp": { + "formula": "12d12 + 48", + "average": 126 + }, + "speed": { + "walk": 35, + "climb": 0 + }, + "str": 20, + "dex": 13, + "con": 18, + "int": 16, + "wis": 11, + "cha": 10, + "passive": 12, + "cr": "3", + "senses": [ + "darkvision 60 ft." + ], + "senseTags": [ + "D" + ], + "languages": [ + "Understands all languages it spoke in life but can't speak" + ], + "languageTags": [ + "CS", + "LF" + ], + "vulnerable": [ + "bludgeoning" + ], + "immune": [ + "poison" + ], + "conditionImmune": [ + "exhaustion", + "poisoned" + ], + "action": [ + { + "name": "Wrath Of The Grave", + "entries": [ + "The Ossein King makes three melee attacks." + ] + }, + { + "name": "Shattering Strike", + "entries": [ + "{@atk m} {@hit 7} to hit, reach 10 ft, one target. {@h}9 ({@dice 1d8 + 5}) bludgeoning damage." + ] + }, + { + "name": "Curling Fingers", + "entries": [ + "{@atk m} {@hit 7} to hit, reach 10 ft, one target. {@h} target medium or smaller creature or object is {@condition grappled} and {@condition restrained}. " + ] + }, + { + "name": "Stone Maul", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 15 ft, one target. {@h}15 ({@dice 3d6 + 5}) bludgeoning damage. On a hit, target creature must make a DC13 Strength or Dexterity saving throw, being knocked {@condition prone} on a failure." + ] + } + ], + "environment": [ + "arctic", + "mountain", + "swamp", + "underdark", + "urban" + ], + "alias": [ + "Skeleton", + "Chad", + "Royalty" + ], + "fluff": { + "entries": [ + "A twenty foot tall monstrosity of bone, six huge clawed legs supporting an enormous torso, and eight foot wide shoulders bearing a set of four arms thicker than trees. A giants skull leers from its post atop the creature, while many smaller skulls can be seen peering through gaps in its bones. Its bushel of ribs emit a baleful purple glow, and huge stone plates adorn its shoulders and hips.", + "To make an Ossein King, a necromancer will require the following:", + "One huge humanoid skeleton.", + "Eight large humanoid skeletons.", + "Twelve medium skeletons.", + "The soul of a 2nd level spellcaster.", + "The spell {@spell boneshaping|lornestflukesadvancedundead|}.", + "The spell {@spell glyph of warding}.", + "Proficiency with {@item jeweler's tools|phb|} ", + "Two hours." + ] + }, + "skill": { + "athletics": "+7", + "perception": "+2", + "investigation": "+5" + }, + "trait": [ + { + "name": "Ankylosic Process", + "entries": [ + "At the start of its turn, the Ossein King shifts its mass around, replacing damaged structure with less important bones; gaining 5 temporary hp." + ] + }, + { + "name": "Multi-Faceted Attention", + "entries": [ + "Attacks against the Ossein King do not gain advantage from flanking." + ] + }, + { + "name": "Stable Frame", + "entries": [ + "The Ossein King can only be knocked {@condition prone} by things larger than itself." + ] + } + ], + "miscTags": [ + "MW" + ], + "bonus": [ + { + "name": "Crushing Grasp", + "entries": [ + "While it has a creature {@condition grappled}, the Ossein King may crush the creature using its bonus action. The creature or object makes a con save (if it is able) and takes 12 ({@damage 2d6 + 5}) bludgeoning damage on a failure, or half as much on a sucess." + ] + }, + { + "name": "Entomb", + "entries": [ + "If the Ossein King succeeds on a grapple attack, it may chose to entomb the creature in its rib cage. The entombed creature is {@condition grappled}, {@condition blinded}, and hidden from view. The creature may make a contending strength check to free itself." + ] + } + ], + "conditionInflict": [ + "blinded", + "grappled", + "prone" + ], + "spellcasting": [ + { + "name": "Soulbound Core", + "headerEntries": [ + "The Ossein King is a 2nd-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 13}, +5 to hit with spell attacks). The Ossein King has the following wizard spells prepared:" + ], + "spells": { + "0": { + "spells": [ + "{@spell minor illusion}", + "{@spell toll the dead|XGE}" + ] + }, + "1": { + "spells": [ + "{@spell charm person}", + "{@spell shield}", + "{@spell thunderwave}" + ], + "slots": 3 + } + }, + "ability": "int", + "type": "spellcasting" + } + ], + "spellcastingTags": [ + "CW" + ], + "save": { + "str": "+7", + "int": "+5" + }, + "damageTags": [ + "B" + ], + "damageTagsSpell": [ + "N", + "T" + ], + "savingThrowForcedSpell": [ + "constitution", + "wisdom" + ] + }, + { + "name": "Diplomat", + "size": [ + "H" + ], + "type": "undead", + "source": "LornestFlukesAdvancedUndead", + "alignment": [ + "L", + "N" + ], + "ac": [ + 18 + ], + "hp": { + "formula": "16d12 + 16", + "average": 120 + }, + "speed": { + "walk": 30, + "climb": 10 + }, + "str": 11, + "dex": 18, + "con": 12, + "int": 18, + "wis": 16, + "cha": 15, + "passive": 17, + "cr": "9", + "senses": [ + "darkvision 120 ft." + ], + "senseTags": [ + "SD" + ], + "languages": [ + "Common", + "Undercommon", + "Dwarvish" + ], + "languageTags": [ + "C", + "U", + "D" + ], + "vulnerable": [ + "bludgeoning" + ], + "immune": [ + "poison" + ], + "conditionImmune": [ + "exhaustion", + "poisoned" + ], + "action": [ + { + "name": "Burning Gaze (2/day)", + "entries": [ + "The Diplomats corona flares up, casting deep shadows underneath it.", + "All living creatures in a 500ft. cone must make a DC16 Charisma saving throw. On a failure, a creature glows a faint purple for the next 10 minutes, and cannot benefit from any form of concealment. On a success, there is no effect." + ] + }, + { + "name": "For Whom The Bell Tolls {@recharge 5}", + "entries": [ + "The Diplomat unfurls a massive finger, and the deep sound of a bell rocks the air.", + "The Diplomat points at 1 creature it can see within 500ft. that has a skeletal structure. That creature's skeleton is now under the Diplomats control. The creature may make a DC16 Strength saving throw at the start of each turn, or spend its turn doing whatever physical actions the Diplomat decides. The creature can not be made to cast spells, use psychic abilities, or use abilities that are purely flesh based, eg:a fighter's {@classFeature Second Wind|fighter||1}. The affected creature may cast spells that require only verbal components, though it must do so before the skeleton takes an action (DM's discretion).", + "The creature regains control of its skeleton after making two successful saving throws, or as a result of {@spell remove curse}, {@spell dispel magic}, or {@spell lesser restoration}." + ] + } + ], + "environment": [ + "arctic", + "coastal", + "desert", + "forest", + "grassland", + "hill", + "mountain", + "swamp", + "underdark", + "urban" + ], + "alias": [ + "Skeleton", + "Chad", + "General", + "Commander" + ], + "fluff": { + "entries": [ + "Twenty-two feet tall, an enormous bipedal construct of bone. It's limbs are plated with interlocking sheets of iron, and its four arms are long and thin. It's legs split into sharpened claws, digging into the mud. Its hands are spindly and lithe, despite being bigger than a man's body. Atop its body is a single floating skull, wreathed in a huge corona of purple flame. The skull's jaw is wide open, and it holds a sphere so bright it hurts to look at. No matter the angle, it always looks like it's watching.", + "Diplomats are commanders in the field, used for when a horde needs guidance more nuanced than a single directive. Imbued with a single soul and a gordian knot of control runes, a Diplomat is capable of rational thought and conversation. They are adept at battlefield strategy, and can enact those strategies by selectively commanding the hordes via telepathy. These undead constructs are only ever seen commanding great legions of the undying, and should be a primary target. ", + "To make a Diplomat, an expert necromancer will require the following: ", + "Eight large humanoid skeletons.", + "Twelve medium humanoid skeletons.", + "The skull of a military tactician.", + "The soul of a 9th level wizard.", + "A 6th level casting of {@spell continual flame|LornestFlukesAdvancedUndead}.", + "The spell {@spell fabricate}, or proficiency with {@item smith's tools|phb|}.", + "200lb of iron.", + "A adepts understanding of runework.", + "Proficiency in {@item jeweler's tools|phb|}.", + "One perfect sphere of {@item amethyst} worth at least 500gp.", + "Forty feet of silver wire.", + "Two days." + ] + }, + "spellcasting": [ + { + "name": "Soulbound Core", + "headerEntries": [ + "The Diplomat is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 16}, {@hit +8} to hit with spell attacks). The Diplomat has the following wizard spells prepared: " + ], + "spells": { + "0": { + "spells": [ + "{@spell message}", + "{@spell minor illusion}", + "{@spell mold earth|XGE}", + "{@spell toll the dead|XGE}" + ] + }, + "1": { + "spells": [ + "{@spell charm person}", + "{@spell shield}", + "{@spell thunderwave}" + ], + "slots": 4 + }, + "2": { + "spells": [ + "{@spell hold person}", + "{@spell magic mouth}", + "{@spell misty step}" + ], + "slots": 3 + }, + "3": { + "spells": [ + "{@spell counterspell}", + "{@spell sending}", + "{@spell slow}" + ], + "slots": 3 + }, + "4": { + "spells": [ + "{@spell dimension door}", + "{@spell vitriolic sphere|XGE}" + ], + "slots": 3 + }, + "5": { + "spells": [ + "{@spell passwall}", + "{@spell wall of force}" + ], + "slots": 1 + } + }, + "ability": "int", + "type": "spellcasting" + } + ], + "spellcastingTags": [ + "CW" + ], + "save": { + "dex": "+8", + "wis": "+7" + }, + "skill": { + "persuasion": "+6", + "perception": "+7" + }, + "resist": [ + "psychic" + ], + "trait": [ + { + "name": "Whispering Hordes", + "entries": [ + "The Diplomat can see and hear anything seen or heard by the undead under its control. " + ] + }, + { + "name": "Last Will And Testament", + "entries": [ + "If the Diplomat falls to 0HP, it releases a strong psychic imperative as it dies. It chooses up to 6 creatures it can see within 120ft.. These creatures must make a DC16 Intelligence saving throw. On a failure their location is known by all the undead the Diplomat controlled, as long as they are on the same plane of existence. On a success they merely glow purple. Regardless of a sucess or failure, all creatures marked this way become the sole targets of all undead under the diplomats control. These effects last for 24 hours, or until {@spell dispel magic} is cast on the creature." + ] + }, + { + "name": "Arcane Conduits", + "entries": [ + "All spells cast by the Diplomat have their range doubled. If a spell has a range of touch, it's range is 30ft.." + ] + }, + { + "name": "Blazing Web", + "entries": [ + "The Diplomat can have up to 250CR worth of undead linked under its control. The Diplomat may communicate with these undead so long as they are within 2 miles. These undead must have their control link strengthened every 3 days, which requires all of the Diplomat's spell slots." + ] + } + ], + "damageTagsSpell": [ + "A", + "N", + "O", + "T" + ], + "savingThrowForcedSpell": [ + "constitution", + "dexterity", + "wisdom" + ] + }, + { + "name": "Sentry", + "source": "LornestFlukesAdvancedUndead", + "page": 0, + "size": [ + "S" + ], + "type": "undead", + "alignment": [ + "L", + "E" + ], + "ac": [ + 12 + ], + "hp": { + "formula": "2d8 + 2", + "average": 11 + }, + "speed": { + "walk": 50 + }, + "str": 6, + "dex": 16, + "con": 12, + "int": 6, + "wis": 16, + "cha": 5, + "senses": [ + "darkvision 60 ft." + ], + "passive": 15, + "immune": [ + "poison" + ], + "vulnerable": [ + "bludgeoning" + ], + "conditionImmune": [ + "exhaustion", + "poisoned" + ], + "languages": [ + "understands all languages it spoke in life but can't speak" + ], + "cr": "1/8", + "senseTags": [ + "D" + ], + "languageTags": [ + "CS", + "LF" + ], + "fluff": { + "entries": [ + "A single jawless skull atop a pair of legs. One of the simplest of Damians designs, it makes an excellent scout or gaurd. ", + "To make a Sentry, a necromancer will require the following:", + "A medium or small humanoid skull.", + "A pair of medium or small legs from any creature." + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/cmkDJjX.jpeg" + } + } + ] + }, + "skill": { + "perception": "+5", + "stealth": "+5" + }, + "action": [ + { + "name": "Wail:", + "entries": [ + "The Sentry begins expending the very energies that sustain it to broadcast a rudimentary warning to nearby allies. The Sentry spends 1 hitpoint to send a simple feeling of danger to all allies within 500ft.. This feeling of danger is directional, though distance is not communicated. " + ] + } + ], + "reaction": [ + { + "name": "Shriek:", + "entries": [ + "When a creature moves within 30ft., the Sentry spends 3 hitpoints to scatter that creatures thoughts. They must make a DC13 Wisdom saving throw, subtracting 1 from all attack rolls and ability checks until the start of their next turn, or subtracting 1 from only the next attack roll they make on a success. Constructs, Undead, and creatures with 2 INT or lower are unaffected." + ] + } + ], + "alias": [ + "skeleton", + "gaurd" + ], + "environment": [ + "arctic", + "coastal", + "desert", + "forest", + "hill", + "mountain", + "swamp", + "underdark" + ], + "tokenUrl": "https://i.imgur.com/cmkDJjX.jpeg" + }, + { + "name": "Bulker", + "size": [ + "M" + ], + "type": "undead", + "source": "LornestFlukesAdvancedUndead", + "alignment": [ + "L", + "E" + ], + "ac": [ + 11 + ], + "hp": { + "formula": "3d8 + 3", + "average": 16 + }, + "speed": { + "walk": 25 + }, + "str": 16, + "dex": 8, + "con": 12, + "int": 6, + "wis": 8, + "cha": 4, + "passive": 9, + "cr": "1/4", + "senses": [ + "darkvision 60 ft." + ], + "senseTags": [ + "D" + ], + "languages": [ + "Understands all languages it spoke in life but can't speak" + ], + "languageTags": [ + "CS", + "LF" + ], + "vulnerable": [ + "bludgeoning" + ], + "immune": [ + "poison" + ], + "conditionImmune": [ + "exhaustion", + "poisoned" + ], + "action": [ + { + "name": "Unarmed Strike:", + "entries": [ + "{@atk m} {@hit 5} to hit, reach 5ft, one target. {@h}5 ({@damage 1d4 + 3}) " + ] + } + ], + "trait": [ + { + "name": "Pummel:", + "entries": [ + "on a successful melee hit on a creature with less than half of its hitpoints, the Bulker may make an extra melee attack as part of the same action." + ] + } + ], + "environment": [ + "arctic", + "mountain", + "swamp", + "underdark", + "urban" + ], + "alias": [ + "Skeleton", + "Gainz" + ], + "fluff": { + "entries": [ + "Shorter than a normal skeleton, with thick, heavy arms. Its skull has no neck, and is simply attached directly to the spine in between the shoulder blades.", + "To make a Bulker, a necromancer will require the following:", + "One medium humanoid skull.", + "Two medium humanoid torsos.", + "One set of medium humanoid legs." + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/vpn9O6T.png" + } + } + ] + }, + "tokenUrl": "https://i.imgur.com/vpn9O6T.png" + }, + { + "name": "Ossein Knight", + "size": [ + "M" + ], + "type": "undead", + "source": "LornestFlukesAdvancedUndead", + "alignment": [ + "L", + "E" + ], + "ac": [ + { + "ac": 20, + "from": [ + "{@item plate armor|phb|rusty plate}", + "{@item tower shield|LornestFlukesAdvancedUndead}" + ] + } + ], + "hp": { + "formula": "4d8 + 12", + "average": 30 + }, + "speed": { + "walk": 30 + }, + "str": 16, + "dex": 8, + "con": 16, + "int": 9, + "wis": 8, + "cha": 9, + "passive": 9, + "cr": "2", + "senses": [ + "darkvision 60 ft." + ], + "senseTags": [ + "D" + ], + "languages": [ + "Understands all languages it spoke in life but can't speak" + ], + "languageTags": [ + "CS", + "LF" + ], + "vulnerable": [ + "fire" + ], + "immune": [ + "poison" + ], + "conditionImmune": [ + "exhaustion", + "poisoned" + ], + "action": [ + { + "name": "Memories of Muscle:", + "entries": [ + "The Ossein Knight makes two melee attacks." + ] + }, + { + "name": "Slash:", + "entries": [ + "{@atk m} {@hit 5} to hit, reach 5ft, one target. {@h}10 ({@damage 2d6 + 3}) " + ] + }, + { + "name": "Shield Bash:", + "entries": [ + "{@atk m} {@hit 5} to hit, reach 5ft, one target. {@h}6 ({@damage 1d6 + 3}) target large or smaller creature must make a DC13 Constitution check or be {@condition stunned} until the end of their next turn. " + ] + } + ], + "trait": [ + { + "name": "Unrelenting", + "entries": [ + "on a successful melee hit on a creature with less than half of its hitpoints, the Ossein Knight may make an extra melee attack as part of the same action." + ] + }, + { + "name": "Stable Frame", + "entries": [ + "The Ossein Knight can only be knocked {@condition prone} by things larger than itself." + ] + } + ], + "environment": [ + "arctic", + "mountain", + "swamp", + "underdark", + "urban" + ], + "alias": [ + "Skeleton", + "Knight", + "Soldier" + ], + "fluff": { + "entries": [ + "Its four armored legs spread out to keep it stable, attaching to a bulky body covered with a breastplate of steel. Padding can be seen in the gaps between the armor, and it moves without the clickety-clack so common to skeletons. Two doubled-up arms wield a tower shield and a greatsword, and its glittering sockets glare from behind a rusting helmet. ", + "To make an Ossein Knight, a necromancer will require the following:", + "Two medium humanoid skeletons of trained soldiers.", + "A suit of {@item plate armor|phb|}, or other enclosed armor.", + "A {@item shield|phb|}.", + "A {@item greatsword|phb|}, or other martial weapon.", + "Two bedrolls, or similar.", + "One hour." + ] + }, + "resist": [ + { + "resist": [ + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "conditionInflict": [ + "prone" + ], + "reaction": [ + { + "name": "Parry", + "entries": [ + "The Ossein Knight adds its proficiency bonus to its AC against one melee attack that would hit it as a reaction." + ] + } + ], + "actionTags": [ + "Parry" + ] + }, + { + "name": "Graven Image", + "size": [ + "M" + ], + "type": "undead", + "source": "LornestFlukesAdvancedUndead", + "alignment": [ + "N" + ], + "ac": [ + { + "ac": 18, + "from": [ + "{@item plate armor|phb|}" + ] + } + ], + "hp": { + "formula": "10d8 + 40", + "average": 85 + }, + "speed": { + "walk": 30 + }, + "str": 18, + "dex": 17, + "con": 18, + "int": 11, + "wis": 12, + "cha": 14, + "passive": 14, + "senses": [ + "darkvision 60 ft." + ], + "senseTags": [ + "D" + ], + "languages": [ + "Understands all languages it spoke in life but can only speak using memories of past coversations." + ], + "languageTags": [ + "CS", + "LF" + ], + "immune": [ + "cold", + "poison" + ], + "conditionImmune": [ + "exhaustion", + "poisoned" + ], + "action": [ + { + "name": "Onslaught:", + "entries": [ + "The Graven Image makes three melee attacks. Alternatively, it can make two ranged attacks with its bow." + ] + }, + { + "name": "Oversized Longbow:", + "entries": [ + "{@atk rw} {@hit 7} to hit, range 120/480 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage. " + ] + }, + { + "name": "Eveningstar:", + "entries": [ + "{@atk m} {@hit 7} to hit, reach 5ft, one target. {@h}10 ({@damage 1d12 + 4}) bludgeoning damage." + ] + } + ], + "trait": [ + { + "name": "Legendary Resistance (2/Day).", + "entries": [ + "If the Graven Image fails a saving throw, it can choose to succeed instead." + ] + }, + { + "name": "Unbreakable", + "entries": [ + "When the Graven Image falls to 0 hit points, its armor breaks away, and the skeleton draped in treasures underneath is revealed. It gains 40hp, and its AC is now 15. It's initiative is changed so that its turn comes after the current one. ", + "While in this state, the Graven Image's attacks deal an additional {@damage 1d6} fire damage on both a hit or a miss." + ] + }, + { + "name": "Wrath", + "entries": [ + "When the Graven Image is below 1/2 of its hitpoint maximum, its attacks deal an additional {@damage 1d6} fire damage." + ] + }, + { + "name": "Blinding Beacon", + "entries": [ + "The Graven Image sheds bright light for 25 feet, and dim light for an additional 25 feet. Creatures in this light have disadvantage on attacks made against undead other than the Graven Image." + ] + } + ], + "environment": [ + "arctic", + "desert", + "mountain", + "underdark", + "urban" + ], + "alias": [ + "Skeleton", + "Special", + "Hero" + ], + "fluff": { + "entries": [ + "A hulking suit of armor, bright purple light leaking out from the joints. Underneath the hardened steel and thick padding is the skeleton of a long-dead warrior, its heavily engraved bones bedecked with rings, chains, jeweled bracelets, and silvery silks. In its gauntlets it holds a massive iron {@item eveningstar|LornestFlukesAdvancedUndead}. ", + "A Graven Image is made from the remains of an especially notable warrior. Well kept bones surrounded by memorable objects and writings of past deeds end up as particularly potent forces of latent memory. Enough, even, to overpower the vicious puppeteering of the plane of negative energy. A graven image is not driven to kill the living when not under an arcane lock as a lesser skeleton would, instead it acts as it did in life, reacting to the world around it and seeking out things it remembers. It is almost capable of coherent communication, though results may vary. Because of their wealth of latent will, Graven Images tend to be difficult to control. When you use a bonus action to control a Graven Image under the effects of {@spell animate dead|LornestFlukesAdvancedUndead|}, it makes a wisdom saving throw against your spell save DC {@italic if} the order is something it is disinterested in doing. On a successful save, it may ignore the order.", + "To make a Graven Image, a necromancer will require the following:", + "The undisturbed skeleton of a powerful warrior from a well kept grave or tomb, and 1500gp worth of possessions taken from the same burial place.", + "A suit of {@item plate armor|phb}.", + "An {@item eveningstar|LornestFlukesAdvancedUndead|}.", + "The spell {@spell continual flame|LornestFlukesAdvancedUndead} cast at 5th level.", + "The spell {@spell negative energy flood|xge}.", + "An apprentices understanding of runework.", + "Proficiency with {@item jeweler's tools|phb}.", + "Two days." + ] + }, + "resist": [ + { + "resist": [ + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "reaction": [ + { + "name": "Riposte", + "entries": [ + "The Graven Image adds 3 to its AC against one melee attack that would hit it as a reaction. If this causes the attack to miss, it may make a melee attack against a creature in range." + ] + } + ], + "actionTags": [ + "Parry" + ], + "cr": "6", + "skill": { + "athletics": "+7", + "acrobatics": "+6", + "intimidation": "+5", + "perception": "+4" + }, + "miscTags": [ + "RW" + ], + "save": { + "dex": "+6", + "wis": "+4" + }, + "vulnerable": [ + "psychic" + ], + "variant": [ + { + "name": "Heroic Remains", + "entries": [ + "If the warrior the Graven Image was made from was of truly great renown, its memories will be even stronger. Its CR is 8, and it has the following traits and abilities.", + { + "name": "Fury", + "type": "entries", + "entries": [ + "Its weapons deal magical damage." + ] + }, + { + "name": "Glory", + "type": "entries", + "entries": [ + "When the Graven Image reduces a creature to 0 hitpoints, it regains 30 hitpoints." + ] + }, + { + "name": "Command", + "type": "entries", + "entries": [ + "The Graven Image uses it action to command the undead near it. It chooses up to 6 undead it can see within 120 feet, and gives them an order. That order can be a single attack action, up to half the creatures movement, or the help action. A creature ordered in this way takes the specified action immediately." + ] + } + ], + "type": "variant" + } + ], + "damageTags": [ + "B", + "P" + ] + }, + { + "name": "Weaver", + "size": [ + "L" + ], + "type": "undead", + "source": "LornestFlukesAdvancedUndead", + "alignment": [ + "C" + ], + "ac": [ + 10 + ], + "hp": { + "formula": "11d10 + 11", + "average": 71 + }, + "speed": { + "walk": 20 + }, + "str": 8, + "dex": 7, + "con": 12, + "int": 18, + "wis": 11, + "cha": 9, + "passive": 10, + "cr": "1", + "senses": [ + "darkvision 60 ft." + ], + "senseTags": [ + "D" + ], + "languages": [ + "Understands all languages it spoke in life but can't speak" + ], + "languageTags": [ + "CS", + "LF" + ], + "vulnerable": [ + "bludgeoning" + ], + "immune": [ + "poison" + ], + "conditionImmune": [ + "exhaustion", + "poisoned" + ], + "environment": [ + "arctic", + "forest", + "mountain", + "swamp", + "underdark", + "urban" + ], + "alias": [ + "Skeleton", + "Battery", + "Support", + "Caster" + ], + "fluff": { + "entries": [ + "Eight bulky legs made of layered bones join under a large ribcage made of a dozen grasping arms, holding thirty-six skulls in a rattling cluster. It dodders across the battlefield, tenuous strands of light linking it to other creatures.", + "To make a Weaver, a necromancer will require the following:", + "Eight medium humanoid skeletons.", + "Twenty-eight humanoid skulls.", + "The soul of a 3rd level spellcaster.", + "Thirty-six souls.", + "A 3rd level casting of {@spell continual flame|lornestflukesadvancedundead|}", + "An adepts understanding of runework.", + "Proficiency with {@item jeweler's tools|phb|}.", + "The spell {@spell boneshaping|lornestflukesadvancedundead|}.", + "Half an hour." + ] + }, + "skill": { + "arcana": "+5" + }, + "save": { + "int": "+5", + "cha": "+1" + }, + "spellcasting": [ + { + "name": "Spellcasting", + "headerEntries": [ + "The Weaver is a 3rd-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 14}, {@hit +6} to hit with spell attacks). The Weaver has the following wizard spells prepared: " + ], + "footerEntries": [ + "The Weaver cannot cast spells itself, and must use its thaumic heart to send spells to its minions. It is almost always seen in the company of at least four {@creature threadbearer|lornestflukesadvancedundead|threadbearers}, through which it casts its spells." + ], + "spells": { + "0": { + "spells": [ + "{@spell fire bolt}", + "{@spell minor illusion}", + "{@spell mold earth|XGE}" + ] + }, + "1": { + "spells": [ + "{@spell jump}", + "{@spell longstrider}", + "{@spell Tasha's hideous laughter}", + "{@spell thunderwave}" + ], + "slots": 4 + }, + "2": { + "spells": [ + "{@spell invisibility}", + "{@spell vortex warp|SCC}", + "{@spell web}" + ], + "slots": 2 + } + }, + "ability": "int", + "type": "spellcasting" + } + ], + "spellcastingTags": [ + "CW" + ], + "action": [ + { + "name": "Empower:", + "entries": [ + "The Weavers tendrils of light pulse, sending power to its casters. ", + "It chooses up to 6 {@creature threadbearer|lornestflukesadvancedundead|threadbearers} that are linked to it, and delivers them spells of its choosing from its spell list. ", + "Up to 2 of the chosen threadbearers may be given a leveled spell, and the rest receive a cantrip. If the Weaver sends a leveled spell, it must spend a spell slot of the appropriate level." + ] + } + ], + "trait": [ + { + "name": "Thaumic Heart", + "entries": [ + "The Weaver can have up to six {@creature threadbearer|lornestflukesadvancedundead|threadbearers} linked to it via trailing strands of faint light stretching up to 90ft.. These strands are only visible in dim light or darkness. If a threadbearer moves or is moved farther than 90ft. away, its strand is broken. The Weaver may reconnect with a threadbearer by spending a short rest in close proximity to it." + ] + } + ], + "damageTagsSpell": [ + "F", + "T" + ], + "savingThrowForcedSpell": [ + "constitution", + "dexterity", + "wisdom" + ] + }, + { + "name": "Threadbearer", + "size": [ + "M" + ], + "type": "undead", + "source": "LornestFlukesAdvancedUndead", + "alignment": [ + "L", + "E" + ], + "ac": [ + 14 + ], + "hp": { + "formula": "3d8 + 9", + "average": 22 + }, + "speed": { + "walk": 30 + }, + "str": 9, + "dex": 14, + "con": 16, + "int": 11, + "wis": 14, + "cha": 9, + "passive": 14, + "cr": "1/4", + "senses": [ + "darkvision 60 ft." + ], + "senseTags": [ + "D" + ], + "languages": [ + "Understands all languages it spoke in life but can't speak" + ], + "languageTags": [ + "CS", + "LF" + ], + "vulnerable": [ + "bludgeoning" + ], + "immune": [ + "poison" + ], + "conditionImmune": [ + "exhaustion", + "poisoned" + ], + "environment": [ + "arctic", + "coastal", + "desert", + "forest", + "grassland", + "hill", + "mountain", + "swamp", + "underdark", + "urban" + ], + "alias": [ + "Skeleton", + "Support", + "Caster" + ], + "fluff": { + "entries": [ + "A pair of skeletal legs, with a normal ribcage. At the shoulders, two skeletal arms hang at its sides, while six more reach straight up, all clasping a single skull. The skulls jaw is wide open, and it holds a tiny bead of purple flame, fed by a strand of faint light stretching back into the night. The strand pulses, and the bead of flame in its jaw flares up. Its arms all spread wide, leaving the skull floating in midair as a firebolt rockets out from its mouth.", + "To make a Threadbearer, a necromancer will require the following:", + "One medium humanoid skeleton.", + "Six medium humanoid arms.", + "A novice understanding of runework.", + "Proficiency with {@item jeweler's tools|phb|}.", + "A marble made of quartz.", + "Half an hour." + ] + }, + "save": { + "dex": "+7" + }, + "trait": [ + { + "name": "Threaded", + "entries": [ + "The Threadbearer is linked to its {@creature Weaver|lornestflukesadvancedundead|Weaver} as long as it stays within 90ft. of it. If the Threadbearer is outside this range at the start of its turn, it loses its link. While it is linked, it automatically shares everything it sees and hears with the Weaver. " + ] + }, + { + "name": "Thaumic Cargo", + "entries": [ + "After receiving a spell from its Weaver, the Threadbearer may store that spell for up to 8 hours, after which the spell dissipates and is lost." + ] + } + ], + "action": [ + { + "name": "Conduit:", + "entries": [ + "The Threadbearer spreads out all its arms, and casts its stored spell.", + "It uses its connected {@creature Weaver|lornestflukesadvancedundead|Weavers} attack bonus and spell save DC for this spell (spell save {@dc 14}, {@hit +6} to hit with spell attacks)" + ] + } + ], + "skill": { + "investigation": "+2", + "perception": "+4" + } + }, + { + "name": "Fresh Skeleton", + "source": "LornestFlukesAdvancedUndead", + "page": 272, + "basicRules": true, + "size": [ + "M" + ], + "type": "undead", + "alignment": [ + "L", + "E" + ], + "ac": [ + { + "ac": 14, + "from": [ + "limber joints" + ] + } + ], + "hp": { + "formula": "3d8 + 6", + "average": 19 + }, + "save": { + "dex": "+5" + }, + "speed": { + "walk": 35 + }, + "str": 10, + "dex": 16, + "con": 15, + "int": 8, + "wis": 10, + "cha": 5, + "senses": [ + "darkvision 60 ft." + ], + "passive": 10, + "immune": [ + "poison" + ], + "vulnerable": [ + "bludgeoning" + ], + "conditionImmune": [ + "exhaustion", + "poisoned" + ], + "languages": [ + "understands all languages it spoke in life but can't speak" + ], + "cr": "1/4", + "action": [ + { + "name": "Shortsword", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage." + ] + }, + { + "name": "Shortbow", + "entries": [ + "{@atk rw} {@hit 5} to hit, range 80/320 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage." + ] + } + ], + "environment": [ + "urban" + ], + "attachedItems": [ + "shortbow|phb", + "shortsword|phb" + ], + "senseTags": [ + "D" + ], + "languageTags": [ + "CS", + "LF" + ], + "miscTags": [ + "MW", + "RW", + "RNG" + ], + "hasFluff": true, + "hasFluffImages": true, + "fluff": { + "entries": [ + "Dripping with blood, this skeleton is still warm. Taken from a freshly slain foe, fresh skeletons have not had time to slowly rot and degrade under the dirt. Their memories are fresh, and their joints limber. Fresh skeletons don't last long, but while they do they show exceptional resilience." + ] + }, + "trait": [ + { + "name": "Fading Warmth", + "entries": [ + "Fresh Skeletons don't last forever, and once raised will degrade after {@dice 4d6|4d6|days} days, turning into a normal {@creature skeleton}. " + ] + } + ], + "damageTags": [ + "P" + ] + } + ], + "subclass": [ + { + "name": "The Many-Handed", + "source": "LornestFlukesAdvancedUndead", + "page": 2, + "className": "Warlock", + "classSource": "PHB", + "shortName": "The Many-Handed", + "subclassFeatures": [ + "The Many-Handed|Warlock||The Many-Handed|LornestFlukesAdvancedUndead|1|LornestFlukesAdvancedUndead", + "Mental Imprints|Warlock||The Many-Handed|LornestFlukesAdvancedUndead|1|LornestFlukesAdvancedUndead", + "Little Favors|Warlock||The Many-Handed|LornestFlukesAdvancedUndead|1|LornestFlukesAdvancedUndead", + "Spark of Life|Warlock||The Many-Handed|LornestFlukesAdvancedUndead|6|LornestFlukesAdvancedUndead", + "Soul Shroud|Warlock||The Many-Handed|LornestFlukesAdvancedUndead|6|LornestFlukesAdvancedUndead", + "Simple Jobs|Warlock||The Many-Handed|LornestFlukesAdvancedUndead|6|LornestFlukesAdvancedUndead", + "Impersonal Touch|Warlock||The Many-Handed|LornestFlukesAdvancedUndead|10|LornestFlukesAdvancedUndead", + "Heavy Labors|Warlock||The Many-Handed|LornestFlukesAdvancedUndead|10|LornestFlukesAdvancedUndead", + "Extant Being|Warlock||The Many-Handed|LornestFlukesAdvancedUndead|14|LornestFlukesAdvancedUndead", + "Grand Ordeals|Warlock||The Many-Handed|LornestFlukesAdvancedUndead|14|LornestFlukesAdvancedUndead" + ], + "casterProgression": "pact", + "spellcastingAbility": "cha", + "subclassSpells": [ + "find familiar", + "identify", + "continual flame", + "blur", + "lightning bolt", + "haste", + "animate dead|LornestFlukesAdvancedUndead", + "storm sphere|xge", + "greater invisibility", + "cloudkill", + "modify memory" + ] + } + ], + "subclassFeature": [ + { + "name": "The Many-Handed", + "source": "LornestFlukesAdvancedUndead", + "className": "Warlock", + "classSource": "PHB", + "subclassSource": "LornestFlukesAdvancedUndead", + "subclassShortName": "The Many-Handed", + "page": 2, + "level": 1, + "header": 1, + "entries": [ + "You have made a pact with The Many-Handed, also known as He-Who-Rises. His influence can be noticed by those who look for it, nudges here and there to the trajectories of worlds and nations, bringing them closer to a grand unified goal. The Many-Handed deals heavily in immortality and undeath, and a portion of those ideals can be gifted to his followers. The vast majority of worlds are repulsed by his influences, but that will change. And you are now one of those who will change it. Slowly but surely, your service will mold this world towards one more receptive to the ideas of cheap immortality and the abolishment of death. One day, far from now, this world will bend the knee in exchange for these gifts, and funnel its time and power towards the endlessly expanding subtle touch that is The Many-Handed.", + "Many worlds can be found across the mutiverse that already serve under He-Who-Rises, quasi-paradises where death is kept at bay so long as the toil continues. More often than not, these worlds are devoid of any signifigant deific presence, the gods having been bound, killed, or simply withered away due to lack of worshippers. As such, you should probably keep your patron a secret from any local deities, particularly those dealing in Fate, Order, and Death.", + { + "type": "refSubclassFeature", + "subclassFeature": "Extended Spells|Warlock||The Many-Handed|LornestFlukesAdvancedUndead|1|LornestFlukesAdvancedUndead" + } + ] + }, + { + "name": "Extended Spells", + "source": "LornestFlukesAdvancedUndead", + "className": "Warlock", + "classSource": "PHB", + "subclassSource": "LornestFlukesAdvancedUndead", + "subclassShortName": "The Many-Handed", + "page": 2, + "level": 1, + "header": 2, + "entries": [ + "The Many-Handed affords you choices from an expanded list of spells when you learn a warlock spell. Starting at 1st level, the spells below are added to the warlock spell list for you.", + { + "type": "table", + "caption": "Gifts of Knowledge", + "page": 2, + "colLabels": [ + "Spell Level", + "Spells" + ], + "colStyles": [ + "col-3 text-center", + "col-9" + ], + "rows": [ + [ + "1st", + "{@spell find familiar}, {@spell identify}" + ], + [ + "2nd", + "{@spell continual flame}, {@spell blur}" + ], + [ + "3rd", + "{@spell haste}, {@spell lightning bolt}" + ], + [ + "4th", + "{@spell storm sphere|xge|}, {@spell greater invisibility}" + ], + [ + "5th", + "{@spell cloudkill}, {@spell modify memory}" + ] + ] + } + ] + }, + { + "name": "Mental Imprints", + "source": "LornestFlukesAdvancedUndead", + "className": "Warlock", + "classSource": "PHB", + "subclassSource": "LornestFlukesAdvancedUndead", + "subclassShortName": "The Many-Handed", + "page": 2, + "level": 1, + "header": 2, + "entries": [ + "When you make your Pact with The Many-Handed, he imprints a fragment of his vast knowledge onto your soul. At 1st level, you gain the following benefits:", + "• The time it takes you to learn and create runes and glyphs is halved.", + "• You gain expertise in History.", + "• You learn the spell {@spell boneshaping|LornestFlukesAdvancedUndead|}. You may cast this spell as a ritual, and you may imbue created bones with skills that you do not have access to." + ] + }, + { + "name": "Little Favors", + "source": "LornestFlukesAdvancedUndead", + "className": "Warlock", + "classSource": "PHB", + "subclassSource": "LornestFlukesAdvancedUndead", + "subclassShortName": "The Many-Handed", + "page": 2, + "level": 1, + "header": 2, + "entries": [ + "The Many-Handed does not give out power freely. To regain any number of expended spell slots during a rest, you must spend one Favor. To gain Favor, you must complete tasks for The Many-Handed. Tasks and Favor levels are up to the DM, but some examples are provided below.", + { + "type": "table", + "caption": "His Favor", + "colLabelGroups": [ + { + "colLabels": [ + "Jobs", + "(4 Favor)" + ] + }, + { + "colLabels": [ + "Labors", + "(16 Favor)" + ] + }, + { + "colLabels": [ + "Ordeals", + "(64 Favor)" + ] + } + ], + "colStyles": [ + "col-4 text-center", + "col-4 text-center ", + "col-4 text-center " + ], + "rows": [ + [ + "Finding a tome", + "Locating a hero's grave", + "Obtaining the soul of a lich" + ], + [ + "Delivering a message", + "Broker an agreement with a guild", + "Convincing a kingdom to give up their dead" + ], + [ + "Hiding a beacon rune", + "Building a teleportation ring", + "Constructing a warded city" + ], + [ + "Silencing a witness", + "Killing a rival warlock", + "Defeating an army" + ], + [ + "Digging up a body", + "Raising a specific person from the dead", + "Making and releasing a {@creature diplomat|LornestFlukesAdvancedUndead|}" + ] + ] + }, + "When a task is completed to the satisfaction of He-Who-Rises, you gain an amount of Favor specified by the DM. The maximum Favor you may have at once is 8. This cap increases at 6th level (16), 10th level (32), and 14th level (64). If completing a task would increase your Favor past the limit, it does so, but you may not gain any additional Favor until you are below the limit again.", + "To get tasks, you might commune with The Many-Handed directly, or perhaps a different follower of He-Who-Rises might deliver a message detailing a problem that needs adressed. Your DM may even choose to award you Favor for doing something in line with the goals of The Many-Handed without it being specified as a task. When you gain Favor in this way, you gain additional Favor equal to your Warlock level.", + "If you have 0 favor at dawn, you gain 1 Favor." + ] + }, + { + "name": "Spark of Life", + "source": "LornestFlukesAdvancedUndead", + "className": "Warlock", + "classSource": "PHB", + "subclassSource": "LornestFlukesAdvancedUndead", + "subclassShortName": "The Many-Handed", + "page": 2, + "level": 6, + "header": 2, + "entries": [ + "At 6th level, The Many-Handed allows you to access a vast and writhing power. As an action, you may spend a Favor to cast {@spell animate dead|LornestFlukesAdvancedUndead|} using a Pact Magic spell slot instantly, with a range of 60 feet. This casting ignores all requirements other than physical materials. When you cast {@spell animate dead|LornestFlukesAdvancedUndead|}, you may choose to spend Favor, increasing the CR level of the spell by 1 step for every 2 Favor spent, to a maximum CR equal to your Warlock level. All creatures raised by this method stay under your control until you use this feature again.", + "Once you use this feature, you must finish a long rest before you can use it again." + ] + }, + { + "name": "Soul Shroud", + "source": "LornestFlukesAdvancedUndead", + "className": "Warlock", + "classSource": "PHB", + "subclassSource": "LornestFlukesAdvancedUndead", + "subclassShortName": "The Many-Handed", + "page": 2, + "level": 6, + "header": 2, + "entries": [ + "Also at 6th level, The Many-Handed hides your soul from the world. You gain advantage on saving throws against being charmed. Additionally, you become immune to {@spell detect thoughts}, and you automatically succeed on saving throws against {@spell scrying}, unless the caster has a possesion of yours." + ] + }, + { + "name": "Simple Jobs", + "source": "LornestFlukesAdvancedUndead", + "className": "Warlock", + "classSource": "PHB", + "subclassSource": "LornestFlukesAdvancedUndead", + "subclassShortName": "The Many-Handed", + "page": 2, + "level": 6, + "header": 2, + "entries": [ + "At 6th level, your Favor limit increases to 16." + ] + }, + { + "name": "Impersonal Touch", + "source": "LornestFlukesAdvancedUndead", + "className": "Warlock", + "classSource": "PHB", + "subclassSource": "LornestFlukesAdvancedUndead", + "subclassShortName": "The Many-Handed", + "page": 2, + "level": 10, + "header": 2, + "entries": [ + "Starting at 10th level, The Many-Handed teaches you how malleable memories really are. You may now spend 2 Favor to cast {@spell boneshaping|LornestFlukesAdvancedUndead|} at a level equal to your Pact Magic spell slots as an action, without expending a spell slot.", + "Additionally, when you cast {@spell animate dead|LornestFlukesAdvancedUndead|} using {@subclassFeature Spark of Life|Warlock||The Many-Handed|LornestFlukesAdvancedUndead|6|LornestFlukesAdvancedUndead}, you may now spend Favor to change the creatures you create. For each 2 Favor spent, you may give any and all of the creatures you create a trait or ability from an undead creature you have seen, and that is of a CR equal to or lower than the creatures you are changing. The creature must be of the same undead type as the creatures you are changing. You may also spend Favor to increase an ability score of the creatures you are changing by the amount of Favor spent." + ] + }, + { + "name": "Heavy Labors", + "source": "LornestFlukesAdvancedUndead", + "className": "Warlock", + "classSource": "PHB", + "subclassSource": "LornestFlukesAdvancedUndead", + "subclassShortName": "The Many-Handed", + "page": 2, + "level": 10, + "header": 2, + "entries": [ + "At 10th level, your Favor limit increases to 32." + ] + }, + { + "name": "Extant Being", + "source": "LornestFlukesAdvancedUndead", + "className": "Warlock", + "classSource": "PHB", + "subclassSource": "LornestFlukesAdvancedUndead", + "subclassShortName": "The Many-Handed", + "page": 2, + "level": 14, + "header": 2, + "entries": [ + "At 14th level, The Many-Handed severs you from the strands of fate and order. You gain advantage on initiative rolls, and cannot be {@quickref Surprise|PHB|3|0|surprised} while conscious. As an action, you may spend 2 favor to detach your soul from your current body, and inhabit an allied undead or unoccupied body within 30 feet. Your game statistics are replaced by the statistics of the creature, though you retain your alignment and your Intelligence, Wisdom, and Charisma scores. You retain the benefit of your own class features. If the target has any class levels, you can't use any of its class features. If the body you left is not undead, it falls into a catatonic state if you leave it in this way, and will die if not properly cared for.", + "Each time you use this feature, the Favor cost doubles. The cost is reset to 2 Favor after a long rest." + ] + }, + { + "name": "Grand Ordeals", + "source": "LornestFlukesAdvancedUndead", + "className": "Warlock", + "classSource": "PHB", + "subclassSource": "LornestFlukesAdvancedUndead", + "subclassShortName": "The Many-Handed", + "page": 2, + "level": 14, + "header": 2, + "entries": [ + "At 14th level, your Favor limit increases to 64." + ] + } + ], + "item": [ + { + "name": "Polehammer", + "source": "LornestFlukesAdvancedUndead", + "page": 9, + "type": "M", + "rarity": "none", + "weight": 7, + "value": 3000, + "weaponCategory": "martial", + "property": [ + "H", + "2H", + "R" + ], + "dmg1": "2d6", + "dmgType": "B", + "weapon": true, + "entries": [ + { + "type": "entries", + "name": "Unwieldy", + "entries": [ + "This weapon is too long to use effectively at close range. You have disadvantage on all attacks made within 5 feet using this weapon." + ] + } + ] + }, + { + "name": "Eveningstar", + "source": "LornestFlukesAdvancedUndead", + "page": 9, + "type": "M", + "rarity": "none", + "weight": 7, + "value": 3000, + "weaponCategory": "martial", + "property": [ + "H", + "2H" + ], + "dmg1": "1d12", + "dmgType": "B", + "weapon": true, + "entries": [] + }, + { + "name": "Seige Crossbow", + "source": "LornestFlukesAdvancedUndead", + "page": 9, + "type": "R", + "rarity": "none", + "weight": 23, + "value": 15000, + "weaponCategory": "martial", + "property": [ + "A", + "H", + "LD", + "2H" + ], + "range": "120/500", + "dmg1": "4d4", + "dmgType": "P", + "crossbow": true, + "weapon": true, + "ammoType": "crossbow bolt|phb", + "entries": [ + { + "type": "entries", + "name": "Footcrank", + "entries": [ + "The {@feat crossbow expert} feat does not allow you to ignore the loading property of this weapon. To load this weapon, you must spend 25 feet of movement." + ] + } + ] + }, + { + "name": "Tower Shield", + "source": "LornestFlukesAdvancedUndead", + "page": 9, + "type": "S", + "rarity": "none", + "weight": 22, + "value": 2000, + "ac": 3, + "entries": [ + "This unique shield can be used only by a Medium or larger creature that has a Strength of 15 or higher and is proficient with heavy armor.", + { + "type": "entries", + "name": "Bulky", + "entries": [ + "Using this shield in one hand reduces your speed by 10 feet and imposes disadvantage on all your Dexterity based checks except initiative rolls. You cannot use this shield while riding a mount. Switching from using this shield in one to two hands or vice versa counts as an object interaction." + ] + }, + { + "type": "entries", + "name": "Shield wall", + "entries": [ + "This shield gives a +1 bonus to its base AC for each ally using a shield with this property within 5 feet of you, to a maximum of +2 bonus AC; to gain this bonus, you and your allies must be standing. Using this shield while riding a mount imposes disadvantage on your attacks. " + ] + } + ] + }, + { + "name": "Oversized Longbow", + "source": "LornestFlukesAdvancedUndead", + "page": 9, + "type": "R", + "rarity": "none", + "weight": 5, + "value": 8000, + "weaponCategory": "martial", + "property": [ + "A", + "H", + "2H" + ], + "range": "120/480", + "dmg1": "2d6", + "dmgType": "P", + "bow": true, + "weapon": true, + "ammoType": "Oversized Arrow|LornestFlukesAdvancedUndead", + "entries": [ + "This unique weapon can be used only by a Medium or larger creature that has a Strength of 18 or higher. The bow shoots {@item Oversized Arrows (10)|LornestFlukesAdvancedUndead|oversized arrows} that deal piercing damage equal to {@dice 2d6} + the wielder's Strength modifier.", + "" + ] + }, + { + "name": "Oversized Arrows (10)", + "source": "LornestFlukesAdvancedUndead", + "page": 9, + "type": "A", + "rarity": "none", + "weight": 2, + "value": 200, + "packContents": [ + { + "item": "Oversized Arrow|LornestFlukesAdvancedUndead", + "quantity": 10 + } + ], + "entries": [] + }, + { + "name": "Oversized Arrow", + "source": "LornestFlukesAdvancedUndead", + "page": 9, + "type": "A", + "rarity": "none", + "weight": 0.2, + "value": 20, + "entries": [] + }, + { + "name": "Behir Horn", + "source": "LornestFlukesAdvancedUndead", + "page": 9, + "tier": "major", + "rarity": "rare", + "wondrous": true, + "weight": 2, + "entries": [ + "You can use an action to speak the horn's command word and then blow the horn, which emits a thunderous blast of electricity in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes {@damage 5d6} lightning damage and is unable to take reactions for 1 minute. On a successful save, a creature takes half as much damage and can still take reactions. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take {@damage 10d6} damage instead of {@dice 5d6}.", + "Each use of the horn's magic has a {@chance 20} chance of causing the horn to explode. The explosion deals {@damage 5d6} lightning damage and {@damage 5d6} thunder damage to the blower and destroys the horn." + ], + "optionalfeatures": [ + "replicate magic item|tce", + "replicate magic item|uaartificerrevisited" + ], + "lootTables": [ + "Magic Item Table G" + ], + "hasFluffImages": false + }, + { + "name": "Nothic Eye", + "source": "LornestFlukesAdvancedUndead", + "page": 9, + "tier": "major", + "rarity": "rare", + "wondrous": true, + "weight": 1, + "entries": [ + "This glowing green eye takes the shape of an oblate spheroid with a jittering black pupil in the center. An unearthly green glow emanates from the eye at all times. The eye can be used as an arcane spellcasting focus. When a creature holding the eye expends a cantrip as an action, they can instead choose to use the eye's effects rather than the normal effect of the cantrip. This effect uses the range, school, and components of the cantrip it is replacing.", + { + "type": "entries", + "name": "Rotting Gaze", + "entries": [ + "The target must succeed on a Constitution saving throw against this magic or take 10 (3d6) necrotic damage. This damage increases by 1d6 for every 12 levels worth of spells stored in the eye.", + "In addition, the nothic eye functions as a spellbook and tome with unlimited space, allowing a creature to store information in the eye. Storing information in the eye can be done by casting identify as a ritual spell, targeting the eye. Casting it in this way consumes the pearl and transfers the information into the eye, rather than the normal effects of the spell. Per ritual, information can be stored in the eye in this way in equivalence to a small tome, 100 to 200 pages long. The information must be known by the caster.", + "A creature has only to touch the eye to read information from it- the information is projected into their mind directly, allowing them to browse it no faster than the reading of a book." + ] + }, + { + "type": "entries", + "name": "Storing Spells", + "entries": [ + "Storing spells in the eye is performed in the same way, however the ritual must be repeated a number of times equal to the spells level- these rituals must be performed back to back. Cantrips cannot be stored in the eye. Scrolls copied into the eye rot away in the eye's gaze when the ritual is complete. ", + "After a spell has been stored, a creature may cast {@spell identify} into the eye to immediately prepare a spell stored in the eye- assuming the spell is on the creature's spell list (e.g. cleric cannot prepare wizard spells using the eye). When casting {@spell identify} in this way, it cannot be cast as a ritual. " + ] + } + ], + "optionalfeatures": [ + "replicate magic item|tce", + "replicate magic item|uaartificerrevisited" + ], + "lootTables": [ + "Magic Item Table G" + ], + "hasFluffImages": false + }, + { + "name": "Ancient Blue Diamond", + "source": "LornestFlukesAdvancedUndead", + "page": 9, + "tier": "minor", + "rarity": "uncommon", + "wondrous": true, + "weight": 1, + "value": 150000, + "entries": [ + "This shiny blue diamond seems to glow with an internal fire when exposed to light.", + "When this gem is used as a component for a spell that brings creatures back from the dead, there is 95% chance the item is not consumed.", + { + "type": "entries", + "name": "Curse", + "entries": [ + "The soul of any creature who dies within 10 feet of the diamond is trapped within the gem, and is consumed over the course of 1 minute. During this time, the gem glows a bright blue. Reviving the creature before this minute passes frees them from the gem, as does destroying the gem. A consumed soul can only be restored by a powerful effect such as divine intervention, wish, or a true resurrection spell." + ] + } + ], + "optionalfeatures": [ + "replicate magic item|tce", + "replicate magic item|uaartificerrevisited" + ], + "lootTables": [ + "Magic Item Table F" + ], + "hasFluffImages": false + }, + { + "name": "Bones-Gem Dragon", + "source": "LornestFlukesAdvancedUndead", + "page": 9, + "tier": "major", + "rarity": "very rare", + "wondrous": true, + "weight": 45, + "entries": [ + { + "type": "entries", + "name": "Gem dragon bones", + "entries": [ + "While brittle, these bones provide an excellent fundament for runes to be inscribed on. Draconic runes inscribed on gem dragon bones have no inscription cost. Other rune types have their inscription costs halved." + ] + }, + "Gem dragon bones can sustain certain rune sequences without power, based on the school of magic the rune takes part in, dependent on the dragon type. Rudimentary arrays are completely powered and standard arrays have their energy costs halved.", + { + "type": "table", + "caption": "Runic Affinities", + "colLabels": [ + "", + "Gem Dragons", + "School of Magic", + "" + ], + "colStyles": [ + "col-2 text-center", + "col-4 text-left", + "col-4 text-center ", + "col-2 text-center" + ], + "rows": [ + [ + "", + "Amethyst", + "Conjuration", + "" + ], + [ + "", + "Crystal", + "Divination", + "" + ], + [ + "", + "Emerald", + "Illusion", + "" + ], + [ + "", + "Sapphire", + "Evocation", + "" + ], + [ + "", + "Topaz", + "Necromancy", + "" + ] + ] + } + ], + "lootTables": [ + "Magic Item Table H" + ], + "hasFluffImages": false + }, + { + "name": "Bones-Chromatic Dragon", + "source": "LornestFlukesAdvancedUndead", + "page": 9, + "tier": "major", + "rarity": "very rare", + "wondrous": true, + "weight": 35, + "entries": [ + { + "type": "entries", + "name": "Chromatic dragon bones", + "entries": [ + "From fallen beasts of legend, these bones are exceptionally resilient. The bones of chromatic dragons still hold the magic that they had in life, even centuries after death. Any object or creature made up of at least half chromatic dragon bones has its hit point maximum increased by 50%." + ] + }, + "Chromatic dragon bones hold affinities for certain environments depending on their color, and the same extends to their remains. Creatures made up of at least half chromatic dragon bones gain immunity to a damage type dependant on bone color. If the creature already has immunity to that damage type and is subjected to it, it takes no damage and instead regains a number of hit points equal to half the damage dealt.", + { + "type": "table", + "caption": "Residual Protection", + "colLabels": [ + "", + "Chromatic Dragons", + "Damage Type", + "" + ], + "colStyles": [ + "col-2 text-center", + "col-4 text-left", + "col-4 text-center ", + "col-2 text-center" + ], + "rows": [ + [ + "", + "Black", + "Acid", + "" + ], + [ + "", + "Blue", + "Lightning", + "" + ], + [ + "", + "Green", + "Poison", + "" + ], + [ + "", + "Red", + "Fire", + "" + ], + [ + "", + "White", + "Cold", + "" + ] + ] + } + ], + "lootTables": [ + "Magic Item Table H" + ], + "hasFluffImages": false + }, + { + "name": "Bones-Metallic Dragon", + "source": "LornestFlukesAdvancedUndead", + "page": 9, + "tier": "major", + "rarity": "very rare", + "wondrous": true, + "weight": 35, + "entries": [ + { + "type": "entries", + "name": "Metallic dragon bones", + "entries": [ + "Metallic dragons are shapechangers, and their bones hold the memory of form tightly. Creatures made up of at least half metallic dragon bones count as dragons for the purposes of all targeting effects, and cannot be {@spell polymorph||polymorphed} or forced to change form against their will." + ] + }, + "Metallic dragon bones hold powerful magical effects depending on their type. Creatures and objects made up of at least half metallic dragon bones gain an on-hit ability that can be used a number of times per day equal to the proficiency bonus of the wielder or creature.", + { + "type": "table", + "caption": "Residual Protection", + "colLabels": [ + "", + "Metallic Dragons", + "Innate Effect", + "Ends On", + "" + ], + "colStyles": [ + "col-1 text-center", + "col-2 text-left", + "col-5 text-center ", + "col-3 text-center", + "col-1 text-center" + ], + "rows": [ + [ + "", + "Silver", + "DC19 Con save, {@condition paralyzed} 1 min.", + "Successful save at end of turn.", + "" + ], + [ + "", + "Gold", + "DC20 Str save, disadvantage on all Str rolls 1 min.", + "Successful save at end of turn.", + "" + ], + [ + "", + "Copper", + "DC17 Con save, half speed and no multiattack, reaction, or bonus action 1 min.", + "Successful save at end of turn.", + "" + ], + [ + "", + "Bronze", + "DC18 Str save, pushed 60ft. away.", + "", + "" + ], + [ + "", + "Brass", + "DC17 Con save, unconsious 10 min.", + "Taking damage or help action.", + "" + ] + ] + } + ], + "lootTables": [ + "Magic Item Table H" + ], + "hasFluffImages": false + } + ], + "race": [ + { + "name": "Unshackled Skeleton", + "source": "LornestFlukesAdvancedUndead", + "ability": [ + { + "dex": 3, + "int": 1, + "str": -1 + }, + { + "int": 3, + "con": 1, + "wis": -1 + } + ], + "size": [ + "M" + ], + "speed": 30, + "darkvision": 60, + "entries": [ + { + "type": "entries", + "name": "Fleshless", + "entries": [ + "Your body of bones is vulnerable to bludgeoning damage, resistant to piercing damage, and immune to poison damage. You are also immune to the {@condition exhaustion} and {@condition poisoned} conditions." + ] + }, + { + "type": "entries", + "name": "Easy Replacements", + "entries": [ + "While you can't be healed by most magical means, you have other options. As a bonus action, you may replace one damaged bone with a suitable replacement, regaining HP equal to the roll of 1 hit die + your Constitution modifier(minimum of 2). You may use this feature as long as you have appropriate bones to spend." + ] + }, + { + "name": "Undead", + "entries": [ + "You count as Undead for the purposes of spells and other effects, and enemy Undead with an intelligence of 8 or lower will only attack you if there are no other targets, or if you are within melee range. You dont need to eat, sleep or breathe. You gain the benefits of a long rest by resting with minimal movement for 4 hours.", + "You do not age." + ], + "type": "entries" + }, + { + "name": "Broken Chains", + "entries": [ + "You can sense the presence of necromantic magic within 120 feet." + ], + "type": "entries" + }, + { + "name": "Cheap Immortality", + "entries": [ + "While you cannot be revived after death by most normal spells due to your undead nature, you can be brought back through other means. If you die, you can be returned to unlife if your remains are empowered by {@spell animate dead}. This must be done within 3 hours of your death, or your soul loses its feeble grip on the material plane, and slips into the afterlife." + ], + "type": "entries" + }, + { + "name": "Darkvision", + "entries": [ + "With no eyes, your glittering sockets take in their surroundings directly. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray." + ], + "type": "entries" + } + ], + "fluff": { + "entries": [ + "Sometimes a necromancer will raise a skeleton to use as a body for a soul, placing control runes and failsafes in its skull to ensure it cannot turn against them. But if these measures fail, it is possible, though unlikely, that the soul contained within will gain full autonomy.", + "Unshackled skeletons aren't found near living folk very often, on account of the whole 'undead' thing. Most tend to live by themselves, or in one of the few cities where a walking skeleton isn't cause for alarm." + ] + }, + "traitTags": [ + "Improved Resting" + ], + "languageProficiencies": [ + { + "common": true + } + ], + "vulnerable": [ + "bludgeoning" + ], + "resist": [ + "piercing" + ], + "immune": [ + "poison" + ], + "conditionImmune": [ + "exhaustion", + "poisoned" + ] + } + ], + "background": [ + { + "name": "Auric Doll", + "source": "LornestFlukesAdvancedUndead", + "page": 7, + "skillProficiencies": [ + { + "insight": true, + "persuasion": true + } + ], + "languageProficiencies": [ + { + "anyStandard": 1 + } + ], + "startingEquipment": [ + { + "_": [ + { + "item": "dagger|phb", + "displayName": "a plain brass knife" + }, + { + "item": "Chalk (1 piece)|phb", + "quantity": 5 + }, + { + "special": "a sheaf of maps" + }, + "common clothes|phb", + { + "item": "pouch|phb", + "containsValue": 3000 + } + ] + }, + { + "a": [ + { + "item": "book|phb", + "displayName": "a list of wrongs to be righted" + } + ], + "b": [ + { + "special": "an iron ring inscribed with names" + } + ] + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies:", + "entry": "{@skill Insight}, {@skill Persuasion}" + }, + { + "type": "item", + "name": "Languages:", + "entry": "One of your choice" + }, + { + "type": "item", + "name": "Equipment:", + "entry": "A brass {@item dagger|phb} that you've had for as long as you can remember, a {@item book|phb|list} of wrongs to be righted or an iron ring inscribed with names, 6 pieces of {@item Chalk (1 piece)|phb|chalk}, a sheaf of maps, a set of {@item common clothes|phb}, and a belt {@item pouch|phb} containing 30 gp" + } + ] + }, + { + "name": "Feature: Conviction of Body", + "type": "entries", + "entries": [ + "Your body acts like a normal body, it bleeds, sweats, and breaks as if it were real. Your true form of cloth and stitching cannot be affected unless the one attempting to do so has truesight, or some other way of seeing your puppetered body. If this does happen however, your body acts as cloth would: vulnerability to fire, slashing, and acid damage, and -5 to contested strength checks against the observing creature. When you are interacting with a creature that is affecting you in such a way, you must make a DC20 wisdom check. On a success, you Know. On a failure, you remain ignorant. The DC of this check is reduced by 1 for every round the effects on your body last." + ], + "data": { + "isFeature": true + } + }, + { + "name": "Feature: Conviction of Mind", + "type": "entries", + "entries": [ + "You are resistant to psychic damage, and you have advantage on saves against mental tampering spells." + ], + "data": { + "isFeature": true + } + }, + { + "name": "Feature: Conviction of Self", + "type": "entries", + "entries": [ + "You have a strong unconscious aversion to mirrors. You will do anything in your power to avoid being around or looking into one, and you will never notice that you are doing so. Should you be forced to look directly into your own eyes through a silver mirror, the reality of your false existence will overcome the skein of ignorance that clothes your mind, and the false life that articulates your splintered soul will cease (you die forever). Should you learn of the strings that bind your soul through other means (verbal, written, ect), you will fall into a coma for exactly 1 minute, and upon waking will not remember the forbidden knowledge." + ], + "data": { + "isFeature": true + } + }, + { + "name": "Feature: Prime Directive", + "type": "entries", + "entries": [ + "You were made for a reason. You dont have any idea that this is the case of course, but you work towards that unconscious goal regardless. Perhaps you were made to find a specific artefact, or to kill an annoying wizard who is slowing the ever-growing machinations of the Rising One. Maybe you are destined for bigger things, like 'accidentally' catapulting your world into full-scale war. Whatever your hidden goal is, not even you know. Your DM will secretly guide you (and possibly your party as well) towards that invisible goal. Whatever it is, it will certainly further Damians plans. Or perhaps... it already has." + ], + "data": { + "isFeature": true + } + } + ], + "fluff": { + "entries": [ + "In a mutiverse suffused by The Many-Handed, Auric Dolls are found everywhere, unconsciously forwarding his goals while living lives they think they are perfectly in control of. A hidden plague of completely normal people. But to those who possess truesight, they appear as cloth and stuffing mannequins, with a sheath of powerful illusory magic around them. To those not gifted with such discerning eyes, the Auric Doll appears as an average human being. An Auric Dolls creator, whether The Many-Handed himself, or a hireling a thousand levels down, made it as an agent so secret that not even they know. Its actions will be more subtle than even it can detect, and over the course of its statistically average life, it will lay foundations for... something.", + "An Auric Doll is a false body made of simple cloth and cotton, with extremely potent illusion magic suffusing it so thoroughly that even the passive interaction of the weave is fooled. He-Who-Rises originally made several as an experiment to use captive souls in a more... openended way. Less 'battery' and more 'actual person' (with signifigantly less free will). However, during his ascension and eventual exit from Heavens Gate, he found himself with the time and resources to refine the design much further, eventually spreading Auric Dolls throughout most of the material plane. More reliable than even the most well-paid hirelings, and more subtle than charmed servants, He-Who-Rises is liberal in his use of these creations. A slow-moving machine that can't see itself, much less its many parts." + ] + }, + "hasFluff": true + } + ], + "spell": [ + { + "name": "Spatial Twist", + "level": 3, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Atificer", + "source": "PHB" + } + ] + }, + "entries": [ + "Choose two points you can see within range. Any willing creatures or objects in a 5ft. sphere centered on either of these points is teleported to the midpoint between them. If an affected creature is unwilling, it may make a Dexterity saving throw to avoid the effect. If a creature or object would be placed inside of a solid object by this effect, it is instead shunted to the nearest empty space." + ], + "source": "LornestFlukesAdvancedUndead", + "miscTags": [ + "SGT", + "SCL", + "TP", + "FMV" + ], + "components": { + "s": true, + "m": "quartz rod" + }, + "entriesHigherLevel": [ + { + "name": "At Higher Levels", + "type": "entries", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, the size of the affected area increases by 5ft., and the range of the spell increases by 40ft. per level." + ] + } + ], + "savingThrow": [ + "dexterity" + ], + "areaTags": [ + "MT", + "S" + ], + "fluff": { + "entries": [ + "In his first feverish forays into forbidden temporal magics, Damian Themolïne pioneered some small creations in spatial manipulation. Spatial Twist was his first such spell, and it laid the groundwork for larger, more complicated endeavors." + ] + } + }, + { + "name": "Damian's Blasphemous Vacuum", + "level": 9, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "sphere", + "distance": { + "type": "feet", + "amount": 500 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "source": "LornestFlukesAdvancedUndead", + "miscTags": [ + "SCL" + ], + "components": { + "s": true, + "m": "A runic containment sphere worth 50gp per soul you intend to store." + }, + "entries": [ + "Put out a hand, and pull taut the strings of life. All living creatures within 500 feet who are level/CR 3 or lower are killed instantly.", + "Those between levels/CR 4 and 8 must make a Charisma saving throw. A creature takes {@damage 6d12} psychic damage on a failed save, or half as much damage on a successful one.", + "Those level/CR 9 or above suffer no ill effects.", + "Creatures killed by this spell are not immediately pulled into whatever afterlife they were destined for, instead their soul is yanked into the material component of this spell. If there are more souls than can fit into the containment sphere, they continue on to their respective afterlife.", + "If this spell kills more than 200 creatures, check with your DM to see which gods take notice of your stain on the natural order." + ] + }, + { + "name": "Animate Dead", + "source": "LornestFlukesAdvancedUndead", + "level": 3, + "school": "N", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 10 + } + }, + "components": { + "v": true, + "s": true, + "m": "a drop of blood, a piece of flesh, and a pinch of bone dust" + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell awakens the latent memories within the soulless body and touches it to a spark from the plane of negative energy, raising it as an undead creature. The target becomes a {@filter skeleton|bestiary|source=lornestflukesadvancedundead=b0~b0|miscellaneous=|search=skeleton} if you chose bones or a {@creature zombie} if you chose a corpse (the DM has the creature's game statistics).", + "If you chose bones, you may combine different piles of remains to make new and intriguing skeletal creatures. Larger and more potent creations require a brighter spark to awaken them; a single casting of this spell can only awaken CR1/4 worth of undead. More powerful creatures may be raised with successive castings of this spell, or a single casting at a higher level. For example, to raise a {@creature splintered forest|lornestflukesadvancedundead|}(CR1), you would need to either cast this spell at 3rd level 4 times, or once each at 4th and 3rd levels, or once at 5th.", + "On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is visible to you and within 300 feet, or within 90 feet if it is not visible(if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature defends itself against hostile creatures, and will tend to act like it did in life. The bones of a farmer might begin to pull weeds, and the skeleton of a miner might start expanding the nearest basement. Once given an order, the creature continues to follow it until its task is complete.", + "The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to CR1 worth of creatures you have animated with this spell, rather than animating a new one." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over an additional CR1/2 worth of undead creatures for each slot level above 3rd." + ] + } + ], + "affectsCreatureType": [ + "humanoid" + ], + "miscTags": [ + "PRM", + "SMN", + "UBA" + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "fromClassListVariant": [ + { + "name": "Warlock", + "source": "PHB", + "definedInSource": "UAClassFeatureVariants" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Death Domain", + "shortName": "Death", + "source": "DMG" + } + }, + { + "class": { + "name": "Druid", + "source": "PHB" + }, + "subclass": { + "name": "Circle of Spores (UA)", + "shortName": "Spores (UA)", + "source": "UAThreeSubclasses" + } + }, + { + "class": { + "name": "Druid", + "source": "PHB" + }, + "subclass": { + "name": "Circle of Spores", + "shortName": "Spores", + "source": "TCE" + } + }, + { + "class": { + "name": "Fighter", + "source": "PHB" + }, + "subclass": { + "name": "Eldritch Knight", + "shortName": "Eldritch Knight", + "source": "PHB" + } + }, + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Oathbreaker", + "shortName": "Oathbreaker", + "source": "DMG" + } + }, + { + "class": { + "name": "Rogue", + "source": "PHB" + }, + "subclass": { + "name": "Arcane Trickster", + "shortName": "Arcane Trickster", + "source": "PHB" + } + }, + { + "class": { + "name": "Sorcerer", + "source": "PHB" + }, + "subclass": { + "name": "Favored Soul v2 (UA)", + "shortName": "Favored Soul v2 (UA)", + "source": "UASorcerer" + } + }, + { + "class": { + "name": "Sorcerer", + "source": "PHB" + }, + "subclass": { + "name": "Favored Soul v3 (UA)", + "shortName": "Favored Soul v3 (UA)", + "source": "UARevisedSubclasses" + } + }, + { + "class": { + "name": "Sorcerer", + "source": "PHB" + }, + "subclass": { + "name": "Divine Soul", + "shortName": "Divine Soul", + "source": "XGE" + } + } + ] + }, + "optionalfeatures": [ + { + "name": "Undying Servitude", + "source": "TCE", + "featureType": [ + "EI" + ] + } + ], + "backgrounds": [ + { + "name": "Golgari Agent", + "source": "GGR" + } + ] + }, + { + "name": "Corpse Command", + "source": "LornestFlukesAdvancedUndead", + "level": 1, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": "a black onyx worth 25gp" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1, + "upTo": true + }, + "concentration": true + } + ], + "entries": [ + "This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. You suffuse the corpse with a link to your own soul, instantly raising it as a {@creature skeleton} if you chose bones or a {@creature zombie} if you chose a corpse. The creature follows your mental commands and stays animate while it is within 30 feet of you. If the spell ends, you lose concentration, or the creature is more than 30 feet from you at the end of your turn, it collapses, once again an inanimate object." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, you animate an additional undead creature for each slot level above 1st." + ] + } + ], + "affectsCreatureType": [ + "humanoid" + ], + "miscTags": [ + "SMN" + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "fromClassListVariant": [ + { + "name": "Warlock", + "source": "PHB", + "definedInSource": "UAClassFeatureVariants" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Fighter", + "source": "PHB" + }, + "subclass": { + "name": "Eldritch Knight", + "shortName": "Eldritch Knight", + "source": "PHB" + } + }, + { + "class": { + "name": "Rogue", + "source": "PHB" + }, + "subclass": { + "name": "Arcane Trickster", + "shortName": "Arcane Trickster", + "source": "PHB" + } + } + ] + } + }, + { + "name": "Damian's Flaying Blast", + "level": 6, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + } + ] + }, + "source": "LornestFlukesAdvancedUndead", + "miscTags": [ + "SCL", + "SMN" + ], + "components": { + "s": true, + "m": "A paring knife." + }, + "entries": [ + "You put out a palm, and the flesh is blasted from a living creature you can see within range. The target must make a Constitution saving throw. It takes {@damage 8d12|8d12|Flaying Blast} magical slashing damage on a failed save, or half as much damage on a successful one. If this damage reduces the target to 0hp, the creature dies and is turned into a {@creature fresh skeleton|LornestFlukesAdvancedUndead|} permanently under your control. The skeleton retains all of the target's proficencies, items, weapons, and armor, though it loses any attunements. " + ], + "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 1d12} for each slot level above 6th." + ] + } + ] + }, + { + "name": "Continual Flame", + "source": "LornestFlukesAdvancedUndead", + "page": 6, + "level": 2, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "ruby dust worth 50 gp, which the spell consumes", + "cost": 5000, + "consume": true + } + }, + "duration": [ + { + "type": "permanent", + "ends": [ + "dispel" + ] + } + ], + "entries": [ + "A flame, equivalent in brightness to a torch {@italic (20ft. bright, 20ft. dim)}, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched.", + "A continual flame not only burns without air or fuel, it also happens to have a slight magnetising effect on spirits, drifting memories, errant souls and other such metaphysical beings. Such creatures may be attracted towards this spell depending on its level. (DMs discretion) " + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, the radius of the light produced increases by 10 feet for every level above 2nd, and the component cost increases by 50gp for every level above 2nd." + ] + } + ], + "miscTags": [ + "OBJ" + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "UAArtificer" + }, + { + "name": "Artificer (Revisited)", + "source": "UAArtificerRevisited" + }, + { + "name": "Artificer", + "source": "TCE" + } + ], + "fromClassListVariant": [ + { + "name": "Druid", + "source": "PHB", + "definedInSource": "UAClassFeatureVariants" + }, + { + "name": "Druid", + "source": "PHB", + "definedInSource": "TCE" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Fighter", + "source": "PHB" + }, + "subclass": { + "name": "Eldritch Knight", + "shortName": "Eldritch Knight", + "source": "PHB" + } + }, + { + "class": { + "name": "Rogue", + "source": "PHB" + }, + "subclass": { + "name": "Arcane Trickster", + "shortName": "Arcane Trickster", + "source": "PHB" + } + }, + { + "class": { + "name": "Sorcerer", + "source": "PHB" + }, + "subclass": { + "name": "Favored Soul v2 (UA)", + "shortName": "Favored Soul v2 (UA)", + "source": "UASorcerer" + } + }, + { + "class": { + "name": "Sorcerer", + "source": "PHB" + }, + "subclass": { + "name": "Favored Soul v3 (UA)", + "shortName": "Favored Soul v3 (UA)", + "source": "UARevisedSubclasses" + } + }, + { + "class": { + "name": "Sorcerer", + "source": "PHB" + }, + "subclass": { + "name": "Divine Soul", + "shortName": "Divine Soul", + "source": "XGE" + } + } + ] + }, + "races": [ + { + "name": "Human (Mark of Making)", + "source": "ERLW", + "baseName": "Human", + "baseSource": "PHB" + } + ], + "feats": [ + { + "name": "Adept of the Black Robes", + "source": "UA2022HeroesOfKrynn" + } + ] + }, + { + "name": "Boneshaping", + "level": 2, + "school": "N", + "time": [ + { + "number": 10, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 5 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "source": "LornestFlukesAdvancedUndead", + "miscTags": [ + "SCL" + ], + "components": { + "v": true, + "s": true + }, + "entries": [ + "With a soft touch and deft voice, you convince the memories of bone to exchange themselves with your own.", + "Choose up to four bones you can see within range. You form these bones into new shapes, split them into smaller bones, or merge them to form a larger structure. The new shapes can be as simple or as complicated as your tool proficiencies allow. If you make weapons, treat them as degraded weapons; use damage dice 1 size below what the weapon would be if it were metal. ", + "If you wish to make bones for use in necromantic creations, you may not imbue them with skills unless you yourself have that skill, or one of the bones used in the spell has that skill. Eg: wings will not fly properly unless at least one of the bones used to create them was from a birds wing." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, the amount of bones you can target increases by 4 for each slot level above 2nd." + ] + } + ] + } + ], + "legendaryGroup": [ + { + "name": "Damian Themolïne", + "source": "LornestFlukesAdvancedUndead", + "page": 171, + "lairActions": [ + "On initiative count 20 (losing initiative ties), Damian Themolïne can take one of the following lair actions; Damian can't take the same lair action two rounds in a row:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Slumbering Servants", + "entry": " Up to CR3 worth of {@filter |bestiary|source=lornestflukesadvancedundead|Challenge Rating=[&0;&3]|type=!construct|search=skeleton} undead clamber from the ground. The creatures appear at points Damian chooses within 30 feet of himself. " + }, + { + "type": "item", + "name": "Suffusal", + "entry": "The latent energy of his domain lends itself to Damian, and he gains 50 hitpoints." + }, + { + "type": "item", + "name": "Overpower", + "entry": "Damian targets one spellcaster within 60 feet. That spellcaster must make a DC25 intelligence saving throw. On a failure, they lose a spell slot of a level equal to or below {@dice 1d6}, and Damian gains a spell slot of equal level. If the target has no spell slots of the required level or below, they instead take {@dice 4d6} psychic damage. On a successful saving throw, the target is unaffected." + } + ] + } + ], + "regionalEffects": [ + "Damian Themolïne's laboratory is entirely underground, in the most remote wasteland on the planet. A great deal of magic has been put into bending the surrounding environment to fit his will:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Irrepressible Memories", + "entry": "All bones within 9 miles of the laboratory are raised under the effects of {@spell animate dead|Lornestflukesadvancedundead|} 3 hours after death. The bones can take any form Damian wishes, adhering only to the amount of bones required. At least a few dozen small groups of undead patrol this area, usually in the realm of CR4-6 per group. " + }, + { + "type": "item", + "name": "Hostile Environment", + "entry": "All terrain within 18 miles of the laboratory is difficult terrain. Additionally, living creatures must consume 3 times as much food and water per day when within 12 miles, choking dust and shifting sand draining supplies rapidly." + }, + { + "type": "item", + "name": "Godseal", + "entry": "A massive ring lies 12 feet under the dust, made of steel inlaid with adamantine and solid diamond. It spans a 1/2 mile radius, with the laboratory entrance at its center. The gods, and indeed all mortals, are prevented from {@spell scrying} or remotely viewing anything within this ring. Magical communication, divine or otherwise, does not work here without having the appropriate antiseal, which can only be found in the mid-layers of the Laboratory. This effect does not outright block abilities such as a warlock's {@classFeature Eldritch Master|warlock||20}, or a cleric's {@classFeature Channel Divinity|cleric||2}, instead the affected creature must make a Wisdom saving throw with a DC equal to 30 minus the creatures level, the ability functioning as intended on a success, and being wasted on a failure. " + }, + { + "type": "item", + "name": "Shifting Sand", + "entry": "For 18 miles around the Laboratory, the monochrome dust and sand makes navigation difficult. Checks made to navigate or check positioning are made with disadvantage." + }, + { + "type": "item", + "name": "Hidden Entrance", + "entry": "The tiny stone hut that sits on the entrance to the Laboratory is entirely invisible from any distance greater than 30 feet. " + } + ] + }, + "If Damian Themolïne packs up and leaves, the undead all become uncontrolled, and further undead do not form. The weather and environment effects end after {@dice 3d10} days. The Godseal stays however, and will function until dismantled. " + ] + } + ] +} diff --git a/creature/Dragonix; Monster Manual Expanded II (v2).json b/creature/Dragonix; Monster Manual Expanded II (v2).json index fcd0951f93..cf83cba40c 100644 --- a/creature/Dragonix; Monster Manual Expanded II (v2).json +++ b/creature/Dragonix; Monster Manual Expanded II (v2).json @@ -34,8 +34,8 @@ }, "status": "ready", "dateAdded": 1687405056, - "dateLastModified": 1694386526, - "_dateLastModifiedHash": "2ffa417fc9" + "dateLastModified": 1695035537, + "_dateLastModifiedHash": "a0368a5f00" }, "magicvariant": [ { @@ -10310,6 +10310,27 @@ } ] }, + { + "name": "Orc King", + "source": "mme2-v2", + "_copy": { + "name": "Orc", + "source": "MM", + "_mod": { + "entries": { + "mode": "appendArr", + "items": { + "type": "entries", + "name": "Orc King", + "entries": [ + "The mighty orc king is a striking figure, garbed in {@item plate armor|phb} and armed with a {@item greatsword|phb}. It rides into battle on its personal war beast\u2014often a large {@creature dire wolf} or {@creature boar}\u2014commanding its horde to unleash hell's fury on its enemies. Its presence alone can rally nearby orcs in battle. However, the orc king is not just a potent commander. It is a mighty and savage warrior that can attack thrice with its weapon, and emit battle cries that can turn its allies into a battle frenzy, or strike fear into the hearts of its enemies." + ] + } + } + } + }, + "images": [] + }, { "name": "Orc Vanguard", "source": "mme2-v2", @@ -63489,6 +63510,189 @@ "hasFluff": true, "hasFluffImages": true }, + { + "name": "Orc King", + "source": "mme2-v2", + "page": 209, + "size": [ + "M" + ], + "type": { + "type": "humanoid", + "tags": [ + "Orc" + ] + }, + "alignment": [ + "A" + ], + "ac": [ + { + "ac": 18, + "from": [ + "{@item plate armor|phb|plate}" + ] + } + ], + "hp": { + "average": 152, + "formula": "16d8 + 80" + }, + "speed": { + "walk": 30 + }, + "str": 20, + "dex": 12, + "con": 20, + "int": 11, + "wis": 12, + "cha": 16, + "save": { + "str": "+9", + "dex": "+5", + "con": "+9" + }, + "skill": { + "athletics": "+9", + "history": "+4", + "intimidation": "+7" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 11, + "languages": [ + "Common", + "Orc" + ], + "cr": "9", + "trait": [ + { + "name": "Aura of Fervor", + "entries": [ + "The orc's allies have advantage on attack rolls and saving throws against being {@condition charmed} and {@condition frightened} while within 20 feet of the orc, provided it isn't {@condition incapacitated}." + ] + }, + { + "name": "Gruumsh's Fury", + "entries": [ + "The orc deals an extra 4 ({@damage 1d8}) damage when it hits with a weapon attack (included in the attacks)." + ] + }, + { + "name": "Legendary Resistance (1/Day)", + "entries": [ + "If the orc fails a saving throw, it can choose to succeed instead." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The orc makes two melee attacks." + ] + }, + { + "name": "Greatsword", + "entries": [ + "{@atk mw} {@hit +9} to hit, reach 5 ft., one target. {@h}16 ({@damage 2d6 + 5 + 1d8}) slashing damage." + ] + }, + { + "name": "Spear", + "entries": [ + "{@atk mw,rw} {@hit +9} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}12 ({@damage 1d6 + 5 + 1d8}) piercing damage or 13 ({@damage 1d8 + 5 + 1d8}) piercing damage if used with two hands to make a melee attack." + ] + }, + { + "name": "Furious Blade of Gruumsh {@recharge 5}", + "entries": [ + "The orc moves up to its speed without provoking {@action opportunity attack||opportunity attacks} and targets each creature within 5 feet of it during its movement. Each target must succeed on a {@dc 17} Dexterity saving throw or take 21 ({@damage 2d6 + 5 + 2d8}) slashing damage." + ] + } + ], + "bonus": [ + { + "name": "Aggressive", + "entries": [ + "The orc moves up to its speed toward a hostile creature it can see." + ] + } + ], + "shortName": "orc", + "legendary": [ + { + "name": "Charge", + "entries": [ + "The orc moves up to its speed." + ] + }, + { + "name": "Attack (Costs 2 Actions)", + "entries": [ + "The orc makes a melee weapon attack." + ] + }, + { + "name": "Terrifying Shout (Costs 3 Actions)", + "entries": [ + "The orc emits an intimidating shout. Each enemy within 60 feet of it that can hear it must succeed on a {@dc 17} Wisdom saving throw or be {@condition frightened} for one minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the orc's Terrifying Cry for the next 24 hours." + ] + } + ], + "fluff": { + "_monsterFluff": { + "name": "Orc King", + "source": "mme2-v2" + } + }, + "attachedItems": [ + "greatsword|phb", + "spear|phb" + ], + "senseTags": [ + "D" + ], + "traitTags": [ + "Legendary Resistances" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "O" + ], + "damageTags": [ + "P", + "S" + ], + "miscTags": [ + "MLW", + "MW", + "RW", + "THW", + "AOE" + ], + "conditionInflict": [ + "frightened" + ], + "hasFluff": true, + "tokenUrl": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/mme2_v2/creatures/tokens/Orc_Conqueror.webp", + "altArt": [ + { + "name": "Roll20-style border", + "tokenUrl": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/mme2_v2/creatures/token2/Orc Monarch.webp", + "source": "mme2-v2" + }, + { + "name": "Roll20-style border 2", + "tokenUrl": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/mme2_v2/creatures/token2/Orc Monarch 2.webp", + "source": "mme2-v2" + } + ] + }, { "name": "Orc Vanguard", "source": "mme2-v2", diff --git a/creature/Dungeon Dad; Dungeon Dad Statblocks.json b/creature/Dungeon Dad; Dungeon Dad Statblocks.json index a1003d1e0b..2b58ca76ff 100644 --- a/creature/Dungeon Dad; Dungeon Dad Statblocks.json +++ b/creature/Dungeon Dad; Dungeon Dad Statblocks.json @@ -13,12 +13,12 @@ "Genocide-Games", "Cadowtin" ], - "version": "0.4.1" + "version": "0.5.0" } ], "dateAdded": 1669666516, - "dateLastModified": 1693666789, - "_dateLastModifiedHash": "3a86c8bf4b" + "dateLastModified": 1694894447, + "_dateLastModifiedHash": "3562d5d548" }, "monster": [ { @@ -59,8 +59,8 @@ "fluff": { "entries": [ "Star Seekers. Moon giants dwell in rocky badlands and other scarred, deserted places. Some say there are even moon giant populations that live on the various moons of the multiverse. Whether this is true or not, it seems likely as even the giants themselves claim to have once come from the moon. They revere the moon, stars, and comets, often seeking wisdom in the movement of these celestial bodies. Their entire culture is built atop the knowledge and whispered secrets they have glimpsed in the great beyond.", - "Bad Moon Rising. Though they are normally placid scholars, more likely to enter a lively philosophical debate with other creatures than a brawl, moon giants can become violent when disturbed or when under the influence of a bad moon. There is something truly powerful about their connection to the moon and its cycles, and much is still unknown about how these complex systems directly affect the giants attuned with them. ", - "Great Dreamers. Part of the moon giant way of life involves the undertaking of spiritual journeys while in the realm of dreamspace. They often use magic to induce sleep in themselves for long periods of time, during which they are able to travel to the plane of dreams and explore many strange places. These journeys are usually aided by clerics of the moon giant faith, and in some cases can last decades. ", + "Bad Moon Rising. Though they are normally placid scholars, more likely to enter a lively philosophical debate with other creatures than a brawl, moon giants can become violent when disturbed or when under the influence of a bad moon. There is something truly powerful about their connection to the moon and its cycles, and much is still unknown about how these complex systems directly affect the giants attuned with them.", + "Great Dreamers. Part of the moon giant way of life involves the undertaking of spiritual journeys while in the realm of dreamspace. They often use magic to induce sleep in themselves for long periods of time, during which they are able to travel to the plane of dreams and explore many strange places. These journeys are usually aided by clerics of the moon giant faith, and in some cases can last decades.", "Cosmic Nature. Moon giants don't need to breathe." ], "images": [ @@ -200,13 +200,6 @@ ], "damageTagsSpell": [ "Y" - ], - "savingThrowForced": [ - "wisdom" - ], - "savingThrowForcedSpell": [ - "dexterity", - "wisdom" ] }, { @@ -389,17 +382,17 @@ "fluff": { "entries": [ "The gray philosopher appears as a seated, smoke-colored,", - "insubstantial figures swathed in robes. It always seems ", - "deep in thought. Flying through the air surrounding the ", - "philosopher are a number of tiny, luminous, wispy ", - "creatures known as malices. They have vaguely human ", - "faces, gaping maws, and spindly, clawed hands. These ", - "vindictive creatures are actually the philosopher's evil ", + "insubstantial figures swathed in robes. It always seems", + "deep in thought. Flying through the air surrounding the", + "philosopher are a number of tiny, luminous, wispy", + "creatures known as malices. They have vaguely human", + "faces, gaping maws, and spindly, clawed hands. These", + "vindictive creatures are actually the philosopher's evil", "thoughts given substance.", "A gray philosopher is the undead", "spirit of an evil cleric who died with some important", - "philosophical deliberation yet unresolved in their mind. ", - "In its undead state, this creature does nothing but ponder ", + "philosophical deliberation yet unresolved in their mind.", + "In its undead state, this creature does nothing but ponder", "these weighty matters." ], "images": [ @@ -489,9 +482,6 @@ "poisoned", "prone", "restrained" - ], - "savingThrowForced": [ - "wisdom" ] }, { @@ -595,7 +585,7 @@ { "name": "Thoughtbound", "entries": [ - "The malice can not move more than 100 feet from the {@creature Gray Philosopher|dungeondadstatblocks} that created it. If forcibly moved outside this area, it will use its action to dash back within the area as fast as possible. If the philosopher that created it is destroyed, the malice is also destroyed. " + "The malice can not move more than 100 feet from the {@creature Gray Philosopher|dungeondadstatblocks} that created it. If forcibly moved outside this area, it will use its action to dash back within the area as fast as possible. If the philosopher that created it is destroyed, the malice is also destroyed." ] } ], @@ -647,8 +637,8 @@ "cr": "12", "fluff": { "entries": [ - "The Burning Swarm. Individually, the elemental creatures that make up a cinder swarm are no more significant than a fleck of hot ash you might see snap out of a campfire. Collectively, these tiny beings gather intro towering infernos bent on incinerating anything and everything around them. While the beings that make up a cinder swarm are somewhat intelligent, the swarm moves on primarily on instinct. Like a shiver of sharks following the scent of fresh blood, a cinder swarm is easily whipped into a frenzy by the idea of setting fire to their surroundings. ", - "Pyromaniacal. Nothing excites the individuals of a cinder swarm quite like burning something, or someone, into ash. This makes cinder swarms especially dangerous and hostile to non-elemental beings who seek to communicate with them for one reason or another. Crafty pyromancers who command fire magic have, on occasion, been able to convince swarms of cinder elementals to aid them in their schemes by promising the swarm access to the material plane where there is plenty of flammable material. ", + "The Burning Swarm. Individually, the elemental creatures that make up a cinder swarm are no more significant than a fleck of hot ash you might see snap out of a campfire. Collectively, these tiny beings gather intro towering infernos bent on incinerating anything and everything around them. While the beings that make up a cinder swarm are somewhat intelligent, the swarm moves on primarily on instinct. Like a shiver of sharks following the scent of fresh blood, a cinder swarm is easily whipped into a frenzy by the idea of setting fire to their surroundings.", + "Pyromaniacal. Nothing excites the individuals of a cinder swarm quite like burning something, or someone, into ash. This makes cinder swarms especially dangerous and hostile to non-elemental beings who seek to communicate with them for one reason or another. Crafty pyromancers who command fire magic have, on occasion, been able to convince swarms of cinder elementals to aid them in their schemes by promising the swarm access to the material plane where there is plenty of flammable material.", "Trinket Prisons. In many places throughout the multiverse, particularly in the astral sea, cinder elementals are used on an individual basis as a light source. Like an exceptionally brilliant firefly trapped inside a glass bottle, a lone cinder elemental can provide light, pet-like companionship, and even rudimentary knowledge of the Fire Plane. Cinder elementals loathe imprisonment as it prevents them from setting fire to anything, however, if given scraps of parchment, dried leaves, or small twigs to burn, they can be domesticated." ], "images": [ @@ -796,10 +786,10 @@ "fluff": { "entries": [ "PLUSH GOLEM", - "Plush golems are constructs crafted to look like large stuffed animals. They can take a wide variety of shapes and come in many different colors, however, one thing always remains true. If anyone should threaten their owner, there will be hell to pay. ", - "The Gift That Keeps Giving. Plush golems are every parent's worst nightmare. They are typically given as gifts to young children, usually by obnoxious aunts or uncles. Plush golems seem like ordinary stuffed animals at first to most, but eventually reveal their animated state of being to the children who own them. As most children tend to treat their toy animals more like live creatures than playthings, it can become extremel;y frustrating for some parents as the child insists that the toy be allowed to eat at the dinner table, go along on outings, and take part in other family activities.", + "Plush golems are constructs crafted to look like large stuffed animals. They can take a wide variety of shapes and come in many different colors, however, one thing always remains true. If anyone should threaten their owner, there will be hell to pay.", + "The Gift That Keeps Giving. Plush golems are every parent's worst nightmare. They are typically given as gifts to young children, usually by obnoxious aunts or uncles. Plush golems seem like ordinary stuffed animals at first to most, but eventually reveal their animated state of being to the children who own them. As most children tend to treat their toy animals more like live creatures than playthings, it can become extremely frustrating for some parents as the child insists that the toy be allowed to eat at the dinner table, go along on outings, and take part in other family activities.", "Artisanal Playthings. Plush golems are finely crafted stuffed animals and may be formed from velvet, cotton, or wool. They are usually stuffed with cotton batting, but are sometimes partly filled with dried beans. They may be created in realistic colors to represent a real bear, panda, lion, or tiger, or they may be fabricated into fantastic creatures such as pink elephants, purple rabbits, or lime green monkeys.", - "Fierce Guardians. While they are built to be soft and friendly, if the owner of a plush golem is ever threatened, the creature will spring into action and fight mercilessly to defend its master. Plush golems are often an unforeseen line of defense against would-be burglars, kidnappers, or other criminals. This makes them an ideal companion for children born into noble houses as they provide more protection than a mere body guard, and are often underestimated as simple toys." + "Fierce Guardians. While they are built to be soft and friendly, if the owner of a plush golem is ever threatened, the creature will spring into action and fight mercilessly to defend its master. Plush golems are often an unforeseen line of defense against would-be burglars, kidnappers, or other criminals. This makes them an ideal companion for children born into noble houses as they provide more protection than a mere bodyguard, and are often underestimated as simple toys." ], "images": [ { @@ -831,7 +821,8 @@ "piercing", "slashing" ], - "note": "from nonmagical attacks not made with adamantine weapons" + "note": "from nonmagical attacks not made with adamantine weapons", + "cond": true } ], "immune": [ @@ -846,7 +837,6 @@ "The golem's innate spellcasting ability is Charisma (spell save {@dc 14}, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:" ], "will": [ - "{@spell enlarge/reduce} (self only, can reduce it's size to tiny)", "{@spell feather fall}", "{@spell light}" ], @@ -910,9 +900,21 @@ ] } ], - "savingThrowForcedSpell": [ - "constitution", - "dexterity" + "variant": [ + { + "name": "Shrink Down", + "entries": [ + "Some plush golems are made with the ability to shrink their size down to become even more inconspicuous. These plush golems get the following action.", + { + "name": "Shrink Down", + "type": "entries", + "entries": [ + "The plush golem reduces its size by one (halving its size in all dimensions and reducing its weight to one-eighth of normal), two (quartering its size in all dimensions and reducing its weight to one-sixteenth of normal), or three size categories (reducing its size in all dimensions to one-sixteenth of normal and reducing its weight to one-sixty-fourth of normal). While it has it's size decreased this way, it has also has disadvantage on Strength checks and Strength saving throws and it's damage is reduced by {@dice 1d4} for each size category smaller then large (up to {@dice 3d4}, and this can't reduce the damage below 1). It can return to its original size of large by using a bonus action." + ] + } + ], + "type": "variant" + } ] }, { @@ -953,9 +955,9 @@ "entries": [ "RAGGAMOFFYN", "Raggamoffyns are mysterious constructs composed of animated scraps and bits of cloth, metal, or other refuse from civilized societies, particularly those where magic is common. Raggamoffyns tend to cluster together, operating as much in secret as possible, taking control of selected hosts to further their agendas", - "Spontaneous Arcana. Unlike other constructs, a raggamoffyn is not the result of any deliberate act of creation. Rather, it is formed when leftover magical energy interacts with inanimate objects. The exact process is not well understood and most attempts to recreate it seem to end in failure. Many scholars theorize that there is an element of the raggamoffyn genesis we simply have no means of understanding, yet. ", - "Parasitic Fashion. Raggamoffyns, above all else, seek to acquire a host they can dominate and bend to their will. It is through controlling others that they are able to further their schemes. Often the will of a raggamoffyn will lead to a captured host getting into varying degrees of trouble, only for the raggamoffyn to flee when things go bad leaving the victim to take any blame. Because raggamoffyns need strong hosts to do their bidding, they very rarely cause harm to creatures they see as potential vessels. ", - "Diverse Materials. As constructs formed from all manner of odds and ends, the appearance of a raggamoffyn is always unique. In some cases, bits of trash might animate to a cohesive form, while in others the creature's body might be made from old weapons or scraps of treasure. ", + "Spontaneous Arcana. Unlike other constructs, a raggamoffyn is not the result of any deliberate act of creation. Rather, it is formed when leftover magical energy interacts with inanimate objects. The exact process is not well understood and most attempts to recreate it seem to end in failure. Many scholars theorize that there is an element of the raggamoffyn genesis we simply have no means of understanding, yet.", + "Parasitic Fashion. Raggamoffyns, above all else, seek to acquire a host they can dominate and bend to their will. It is through controlling others that they are able to further their schemes. Often the will of a raggamoffyn will lead to a captured host getting into varying degrees of trouble, only for the raggamoffyn to flee when things go bad leaving the victim to take any blame. Because raggamoffyns need strong hosts to do their bidding, they very rarely cause harm to creatures they see as potential vessels.", + "Diverse Materials. As constructs formed from all manner of odds and ends, the appearance of a raggamoffyn is always unique. In some cases, bits of trash might animate to a cohesive form, while in others the creature's body might be made from old weapons or scraps of treasure.", "Mysterious Goals. Since they are not capable of speech and seem only interested in organizing secretly, nobody really knows the true goal of most raggamoffyn societies, or if they even consider themselves as part of a society for that matter. The observed goals of most raggamoffyns seems to be creating more of their kind. By dominating a host body, they are then able to access and destroy magical items while collecting their scraps in order to bring about the creation of more raggamoffyns. Whether this is merely done out of a desire to propagate their kind, or if there is some larger scheme at work, nobody knows." ], "images": [ @@ -1073,9 +1075,9 @@ "entries": [ "RAGGAMOFFYN", "Raggamoffyns are mysterious constructs composed of animated scraps and bits of cloth, metal, or other refuse from civilized societies, particularly those where magic is common. Raggamoffyns tend to cluster together, operating as much in secret as possible, taking control of selected hosts to further their agendas", - "Spontaneous Arcana. Unlike other constructs, a raggamoffyn is not the result of any deliberate act of creation. Rather, it is formed when leftover magical energy interacts with inanimate objects. The exact process is not well understood and most attempts to recreate it seem to end in failure. Many scholars theorize that there is an element of the raggamoffyn genesis we simply have no means of understanding, yet. ", - "Parasitic Fashion. Raggamoffyns, above all else, seek to acquire a host they can dominate and bend to their will. It is through controlling others that they are able to further their schemes. Often the will of a raggamoffyn will lead to a captured host getting into varying degrees of trouble, only for the raggamoffyn to flee when things go bad leaving the victim to take any blame. Because raggamoffyns need strong hosts to do their bidding, they very rarely cause harm to creatures they see as potential vessels. ", - "Diverse Materials. As constructs formed from all manner of odds and ends, the appearance of a raggamoffyn is always unique. In some cases, bits of trash might animate to a cohesive form, while in others the creature's body might be made from old weapons or scraps of treasure. ", + "Spontaneous Arcana. Unlike other constructs, a raggamoffyn is not the result of any deliberate act of creation. Rather, it is formed when leftover magical energy interacts with inanimate objects. The exact process is not well understood and most attempts to recreate it seem to end in failure. Many scholars theorize that there is an element of the raggamoffyn genesis we simply have no means of understanding, yet.", + "Parasitic Fashion. Raggamoffyns, above all else, seek to acquire a host they can dominate and bend to their will. It is through controlling others that they are able to further their schemes. Often the will of a raggamoffyn will lead to a captured host getting into varying degrees of trouble, only for the raggamoffyn to flee when things go bad leaving the victim to take any blame. Because raggamoffyns need strong hosts to do their bidding, they very rarely cause harm to creatures they see as potential vessels.", + "Diverse Materials. As constructs formed from all manner of odds and ends, the appearance of a raggamoffyn is always unique. In some cases, bits of trash might animate to a cohesive form, while in others the creature's body might be made from old weapons or scraps of treasure.", "Mysterious Goals. Since they are not capable of speech and seem only interested in organizing secretly, nobody really knows the true goal of most raggamoffyn societies, or if they even consider themselves as part of a society for that matter. The observed goals of most raggamoffyns seems to be creating more of their kind. By dominating a host body, they are then able to access and destroy magical items while collecting their scraps in order to bring about the creation of more raggamoffyns. Whether this is merely done out of a desire to propagate their kind, or if there is some larger scheme at work, nobody knows." ], "images": [ @@ -1153,17 +1155,14 @@ { "name": "Cloud of Steel {@recharge 6}", "entries": [ - "The shrapnyl explodes into a cloud of flying, sharp debris. Every creature within 10 feet takes 27 ({@damage 5d10}) piercing damage, or half as much on a successful {@dc 14} Dexterity saving throw. This attack instantly frees a creature {@condition grappled} by the shrapnyl and that creature takes no damage from this attack. " + "The shrapnyl explodes into a cloud of flying, sharp debris. Every creature within 10 feet takes 27 ({@damage 5d10}) piercing damage, or half as much on a successful {@dc 14} Dexterity saving throw. This attack instantly frees a creature {@condition grappled} by the shrapnyl and that creature takes no damage from this attack." ] } ], "miscTags": [ "MW" ], - "tokenUrl": "https://i.imgur.com/1MKy1X7.png", - "savingThrowForced": [ - "dexterity" - ] + "tokenUrl": "https://i.imgur.com/1MKy1X7.png" }, { "name": "Yellow Dragon Wyrmling", @@ -1205,9 +1204,9 @@ "fluff": { "entries": [ "YELLOW DRAGONS", - "Selfish and cunning, yellow dragons hold dominion over seaside cliffs, salt flats, and coastal marshes. They are secretive and elusive in the extreme, opting to take a clever and subtle approach to problem solving rather than relying solely on draconic might. A yellow dragon is easily recognized by its elongated narrow jaws, oversized claws, and its slender body. Yellow dragons vary in color from brilliant hues of sunny yellow to flaxen shades of wheat. Their scales are much smaller than that of a typical dragon and are constantly being replaced, giving their skin a texture more akin to a snake than a lizard. This smooth scale pattern also allows them to more easily navigate through water and dirt. ", + "Selfish and cunning, yellow dragons hold dominion over seaside cliffs, salt flats, and coastal marshes. They are secretive and elusive in the extreme, opting to take a clever and subtle approach to problem solving rather than relying solely on draconic might. A yellow dragon is easily recognized by its elongated narrow jaws, oversized claws, and its slender body. Yellow dragons vary in color from brilliant hues of sunny yellow to flaxen shades of wheat. Their scales are much smaller than that of a typical dragon and are constantly being replaced, giving their skin a texture more akin to a snake than a lizard. This smooth scale pattern also allows them to more easily navigate through water and dirt.", "The Missing Dragons. Ancient lore holds true that all the chromatic dragons were born from Tiamat, the queen of dragons. The more common varieties of chromatic dragon (white, black, red, green, and blue) were all made in the image of their mother, who has a draconic head of each color. However, there are other varieties of chromatic dragon that have a more mysterious origin. Purple, orange, and yellow dragons did not originate from Tiamat, but they certainly do exist. This quandary has divided scholars for ages, but there are two prevalent theories about their origin. Some think Tiamat may have experimented with her children before unleashing them upon the world, trying to create even stronger breeds. Secondary-color crossbreeds could have bred true with each other, starting new branches of the dragon family tree. Sages also speculate as to the possibility of another chromatic dragon deity, Tiamat's sister perhaps, arrayed with heads of yellow, orange, purple, and other crossbred colors. Tiamat may have destroyed her sibling eons ago, but not before the creation of dragons in the image of their deceased progenitor.", - "Selfish. Yellow dragons are incredibly selfish, even by the standards of other chromatic dragons. Many scholars believe the primary reason they have become so obscure is due to the fact that during the war waged by dragons against the giants, the yellow dragons offered no help. In fact, yellow dragons were said to remove themselves from the conflict entirely, not willing to risk their lives for the benefit of their kind. This led to them being reviled by other dragons and ultimately to the destruction of many yellow dragon lands. To this day, the yellow dragons keep to themselves, knowing that should they ever make their presence known they will be surrounded by enemies. ", + "Selfish. Yellow dragons are incredibly selfish, even by the standards of other chromatic dragons. Many scholars believe the primary reason they have become so obscure is due to the fact that during the war waged by dragons against the giants, the yellow dragons offered no help. In fact, yellow dragons were said to remove themselves from the conflict entirely, not willing to risk their lives for the benefit of their kind. This led to them being reviled by other dragons and ultimately to the destruction of many yellow dragon lands. To this day, the yellow dragons keep to themselves, knowing that should they ever make their presence known they will be surrounded by enemies.", "Cunning Trappers. Unlike most other dragons, even in their oldest stages of life, the yellow dragon prefers to use ambush tactics and traps when engaging in battle. They are not as physically powerful as some of their other draconic cousins, but yellow dragons are extremely fast and capable of traveling through water, sand, and rock with relative ease. They use this unique mobility to their utmost advantage and will only ever take a fight they know will end in victory. A favorite trap of theirs is to dig a cone-shaped pit with steep sides, then bury themselves at the bottom. When prey inevitably stumbles into such a trap, the yellow dragon then moves its wings, causing the pit to collapse.", "Isolationist. Due to the fact that yellow dragons are hated by most for being dragons, and hated by other dragons for their actions throughout history, they have become quite isolated. They speak a strange dialect of Draconic unique to yellow dragons and will typically not learn any other languages since they have no desire to communicate with anyone outside of their own kind. This adds another layer of complexity to encountering a yellow dragon. If an individual approaches without an understanding of their language, even if they use magic such as the tongues spell to communicate, the yellow dragon is unlikely to trust or respect them." ], @@ -1286,9 +1285,6 @@ ], "miscTags": [ "MW" - ], - "savingThrowForced": [ - "dexterity" ] }, { @@ -1363,7 +1359,7 @@ { "name": "Abyssal Lash", "entries": [ - "Any fiend within 5 ft. of the dragon can use its action to jab a painful spike into the dragon causing 5 ({@damage 1d10}) damage and allowing the dragon to use its reaction to make a melee attack. " + "Any fiend within 5 ft. of the dragon can use its action to jab a painful spike into the dragon causing 5 ({@damage 1d10}) damage and allowing the dragon to use its reaction to make a melee attack." ] } ], @@ -1421,7 +1417,7 @@ { "name": "Pain Frenzy (Costs 3 Actions)", "entries": [ - "All creatures within 10 ft. of the dragon take 28 ({@damage 4d10 + 6}) slashing damage, or half as much on a successful {@dc 15} Dexterity saving throw. " + "All creatures within 10 ft. of the dragon take 28 ({@damage 4d10 + 6}) slashing damage, or half as much on a successful {@dc 15} Dexterity saving throw." ] } ], @@ -1583,14 +1579,6 @@ }, "alias": [ "White Dragon" - ], - "savingThrowForced": [ - "constitution", - "dexterity", - "wisdom" - ], - "savingThrowForcedLegendary": [ - "constitution" ] }, { @@ -1633,9 +1621,9 @@ "fluff": { "entries": [ "YELLOW DRAGONS", - "Selfish and cunning, yellow dragons hold dominion over seaside cliffs, salt flats, and coastal marshes. They are secretive and elusive in the extreme, opting to take a clever and subtle approach to problem solving rather than relying solely on draconic might. A yellow dragon is easily recognized by its elongated narrow jaws, oversized claws, and its slender body. Yellow dragons vary in color from brilliant hues of sunny yellow to flaxen shades of wheat. Their scales are much smaller than that of a typical dragon and are constantly being replaced, giving their skin a texture more akin to a snake than a lizard. This smooth scale pattern also allows them to more easily navigate through water and dirt. ", + "Selfish and cunning, yellow dragons hold dominion over seaside cliffs, salt flats, and coastal marshes. They are secretive and elusive in the extreme, opting to take a clever and subtle approach to problem solving rather than relying solely on draconic might. A yellow dragon is easily recognized by its elongated narrow jaws, oversized claws, and its slender body. Yellow dragons vary in color from brilliant hues of sunny yellow to flaxen shades of wheat. Their scales are much smaller than that of a typical dragon and are constantly being replaced, giving their skin a texture more akin to a snake than a lizard. This smooth scale pattern also allows them to more easily navigate through water and dirt.", "The Missing Dragons. Ancient lore holds true that all the chromatic dragons were born from Tiamat, the queen of dragons. The more common varieties of chromatic dragon (white, black, red, green, and blue) were all made in the image of their mother, who has a draconic head of each color. However, there are other varieties of chromatic dragon that have a more mysterious origin. Purple, orange, and yellow dragons did not originate from Tiamat, but they certainly do exist. This quandary has divided scholars for ages, but there are two prevalent theories about their origin. Some think Tiamat may have experimented with her children before unleashing them upon the world, trying to create even stronger breeds. Secondary-color crossbreeds could have bred true with each other, starting new branches of the dragon family tree. Sages also speculate as to the possibility of another chromatic dragon deity, Tiamat's sister perhaps, arrayed with heads of yellow, orange, purple, and other crossbred colors. Tiamat may have destroyed her sibling eons ago, but not before the creation of dragons in the image of their deceased progenitor.", - "Selfish. Yellow dragons are incredibly selfish, even by the standards of other chromatic dragons. Many scholars believe the primary reason they have become so obscure is due to the fact that during the war waged by dragons against the giants, the yellow dragons offered no help. In fact, yellow dragons were said to remove themselves from the conflict entirely, not willing to risk their lives for the benefit of their kind. This led to them being reviled by other dragons and ultimately to the destruction of many yellow dragon lands. To this day, the yellow dragons keep to themselves, knowing that should they ever make their presence known they will be surrounded by enemies. ", + "Selfish. Yellow dragons are incredibly selfish, even by the standards of other chromatic dragons. Many scholars believe the primary reason they have become so obscure is due to the fact that during the war waged by dragons against the giants, the yellow dragons offered no help. In fact, yellow dragons were said to remove themselves from the conflict entirely, not willing to risk their lives for the benefit of their kind. This led to them being reviled by other dragons and ultimately to the destruction of many yellow dragon lands. To this day, the yellow dragons keep to themselves, knowing that should they ever make their presence known they will be surrounded by enemies.", "Cunning Trappers. Unlike most other dragons, even in their oldest stages of life, the yellow dragon prefers to use ambush tactics and traps when engaging in battle. They are not as physically powerful as some of their other draconic cousins, but yellow dragons are extremely fast and capable of traveling through water, sand, and rock with relative ease. They use this unique mobility to their utmost advantage and will only ever take a fight they know will end in victory. A favorite trap of theirs is to dig a cone-shaped pit with steep sides, then bury themselves at the bottom. When prey inevitably stumbles into such a trap, the yellow dragon then moves its wings, causing the pit to collapse.", "Isolationist. Due to the fact that yellow dragons are hated by most for being dragons, and hated by other dragons for their actions throughout history, they have become quite isolated. They speak a strange dialect of Draconic unique to yellow dragons and will typically not learn any other languages since they have no desire to communicate with anyone outside of their own kind. This adds another layer of complexity to encountering a yellow dragon. If an individual approaches without an understanding of their language, even if they use magic such as the tongues spell to communicate, the yellow dragon is unlikely to trust or respect them." ], @@ -1729,9 +1717,6 @@ "miscTags": [ "MW", "RCH" - ], - "savingThrowForced": [ - "dexterity" ] }, { @@ -1774,9 +1759,9 @@ "fluff": { "entries": [ "YELLOW DRAGONS", - "Selfish and cunning, yellow dragons hold dominion over seaside cliffs, salt flats, and coastal marshes. They are secretive and elusive in the extreme, opting to take a clever and subtle approach to problem solving rather than relying solely on draconic might. A yellow dragon is easily recognized by its elongated narrow jaws, oversized claws, and its slender body. Yellow dragons vary in color from brilliant hues of sunny yellow to flaxen shades of wheat. Their scales are much smaller than that of a typical dragon and are constantly being replaced, giving their skin a texture more akin to a snake than a lizard. This smooth scale pattern also allows them to more easily navigate through water and dirt. ", + "Selfish and cunning, yellow dragons hold dominion over seaside cliffs, salt flats, and coastal marshes. They are secretive and elusive in the extreme, opting to take a clever and subtle approach to problem solving rather than relying solely on draconic might. A yellow dragon is easily recognized by its elongated narrow jaws, oversized claws, and its slender body. Yellow dragons vary in color from brilliant hues of sunny yellow to flaxen shades of wheat. Their scales are much smaller than that of a typical dragon and are constantly being replaced, giving their skin a texture more akin to a snake than a lizard. This smooth scale pattern also allows them to more easily navigate through water and dirt.", "The Missing Dragons. Ancient lore holds true that all the chromatic dragons were born from Tiamat, the queen of dragons. The more common varieties of chromatic dragon (white, black, red, green, and blue) were all made in the image of their mother, who has a draconic head of each color. However, there are other varieties of chromatic dragon that have a more mysterious origin. Purple, orange, and yellow dragons did not originate from Tiamat, but they certainly do exist. This quandary has divided scholars for ages, but there are two prevalent theories about their origin. Some think Tiamat may have experimented with her children before unleashing them upon the world, trying to create even stronger breeds. Secondary-color crossbreeds could have bred true with each other, starting new branches of the dragon family tree. Sages also speculate as to the possibility of another chromatic dragon deity, Tiamat's sister perhaps, arrayed with heads of yellow, orange, purple, and other crossbred colors. Tiamat may have destroyed her sibling eons ago, but not before the creation of dragons in the image of their deceased progenitor.", - "Selfish. Yellow dragons are incredibly selfish, even by the standards of other chromatic dragons. Many scholars believe the primary reason they have become so obscure is due to the fact that during the war waged by dragons against the giants, the yellow dragons offered no help. In fact, yellow dragons were said to remove themselves from the conflict entirely, not willing to risk their lives for the benefit of their kind. This led to them being reviled by other dragons and ultimately to the destruction of many yellow dragon lands. To this day, the yellow dragons keep to themselves, knowing that should they ever make their presence known they will be surrounded by enemies. ", + "Selfish. Yellow dragons are incredibly selfish, even by the standards of other chromatic dragons. Many scholars believe the primary reason they have become so obscure is due to the fact that during the war waged by dragons against the giants, the yellow dragons offered no help. In fact, yellow dragons were said to remove themselves from the conflict entirely, not willing to risk their lives for the benefit of their kind. This led to them being reviled by other dragons and ultimately to the destruction of many yellow dragon lands. To this day, the yellow dragons keep to themselves, knowing that should they ever make their presence known they will be surrounded by enemies.", "Cunning Trappers. Unlike most other dragons, even in their oldest stages of life, the yellow dragon prefers to use ambush tactics and traps when engaging in battle. They are not as physically powerful as some of their other draconic cousins, but yellow dragons are extremely fast and capable of traveling through water, sand, and rock with relative ease. They use this unique mobility to their utmost advantage and will only ever take a fight they know will end in victory. A favorite trap of theirs is to dig a cone-shaped pit with steep sides, then bury themselves at the bottom. When prey inevitably stumbles into such a trap, the yellow dragon then moves its wings, causing the pit to collapse.", "Isolationist. Due to the fact that yellow dragons are hated by most for being dragons, and hated by other dragons for their actions throughout history, they have become quite isolated. They speak a strange dialect of Draconic unique to yellow dragons and will typically not learn any other languages since they have no desire to communicate with anyone outside of their own kind. This adds another layer of complexity to encountering a yellow dragon. If an individual approaches without an understanding of their language, even if they use magic such as the tongues spell to communicate, the yellow dragon is unlikely to trust or respect them." ], @@ -1904,7 +1889,7 @@ { "name": "Detect", "entries": [ - "The dragon makes a Wisdom (Perception) check. " + "The dragon makes a Wisdom (Perception) check." ] }, { @@ -1919,10 +1904,6 @@ "The dragon beats its wings. Each creature within 15 feet of the dragon must on a {@dc 20} Dexterity saving throw or take 12 ({@damage 2d6 + 5}) bludgeoning damage and be knocked {@condition prone}. The dragon can then fly up to half its flying speed." ] } - ], - "savingThrowForced": [ - "dexterity", - "wisdom" ] }, { @@ -1965,9 +1946,9 @@ "fluff": { "entries": [ "YELLOW DRAGONS", - "Selfish and cunning, yellow dragons hold dominion over seaside cliffs, salt flats, and coastal marshes. They are secretive and elusive in the extreme, opting to take a clever and subtle approach to problem solving rather than relying solely on draconic might. A yellow dragon is easily recognized by its elongated narrow jaws, oversized claws, and its slender body. Yellow dragons vary in color from brilliant hues of sunny yellow to flaxen shades of wheat. Their scales are much smaller than that of a typical dragon and are constantly being replaced, giving their skin a texture more akin to a snake than a lizard. This smooth scale pattern also allows them to more easily navigate through water and dirt. ", + "Selfish and cunning, yellow dragons hold dominion over seaside cliffs, salt flats, and coastal marshes. They are secretive and elusive in the extreme, opting to take a clever and subtle approach to problem solving rather than relying solely on draconic might. A yellow dragon is easily recognized by its elongated narrow jaws, oversized claws, and its slender body. Yellow dragons vary in color from brilliant hues of sunny yellow to flaxen shades of wheat. Their scales are much smaller than that of a typical dragon and are constantly being replaced, giving their skin a texture more akin to a snake than a lizard. This smooth scale pattern also allows them to more easily navigate through water and dirt.", "The Missing Dragons. Ancient lore holds true that all the chromatic dragons were born from Tiamat, the queen of dragons. The more common varieties of chromatic dragon (white, black, red, green, and blue) were all made in the image of their mother, who has a draconic head of each color. However, there are other varieties of chromatic dragon that have a more mysterious origin. Purple, orange, and yellow dragons did not originate from Tiamat, but they certainly do exist. This quandary has divided scholars for ages, but there are two prevalent theories about their origin. Some think Tiamat may have experimented with her children before unleashing them upon the world, trying to create even stronger breeds. Secondary-color crossbreeds could have bred true with each other, starting new branches of the dragon family tree. Sages also speculate as to the possibility of another chromatic dragon deity, Tiamat's sister perhaps, arrayed with heads of yellow, orange, purple, and other crossbred colors. Tiamat may have destroyed her sibling eons ago, but not before the creation of dragons in the image of their deceased progenitor.", - "Selfish. Yellow dragons are incredibly selfish, even by the standards of other chromatic dragons. Many scholars believe the primary reason they have become so obscure is due to the fact that during the war waged by dragons against the giants, the yellow dragons offered no help. In fact, yellow dragons were said to remove themselves from the conflict entirely, not willing to risk their lives for the benefit of their kind. This led to them being reviled by other dragons and ultimately to the destruction of many yellow dragon lands. To this day, the yellow dragons keep to themselves, knowing that should they ever make their presence known they will be surrounded by enemies. ", + "Selfish. Yellow dragons are incredibly selfish, even by the standards of other chromatic dragons. Many scholars believe the primary reason they have become so obscure is due to the fact that during the war waged by dragons against the giants, the yellow dragons offered no help. In fact, yellow dragons were said to remove themselves from the conflict entirely, not willing to risk their lives for the benefit of their kind. This led to them being reviled by other dragons and ultimately to the destruction of many yellow dragon lands. To this day, the yellow dragons keep to themselves, knowing that should they ever make their presence known they will be surrounded by enemies.", "Cunning Trappers. Unlike most other dragons, even in their oldest stages of life, the yellow dragon prefers to use ambush tactics and traps when engaging in battle. They are not as physically powerful as some of their other draconic cousins, but yellow dragons are extremely fast and capable of traveling through water, sand, and rock with relative ease. They use this unique mobility to their utmost advantage and will only ever take a fight they know will end in victory. A favorite trap of theirs is to dig a cone-shaped pit with steep sides, then bury themselves at the bottom. When prey inevitably stumbles into such a trap, the yellow dragon then moves its wings, causing the pit to collapse.", "Isolationist. Due to the fact that yellow dragons are hated by most for being dragons, and hated by other dragons for their actions throughout history, they have become quite isolated. They speak a strange dialect of Draconic unique to yellow dragons and will typically not learn any other languages since they have no desire to communicate with anyone outside of their own kind. This adds another layer of complexity to encountering a yellow dragon. If an individual approaches without an understanding of their language, even if they use magic such as the tongues spell to communicate, the yellow dragon is unlikely to trust or respect them." ], @@ -2095,7 +2076,7 @@ { "name": "Detect", "entries": [ - "The dragon makes a Wisdom (Perception) check. " + "The dragon makes a Wisdom (Perception) check." ] }, { @@ -2110,10 +2091,6 @@ "The dragon beats its wings. Each creature within 15 feet of the dragon must on a {@dc 24} Dexterity saving throw or take 13 ({@damage 2d6 + 6}) bludgeoning damage and be knocked {@condition prone}. The dragon can then fly up to half its flying speed." ] } - ], - "savingThrowForced": [ - "dexterity", - "wisdom" ] }, { @@ -2155,8 +2132,8 @@ "NIGHT TWIST", "This large, black, leafless tree is characterised by unnatural and unsettling shapes.", "It radiates gloomy twilight, nightmares, and sorrow.", - "The Mournful Voice. Long before luckless travellers in more remote and foreboding marshes see the harrowing sight of a lone night twist, they hear its haunting and melancholic song. The ghostly moaning of its song seems slightly different to each individual that hears it. To some, the song sounds like a chorus of weeping souls. To others, it is more akin to a cold wind blowing over a desolate graveyard. In every case, however, the song takes the form of something the listener finds sorrowful and unpleasant. A dirge of death and despair meant to lead them to their end. ", - "Marsh Menace. Night twists subsist in the most inhospitable marshes, feeding on the rotting carcasses of creatures and travellers attracted by its despair song. A typical night twist stands 15-feet tall and weighs 600 pounds. ", + "The Mournful Voice. Long before luckless travellers in more remote and foreboding marshes see the harrowing sight of a lone night twist, they hear its haunting and melancholic song. The ghostly moaning of its song seems slightly different to each individual that hears it. To some, the song sounds like a chorus of weeping souls. To others, it is more akin to a cold wind blowing over a desolate graveyard. In every case, however, the song takes the form of something the listener finds sorrowful and unpleasant. A dirge of death and despair meant to lead them to their end.", + "Marsh Menace. Night twists subsist in the most inhospitable marshes, feeding on the rotting carcasses of creatures and travellers attracted by its despair song. A typical night twist stands 15-feet tall and weighs 600 pounds.", "The Hags Garden. The night twist is a foul curse made manifest. They lure in wayward souls with the hope of killing and devouring them. In some cases, night hags have been known to cultivate night twists for the purpose of drawing in victims for their foul schemes." ], "images": [ @@ -2261,7 +2238,7 @@ { "name": "Multiattack", "entries": [ - "The night twist makes two slam attacks and may then cast gust of wind. " + "The night twist makes two slam attacks and may then cast gust of wind." ] }, { @@ -2277,14 +2254,6 @@ "miscTags": [ "MW", "RCH" - ], - "savingThrowForced": [ - "wisdom" - ], - "savingThrowForcedSpell": [ - "constitution", - "strength", - "wisdom" ] }, { @@ -2417,7 +2386,7 @@ "type": "image", "href": { "type": "external", - "url": "https://www.dungeonsolvers.com/wp-content/uploads/2018/07/Kythons.jpg" + "url": "https://64.media.tumblr.com/1d594fa084c622c8627fd6c8f2c2a914/tumblr_inline_or5nmkmXFo1qdq19t_400.jpg" } } ] @@ -2460,7 +2429,7 @@ { "name": "Bite", "entries": [ - "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) piercing damage. The target must succeed on a {@dc 11} Constitution saving throw or take 3 ({@dice 1d6}) points of poison damage and have their hit point maximum reduced by the amount of poison damage taken until they finish a long rest. " + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) piercing damage. The target must succeed on a {@dc 11} Constitution saving throw or take 3 ({@dice 1d6}) points of poison damage and have their hit point maximum reduced by the amount of poison damage taken until they finish a long rest." ] }, { @@ -2479,14 +2448,14 @@ "actionTags": [ "Multiattack" ], + "miscTags": [ + "MW" + ], "damageTags": [ "B", "P", "S" ], - "miscTags": [ - "MW" - ], "savingThrowForced": [ "constitution" ] @@ -2621,7 +2590,7 @@ "type": "image", "href": { "type": "external", - "url": "https://www.dungeonsolvers.com/wp-content/uploads/2018/07/Kythons.jpg" + "url": "https://64.media.tumblr.com/1d594fa084c622c8627fd6c8f2c2a914/tumblr_inline_or5nmkmXFo1qdq19t_400.jpg" } } ] @@ -2683,11 +2652,6 @@ "actionTags": [ "Multiattack" ], - "damageTags": [ - "A", - "P", - "S" - ], "miscTags": [ "MW" ], @@ -2738,7 +2702,7 @@ { "name": "Phase Organ", "entries": [ - "This small fleshy pod fits upon the forehead of the kython, grafting into place permanently. It allows the kython to cast the {@spell misty step} spell once per turn. " + "This small fleshy pod fits upon the forehead of the kython, grafting into place permanently. It allows the kython to cast the {@spell misty step} spell once per turn." ], "type": "variant" } @@ -2747,6 +2711,11 @@ "grappled", "restrained" ], + "damageTags": [ + "A", + "P", + "S" + ], "savingThrowForced": [ "constitution", "dexterity" @@ -2882,7 +2851,7 @@ "type": "image", "href": { "type": "external", - "url": "https://www.dungeonsolvers.com/wp-content/uploads/2018/07/Kythons.jpg" + "url": "https://64.media.tumblr.com/1d594fa084c622c8627fd6c8f2c2a914/tumblr_inline_or5nmkmXFo1qdq19t_400.jpg" } } ] @@ -2938,12 +2907,6 @@ "actionTags": [ "Multiattack" ], - "damageTags": [ - "A", - "I", - "P", - "S" - ], "miscTags": [ "MW" ], @@ -2981,7 +2944,7 @@ "name": "Mouth Launcher", "entries": [ "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage. A successful hit with this attack grapples the target. While the target is {@condition grappled} this way, any bite attack made against them by the kython wielding this weapon is an automatic hit.", - "(Note: this weapon fits inside the mouth of the kython wielding it and does not replace one of the kython's claw attacks, however, it is still included as part of the kython's multiattack action. Add +1 to the challenge rating of a kython with this weapon. " + "(Note: this weapon fits inside the mouth of the kython wielding it and does not replace one of the kython's claw attacks, however, it is still included as part of the kython's multiattack action. Add +1 to the challenge rating of a kython with this weapon." ], "type": "variant" }, @@ -2995,7 +2958,7 @@ { "name": "Phase Organ", "entries": [ - "This small fleshy pod fits upon the forehead of the kython, grafting into place permanently. It allows the kython to cast the {@spell misty step} spell once per turn. " + "This small fleshy pod fits upon the forehead of the kython, grafting into place permanently. It allows the kython to cast the {@spell misty step} spell once per turn." ], "type": "variant" } @@ -3004,6 +2967,12 @@ "grappled", "restrained" ], + "damageTags": [ + "A", + "I", + "P", + "S" + ], "savingThrowForced": [ "constitution", "dexterity" @@ -3139,7 +3108,7 @@ "type": "image", "href": { "type": "external", - "url": "https://www.dungeonsolvers.com/wp-content/uploads/2018/07/Kythons.jpg" + "url": "https://64.media.tumblr.com/1d594fa084c622c8627fd6c8f2c2a914/tumblr_inline_or5nmkmXFo1qdq19t_400.jpg" } } ] @@ -3195,11 +3164,6 @@ "actionTags": [ "Multiattack" ], - "damageTags": [ - "A", - "P", - "S" - ], "variant": [ { "name": "Acid Spitter", @@ -3234,7 +3198,7 @@ "name": "Mouth Launcher", "entries": [ "{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d6 + 5}) piercing damage. A successful hit with this attack grapples the target. While the target is {@condition grappled} this way, any bite attack made against them by the kython wielding this weapon is an automatic hit.", - "(Note: this weapon fits inside the mouth of the kython wielding it and does not replace one of the kython's claw attacks, however, it is still included as part of the kython's multiattack action. Add +1 to the challenge rating of a kython with this weapon. " + "(Note: this weapon fits inside the mouth of the kython wielding it and does not replace one of the kython's claw attacks, however, it is still included as part of the kython's multiattack action. Add +1 to the challenge rating of a kython with this weapon." ], "type": "variant" }, @@ -3248,7 +3212,7 @@ { "name": "Phase Organ", "entries": [ - "This small fleshy pod fits upon the forehead of the kython, grafting into place permanently. It allows the kython to cast the {@spell misty step} spell once per turn. " + "This small fleshy pod fits upon the forehead of the kython, grafting into place permanently. It allows the kython to cast the {@spell misty step} spell once per turn." ], "type": "variant" } @@ -3272,6 +3236,11 @@ "miscTags": [ "MW" ], + "damageTags": [ + "A", + "P", + "S" + ], "savingThrowForced": [ "constitution", "dexterity", @@ -3446,7 +3415,7 @@ { "name": "Multiattack", "entries": [ - "The kython makes two attacks, one with its bite, and one with its tail. It then uses its constrict attack if it has a creature {@condition grappled}. " + "The kython makes two attacks, one with its bite, and one with its tail. It then uses its constrict attack if it has a creature {@condition grappled}." ] }, { @@ -3511,7 +3480,7 @@ "name": "Mouth Launcher", "entries": [ "{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}10 ({@damage 1d6 + 7}) piercing damage. A successful hit with this attack grapples the target. While the target is {@condition grappled} this way, any bite attack made against them by the kython wielding this weapon is an automatic hit.", - "(Note: this weapon fits inside the mouth of the kython wielding it and does not replace one of the kython's claw attacks, however, it is still included as part of the kython's multiattack action. Add +1 to the challenge rating of a kython with this weapon. " + "(Note: this weapon fits inside the mouth of the kython wielding it and does not replace one of the kython's claw attacks, however, it is still included as part of the kython's multiattack action. Add +1 to the challenge rating of a kython with this weapon." ], "type": "variant" }, @@ -3525,7 +3494,7 @@ { "name": "Phase Organ", "entries": [ - "This small fleshy pod fits upon the forehead of the kython, grafting into place permanently. It allows the kython to cast the {@spell misty step} spell once per turn. " + "This small fleshy pod fits upon the forehead of the kython, grafting into place permanently. It allows the kython to cast the {@spell misty step} spell once per turn." ], "type": "variant" } @@ -3538,23 +3507,19 @@ { "name": "Disruption Field", "entries": [ - "The slaymaster reduces it's blindsight by 30 feet. During this time, all non-kython creatures within 30 feet of it have disadvantage on attack rolls, saving throws, and ability checks. Additionally, any spell cast in this area has a {@chance 10|10 percent|10% disruption chance} chance of being countered. It may end this effect using a bonus action. " + "The slaymaster reduces it's blindsight by 30 feet. During this time, all non-kython creatures within 30 feet of it have disadvantage on attack rolls, saving throws, and ability checks. Additionally, any spell cast in this area has a {@chance 10|10 percent|10% disruption chance} chance of being countered. It may end this effect using a bonus action." ] }, { "name": "Enhanced Defense", "entries": [ - "The slaymaster reduces its blindsight by 30 feet. During this time, it gains a +2 bonus to its armor class and advantage on all saving throws made against spells and other magical effects. It may end this effect bonus action. " + "The slaymaster reduces its blindsight by 30 feet. During this time, it gains a +2 bonus to its armor class and advantage on all saving throws made against spells and other magical effects. It may end this effect bonus action." ] } ], "miscTags": [ "MW", "RCH" - ], - "savingThrowForced": [ - "constitution", - "dexterity" ] }, { @@ -3725,13 +3690,13 @@ { "name": "Multiattack", "entries": [ - "The kython makes three attacks, one with its bite, and two with its claws. It can then use its poison spray if available. " + "The kython makes three attacks, one with its bite, and two with its claws. It can then use its poison spray if available." ] }, { "name": "Bite", "entries": [ - "{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}22 ({@damage 4d6 + 8}) piercing damage. The target must succeed on a {@dc 17} Constitution saving throw or take 14 ({@dice 4d6}) points of poison damage and have their hit point maximum reduced by the amount of poison damage taken until they finish a long rest. " + "{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}22 ({@damage 4d6 + 8}) piercing damage. The target must succeed on a {@dc 17} Constitution saving throw or take 14 ({@dice 4d6}) points of poison damage and have their hit point maximum reduced by the amount of poison damage taken until they finish a long rest." ] }, { @@ -3790,7 +3755,7 @@ "name": "Mouth Launcher", "entries": [ "{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}11 ({@damage 1d6 + 8}) piercing damage. A successful hit with this attack grapples the target. While the target is {@condition grappled} this way, any bite attack made against them by the kython wielding this weapon is an automatic hit.", - "(Note: this weapon fits inside the mouth of the kython wielding it and does not replace one of the kython's claw attacks, however, it is still included as part of the kython's multiattack action. Add +1 to the challenge rating of a kython with this weapon. " + "(Note: this weapon fits inside the mouth of the kython wielding it and does not replace one of the kython's claw attacks, however, it is still included as part of the kython's multiattack action. Add +1 to the challenge rating of a kython with this weapon." ], "type": "variant" }, @@ -3804,7 +3769,7 @@ { "name": "Phase Organ", "entries": [ - "This small fleshy pod fits upon the forehead of the kython, grafting into place permanently. It allows the kython to cast the {@spell misty step} spell once per turn. " + "This small fleshy pod fits upon the forehead of the kython, grafting into place permanently. It allows the kython to cast the {@spell misty step} spell once per turn." ], "type": "variant" } @@ -3817,13 +3782,13 @@ { "name": "Disruption Field", "entries": [ - "The slaughterking reduces it's blindsight by 30 feet. During this time, all non-kython creatures within 30 feet of it have disadvantage on attack rolls, saving throws, and ability checks. Additionally, any spell cast in this area has a {@chance 10|10 percent|10% disruption chance} chance of being countered. It may end this effect using a bonus action. " + "The slaughterking reduces it's blindsight by 30 feet. During this time, all non-kython creatures within 30 feet of it have disadvantage on attack rolls, saving throws, and ability checks. Additionally, any spell cast in this area has a {@chance 10|10 percent|10% disruption chance} chance of being countered. It may end this effect using a bonus action." ] }, { "name": "Enhanced Defense", "entries": [ - "The slaughterking reduces its blindsight by 30 feet. During this time, it gains a +2 bonus to its armor class and advantage on all saving throws made against spells and other magical effects. It may end this effect bonus action. " + "The slaughterking reduces its blindsight by 30 feet. During this time, it gains a +2 bonus to its armor class and advantage on all saving throws made against spells and other magical effects. It may end this effect bonus action." ] } ], @@ -3831,10 +3796,6 @@ "MW", "RW", "HPR" - ], - "savingThrowForced": [ - "constitution", - "dexterity" ] }, { @@ -3874,10 +3835,10 @@ "fluff": { "entries": [ "LIVING WALL", - "This stone wall appears normal, but moans of pain, horror, and sorrow emanate from it. Although the wall is still, there is a sense of chaotic motion within it. ", - "Tortured Souls. Living walls appear to be normal walls of stone at first glance, however, beyond the illusion that falsifies their appearance they are truly horrid. Each wall is made up of no less than three creatures who have all been melded into the wall. Once a creature is melded into the living wall it dies, but its soul is trapped within the wall until it is destroyed. The souls trapped within the wall are in constant agony and quickly go mad as a result. Anyone who gets close to the wall is likely to hear the voices of those trapped inside crying out for help. This often ends in tragedy as once any living creature gets close to the wall the desperate creatures may reach out and grab them in an attempt to escape, which ultimately ends up pulling the individual into the wall, thus condemning them to the same fate. ", - "Vile Blockade. The souls trapped within a living wall may not be evil, but they typically lose much of themselves and act out of panic and self preservation. A living wall typically will not attack anyone unprovoked, however, if the wall is attacked it will respond in kind to prevent itself from being destroyed. This makes the wall an excellent tool for sealing off areas that its creator wants to keep secret. ", - "Vengeance. The one thing all souls trapped within a living wall have in common is a hatred for their creator. If the person responsible for the living wall's creation is ever near, the wall will always prioritise killing them, incorporating them into the wall, and then expelling the remains of all other creatures trapped inside, thus allowing them to find peace in death. The creator is sealed permanently within the stone where they will remain trapped forever or until they are freed. ", + "This stone wall appears normal, but moans of pain, horror, and sorrow emanate from it. Although the wall is still, there is a sense of chaotic motion within it.", + "Tortured Souls. Living walls appear to be normal walls of stone at first glance, however, beyond the illusion that falsifies their appearance they are truly horrid. Each wall is made up of no less than three creatures who have all been melded into the wall. Once a creature is melded into the living wall it dies, but its soul is trapped within the wall until it is destroyed. The souls trapped within the wall are in constant agony and quickly go mad as a result. Anyone who gets close to the wall is likely to hear the voices of those trapped inside crying out for help. This often ends in tragedy as once any living creature gets close to the wall the desperate creatures may reach out and grab them in an attempt to escape, which ultimately ends up pulling the individual into the wall, thus condemning them to the same fate.", + "Vile Blockade. The souls trapped within a living wall may not be evil, but they typically lose much of themselves and act out of panic and self preservation. A living wall typically will not attack anyone unprovoked, however, if the wall is attacked it will respond in kind to prevent itself from being destroyed. This makes the wall an excellent tool for sealing off areas that its creator wants to keep secret.", + "Vengeance. The one thing all souls trapped within a living wall have in common is a hatred for their creator. If the person responsible for the living wall's creation is ever near, the wall will always prioritise killing them, incorporating them into the wall, and then expelling the remains of all other creatures trapped inside, thus allowing them to find peace in death. The creator is sealed permanently within the stone where they will remain trapped forever or until they are freed.", "Undead Nature. A living wall doesn't require air, food, drink, or sleep." ], "images": [ @@ -4012,9 +3973,6 @@ ], "conditionInflict": [ "grappled" - ], - "savingThrowForcedSpell": [ - "dexterity" ] }, { @@ -4053,28 +4011,10 @@ "fluff": { "entries": [ "CHOCOLATE GOLEM", - "A chocolate golem is a sight never to", - "be forgotten. Stories describe chocolate", - "golems of every size and shape, including", - "giant rabbits, chicks, dragons, reindeer,", - "scarecrows, humans, humanoids, vampires,", - "and other fantastic creatures.", - "Delicious Constructs. Chocolate golems are golems", - "crafted from no less than 500 pounds of chocolate. The", - "body is created in a mould meant to resemble whatever", - "appearance the creator wants to achieve, and granted ", - "\"life\" with magic. ", - "Inconspicuous Protectors. Many wealthy party hosts", - "who are looking for a hidden layer of security at a party ", - "might purchase a chocolate golem or two. They are a fun", - "conversation piece, a show of wealth, a delicious snack, ", - "and if need be a deadly fighting force. ", - "Party Golems. Smaller chocolate golems are sometimes", - "crafted without any offensive capabilities for the express", - "purpose of serving guests at a party, both as potential wait", - "staff and as entertainment when the party-goers get to ", - "smash the construct to reveal whatever treats or trinkets", - "are hidden inside." + "A chocolate golem is a sight never tobe forgotten. Stories describe chocolate golems of every size and shape, including giant rabbits, chicks, dragons, reindeer, scarecrows, humans, humanoids, vampires, and other fantastic creatures.", + "Delicious Constructs. Chocolate golems are golems crafted from no less than 500 pounds of chocolate. The body is created in a mould meant to resemble whatever appearance the creator wants to achieve, and granted \"life\" with magic.", + "Inconspicuous Protectors. Many wealthy party hosts who are looking for a hidden layer of security at a party might purchase a chocolate golem or two. They are a fun conversation piece, a show of wealth, a delicious snack, and if need be a deadly fighting force.", + "Party Golems. Smaller chocolate golems are sometimes crafted without any offensive capabilities for the express purpose of serving guests at a party, both as potential wait staff and as entertainment when the party-goers get to smash the construct to reveal whatever treats or trinkets are hidden inside." ], "images": [ { @@ -4106,7 +4046,8 @@ "piercing", "slashing" ], - "note": "from nonmagical attacks" + "note": "from nonmagical attacks", + "cond": true } ], "immune": [ @@ -4179,7 +4120,7 @@ { "name": "Molten Breath {@recharge 5}", "entries": [ - "The golem exhales molten chocolate in a 10-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 14 ({@damage 4d6}) fire damage on a failed save, or half as much damage on a successful one. A creature that fails its save is coated in chocolate, blinded, and restrained until the end of the chocolate golem's next turn. If a creature covered in chocolate takes cold damage before the end of the golem's next turn, the chocolate hardens and that creature is blinded, restrained, and incapacitated until the chocolate coating is destroyed. The chocolate coating has an AC of 10 and 5 hit points." + "The golem exhales molten chocolate in a 10-foot cone. Each creature in that area must make a {@dc 16} Dexterity saving throw, taking 14 ({@damage 4d6}) fire damage on a failed save, or half as much damage on a successful one. A creature that fails its save is coated in chocolate, {@condition blinded}, and {@condition restrained} until the end of the chocolate golem's next turn. If a creature covered in chocolate takes cold damage before the end of the golem's next turn, the chocolate hardens and that creature is {@condition blinded}, {@condition restrained}, and {@condition incapacitated} until the chocolate coating is destroyed. The chocolate coating has an AC of 10 and 5 hit points." ] } ], @@ -4188,10 +4129,29 @@ "Multiattack" ], "miscTags": [ - "MW" + "MW", + "AOE" ], - "savingThrowForced": [ - "dexterity" + "conditionInflict": [ + "blinded", + "incapacitated", + "restrained" + ], + "variant": [ + { + "name": "Enchanted Chocolate", + "entries": [ + "Some chocolate golems are built with an enchanting scent meant to make them irresistible. Such golemd gain the following trait.", + { + "name": "Irresistible Scent", + "type": "entries", + "entries": [ + "Anytime a creature who can smell starts their turn within 5 feet of the golem, they must make a {@dc 15} wisdom saving throw or use their action to make a bite attack against the golem. If the creature doesn't have a bite attack, consider this attack to be an unarmed strike." + ] + } + ], + "type": "variant" + } ] }, { @@ -4363,8 +4323,7 @@ "S" ], "miscTags": [ - "MW", - "MLW" + "MW" ], "spellcasting": [ { @@ -4407,9 +4366,6 @@ ], "alias": [ "Genie" - ], - "savingThrowForcedSpell": [ - "charisma" ] }, { @@ -4581,11 +4537,7 @@ } ] }, - "tokenUrl": "https://i.imgur.com/CqhWt2s.png", - "savingThrowForced": [ - "dexterity", - "wisdom" - ] + "tokenUrl": "https://i.imgur.com/CqhWt2s.png" }, { "name": "Bagman", @@ -4737,7 +4689,7 @@ "Blackened claws. Gangly arms. A bleak and sinew-laden humanoid shape. The impossibly narrow opening of a small bag stretches wide to reveal a nightmare beyond nightmares. The legs are just as emaciated and overlong as the arms, with hooked toes to match. The head is imperceivable, enshrouded by a tangle of long, thick hair. From within the darkness of where the creature's face should be, two pitons of glowing white light suggest a malicious gaze. The Bagman has arrived.", "{@b {@i Beware the Bagman.}} Some say \"The Bagman\" is merely an urban legend. One version of the story tells of an adventurer who sought to escape certain death by abandoning his companions and hiding inside a bag of holding. Later, when he tried to leave the bag, he became lost amid a constantly increasing number of extra dimensional storage spaces. Over time, the strange forces of this magical in-between place transformed the adventurer into a monstrous creature. Now, every night, The Bagman slips out from a random bag of holding. If he doesn't find his home, he drags someone back into the bag with him and leaves behind some trinket from his hidden kingdom of lost junk. Some say that if you speak too loudly over an open bag of holding or whisper \"follow my voice\" into a magical storage space, space three times, The Bagman will come for you. Whether this is the true genesis of the bagman or not, the fact remains that a bagman is a very real threat, and a fate worse than death awaits those dragged into the realm from which they hail.", "{@b {@i \"Men\", Not \"Man\".}} The myth of The Bagman would suggest that there is only one \"Bagman\", however, the reality is much more sinister. When a bagman comes through a bag of holding into the material world, it does so in an attempt to find its way back to wherever it originally came from. When it is unsuccessful in finding its home, the creature always attempts to drag another sentient creature back with it into the bizarre realm it calls home, the \"Space Between Spaces\". If its kidnapping attempt is successful, it will typically abandon the creature before long as it continues its quest to find a way back home. Creatures who don't make it back to the material world will find themselves slowly twisted into a new bagman, destined to the same nightly ritual of obsessively trying to find their way back to where they came from. Why bagmen kidnap creatures is a mystery. Some scholars posit that it is a twisted reflex. That maybe they recognize their own perverse nature and a part of them hopes to be delivered from their predicament by somebody with their mind still intact. Others believe they do so at the behest of a dark entity, an unknown evil that is responsible for the creation of the first bagman who uses them as a means to gather twisted subordinates for some scheme that is yet to be revealed.", - "{@b {@i The Space Between Spaces.}} For ages it was thought that the space inside a bag of holding was a self contained one, completely separate from the rest of the multiverse, but this is not so. All of these spaces are mere fragments of a much larger plane which scholars refer to as the \"Space Between Spaces\". Every extra-dimensional space such as that found within a bag of holding or portable hole connects to an isolated fragment of this bizarre demi-plane, but for the bagmen and other creatures native to the \"Space Between Spaces\", a bag of holding is not an isolated area, but a gateway to and from the material world. It is unclear if the first magic user to create a bag of holding truly knew what they were doing. Did they know they were linking our world with a nearly empty one governed by monsters? Or perhaps they never stopped to think that there might be something lurking on the other side. ", + "{@b {@i The Space Between Spaces.}} For ages it was thought that the space inside a bag of holding was a self contained one, completely separate from the rest of the multiverse, but this is not so. All of these spaces are mere fragments of a much larger plane which scholars refer to as the \"Space Between Spaces\". Every extra-dimensional space such as that found within a bag of holding or portable hole connects to an isolated fragment of this bizarre demi-plane, but for the bagmen and other creatures native to the \"Space Between Spaces\", a bag of holding is not an isolated area, but a gateway to and from the material world. It is unclear if the first magic user to create a bag of holding truly knew what they were doing. Did they know they were linking our world with a nearly empty one governed by monsters? Or perhaps they never stopped to think that there might be something lurking on the other side.", "{@i \"What do you suppose the bagman will do when he finally finds his way back home?\"}", "{@i \"It's possible he already has. I don't imagine he even knows where home is anymore.\"}", "(Note: from cadowtin's Dungeon Dad 5e Monster Statblocks)" @@ -4752,12 +4704,7 @@ } ] }, - "tokenUrl": "https://5etools-mirror-1.github.io/img/VRGR/The%20Bagman.png", - "savingThrowForced": [ - "constitution", - "intelligence", - "wisdom" - ] + "tokenUrl": "https://5etools-mirror-1.github.io/img/VRGR/The%20Bagman.png" }, { "name": "Grisgol", @@ -4800,7 +4747,7 @@ "Heart of Darkness. Nestled inside the construct, among miscellaneous junk, is the original lich's phylactery. Unless one knows what animates a grisgol, the phylactery appears as another piece of spent magic trash tossed loosely and randomly into the insides of the construct.", "Mistaken Identity. From a distance, a grisgol appears to be a mummy, even moving with a similar stiff gait. When it walks, one can hear the tinkling of glass touching glass, the sloshing of half-filled vials and bottles, the squeaking of leather, the rubbing of wood and bone against each other, and, most prominently, the shuffling of paper as if pages of a tome were caught in a slight breeze. Thin tendrils of black smoke escape from cracks in its body. A grisgol leaves a sooty, oily residue upon whatever it touches.", "Lich's Power. A grisgol is in every way a magic construct, possessing all traits native to golems in addition to the abilities of the lich that powers it. A grisgol's damaging and paralysing touch attacks are drawn from the lich's soul within and the construct retains a fraction of the original lich's spell-casting ability. A grisgol only casts the spells scribed by its creator on the scrolls and tome pages that make up its outer skin. Destroying a grisgol does not destroy the lich that powers it. To kill the lich, its phylactery must be destroyed after the grisgol is destroyed. Otherwise, the lich is free to return in a physical form in 1d10 days. The escaped lich retains all the powers and abilities it had previous to its entrapment. The lich seeks vengeance upon whoever possesses its phylactery and the wizard, sorcerer, or cleric who originally entrapped it in the body of a grisgol.", - "Programmed Fighters. A grisgol is tenacious and relentless, following its creator's instructions explicitly without regard to strategy. Therefore, a grisgol's spell usage is often scripted ahead of time by its creator, unless its creator is within 60 feet of the golem and is able to issue commands. ", + "Programmed Fighters. A grisgol is tenacious and relentless, following its creator's instructions explicitly without regard to strategy. Therefore, a grisgol's spell usage is often scripted ahead of time by its creator, unless its creator is within 60 feet of the golem and is able to issue commands.", "Construction. A grisgol's body is a haphazard collection of old magic wands, staffs, potions, miscellaneous items, and, most importantly, scraps of scrolls and magic tomes. This costs approximately 10,000 GP. Assembling the body requires a DC 20 Arcana check and a {@item manual of golems||manual of golem creation}.", "Mercenary Gear. Grisgols are often cobbled together by fledgling magic users that happen upon enough magic infused trash to craft themselves a golem. This means that the end result, a grisgol, is typically sold off as a weapon or tool to those with the need for such things. Because of this, a grisgol might end up with a wide array of different spells, all based on what spell scrolls were available to the creator, but also tailored according to the client's needs. A mercenary band might request a grisgol with healing spells or powerful long range magic. The creation of grisgol's is banned in many kingdoms, as it typically doesn't serve the rulership to have magic items left unaccounted for, especially if those magic items are being used by potential rebels orother groups that pose a threat to the stability of a region." ], @@ -4907,7 +4854,7 @@ { "name": "Maddening Remains", "entries": [ - "When a grisgol is killed, anyone examining the strips of scroll parchment and tome pages that comprise much of the creature's body invokes a curse that renders the reader insane if they fail a {@dc 16} Wisdom saving throw. The victim of this insanity becomes convinced that the thousands of scraps of parchment contain a great and lost arcane secret, and that this secret can be discovered by painstakingly fitting every last piece of parchment back together in the right order. The victim dedicates every waking hour to this massive undertaking, barely leaving time for eating and rest. The victim becomes obsessed, and tries to convince others that they are on the brink of revelation. They may crowd their living quarters with charts, diagrams, and plans extrapolating how the pieces might fit together, constantly rearranging them to fit new theories. The individual affected by the curse will only pursue any course of action if they are convinced it will lead them closer to unlocking the secret of the parchment scraps. ", + "When a grisgol is killed, anyone examining the strips of scroll parchment and tome pages that comprise much of the creature's body invokes a curse that renders the reader insane if they fail a {@dc 16} Wisdom saving throw. The victim of this insanity becomes convinced that the thousands of scraps of parchment contain a great and lost arcane secret, and that this secret can be discovered by painstakingly fitting every last piece of parchment back together in the right order. The victim dedicates every waking hour to this massive undertaking, barely leaving time for eating and rest. The victim becomes obsessed, and tries to convince others that they are on the brink of revelation. They may crowd their living quarters with charts, diagrams, and plans extrapolating how the pieces might fit together, constantly rearranging them to fit new theories. The individual affected by the curse will only pursue any course of action if they are convinced it will lead them closer to unlocking the secret of the parchment scraps.", "The victim takes {@dice 1d8} points of psychic damage when the curse is first activated, and then another {@dice 1d8} points of psychic damage every week the curse remains unlifted. This damage can not be prevented in any way, and the victim's hit point maximum is reduced by the amount of damage taken." ] } @@ -4944,15 +4891,6 @@ ], "conditionInflict": [ "paralyzed" - ], - "savingThrowForced": [ - "constitution", - "wisdom" - ], - "savingThrowForcedSpell": [ - "constitution", - "dexterity", - "wisdom" ] }, { @@ -5001,11 +4939,11 @@ "vargouille with those of a hydra. The result was the", "shrieking terror. Created for war and destruction, these", "creatures are commonly used as the first wave of attack", - "by those who command them in the plane of Carceri. ", + "by those who command them in the plane of Carceri.", " Vargouille Spawn. Some vargouilles see the shrieking", "terror as an abomination, and they will swarm to destroy", "them if given the chance. Others see the shrieking terror", - "as a creature to be revered, almost to the point of worship. ", + "as a creature to be revered, almost to the point of worship.", "This division over the nature of the shrieking terror has", "been the cause of many bouts of infighting among vargouille." ], @@ -5088,10 +5026,6 @@ ], "conditionInflict": [ "frightened" - ], - "savingThrowForced": [ - "constitution", - "wisdom" ] }, { @@ -5134,15 +5068,15 @@ "Wrapped in rags and cloth in much the", "same way typical mummified creatures", "are, this creature also exudes a sickly", - "sweet scent around it at all times. ", + "sweet scent around it at all times.", "Undead Nature. The fermented mummy doesn't need", - "to eat, sleep, drink, or breathe. ", + "to eat, sleep, drink, or breathe.", "Booze Mummies. The fermented mummy is often ", "referred to as the \"booze mummy\" due to the fact that", "their bodies are preserved in alcohol. This has given them", "a reputation for being particularly dangerous as the ", "typical ingredients required to embalm a mummy are ", - "not required for the creation of a fermented mummy. ", + "not required for the creation of a fermented mummy.", "This bizarre creation method has also caused these", "undead to manifest strange abilities. Rather than ", "spreading the horrible affliction known as mummy rot,", @@ -5150,7 +5084,7 @@ "gradually turns their victim's blood into alcohol. This", "causes their foes to get more and more intoxicated ", "over time, ultimately resulting in the death of the", - "afflicted individual. ", + "afflicted individual.", "Cruel Creations. In order to create a fermented mummy, ", "a humanoid creature must be sealed within a large quantity", "of liquor. Wine is most commonly used, however, any ", @@ -5158,7 +5092,7 @@ "turned into a mummy must be living as they are sealed", "in the container. If the individual is not removed from the", "sealed container before they die, typically due to drowning,", - "they will rise a month later as a fermented mummy. ", + "they will rise a month later as a fermented mummy.", "Often these creatures are unwilling participants in their", "own creation, however, on some occasions, cultists or", "other extreme persons might choose to become a ", @@ -5273,10 +5207,6 @@ "frightened", "paralyzed", "poisoned" - ], - "savingThrowForced": [ - "constitution", - "wisdom" ] }, { @@ -5334,10 +5264,10 @@ "completely break down the body of their target until all ", "that remains is an acidic slime. Then the creature is free", "to lap up the remains with its long tongue and mouth", - "flanges. ", + "flanges.", "Nomadic Creatures. Digesters are almost always on the", "Move. When they do need to stop for rest, it is usually", - "only for a short time until the creature's energy is restored. ", + "only for a short time until the creature's energy is restored.", "They very seldom make dens or nests, instead, taking a", "nomadic approach to life. The only exception to this is", "during mating season where a mated pair of digesters ", @@ -5346,24 +5276,24 @@ "digesters learn the hunting tactics of their parents and", "ultimately how to fend for themselves, for once they are", "mature enough to catch their own food there is no ", - "guarantee the family will remain together. ", + "guarantee the family will remain together.", "Moment of Reprise. On the rare occasion that a ", "digester finds itself completely full, perhaps after a large", "meal, they take this time to truly rest. When the need for", "food is not present, they lay low in temporary lairs and", "do their best to avoid other creatures. Once the need for", "food inevitably returns, the digester will venture back ", - "out into the wilderness on the hunt. ", + "out into the wilderness on the hunt.", "Peculiar Mounts. Digesters typically only grow to a ", "medium size, however, there are tales of some", "enterprising ranchers who have sought to utilize the ", - "creatures stamina, speed, and offensive abilities as mounts. ", + "creatures stamina, speed, and offensive abilities as mounts.", "Through selective breeding and exemplary animal", "husbandry, in some cases the creatures can grow to be", "much larger and thus able to facilitate a rider. Training", "the creatures proves a whole new challenge, but the ", "effort is worth the final result; a loyal mount capable of ", - "spewing acid and leaping great distances at high speeds. ", + "spewing acid and leaping great distances at high speeds.", "For the seller, this of course means a tremendous amount of gold pieces." ], "images": [ @@ -5414,7 +5344,7 @@ { "name": "Acid Spray {@recharge 6}", "entries": [ - "The digester unleashes a torrent of acid in a 30 foot cone which deals 22 ({@damage 5d8}) acid damage to everything in the area, or half as much on a successful {@dc 15} Dexterity saving throw. The digester can also choose to use this ability to target a single creature within 10 feet. If it targets only a single creature, the damage is increased to 40 ({@damage 9d8}) acid damage. " + "The digester unleashes a torrent of acid in a 30 foot cone which deals 22 ({@damage 5d8}) acid damage to everything in the area, or half as much on a successful {@dc 15} Dexterity saving throw. The digester can also choose to use this ability to target a single creature within 10 feet. If it targets only a single creature, the damage is increased to 40 ({@damage 9d8}) acid damage." ] } ], @@ -5423,9 +5353,6 @@ ], "miscTags": [ "MW" - ], - "savingThrowForced": [ - "dexterity" ] }, { @@ -5545,8 +5472,7 @@ "miscTags": [ "MW", "RCH", - "AOE", - "MLW" + "AOE" ], "conditionInflict": [ "prone" @@ -5558,10 +5484,6 @@ "When a creature moves behind the nuckelavee, it may use its reaction to make a hooves attack." ] } - ], - "savingThrowForced": [ - "constitution", - "strength" ] }, { @@ -5602,9 +5524,9 @@ "fluff": { "entries": [ "WORD ARCHON", - "Word archons are seven-foot-tall celestial beings with bronze skin and \"wings\" formed from countless pieces of parchment. They act as guardians of pure concepts such as goodness, virtue, and love. ", + "Word archons are seven-foot-tall celestial beings with bronze skin and \"wings\" formed from countless pieces of parchment. They act as guardians of pure concepts such as goodness, virtue, and love.", "True Orators. Word archons use the power of words", - "to perform onomancy, magic fueled by universal truth. ", + "to perform onomancy, magic fueled by universal truth.", "These celestial beings believe that the magic of true ", "names and concepts is the most pure form of expression", "in the multiverse. To a word archon, words of power are", @@ -5618,7 +5540,7 @@ "defend the definitions of noble concepts from corruption.", "They commonly leave their home on the plane of Celestia", "to enact their will throughout the multiverse, seeking and", - "amending any corruption to universal truth. ", + "amending any corruption to universal truth.", "Lexicons of Truth. Scholars who investigated the", "concept of Truespeech divided it into three \"lexicons\".", "Each lexicon concerned a single group of names the true", @@ -5741,11 +5663,7 @@ "R" ], "miscTags": [ - "MW", - "MLW" - ], - "savingThrowForced": [ - "wisdom" + "MW" ] }, { @@ -5783,10 +5701,10 @@ "cr": "22", "fluff": { "entries": [ - "Howling winds usher a blizzard of impossible force and magnitude. Life crawls to a stand-still as the frigid air and snow freezes everything it envelops. At the center, the xixecal marches on. ", + "Howling winds usher a blizzard of impossible force and magnitude. Life crawls to a stand-still as the frigid air and snow freezes everything it envelops. At the center, the xixecal marches on.", "Elemental Nature. An elder elemental doesn't require air, food, drink, or sleep.", - "Heralds of the Storm. Xixecal are tremendously powerful elemental creatures that rise from the Elemental Plane of Ice. They conjure storms up to ten miles around them that are one part hurricane and another part blizzard. ", - "Dragon's Approach. White dragons are often drawn to the presence of a xixecal. Being immune to the cold and sharing the elementals desire to see everything covered in ice, the dragons will protect the xixecal from anyone or anything that seeks to stop its march of devastation. They will sometimes nest on the xixecal's back or shoulders, forming a sort of symbiotic relationship. There is no safer place for a white dragon than on the back of an elder ice elemental. ", + "Heralds of the Storm. Xixecal are tremendously powerful elemental creatures that rise from the Elemental Plane of Ice. They conjure storms up to ten miles around them that are one part hurricane and another part blizzard.", + "Dragon's Approach. White dragons are often drawn to the presence of a xixecal. Being immune to the cold and sharing the elementals desire to see everything covered in ice, the dragons will protect the xixecal from anyone or anything that seeks to stop its march of devastation. They will sometimes nest on the xixecal's back or shoulders, forming a sort of symbiotic relationship. There is no safer place for a white dragon than on the back of an elder ice elemental.", "Ancient Aspects. The xixecal is an ancient and powerful being, harkening back to a time where the world was nothing more than chaos. These elementals have become so large and so detached from the plights of smaller beings, they are simply driven by instinct to cover the land in ice." ], "images": [ @@ -5913,9 +5831,6 @@ "The xixecal casts {@spell wall of ice}." ] } - ], - "savingThrowForced": [ - "constitution" ] }, { @@ -5964,7 +5879,7 @@ "bodies. Each plate is covered in elongated spikes. The", "parts of their body that don't have these plates, typically", "the arms, legs, chest, and face, are covered in thick gray", - "skin. ", + "skin.", "Ruthless Hunters. Braxat consume a diet made up ", "almost entirely of sentient creatures. Due to their innate", "psionic nature, they find sustenance not just in the meat", @@ -5979,7 +5894,7 @@ "certain. Often, they will use their tremendous telepathic", "ability to taunt their foes or give them false hope as the", "hunt continues, only to further wear down and savor the", - "agony of their prey. ", + "agony of their prey.", "Tribal Society. Braxat live in tribes of twenty to eighty", "members. Each tribe is ruled by a single individual who", "may be challenged for the right to rule once each year", @@ -6104,22 +6019,12 @@ "miscTags": [ "MW", "RCH", - "AOE", - "MLW" + "AOE" ], "conditionInflict": [ "stunned" ], - "tokenUrl": "https://i.imgur.com/OoaLHhY.png", - "savingThrowForced": [ - "constitution", - "intelligence", - "strength" - ], - "savingThrowForcedSpell": [ - "intelligence", - "wisdom" - ] + "tokenUrl": "https://i.imgur.com/OoaLHhY.png" }, { "name": "Odopi", @@ -6159,9 +6064,9 @@ "fluff": { "entries": [ "Odopi", - "A giant sphere of demonic clawed arms makes up the most dominant set of features on the odopi. The center of its body is hidden by a forest of limbs. Each hand bears a sickly yellow eye in its palm that blinks shut as the behemoth rolls hand over hand in its movement. ", - "Twisted Abominations. Odopis hail from the depths of Carceri, the prison plane of the multiverse. These strange aberrations boil out of planer rifts whenever they get the chance and wreak havoc on any plane they can find access to. Akin to no other beings within the multiverse, odopis are nightmarish monsters from a nightmarish realm. Their bodies are covered in warty, orange-skinned arms which all project from a central body. This body has no other features aside from a toothless mouth that serves as an opening for its massive stomach. Like titanic nine ton tumbleweeds, they roam about the landscape at random, destroying whatever they encounter as they roll ever onward. ", - "Reluctant Servants. Powerful beings can force odopis into service by using violence and threats of violence against the creature. Odopis have a strong sense of independence which causes them to suffer such treatment poorly. They will, however, remain somewhat agreeable to their master so long as they are provided with targets upon which they can vent their rage. ", + "A giant sphere of demonic clawed arms makes up the most dominant set of features on the odopi. The center of its body is hidden by a forest of limbs. Each hand bears a sickly yellow eye in its palm that blinks shut as the behemoth rolls hand over hand in its movement.", + "Twisted Abominations. Odopis hail from the depths of Carceri, the prison plane of the multiverse. These strange aberrations boil out of planer rifts whenever they get the chance and wreak havoc on any plane they can find access to. Akin to no other beings within the multiverse, odopis are nightmarish monsters from a nightmarish realm. Their bodies are covered in warty, orange-skinned arms which all project from a central body. This body has no other features aside from a toothless mouth that serves as an opening for its massive stomach. Like titanic nine ton tumbleweeds, they roam about the landscape at random, destroying whatever they encounter as they roll ever onward.", + "Reluctant Servants. Powerful beings can force odopis into service by using violence and threats of violence against the creature. Odopis have a strong sense of independence which causes them to suffer such treatment poorly. They will, however, remain somewhat agreeable to their master so long as they are provided with targets upon which they can vent their rage.", "Unique Communication. Odopis have a distinct and unusual way of communicating. They have developed their own language which consists entirely of gurgling sounds and hand clapping. Two odopis can communicate from a great distance, so long as their claps are audible to one another.", "Long Lived. The actual lifespan of the odopi is unknown. They are extremely hard to kill, and when they do die, due to their chaotic and destructive nature, it is typically in battle. Some scholars believe that the odopi are in fact so resilient that they never die of natural causes and barring any amount of violence, could be effectively immortal. It has also been observed that they never truly stop growing", "even after reaching adulthood. A newly hatched odopi will take one year to grow to its full size, however, as an adult they continue to get larger. The growth process does slow down significantly, but it stands to reason that an odopi who is able to survive for many years could grow to colossal proportions." @@ -6303,25 +6208,25 @@ "or a particularly large tooth might be considered a", "big prize. Golden teeth especially are loved by tooth", "fairies. When they are able to get their hands on them", - "they sometimes wear golden teeth as crowns. ", + "they sometimes wear golden teeth as crowns.", " Midnight Dentists. These malignant fey creatures", "scour humanoid settlements in gangs at night, using ", "their magic to put people to sleep and get to work with", "their pliers. A single group of skilled tooth fairies can ", - "leave a small town toothless in a matter of weeks. ", + "leave a small town toothless in a matter of weeks.", " Ravenous Pests. Because of their penchant for", "harvesting teeth, tooth fairies can often be found near", - "morgues and other places where dead bodies are stored. ", + "morgues and other places where dead bodies are stored.", "They do not discriminate in teeth collected from the", "living or the dead, making such places invaluable ", "resource gathering spots. In places where tooth fairies", "are unable to procure fresh teeth, many corpses are", - "buried completely toothless. ", + "buried completely toothless.", " Toothless. Tooth fairies are born with no teeth of their", "own. All the teeth that fill their mouths are stolen from ", - "other creatures and magically pressed into their gums. ", + "other creatures and magically pressed into their gums.", "This typically results in a maw of mismatched teeth, only", - "adding to the unsightly appearance of the tooth fairy. ", + "adding to the unsightly appearance of the tooth fairy.", "Depending on what teeth they are able to collect, some", "tooth fairies have been said to actually bite their ", "enemies to cause bleeding if they should wake up", @@ -6358,7 +6263,7 @@ { "name": "Pliers", "entries": [ - "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) bludgeoning damage and the target (if it was a creature) has one of their teeth stolen. If the tooth is returned within 10 minutes it can be reattached using any effect that restores HP. Until their tooth is restored, the target has disadvantage on persuasion checks. " + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) bludgeoning damage and the target (if it was a creature) has one of their teeth stolen. If the tooth is returned within 10 minutes it can be reattached using any effect that restores HP. Until their tooth is restored, the target has disadvantage on persuasion checks." ] }, { @@ -6373,9 +6278,6 @@ ], "miscTags": [ "MW" - ], - "savingThrowForced": [ - "dexterity" ] }, { @@ -6470,9 +6372,6 @@ ], "miscTags": [ "MW" - ], - "savingThrowForced": [ - "constitution" ] }, { @@ -6643,12 +6542,12 @@ "entries": [ "Song dragons, also known as \"weredragons\",", "are a type of dragon that live among", - "humanity is in disguise. ", + "humanity is in disguise.", " True Form. Song dragons have the ability to shift ", "between the form of a human and a dragon. Their human", "guise is actually their true form, as it is believed that ", "somewhere in the past, a common human ancestor was", - "gifted with the ability to change forms. ", + "gifted with the ability to change forms.", " Hidden Within Society. Song dragons forgo most of", "the dragon stereotypes in order to live their long lives", "among humanity. Some may seek to amass a horde of", @@ -6717,7 +6616,7 @@ { "name": "Alternate Form", "entries": [ - "Song dragons can freely assume human form. Each song dragon has a unique human form that it assumes each time it changes shape. The song dragon's Strength, Dexterity, and Constitution scores become human average (Str 10, Dex 11, Con 10), but its hit points are unaffected by this change. A song dragon can employ its spells and special abilities - except its breath weapon - in either form. Changing from one form to another is an action. " + "Song dragons can freely assume human form. Each song dragon has a unique human form that it assumes each time it changes shape. The song dragon's Strength, Dexterity, and Constitution scores become human average (Str 10, Dex 11, Con 10), but its hit points are unaffected by this change. A song dragon can employ its spells and special abilities - except its breath weapon - in either form. Changing from one form to another is an action." ] }, { @@ -6805,10 +6704,6 @@ "The dragon shifts between its human and dragon forms." ] } - ], - "savingThrowForced": [ - "dexterity", - "wisdom" ] }, { @@ -6841,16 +6736,16 @@ "cr": "7", "fluff": { "entries": [ - "This misshapen hulking brute has taught flesh with a clay-like texture. Howls of pain issue from a gaping black orifice where its face should be. Tormented visages press out from beneath its membranous skin, as though other creatures trapped inside it were clamoring for escape. ", + "This misshapen hulking brute has taught flesh with a clay-like texture. Howls of pain issue from a gaping black orifice where its face should be. Tormented visages press out from beneath its membranous skin, as though other creatures trapped inside it were clamoring for escape.", " Baleful Construction. Creatures of pure malevolence", "and woe, gloom golems are constructed with clay taken", "from the banks of The River Styx. Through an arduous", "process that involves valuable magic regents, rare ", "resources, and the sacrifice of living creatures, a gloom", - "golem is born. ", + "golem is born.", " Voracious Feeding. Gloom golems do not actually need", "sustenance, however, they are constructed with a ", - "compulsion to harvest the essence of other creatures. ", + "compulsion to harvest the essence of other creatures.", "Within a gloom golem, the souls of countless creatures", "can be seen as faces manifesting beneath their skin, each", "plying for escape. These damned souls are stored within", @@ -6971,7 +6866,7 @@ { "name": "Summon Shadows (1/Day)", "entries": [ - "The golem draws on the trapped essence inside of it to summon {@dice 1d6} {@creature shadow||shadows} from its void. The shadows appear within 10 feet of the golem, and roll their own initiative. If the golem is slain, the shadows are freed and will disperse. " + "The golem draws on the trapped essence inside of it to summon {@dice 1d6} {@creature shadow||shadows} from its void. The shadows appear within 10 feet of the golem, and roll their own initiative. If the golem is slain, the shadows are freed and will disperse." ] } ], @@ -6987,10 +6882,6 @@ ], "conditionInflict": [ "charmed" - ], - "savingThrowForced": [ - "charisma", - "wisdom" ] }, { @@ -7048,7 +6939,7 @@ "nine hells and forced into service by the dullahan, or if ", "they willingly cooperate with their fey riders, but in ether", "situation the pairing of horse and rider is a potent one", - "bound to strike fear into the hearts of anyone they cross. ", + "bound to strike fear into the hearts of anyone they cross.", " Agents of Dread. It's unknown what foul purpose the", "dullahan serve when crossing the threshold to the Prime", "Material Plane. Many scholars believe they serve as dread", @@ -7140,7 +7031,7 @@ { "name": "Summon Nightmare", "entries": [ - "The dullahan summons a {@creature nightmare}. The nightmare is added into the initiative order and takes its turn immediately after the dullahan. The dullahan has full control over the nightmare and may choose to mount the creature as part of this action. If the dullahan is slain or if the dullahan summons another nightmare, the nightmare immediately vanishes. " + "The dullahan summons a {@creature nightmare}. The nightmare is added into the initiative order and takes its turn immediately after the dullahan. The dullahan has full control over the nightmare and may choose to mount the creature as part of this action. If the dullahan is slain or if the dullahan summons another nightmare, the nightmare immediately vanishes." ] } ], @@ -7154,17 +7045,12 @@ ], "miscTags": [ "MW", - "RCH", - "MLW" + "RCH" ], "conditionInflict": [ "exhaustion", "frightened", "grappled" - ], - "savingThrowForced": [ - "charisma", - "wisdom" ] }, { @@ -7211,7 +7097,7 @@ "are cold and empty, their smiles wide and filled with ", "rows of broken but perfectly white teeth. All gray jesters", "wield a scepter of some sort which often appears as a", - "crude distortion of the one wielding it. ", + "crude distortion of the one wielding it.", " Joyless. Gray jesters are incapable of feeling joy or other", "genuine positive emotions on their own. In order to fill ", "this void, they seek out mortals they can make laugh with", @@ -7282,9 +7168,6 @@ ], "miscTags": [ "MW" - ], - "savingThrowForced": [ - "wisdom" ] }, { @@ -7327,7 +7210,7 @@ "as members of the giant species. They are", "often bulky in form with purple-tinted skin, fair", "red hair, and eyes which shift in colour between", - "hues of green and purple. ", + "hues of green and purple.", " Arcane Mastery. Eldritch giants are obsessed with the", "discovery of arcane knowledge. They spend their lives", "in scholarly pursuits, attempting to unravel the magical ", @@ -7335,7 +7218,7 @@ "only the giants themselves can answer. Their dedication,", "however, is beyond reproach. Their bodies are covered in", "arcane runes which invoke great power within the giants", - "and are the source of their innate arcane abilities. ", + "and are the source of their innate arcane abilities.", " Peaceful Magistocrats. Eldritch giants are fearsome ", "opponents. Their immense physical power is only further", "augmented by their mastery over the arcane. In combat, ", @@ -7408,7 +7291,7 @@ { "name": "Eldritch Mastery", "entries": [ - "The eldritch giant has an extensive familiarity with and an intuitive grasp of arcane magic. It ignores all class, race, and level requirements for the use of magic items. " + "The eldritch giant has an extensive familiarity with and an intuitive grasp of arcane magic. It ignores all class, race, and level requirements for the use of magic items." ] } ], @@ -7463,7 +7346,7 @@ "name": "Eldritch Storm {@recharge 5}", "entries": [ "Ranged Spell Attack: {@hit 10} to hit, reach 120 ft., four beams which each target one creature. Make a separate attack roll for each beam.", - "Hit: 15 ({@damage 1d10 + 10}) force damage. " + "Hit: 15 ({@damage 1d10 + 10}) force damage." ] } ], @@ -7474,8 +7357,7 @@ "S" ], "miscTags": [ - "MW", - "MLW" + "MW" ] }, { @@ -7582,9 +7464,6 @@ ], "conditionInflict": [ "restrained" - ], - "savingThrowForced": [ - "constitution" ] }, { @@ -7703,8 +7582,7 @@ ], "miscTags": [ "MW", - "RNG", - "MLW" + "RNG" ], "reaction": [ { @@ -7716,10 +7594,6 @@ ], "conditionInflict": [ "stunned" - ], - "savingThrowForced": [ - "dexterity", - "wisdom" ] }, { @@ -7840,7 +7714,7 @@ { "name": "Psionic Puppet {@recharge 5}", "entries": [ - "The shardmind attempts to dominate a creature it can see within 60 feet. The target must succeed on a {@dc 17} Intelligence saving throw or be dominated. A creature dominated in this way is under the effects of a {@spell dominate person} spell for 1 minute. The creature may repeat their saving throw to free themselves every time they take damage. " + "The shardmind attempts to dominate a creature it can see within 60 feet. The target must succeed on a {@dc 17} Intelligence saving throw or be dominated. A creature dominated in this way is under the effects of a {@spell dominate person} spell for 1 minute. The creature may repeat their saving throw to free themselves every time they take damage." ] } ], @@ -7852,13 +7726,7 @@ "Y" ], "miscTags": [ - "MW", - "MLW" - ], - "savingThrowForced": [ - "dexterity", - "intelligence", - "wisdom" + "MW" ] }, { @@ -7970,11 +7838,7 @@ } ] }, - "tokenUrl": "https://i.imgur.com/CQks84g.png", - "savingThrowForced": [ - "dexterity", - "strength" - ] + "tokenUrl": "https://i.imgur.com/CQks84g.png" }, { "name": "Web Golem", @@ -8159,9 +8023,6 @@ "damageTags": [ "I", "P" - ], - "savingThrowForced": [ - "constitution" ] }, { @@ -8262,7 +8123,7 @@ "name": "Tagamaling Curse", "entries": [ "A humanoid wounded by a tigbanua buso's claw attack must make a {@dc 14} Constitution saving throw or contract the tagamaling curse. Each night, there is a cumulative 1% chance (1% the first night, 2% the second night, 3% the third night, and so on) that a cursed creature undergoes a horrible transformation that lasts the duration of the night. The transformed victim becomes a {@creature Tagamaling Buso|dungeondadstatblocks}: Its feet become long and bony, its eyeballs fuse together into a single red or yellow eye, its hands sprout sharp claws, and its teeth enlarge into horrible fangs. The tagamaling buso's Intelligence score becomes 2 for the duration of the transformation, and the creature attacks every creature it sees.", - "In tagamaling form, a character cannot use any class abilities, spells, or skills based on Intelligence or Charisma and becomes an NPC under the DM's control using the tagamaling buso stat block. ", + "In tagamaling form, a character cannot use any class abilities, spells, or skills based on Intelligence or Charisma and becomes an NPC under the DM's control using the tagamaling buso stat block.", "When dawn arrives, the transformed victim returns to its natural form and retains no memory of any actions committed during the night. The creature gains one level of {@condition exhaustion}. A cursed character can be cured by casting remove curse within the first ninety-nine days of infection. When the chance of transformation reaches 100% (after one hundred days), the victim can no longer be cured by any means short of a wish or miracle." ] } @@ -8277,10 +8138,6 @@ ], "miscTags": [ "MW" - ], - "savingThrowForced": [ - "constitution", - "wisdom" ] }, { @@ -8530,10 +8387,6 @@ "The dragon attempts to grapple up to three target large or smaller creatures using its heads. A head already grappling something can't grapple another creature. Any creature {@condition grappled} in this way is immediately thrown to a space within 30 feet of the dragon. The thrown creatures all take 19 ({@damage 3d6 + 9}) bludgeoning damage, or half as much on a successful {@dc 17} Acrobatics (Dexterity) check." ] } - ], - "savingThrowForced": [ - "constitution", - "wisdom" ] }, { @@ -8631,7 +8484,7 @@ { "name": "Soul Scream (1/Hour)", "entries": [ - "Capable of channeling all of its rage and terror into a single unnatural noise, the irnakurse unleashes a sound of alien horror forcing all creatures within 30 ft. of it that can hear to make a {@dc 15} Wisdom save, or have their Wisdom score reduced by {@dice 1d4}. This reduction lasts until the creature finishes a long rest. If a creature's Wisdom score reaches 0, that creature dies. Once the irnakurse has begun screaming, it can do so for 1 minute straight. " + "Capable of channeling all of its rage and terror into a single unnatural noise, the irnakurse unleashes a sound of alien horror forcing all creatures within 30 ft. of it that can hear to make a {@dc 15} Wisdom save, or have their Wisdom score reduced by {@dice 1d4}. This reduction lasts until the creature finishes a long rest. If a creature's Wisdom score reaches 0, that creature dies. Once the irnakurse has begun screaming, it can do so for 1 minute straight." ] } ], @@ -8642,9 +8495,6 @@ "miscTags": [ "MW", "RCH" - ], - "savingThrowForced": [ - "wisdom" ] }, { @@ -8803,7 +8653,7 @@ { "name": "Summon Feline Allies (1/Day)", "entries": [ - "The cat lord psychically calls out for aid from whatever feline creatures may be nearby. At the star of the cat lord's next turn, the summoned creatures all appear within 30 feet of the cat lord. The DM determines what feline allies are nearby. Usually the cat lord can summon either {@dice 1d4} {@creature weretiger||weretigers}, {@dice 2d6} {@creature panther||panthers}, or {@dice 4d8} {@creature cat||cats}. " + "The cat lord psychically calls out for aid from whatever feline creatures may be nearby. At the star of the cat lord's next turn, the summoned creatures all appear within 30 feet of the cat lord. The DM determines what feline allies are nearby. Usually the cat lord can summon either {@dice 1d4} {@creature weretiger||weretigers}, {@dice 2d6} {@creature panther||panthers}, or {@dice 4d8} {@creature cat||cats}." ] } ], @@ -8841,9 +8691,6 @@ "The cat lord uses lick wounds." ] } - ], - "savingThrowForcedSpell": [ - "wisdom" ] }, { @@ -9000,7 +8847,7 @@ "name": "Spines", "entries": [ "{@atk r} {@hit 12} to hit, reach 120/120 ft., one target.", - "{@h}15 ({@damage 3d6 + 5}) piercing damage and the target must succeed on a {@dc 20} Constitution saving throw or become {@condition poisoned} for 1 minute. " + "{@h}15 ({@damage 3d6 + 5}) piercing damage and the target must succeed on a {@dc 20} Constitution saving throw or become {@condition poisoned} for 1 minute." ] }, { @@ -9027,8 +8874,7 @@ ], "miscTags": [ "MW", - "RCH", - "MLW" + "RCH" ], "variant": [ { @@ -9050,7 +8896,7 @@ { "name": "Teleport", "entries": [ - "The klurichir teleports with anything it is wearing or hlding to an unoccupied space it can see within 120 feet. " + "The klurichir teleports with anything it is wearing or hlding to an unoccupied space it can see within 120 feet." ] }, { @@ -9059,10 +8905,6 @@ "The klurichir opens it's maw to let loose a 30 foot radius spherical cloud of noxious gas. The gas spreads around corners. It lasts for 10 minutes or until strong wind disperses it. The area of the gas is heavily obscured. When a creature enters the gassed area for the first time on a turn or starts its turn there, that creature must make a {@dc 15} Constitution saving throw. The creature takes {@damage 5d8} poison damage on a failed save, or half as much damage on a successful one." ] } - ], - "savingThrowForced": [ - "constitution", - "wisdom" ] }, { @@ -9186,11 +9028,7 @@ } ] }, - "tokenUrl": "https://i.imgur.com/4WRjb5l.png", - "savingThrowForced": [ - "constitution", - "strength" - ] + "tokenUrl": "https://i.imgur.com/4WRjb5l.png" }, { "name": "Siege Crab", @@ -9282,7 +9120,7 @@ { "name": "Shielded Compartment", "entries": [ - "Much of the interior tissue of a siege crab has been surgically removed and replaced with a sealed compartment for passengers or cargo. The compartment is accessed by a ventral hatch on its underside which is airtight and watertight. It can be flooded or drained from within by any creature who uses an action to do so. The passenger space is about 10 feet by 10 feet by 10 feet; it can hold 1 large creature or 4 medium or smaller creatures. ", + "Much of the interior tissue of a siege crab has been surgically removed and replaced with a sealed compartment for passengers or cargo. The compartment is accessed by a ventral hatch on its underside which is airtight and watertight. It can be flooded or drained from within by any creature who uses an action to do so. The passenger space is about 10 feet by 10 feet by 10 feet; it can hold 1 large creature or 4 medium or smaller creatures.", "Creatures riding within a siege crab's inner chamber have half cover from opponents outside the crab when the hatch is open. While it is sealed, they have full cover. The hatch is 10 feet in diameter, and the chamber's occupants can make ranged attacks from within the crab while it is open. Opening or closing the hatch is an action for an adjacent creature either inside or outside the crab. The hatch can be locked from within if a creature uses an action to do so ({@dc 25} athletics or thieves' tools check to open from the outside).", "The death of a siege crab does not compromise the cover or concealment of passengers within its shell. However, since the crab's death usually results in it collapsing on its belly, it is difficult for occupants to exit through the hatch. Creatures trapped within the crab's carcass must cut through the tough carapace to escape. The interior shell has an AC of 15 and 30 Hit Points." ] @@ -9336,10 +9174,6 @@ ], "damageTags": [ "B" - ], - "savingThrowForced": [ - "dexterity", - "strength" ] }, { @@ -9498,12 +9332,7 @@ "S" ], "miscTags": [ - "MW", - "MLW" - ], - "savingThrowForced": [ - "charisma", - "constitution" + "MW" ] }, { @@ -9636,7 +9465,7 @@ "name": "Greatsword", "entries": [ "{@atk mw} {@hit 11} to hit, reach 5 ft., one target.", - "{@h}14 ({@damage 2d6 + 7}) piercing damage plus 9 ({@damage 2d8}) radiant damage. " + "{@h}14 ({@damage 2d6 + 7}) piercing damage plus 9 ({@damage 2d8}) radiant damage." ] }, { @@ -9656,12 +9485,7 @@ ], "miscTags": [ "MW", - "RCH", - "MLW" - ], - "savingThrowForcedSpell": [ - "dexterity", - "wisdom" + "RCH" ] }, { @@ -9793,10 +9617,7 @@ } ] }, - "tokenUrl": "https://i.imgur.com/QvN7DzT.png", - "savingThrowForced": [ - "constitution" - ] + "tokenUrl": "https://i.imgur.com/QvN7DzT.png" }, { "name": "Hoary Hunter", @@ -10003,15 +9824,7 @@ "MW", "RW", "RCH", - "RNG", - "MLW" - ], - "savingThrowForced": [ - "constitution" - ], - "savingThrowForcedSpell": [ - "charisma", - "constitution" + "RNG" ] }, { @@ -10233,9 +10046,6 @@ ], "alias": [ "Warhorse" - ], - "savingThrowForced": [ - "strength" ] }, { @@ -10325,7 +10135,7 @@ "name": "Claw", "entries": [ "{@atk mw} {@hit 8} to hit, reach 5 ft., one target.", - "{@h}7 ({@damage 1d4 + 5}) slashing damage and the target must succeed on a {@dc 15} Constitution saving throw or become {@condition poisoned} until they finish a long rest. " + "{@h}7 ({@damage 1d4 + 5}) slashing damage and the target must succeed on a {@dc 15} Constitution saving throw or become {@condition poisoned} until they finish a long rest." ] }, { @@ -10339,7 +10149,7 @@ "name": "Hurl Stone", "entries": [ "{@atk rw} {@hit 8} to hit, range 30/120 ft., one target.", - "{@h}23 ({@damage 4d8 + 5}) damage. If the gegenees has a medium or smaller creature {@condition grappled}, they can throw that creature instead of a stone. The thrown creature lands in a space adjacent to the target and takes 14 ({@damage 2d8 + 5}) bludgeoning damage, or half as much on a successful {@dc 15} Dexterity (acrobatics) check. " + "{@h}23 ({@damage 4d8 + 5}) damage. If the gegenees has a medium or smaller creature {@condition grappled}, they can throw that creature instead of a stone. The thrown creature lands in a space adjacent to the target and takes 14 ({@damage 2d8 + 5}) bludgeoning damage, or half as much on a successful {@dc 15} Dexterity (acrobatics) check." ] } ], @@ -10354,14 +10164,10 @@ "miscTags": [ "MW", "RCH", - "RW", - "MLW" + "RW" ], "conditionInflict": [ "poisoned" - ], - "savingThrowForced": [ - "constitution" ] }, { @@ -10460,7 +10266,7 @@ { "name": "Soul Siphon", "entries": [ - "If a living creature dies within 10 feet of the daemon, it gains {@dice 1d8} temporary hit points and advantage on all attack rolls for 1 minute. Incorporeal undead and living spirits travelling outside their body (such as a person using astral projection) take 4 {@dice 1d8} points of necrotic damage each round within the daemon's aura. " + "If a living creature dies within 10 feet of the daemon, it gains {@dice 1d8} temporary hit points and advantage on all attack rolls for 1 minute. Incorporeal undead and living spirits travelling outside their body (such as a person using astral projection) take 4 {@dice 1d8} points of necrotic damage each round within the daemon's aura." ] } ], @@ -10512,9 +10318,6 @@ ], "miscTags": [ "MW" - ], - "savingThrowForced": [ - "constitution" ] }, { @@ -10729,7 +10532,7 @@ "name": "Gaze of Stars {@recharge 5}", "entries": [ "{@atk rs} {@hit 6} to hit, range 120/300 ft., one creature.", - "{@h}38 ({@damage 11d6}) force damage plus 38 ({@damage 11d6}) lightning damage. " + "{@h}38 ({@damage 11d6}) force damage plus 38 ({@damage 11d6}) lightning damage." ] }, { @@ -10771,9 +10574,6 @@ "Each non-undead creature within 20 feet of the tzitzimitl takes 21 ({@damage 6d6}) necrotic damage, or half as much on a successful {@dc 17} Constitution saving throw." ] } - ], - "savingThrowForced": [ - "constitution" ] }, { @@ -10884,10 +10684,6 @@ "miscTags": [ "MW", "RCH" - ], - "savingThrowForced": [ - "constitution", - "strength" ] }, { @@ -11071,13 +10867,6 @@ "miscTags": [ "MW", "RCH" - ], - "savingThrowForced": [ - "wisdom" - ], - "savingThrowForcedSpell": [ - "constitution", - "wisdom" ] }, { @@ -11210,9 +10999,6 @@ ], "conditionInflict": [ "frightened" - ], - "savingThrowForced": [ - "wisdom" ] }, { @@ -11367,9 +11153,6 @@ "miscTags": [ "MW", "RCH" - ], - "savingThrowForced": [ - "constitution" ] }, { @@ -11493,7 +11276,7 @@ { "name": "Bite", "entries": [ - "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. ", + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target.", "{@h}9 ({@damage 1d10 + 4}) piercing damage plus 3 ({@damage 1d6}) force damage." ] }, @@ -11506,12 +11289,6 @@ ], "actionTags": [ "Breath Weapon" - ], - "savingThrowForced": [ - "dexterity" - ], - "savingThrowForcedSpell": [ - "wisdom" ] }, { @@ -11648,7 +11425,7 @@ { "name": "Tail", "entries": [ - "{@atk mw} {@hit 10} to hit, reach 5 ft., one target. ", + "{@atk mw} {@hit 10} to hit, reach 5 ft., one target.", "{@h}14 ({@damage 2d6 + 7}) bludgeoning damage." ] }, @@ -11667,12 +11444,6 @@ "MW", "RCH", "AOE" - ], - "savingThrowForced": [ - "dexterity" - ], - "savingThrowForcedSpell": [ - "wisdom" ] }, { @@ -11801,14 +11572,14 @@ { "name": "Bite", "entries": [ - "{@atk mw} {@hit 15} to hit, reach 10 ft., one target. ", + "{@atk mw} {@hit 15} to hit, reach 10 ft., one target.", "{@h}17 ({@damage 2d10 + 9}) piercing damage plus 9 ({@damage 2d8}) force damage." ] }, { "name": "Tail", "entries": [ - "{@atk mw} +15 t0 hit, reach 5 ft., one target. ", + "{@atk mw} +15 t0 hit, reach 5 ft., one target.", "{@h}13 ({@damage 2d6 + 9}) bludgeoning damage." ] }, @@ -11872,15 +11643,7 @@ "legendaryGroup": { "name": "Stellar Dragon", "source": "DungeonDadStatblocks" - }, - "savingThrowForced": [ - "dexterity", - "wisdom" - ], - "savingThrowForcedSpell": [ - "charisma", - "wisdom" - ] + } }, { "name": "Ancient Stellar Dragon", @@ -12017,14 +11780,14 @@ { "name": "Bite", "entries": [ - "{@atk mw} {@hit 18} to hit, reach 15 ft., one target. ", + "{@atk mw} {@hit 18} to hit, reach 15 ft., one target.", "{@h}21 ({@damage 2d10 + 10}) piercing damage plus 18 ({@damage 4d8}) force damage." ] }, { "name": "Tail", "entries": [ - "{@atk mw} +18 t0 hit, reach 20 ft., one target. ", + "{@atk mw} +18 t0 hit, reach 20 ft., one target.", "{@h}19 ({@damage 2d8 + 10}) bludgeoning damage." ] }, @@ -12088,15 +11851,7 @@ "legendaryGroup": { "name": "Stellar Dragon", "source": "DungeonDadStatblocks" - }, - "savingThrowForced": [ - "dexterity", - "wisdom" - ], - "savingThrowForcedSpell": [ - "charisma", - "wisdom" - ] + } }, { "name": "Great Stellar Wyrm", @@ -12217,14 +11972,14 @@ { "name": "Bite", "entries": [ - "Melee Weapon Attack: {@hit 20} to hit, reach 30 ft., one target. ", + "Melee Weapon Attack: {@hit 20} to hit, reach 30 ft., one target.", "Hit: 31 ({@damage 2d20 + 10}) piercing damage plus 36 ({@damage 8d8}) force damage." ] }, { "name": "Tail", "entries": [ - "Melee Weapon Attack: +20 t0 hit, reach 50 ft., one target. ", + "Melee Weapon Attack: +20 t0 hit, reach 50 ft., one target.", "Hit: 36 ({@damage 4d12 + 10}) bludgeoning damage." ] }, @@ -12474,7 +12229,7 @@ "name": "Burning Touch", "entries": [ "{@atk ms} +9 to hit, reach 5 ft., one creature.", - "{@h}22 ({@damage 4d10}) radiant damage and the target must succeed on a {@dc 17} Constitution saving throw or have the life energy within them corrupted into unnatural burning light for {@dice 1d8} rounds. During this time, the target takes 10 ({@damage 3d6}) fire damage at the start of each of their turns. The burning light can be \"extinguished\" if the target enters an area of magic or natural darkness. " + "{@h}22 ({@damage 4d10}) radiant damage and the target must succeed on a {@dc 17} Constitution saving throw or have the life energy within them corrupted into unnatural burning light for {@dice 1d8} rounds. During this time, the target takes 10 ({@damage 3d6}) fire damage at the start of each of their turns. The burning light can be \"extinguished\" if the target enters an area of magic or natural darkness." ] }, { @@ -12491,13 +12246,6 @@ ], "miscTags": [ "RCH" - ], - "savingThrowForced": [ - "constitution" - ], - "savingThrowForcedSpell": [ - "charisma", - "dexterity" ] }, { @@ -12632,13 +12380,13 @@ { "name": "Multiattack", "entries": [ - "The huecuva makes two morningstar attacks. " + "The huecuva makes two morningstar attacks." ] }, { "name": "Morningstar", "entries": [ - "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. ", + "Melee Weapon Attack: +6 to hit, reach 5 ft., one target.", "Hit: 7 ({@damage 1d8 + 3}) piercing damage and 4 ({@damage 1d8}) necrotic damage. The target must succeed on a DC 15 Constitution save or become infected with a disease called huecuva blight. An infected creature loses 1 point of Strength and 1 point of Constitution after taking a long rest until its constitution reaches 0, at which point it dies." ] }, @@ -12657,12 +12405,7 @@ "P" ], "miscTags": [ - "MW", - "MLW" - ], - "savingThrowForcedSpell": [ - "dexterity", - "wisdom" + "MW" ] }, { @@ -12795,7 +12538,7 @@ { "name": "Claws", "entries": [ - "{@atk mw} +6 to hit, reach 5 ft., one creature. ", + "{@atk mw} +6 to hit, reach 5 ft., one creature.", "{@h}7 ({@damage 1d6 + 4}) slashing damage. This attack is a critical hit on an attack roll of 19 or 20." ] }, @@ -12812,9 +12555,6 @@ ], "actionTags": [ "Breath Weapon" - ], - "savingThrowForced": [ - "dexterity" ] }, { @@ -12922,13 +12662,13 @@ { "name": "Multiattack", "entries": [ - "The defacer makes two deface attacks. " + "The defacer makes two deface attacks." ] }, { "name": "Deface", "entries": [ - "{@atk mw} +7 to hit, reach 5 ft., one target. ", + "{@atk mw} +7 to hit, reach 5 ft., one target.", "{@h}13 ({@damage 2d8 + 4}) bludgeoning damage, and the target must make a {@dc 16} Wisdom saving throw or be {@condition stunned} until the start of the defacer's next turn. While {@condition stunned}, their face takes on the appearance of a soul previously stolen by the defacer, which cries out for help and release in a language it knew in life." ] }, @@ -12961,9 +12701,6 @@ "The defacer touches the corpse of a creature that has died within 24 hours and steals its face. The creature's face, bone structure, and any defining details such as tattoos or scars are completely removed and replaced, leaving behind a perfectly smooth, blank surface of skin. This defilement of the corpse also draws the soul of the creature to the defacer, and it becomes one of the spectral faces that whirl about the undead. The creature can't be resurrected by any means as long as the defacer has the creature's soul. When a defacer steals a soul, its face takes on the appearance of that creature and its hunger for identity is satiated for a time. The transformation lasts for 3 days, at which point the defacer's visage returns to its featureless state and it must hunt again. If the defacer is destroyed while it is wearing the face of another creature, that creature's face is returned and it is brought back to life with 0 hit points, but in a stable state. When a defacer is killed, all souls it has collected are released." ] } - ], - "savingThrowForced": [ - "wisdom" ] }, { @@ -13063,7 +12800,7 @@ { "name": "Merger", "entries": [ - "Whenever this moingo is the target of consolidate, it gains hit points equal to the moingo consolidating with it. " + "Whenever this moingo is the target of consolidate, it gains hit points equal to the moingo consolidating with it." ] }, { @@ -13141,9 +12878,6 @@ } ] } - ], - "savingThrowForced": [ - "intelligence" ] }, { @@ -13286,7 +13020,7 @@ { "name": "Claw", "entries": [ - "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. ", + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target.", "{@h}6 ({@damage 1d6 + 3}) slashing damage." ] } @@ -13296,13 +13030,6 @@ ], "miscTags": [ "MW" - ], - "savingThrowForced": [ - "wisdom" - ], - "savingThrowForcedSpell": [ - "constitution", - "dexterity" ] }, { @@ -13412,7 +13139,7 @@ { "name": "Slam", "entries": [ - "{@atk mw} {@hit 11} to hit, reach 10 ft., one target. ", + "{@atk mw} {@hit 11} to hit, reach 10 ft., one target.", "{@h}20 ({@damage 2d12 + 7}) bludgeoning damage." ] }, @@ -13443,11 +13170,6 @@ "When a creature that is flying comes within 60 feet of the elemental, it targets that creature with a storm bolt. The storm bolt descends from above and targets only the one flying creature." ] } - ], - "savingThrowForced": [ - "constitution", - "dexterity", - "strength" ] }, { @@ -13533,15 +13255,15 @@ { "name": "Eye Drinking", "entries": [ - "When a drinker hits with its tongue lash attack, it can attempt to magically steal the target's sight. The creature must succeed on a {@dc 16} Constitution saving throw or have their sight stolen. A creature with stolen sight can't see further than 60 feet away, and it has disadvantage on attack rolls. ", + "When a drinker hits with its tongue lash attack, it can attempt to magically steal the target's sight. The creature must succeed on a {@dc 16} Constitution saving throw or have their sight stolen. A creature with stolen sight can't see further than 60 feet away, and it has disadvantage on attack rolls.", "The drinker can also see through the eyes of a creature whose eyes it drinks. The drinker sees using the creatures full normal sight, though it can only look through the eyes of one creature at a time. This effect lasts until the drinker is destroyed, or magic equivalent to a {@spell greater restoration} spell has been cast on the afflicted creature." ] }, { "name": "Horrific Gaze", "entries": [ - "When a creature that can see the drinker starts its turn within 30 ft. of the drinker, the drinker can force it to make a {@dc 16} Constitution saving throw if the drinker isn't {@condition incapacitated} and can see the creature. If the saving throw is failed, the creature is {@condition stunned} until the start of its next turn. ", - "Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the drinker until the start of its next turn, when it can avert its eyes again. If the creature looks at the drinker in the meantime, it must immediately make the save. ", + "When a creature that can see the drinker starts its turn within 30 ft. of the drinker, the drinker can force it to make a {@dc 16} Constitution saving throw if the drinker isn't {@condition incapacitated} and can see the creature. If the saving throw is failed, the creature is {@condition stunned} until the start of its next turn.", + "Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the drinker until the start of its next turn, when it can avert its eyes again. If the creature looks at the drinker in the meantime, it must immediately make the save.", "The drinker can force a creature whose vision it has drank to look it in the eye." ] } @@ -13592,7 +13314,7 @@ { "name": "Tounge Lash", "entries": [ - "{@atk mw} {@hit 9} to hit, reach 10 ft., one target. ", + "{@atk mw} {@hit 9} to hit, reach 10 ft., one target.", "{@h}15 ({@damage 3d6 + 5}) slashing damage." ] } @@ -13606,13 +13328,6 @@ "miscTags": [ "MW", "RCH" - ], - "savingThrowForced": [ - "constitution" - ], - "savingThrowForcedSpell": [ - "constitution", - "wisdom" ] }, { @@ -13749,21 +13464,21 @@ { "name": "Claw", "entries": [ - "{@atk mw} {@hit 8} to hit, reach 5 ft., one target. ", + "{@atk mw} {@hit 8} to hit, reach 5 ft., one target.", "{@h}12 ({@damage 2d6 + 5}) slashing damage." ] }, { "name": "Bite", "entries": [ - "{@atk mw} {@hit 8} to hit, reach 5 ft., one target. ", + "{@atk mw} {@hit 8} to hit, reach 5 ft., one target.", "{@h}14 ({@damage 2d8 + 5}) piercing damage." ] }, { "name": "Spines {@recharge 4}", "entries": [ - "{@atk rw} {@hit 6} to hit, range 120/240 ft., up to four targets. ", + "{@atk rw} {@hit 6} to hit, range 120/240 ft., up to four targets.", "{@h}16 ({@damage 2d12 + 3}) piercing damage." ] } @@ -13774,13 +13489,6 @@ "miscTags": [ "MW", "RW" - ], - "savingThrowForced": [ - "strength" - ], - "savingThrowForcedSpell": [ - "charisma", - "wisdom" ] }, { @@ -13916,7 +13624,7 @@ { "name": "Shortsword", "entries": [ - "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. ", + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target.", "{@h}5 ({@damage 1d6 + 2}) piercing damage." ] } @@ -13925,8 +13633,7 @@ "Multiattack" ], "miscTags": [ - "MW", - "MLW" + "MW" ], "reaction": [ { @@ -13935,12 +13642,6 @@ "When a creature within 60 feet makes a saving throw the bonesinger reduces the result by {@dice 1d4}." ] } - ], - "savingThrowForced": [ - "wisdom" - ], - "savingThrowForcedSpell": [ - "constitution" ] }, { @@ -13985,7 +13686,7 @@ "rivaled by none of their kin. Eventually a great threat unknown", "to even the most adept scholars posed itself to take on the", "death giants. Out of fear and desperation they would strike a", - "deal with an ancient evil, one they would soon come to regret. ", + "deal with an ancient evil, one they would soon come to regret.", " Destined For Destruction. While death giants may live", "up to five thousand years, they live with great fear of their", "own demise. Due to the pact made countless years ago by", @@ -13994,11 +13695,11 @@ "to every death giant soul. Who this mysterious patron is and", "what they use these souls for is uncertain, however no death", "giant has ever been successfully resurrected and this leads", - "many to believe their souls will be destroyed. ", + "many to believe their souls will be destroyed.", " Forsaken. Death giants seldom worship any gods. The", "deities revered by other giants abandoned the death giants", "when they made the pact to sell the souls of their race,", - "however, some among the death giants still pay homage. ", + "however, some among the death giants still pay homage.", " The Black Crusade. Death giants tend to keep to their ", "small tribes, sometimes trading souls with others of", "their kind. However, on rare occasions when a possible way ", @@ -14095,14 +13796,14 @@ { "name": "Greataxe", "entries": [ - "{@atk mw} {@hit 15} to hit, reach 10 ft., one target. ", + "{@atk mw} {@hit 15} to hit, reach 10 ft., one target.", "{@h}31 ({@damage 6d6 + 10}) slashing damage." ] }, { "name": "Rock", "entries": [ - "{@atk rw} {@hit 15} to hit, reach 60/240 ft., one target. ", + "{@atk rw} {@hit 15} to hit, reach 60/240 ft., one target.", "{@h}36 ({@damage 4d12 + 10}) bludgeoning damage." ] }, @@ -14123,19 +13824,10 @@ "miscTags": [ "MW", "RCH", - "RW", - "MLW" + "RW" ], "conditionInflict": [ "frightened" - ], - "savingThrowForced": [ - "wisdom" - ], - "savingThrowForcedSpell": [ - "constitution", - "dexterity", - "wisdom" ] }, { @@ -14259,14 +13951,14 @@ { "name": "Burning Grasp", "entries": [ - "{@atk mw} {@hit 13} to hit, reach 10 ft., one target. ", + "{@atk mw} {@hit 13} to hit, reach 10 ft., one target.", "{@h}17 ({@dice 2d8 + 8}) bludgeoning plus 7 ({@damage 2d6}) fire damage. On a hit, if the target is larger or smaller it is {@condition grappled} (escape {@dc 17})." ] }, { "name": "Burning Debris", "entries": [ - "{@atk rw} {@hit 13} to hit, range 60/240 ft., one target. ", + "{@atk rw} {@hit 13} to hit, range 60/240 ft., one target.", "{@h}30 ({@dice 4d10 + 8}) bludgeoning plus 7 ({@damage 2d6}) fire damage." ] }, @@ -14282,9 +13974,6 @@ ], "conditionInflict": [ "grappled" - ], - "savingThrowForced": [ - "dexterity" ] }, { @@ -14360,7 +14049,7 @@ { "name": "Lightning Reflexes", "entries": [ - "The kurobozu can take an attack of opportunity against a creature even if it used the disengage action. " + "The kurobozu can take an attack of opportunity against a creature even if it used the disengage action." ] }, { @@ -14403,10 +14092,6 @@ ], "miscTags": [ "MW" - ], - "savingThrowForced": [ - "constitution", - "wisdom" ] }, { @@ -14585,15 +14270,6 @@ ], "miscTags": [ "MW" - ], - "savingThrowForced": [ - "constitution", - "wisdom" - ], - "savingThrowForcedSpell": [ - "constitution", - "dexterity", - "wisdom" ] }, { @@ -14638,7 +14314,7 @@ "When a city grows corrupt, its people succumbing to degradation and decadence, the seams of the natural world can be split so that the evil of the Abyss seeps through. A city corruptor is not a punishment for a people's lack of moral fortitude; it is a consequence. A natural predator of the urban environment, the city corruptor stalks the dark streets that are the arteries of the city it feeds on. As the city's weak and vulnerable begin to die in increasing numbers, this foul demon spreads fear among even the most powerful.", "Demonic Predation. City corruptors appear in desperate, depraved, or hopeless urban centres. Places where the people either cannot reverse the moral decay of their city, or where they do not care to. A city corruptor is not attracted to combat. Rather, the demon lusts after the blood of victims lost to an environment shifting closer to collapse each day. To hasten the destruction of such an environment is every city corruptor's ultimate delight.", "The Portal Alignment. These sly demons first appeared in Zelatar, spreading quickly to other abyssal settlements. As a mortal city decays, the nature of an abyssal city aligns with it, and a city corruptor can step through the newly created gateway. Only one demon passes through during such an alignment. City corruptors fight among themselves for the exclusive right to claim a city in the mortal realm. Once a city is claimed, the corruptor gets to work. In the event that the city falls in its entirety, many of its people are sure to be dead, and the survivors along with the city itself are dragged into the Abyss, leaving behind a barren and lifeless dead spot in the Material Plane.", - "Dead Spots. A dead spot is what gets left behind when a city is pulled into the Abyss. The dead spot appears as a soot-covered patch of land that always seems to be in the shade, even on the brightest day. It encompasses the entire area where the city was as well as the surrounding three miles. Nothing can or ever will grow in this place again. Dead spots are intrinsically linked to the Abyss, and as such, are often sought out by cultists and summoners who wish to draw on the power of demons. The only way to remove them is to sever the link by travelling to the Abyss, finding the demon responsible for the city's downfall, and killing them. ", + "Dead Spots. A dead spot is what gets left behind when a city is pulled into the Abyss. The dead spot appears as a soot-covered patch of land that always seems to be in the shade, even on the brightest day. It encompasses the entire area where the city was as well as the surrounding three miles. Nothing can or ever will grow in this place again. Dead spots are intrinsically linked to the Abyss, and as such, are often sought out by cultists and summoners who wish to draw on the power of demons. The only way to remove them is to sever the link by travelling to the Abyss, finding the demon responsible for the city's downfall, and killing them.", "Demonic Kingpins. A city corruptor's primary means of achieving its goal is to wage a campaign of terror to destroy a city from within. They are extremely charismatic and will not hesitate to draw on their overwhelmingly magnetic personality traits to amass minions such as murderers, assassins, thieves, and other supernatural urban predators such as wererats or doppelgangers. When other demons come into the picture, however, the city corrupter refuses to share its plans with them as it seeks to be glorified as the only demon involved." ], "images": [ @@ -14734,8 +14410,7 @@ "P" ], "miscTags": [ - "MW", - "MLW" + "MW" ], "conditionInflict": [ "charmed" @@ -14763,14 +14438,6 @@ ], "spellcastingTags": [ "I" - ], - "savingThrowForced": [ - "charisma", - "constitution", - "wisdom" - ], - "savingThrowForcedSpell": [ - "wisdom" ] }, { @@ -14815,7 +14482,7 @@ "fluff": { "entries": [ "This humanoid figure is armed with a sturdy club bearing jagged ridges of obsidian and a shield that displays the image of a multi-headed beast wrapped with tentacles. They wear what appears to be the hide of a demonic lion. The underside of this pelt is raw muscle, fusing to the person's skin and becoming one with them. The beast's head rears up around the person's head, while its arms, hanging down from the warrior's shoulders, writhe like snakes ready to strike.", - "Spawn of Madness Skinwalkers are born to serve Demogorgon, the demon lord, through a foul ritual. During this ritual, a priest of Demogorgon flays the skin of a living humanoid using a lash prepared from the claws and intestines of a demonic lion known as a jarilith. At the end of the process, the victim is burned alive on a pyre. However, just before the sacrifice perishes, the skin of the jarilith is thrown into the fire, at which point the two merge and become one. ", + "Spawn of Madness Skinwalkers are born to serve Demogorgon, the demon lord, through a foul ritual. During this ritual, a priest of Demogorgon flays the skin of a living humanoid using a lash prepared from the claws and intestines of a demonic lion known as a jarilith. At the end of the process, the victim is burned alive on a pyre. However, just before the sacrifice perishes, the skin of the jarilith is thrown into the fire, at which point the two merge and become one.", "Ancient Weaponry Many cults of Demogorgon have existed far before the current age of civilization. While most certainly mad, these cults often uphold the traditions that have prevailed since their inception, particularly in their tools of bloodshed. The macuahuitl is one such weapon. While not invented by one such cult, it was common use in the time when many cults of Demogorgon held their apex of power. A brutal weapon, the macuahuitl is a fine club crafted to house dozens of extremely sharp obsidian shards. This weapon is unparalleled in raw destructive power, however it is quite fragile, and often in the ferocity of battle the obsidian elements will break, crack, or find themselves in need of replacement. ", "Natural Poisons Skinwalkers are fond of augmenting their attacks with poison. As survivalists they are extremely knowledgeable when discerning which plants and other natural elements can be used to inflict terrible pain. Their constant exposure to such substances has granted them a degree of resistance to their own poisons as well as a terrific offensive option." ], @@ -14882,28 +14549,28 @@ { "name": "Claw", "entries": [ - "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. ", + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target.", "{@h}7 ({@damage 1d6 + 4}) slashing damage and the target must succeed on a {@dc 15} Constitution save or take an additional 2 ({@damage 1d4}) poison damage and be {@condition poisoned} for {@dice 1d6} rounds." ] }, { "name": "Macuahuitl", "entries": [ - "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. ", + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target.", "{@h}8 ({@damage 1d8 + 4}) bludgeoning damage and 4 ({@damage 1d8}) slashing damage. This weapon scores a critical hit on an attack roll of 17-20, however once a critical hit is landed the obsidian shards break and the weapon only deals bludgeoning damage until repaired." ] }, { "name": "Shield Bash", "entries": [ - "{@atk mw} {@hit 7} to hit, reach 5 ft., one creature. ", + "{@atk mw} {@hit 7} to hit, reach 5 ft., one creature.", "{@h}6 ({@damage 1d4 + 4}) bludgeoning damage. If the target is Large or smaller, it must succeed on a {@dc 15} Strength saving throw or be knocked {@condition prone}." ] }, { "name": "Longbow", "entries": [ - "{@atk rw} {@hit 6} to hit, range 150/600 ft., one creature. ", + "{@atk rw} {@hit 6} to hit, range 150/600 ft., one creature.", "{@h}7 ({@damage 1d8 + 3}) piercing damage and the target must succeed on a {@dc 15} Constitution save or take an additional 2 ({@damage 1d4}) poison damage and be {@condition poisoned} for {@dice 1d6} rounds." ] } @@ -14925,9 +14592,6 @@ "MW", "RW", "RNG" - ], - "savingThrowForced": [ - "strength" ] }, { @@ -15054,13 +14718,6 @@ "damageTags": [ "F", "R" - ], - "savingThrowForced": [ - "dexterity" - ], - "savingThrowForcedSpell": [ - "constitution", - "dexterity" ] }, { @@ -15174,14 +14831,14 @@ { "name": "Bite", "entries": [ - "{@atk mw} {@hit 10} to hit, reach 10 ft., one target. ", + "{@atk mw} {@hit 10} to hit, reach 10 ft., one target.", "{@h}({@dice 2d10 + 6}) piercing damage plus ({@dice 1d6})fire damage." ] }, { "name": "Claw", "entries": [ - "{@atk mw} {@hit 10} to hit, reach 5 ft., one target. ", + "{@atk mw} {@hit 10} to hit, reach 5 ft., one target.", "{@h}({@dice 2d6 + 6}) slashing damage." ] }, @@ -15203,13 +14860,6 @@ "damageTags": [ "F", "R" - ], - "savingThrowForced": [ - "dexterity" - ], - "savingThrowForcedSpell": [ - "constitution", - "dexterity" ] }, { @@ -15345,7 +14995,7 @@ { "name": "Tail", "entries": [ - "{@atk mw} {@hit 15} to hit, reach 15 ft., one target. ", + "{@atk mw} {@hit 15} to hit, reach 15 ft., one target.", "{@h}({@dice 2d8 + 9}) bludgeoning damage." ] }, @@ -15418,16 +15068,6 @@ ], "traitTags": [ "Legendary Resistances" - ], - "savingThrowForced": [ - "constitution", - "dexterity", - "wisdom" - ], - "savingThrowForcedSpell": [ - "constitution", - "dexterity", - "wisdom" ] }, { @@ -15609,18 +15249,9 @@ { "name": "Cast a Spell (Costs 2 Actions)", "entries": [ - "The dragon casts a spell it can cast innately. " + "The dragon casts a spell it can cast innately." ] } - ], - "savingThrowForced": [ - "dexterity", - "wisdom" - ], - "savingThrowForcedSpell": [ - "constitution", - "dexterity", - "wisdom" ] }, { @@ -15764,7 +15395,7 @@ { "name": "Phases of the Moon", "entries": [ - "The appearance of a moon dragon changes like the waxing and waning of an actual moon. When the dragon hatches its scales are completely black for the first seven days, after which a speck of white appears on their side. This speck will grow gradually for seven days until the dragon is completely white. The dragon will remain completely white for seven days, after which a small speck of black appears on its side that grows for seven days until the dragon is completely black once again. This process repeats again and again for the rest of the dragons life. ", + "The appearance of a moon dragon changes like the waxing and waning of an actual moon. When the dragon hatches its scales are completely black for the first seven days, after which a speck of white appears on their side. This speck will grow gradually for seven days until the dragon is completely white. The dragon will remain completely white for seven days, after which a small speck of black appears on its side that grows for seven days until the dragon is completely black once again. This process repeats again and again for the rest of the dragons life.", "This change however, is not merely aesthetic. With each phase the moon dragon goes through, it also changes what abilities the dragon has access to, as well as its temperament.", { "type": "table", @@ -15840,15 +15471,6 @@ ], "actionTags": [ "Breath Weapon" - ], - "savingThrowForced": [ - "charisma", - "dexterity" - ], - "savingThrowForcedSpell": [ - "charisma", - "constitution", - "wisdom" ] }, { @@ -16001,7 +15623,7 @@ { "name": "Phases of the Moon", "entries": [ - "The appearance of a moon dragon changes like the waxing and waning of an actual moon. When the dragon hatches its scales are completely black for the first seven days, after which a speck of white appears on their side. This speck will grow gradually for seven days until the dragon is completely white. The dragon will remain completely white for seven days, after which a small speck of black appears on its side that grows for seven days until the dragon is completely black once again. This process repeats again and again for the rest of the dragons life. ", + "The appearance of a moon dragon changes like the waxing and waning of an actual moon. When the dragon hatches its scales are completely black for the first seven days, after which a speck of white appears on their side. This speck will grow gradually for seven days until the dragon is completely white. The dragon will remain completely white for seven days, after which a small speck of black appears on its side that grows for seven days until the dragon is completely black once again. This process repeats again and again for the rest of the dragons life.", "This change however, is not merely aesthetic. With each phase the moon dragon goes through, it also changes what abilities the dragon has access to, as well as its temperament.", { "type": "table", @@ -16067,14 +15689,14 @@ { "name": "Bite", "entries": [ - "{@atk mw} {@hit 8} to hit, reach 10 ft., one target. ", + "{@atk mw} {@hit 8} to hit, reach 10 ft., one target.", "{@h}15 ({@damage 2d10 + 4}) piercing damage plus 4 ({@damage 1d8}) cold damage." ] }, { "name": "Claw", "entries": [ - "{@atk mw} {@hit 8} to hit, reach 5 ft., one target. ", + "{@atk mw} {@hit 8} to hit, reach 5 ft., one target.", "{@h}13 ({@damage 2d6 + 4}) slashing damage." ] }, @@ -16093,16 +15715,6 @@ "actionTags": [ "Breath Weapon", "Multiattack" - ], - "savingThrowForced": [ - "charisma", - "dexterity" - ], - "savingThrowForcedSpell": [ - "charisma", - "constitution", - "strength", - "wisdom" ] }, { @@ -16257,7 +15869,7 @@ { "name": "Phases of the Moon", "entries": [ - "The appearance of a moon dragon changes like the waxing and waning of an actual moon. When the dragon hatches its scales are completely black for the first seven days, after which a speck of white appears on their side. This speck will grow gradually for seven days until the dragon is completely white. The dragon will remain completely white for seven days, after which a small speck of black appears on its side that grows for seven days until the dragon is completely black once again. This process repeats again and again for the rest of the dragons life. ", + "The appearance of a moon dragon changes like the waxing and waning of an actual moon. When the dragon hatches its scales are completely black for the first seven days, after which a speck of white appears on their side. This speck will grow gradually for seven days until the dragon is completely white. The dragon will remain completely white for seven days, after which a small speck of black appears on its side that grows for seven days until the dragon is completely black once again. This process repeats again and again for the rest of the dragons life.", "This change however, is not merely aesthetic. With each phase the moon dragon goes through, it also changes what abilities the dragon has access to, as well as its temperament.", { "type": "table", @@ -16330,21 +15942,21 @@ { "name": "Bite", "entries": [ - "{@atk mw} {@hit 14} to hit, reach 10 ft., one target. ", + "{@atk mw} {@hit 14} to hit, reach 10 ft., one target.", "{@h}19 ({@damage 2d10 + 8}) piercing damage plus 9 ({@damage 2d8}) cold damage." ] }, { "name": "Claw", "entries": [ - "{@atk mw} {@hit 14} to hit, reach 5 ft., one target. ", + "{@atk mw} {@hit 14} to hit, reach 5 ft., one target.", "{@h}15 ({@damage 2d6 + 8}) slashing damage." ] }, { "name": "Tail", "entries": [ - "{@atk mw} {@hit 14} to hit, reach 15 ft., one target. ", + "{@atk mw} {@hit 14} to hit, reach 15 ft., one target.", "{@h}17 ({@damage 2d8 + 8}) bludgeoning damage." ] }, @@ -16402,18 +16014,6 @@ ], "conditionInflict": [ "prone" - ], - "savingThrowForced": [ - "charisma", - "dexterity", - "wisdom" - ], - "savingThrowForcedSpell": [ - "charisma", - "constitution", - "dexterity", - "strength", - "wisdom" ] }, { @@ -16568,7 +16168,7 @@ { "name": "Phases of the Moon", "entries": [ - "The appearance of a moon dragon changes like the waxing and waning of an actual moon. When the dragon hatches its scales are completely black for the first seven days, after which a speck of white appears on their side. This speck will grow gradually for seven days until the dragon is completely white. The dragon will remain completely white for seven days, after which a small speck of black appears on its side that grows for seven days until the dragon is completely black once again. This process repeats again and again for the rest of the dragons life. ", + "The appearance of a moon dragon changes like the waxing and waning of an actual moon. When the dragon hatches its scales are completely black for the first seven days, after which a speck of white appears on their side. This speck will grow gradually for seven days until the dragon is completely white. The dragon will remain completely white for seven days, after which a small speck of black appears on its side that grows for seven days until the dragon is completely black once again. This process repeats again and again for the rest of the dragons life.", "This change however, is not merely aesthetic. With each phase the moon dragon goes through, it also changes what abilities the dragon has access to, as well as its temperament.", { "type": "table", @@ -16711,18 +16311,6 @@ "conditionInflict": [ "frightened", "prone" - ], - "savingThrowForced": [ - "charisma", - "dexterity", - "wisdom" - ], - "savingThrowForcedSpell": [ - "charisma", - "constitution", - "dexterity", - "strength", - "wisdom" ] }, { @@ -16756,8 +16344,8 @@ "cr": "3", "fluff": { "entries": [ - "A palimpsest is a sheet of magical, carnivorous parchment, vellum, or paper that has become semi-sentient and animated by the magical runes it has contained ages past. It is mobile, able to rustle its way from shelf to shelf and desk to desk (as if blown about by a stray breeze), but is otherwise indistinguishable from normal paper or parchment inscribed with runes. ", - "Hideous Depictions: Upon closer inspection, a palimpsest is filled with not only ancient arcane runes, but also with drawings and diagrams depicting creatures it has absorbed in horrified poses. These may range from entrapped mice or other vermin to scholars clutching their spell books in a desperate attempt to escape the palimpsest's grasp. ", + "A palimpsest is a sheet of magical, carnivorous parchment, vellum, or paper that has become semi-sentient and animated by the magical runes it has contained ages past. It is mobile, able to rustle its way from shelf to shelf and desk to desk (as if blown about by a stray breeze), but is otherwise indistinguishable from normal paper or parchment inscribed with runes.", + "Hideous Depictions: Upon closer inspection, a palimpsest is filled with not only ancient arcane runes, but also with drawings and diagrams depicting creatures it has absorbed in horrified poses. These may range from entrapped mice or other vermin to scholars clutching their spell books in a desperate attempt to escape the palimpsest's grasp.", "Growing Library: Palimpsests only ever reproduce once there is no more room for further writing or imagery on their body. Once this happens, a small portion palimpsest may separate from the creature and eventually grow into another full sized piece of parchment. There are rumours of ancient libraries where monsters and vermin are plentiful enough to provide such sufficient sustenance that the entire archive might be populated solely by palimpsest. As far as the origins of the first palimpsest, many scholars theorize they simply came to be as mundane objects steeped in magic and exposed to the arcane over an immense period of time." ], "images": [ @@ -16816,7 +16404,7 @@ "The palimpsest can cast some of the spells that are inscribed on its body. The palimpsest's innate Spellcasting Ability is Wisdom (spell save {@dc 13}). It can innately cast the following Spells, requiring no material components: " ], "footerEntries": [ - "If a palimpsest absorbs a wizard, it may add any spells that wizard had prepared to its spell list and cast them once per long rest. " + "If a palimpsest absorbs a wizard, it may add any spells that wizard had prepared to its spell list and cast them once per long rest." ], "will": [ "{@spell dancing lights}", @@ -16861,9 +16449,6 @@ ], "damageTags": [ "Y" - ], - "savingThrowForced": [ - "intelligence" ] }, { @@ -17024,10 +16609,6 @@ ], "miscTags": [ "MW" - ], - "savingThrowForcedSpell": [ - "charisma", - "wisdom" ] }, { @@ -17114,14 +16695,14 @@ { "name": "Beak", "entries": [ - "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. ", + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target.", "{@h}7 ({@damage 1d8 + 3}) piercing damage. A creature hit with this attack that has already taken damage is {@condition grappled} and also takes 4 ({@damage 1d8}) necrotic damage, as the snallygaster's tendrils latch on and attempt to suck the target's blood." ] }, { "name": "Claw", "entries": [ - "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. ", + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target.", "{@h}7 ({@damage 1d8 + 3}) slashing damage. This attack scores a critical hit on a roll of 19 or 20." ] }, @@ -17142,9 +16723,6 @@ ], "miscTags": [ "MW" - ], - "savingThrowForced": [ - "strength" ] }, { @@ -17210,7 +16788,7 @@ { "name": "Distance Runner", "entries": [ - "When the rasclinn uses all of its movement and takes the dash action, it may move up to an additional 70 feet. " + "When the rasclinn uses all of its movement and takes the dash action, it may move up to an additional 70 feet." ] }, { @@ -17250,7 +16828,7 @@ { "name": "Bite", "entries": [ - "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. ", + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target.", "{@h}7 ({@damage 1d8 + 3}) piercing damage plus 4 ({@dice 1d8}) additional piercing damage if the rasclinn is in an empathic rage." ] } @@ -17260,9 +16838,6 @@ ], "miscTags": [ "MW" - ], - "savingThrowForcedSpell": [ - "wisdom" ] }, { @@ -17405,7 +16980,7 @@ { "name": "Rock", "entries": [ - "{@atk rw} {@hit 12} to hit, reach 60/240 ft., one target. ", + "{@atk rw} {@hit 12} to hit, reach 60/240 ft., one target.", "{@h}33 ({@damage 4d12 + 7}) bludgeoning damage." ] } @@ -17423,10 +16998,6 @@ "MW", "RCH", "RW" - ], - "savingThrowForcedSpell": [ - "constitution", - "dexterity" ] }, { @@ -17524,13 +17095,13 @@ { "name": "Malleable Body", "entries": [ - "Whenever the golem is hit with a melee weapon attack, the creature making the attack must succeed on a {@dc 15} Strength (athletics) check, or the weapon becomes lodged in the golem's body and pulled out of the creature's hands. " + "Whenever the golem is hit with a melee weapon attack, the creature making the attack must succeed on a {@dc 15} Strength (athletics) check, or the weapon becomes lodged in the golem's body and pulled out of the creature's hands." ] }, { "name": "Melting Point", "entries": [ - "When the golem is reduced to 40 or less hit points, it begins to melt rapidly as the volatile magic that created it causes it to burn up. ", + "When the golem is reduced to 40 or less hit points, it begins to melt rapidly as the volatile magic that created it causes it to burn up.", "During this time, all creatures within 10 feet of the golem take 3 ({@damage 1d6}) fire damage at the start of their turn." ] } @@ -17554,8 +17125,8 @@ { "name": "Slam", "entries": [ - "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. ", - "{@h}13 ({@damage 2d8 + 4}) bludgeoning damage plus 8 ({@damage 1d8}) fire damage. " + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target.", + "{@h}13 ({@damage 2d8 + 4}) bludgeoning damage plus 8 ({@damage 1d8}) fire damage." ] }, { @@ -17735,7 +17306,7 @@ { "name": "Hand of Pestilence", "entries": [ - "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. ", + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target.", "{@h}18 ({@damage 6d4 + 3}) poison damage, or half as much on a successful {@dc 16} Constitution saving throw. On a failure the target is {@condition poisoned} for 1 minute." ] }, @@ -17758,13 +17329,6 @@ ], "miscTags": [ "MW" - ], - "savingThrowForced": [ - "constitution", - "wisdom" - ], - "savingThrowForcedSpell": [ - "wisdom" ] }, { @@ -17807,9 +17371,9 @@ ], "fluff": { "entries": [ - "A burning streak of light darting across the night sky can mean many things. For some, this could be considered an ill omen. For others, it might be a sign from the gods of good things to come. To the astronomer, it may be a fascinating event, deserving of further study. However, to those aware of what beings lurk in the feywild, it is something to be feared. The eye of a namorrodor scours the land in search of prey. Almost panther-like in its behaviour, this gaunt, sleek predator searches for unfortunate souls. Using its ability to sense the waning life energy of those on death's door, the namorrodor hopes for an easy kill. ", + "A burning streak of light darting across the night sky can mean many things. For some, this could be considered an ill omen. For others, it might be a sign from the gods of good things to come. To the astronomer, it may be a fascinating event, deserving of further study. However, to those aware of what beings lurk in the feywild, it is something to be feared. The eye of a namorrodor scours the land in search of prey. Almost panther-like in its behaviour, this gaunt, sleek predator searches for unfortunate souls. Using its ability to sense the waning life energy of those on death's door, the namorrodor hopes for an easy kill.", "Meteor Spirits.", - "A namorrodor spends much of its time resting in the feywild. There it remains, until the sun sets on the world of mortals. When the hour grows dark, the namorrodor emerges from its home to hunt. These creatures are often referred to as meteor spirits due to the fact that as they stalk the night sky their glowing yellow eyes are often mistaken for the light of distant stars or other bright objects seen in the heavens above. ", + "A namorrodor spends much of its time resting in the feywild. There it remains, until the sun sets on the world of mortals. When the hour grows dark, the namorrodor emerges from its home to hunt. These creatures are often referred to as meteor spirits due to the fact that as they stalk the night sky their glowing yellow eyes are often mistaken for the light of distant stars or other bright objects seen in the heavens above.", "Cautious Killers.", "These fey have four eyes, one set that glows a sickly yellow, and another that emanates a pale white light. This pair of white eyes allows them to detect and examine the life energy of mortal beings. They use these eyes to hunt prey that are easily taken down, and as a way of avoiding groups of strong enemies. Often their targets are quite elderly or very young. For this reason communities that exist nearby active openings to the feywild know to safeguard their young and elderly during nightfall. The other favourite hunting ground of the namorrodor is the battlefield after some kind of great conflict. Often soldiers and mercenaries are not well versed in the legends of the meteor spirits, making their wounded a prime target for such creatures. ", "Lone Hunters.", @@ -17908,7 +17472,7 @@ { "name": "Claw", "entries": [ - "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. ", + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target.", "{@h}10 ({@damage 1d12 + 4}) slashing damage. If the target hit by this attack has less than half its hit point maximum, the attack is a critical hit." ] } @@ -17926,9 +17490,6 @@ "The namorrodor teleports up to 10 ft. to an unoccupied space." ] } - ], - "savingThrowForced": [ - "dexterity" ] }, { @@ -18042,14 +17603,14 @@ { "name": "Claw", "entries": [ - "{@atk mw} {@hit 10} to hit, reach 10 ft., one target. ", + "{@atk mw} {@hit 10} to hit, reach 10 ft., one target.", "{@h}16 ({@damage 3d6 + 6}) slashing damage. The target is {@condition grappled} (escape {@dc 16}). The gashadokuro has two claws, each of which can only grapple on target." ] }, { "name": "Bite", "entries": [ - "{@atk mw} {@hit 10} to hit, reach 5 ft., one target. ", + "{@atk mw} {@hit 10} to hit, reach 5 ft., one target.", "{@h}19 ({@damage 2d12 + 6}) piercing damage. The gashadokuro has advantage on the attack roll if the target is {@condition grappled}. If this damage reduces the target to 0 hit points, the gashadokuro kills the target by biting off its head and regains hit points equal to half of the damage dealt." ] }, @@ -18144,7 +17705,7 @@ { "name": "Hideous Appearance", "entries": [ - "When a murska consumes a living creature, within minutes its body begins to take on the appearance of the creature it consumed, albeit in a truly disgusting and grotesque way. It also gains the memories and cunning of the consumed creature. It is unlikely that someone would mistake a murska for the creature it last consumed, however a {@dc 12} perception check is required to see through a murska's horrid disguise. ", + "When a murska consumes a living creature, within minutes its body begins to take on the appearance of the creature it consumed, albeit in a truly disgusting and grotesque way. It also gains the memories and cunning of the consumed creature. It is unlikely that someone would mistake a murska for the creature it last consumed, however a {@dc 12} perception check is required to see through a murska's horrid disguise.", "Whenever a murska consumes a new creature it replaces its old shell with one that resembles the new creature. A murska's shell and mental capacity returns to its normal state after {@dice 3d6} days." ] } @@ -18305,9 +17866,6 @@ ], "damageTags": [ "Y" - ], - "savingThrowForced": [ - "wisdom" ] }, { @@ -18886,7 +18444,7 @@ { "type": "item", "name": "Multiattack", - "entry": "The kaiju can use its Frightful Presence. It then makes five attacks. One with it's bite (if any), two with it's claws (if any), and two with its other kaiju attacks (if any). If the kaiju can swallow prey, it may use swallow instead of its bite. " + "entry": "The kaiju can use its Frightful Presence. It then makes five attacks. One with it's bite (if any), two with it's claws (if any), and two with its other kaiju attacks (if any). If the kaiju can swallow prey, it may use swallow instead of its bite." }, { "type": "item", @@ -18901,7 +18459,7 @@ { "type": "item", "name": "Claw", - "entry": "If the base creature has hands, it gains a claw attack with a range of 15 feet. If the creature already has a claw or other similar attack, this action replaces that one. The kaiju adds it's proficiency + Dexterity or Strength modifier (whichever is higher) to the attack roll. On a hit, the attack does 4d8 damage, plus its Strength or Dexterity modifier (whichever is higher). " + "entry": "If the base creature has hands, it gains a claw attack with a range of 15 feet. If the creature already has a claw or other similar attack, this action replaces that one. The kaiju adds it's proficiency + Dexterity or Strength modifier (whichever is higher) to the attack roll. On a hit, the attack does 4d8 damage, plus its Strength or Dexterity modifier (whichever is higher)." }, { "type": "item", @@ -18946,7 +18504,7 @@ "type": "entries", "name": "Kaiju Powers", "entries": [ - "Upon creation of a new kaiju, choose four of the following fantastical abilities to enhance its power. ", + "Upon creation of a new kaiju, choose four of the following fantastical abilities to enhance its power.", { "type": "list", "style": "list-hang-title", @@ -18984,7 +18542,7 @@ { "type": "item", "name": "Death Throes", - "entry": "When killed, the kaiju explodes in a burst of energy that deals 90 ({@damage 20d8}) damage, or half as much on a successful {@dc 21} Dexterity save, to everything within 100 feet. The damage dealt is of the same type that the kaiju is immune to. " + "entry": "When killed, the kaiju explodes in a burst of energy that deals 90 ({@damage 20d8}) damage, or half as much on a successful {@dc 21} Dexterity save, to everything within 100 feet. The damage dealt is of the same type that the kaiju is immune to." }, { "type": "item", @@ -19004,12 +18562,12 @@ { "type": "item", "name": "Parasites", - "entry": "The kaiju acts as a symbiotic host for a collective of parasitic creatures. Choose one parasite from the options presented; an {@creature Insectile Parasite|dungeondadstatblocks}, a {@creature Flying Parasite|dungeondadstatblocks}, an {@creature Aquatic Parasite|dungeondadstatblocks}, or a {@creature Burrowing Parasite|dungeondadstatblocks}. The parasites may appear however the DM describes, often bearing a slight resemblance of the kaiju they are attached to. At the end of the kaiju's turn, 2 ({@dice 1d4}) parasites emerge or detach themselves from the kaiju's body. They appear in a space that is within 10 feet of the kaiju. If no space is available, they fail to appear. They are considered part of the CR calculation for the kaiju, and therefore yield no experience points unless encountered independent of the kaiju host. These parasites act on the same initiative as the kaiju, and have the following statistics. " + "entry": "The kaiju acts as a symbiotic host for a collective of parasitic creatures. Choose one parasite from the options presented; an {@creature Insectile Parasite|dungeondadstatblocks}, a {@creature Flying Parasite|dungeondadstatblocks}, an {@creature Aquatic Parasite|dungeondadstatblocks}, or a {@creature Burrowing Parasite|dungeondadstatblocks}. The parasites may appear however the DM describes, often bearing a slight resemblance of the kaiju they are attached to. At the end of the kaiju's turn, 2 ({@dice 1d4}) parasites emerge or detach themselves from the kaiju's body. They appear in a space that is within 10 feet of the kaiju. If no space is available, they fail to appear. They are considered part of the CR calculation for the kaiju, and therefore yield no experience points unless encountered independent of the kaiju host. These parasites act on the same initiative as the kaiju, and have the following statistics." }, { "type": "item", "name": "Indestructible", - "entry": "The kaiju gains a +1 to AC, and gains resistance to two types of damage chosen by it. " + "entry": "The kaiju gains a +1 to AC, and gains resistance to two types of damage chosen by it." }, { "type": "item", @@ -19019,7 +18577,7 @@ { "type": "item", "name": "Hazardous", - "entry": "Each time the kaiju takes damage from a melee attack, the attacker suffers 3d6 damage. This damage is the same type as the kaiju's damage immunity. " + "entry": "Each time the kaiju takes damage from a melee attack, the attacker suffers 3d6 damage. This damage is the same type as the kaiju's damage immunity." }, { "type": "item", @@ -19146,28 +18704,28 @@ { "name": "Bite", "entries": [ - "{@atk mw} {@hit 16} to hit, reach 10 ft., one target. ", + "{@atk mw} {@hit 16} to hit, reach 10 ft., one target.", "{@h}30 ({@damage 4d12 + 8}) piercing damage." ] }, { "name": "Claw", "entries": [ - "{@atk mw} {@hit 16} to hit, reach 15 ft., one target. ", + "{@atk mw} {@hit 16} to hit, reach 15 ft., one target.", "{@h}26 ({@damage 4d8 + 8}) slashing damage." ] }, { "name": "Tail Whip", "entries": [ - "{@atk mw} {@hit 16} to hit, reach 20 ft., one target. ", + "{@atk mw} {@hit 16} to hit, reach 20 ft., one target.", "{@h}22 ({@damage 4d6 + 8}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 20} Strength saving throw or be knocked {@condition prone}." ] }, { "name": "Hooves", "entries": [ - "{@atk mw} {@hit 16} to hit, reach 10 ft., one target. ", + "{@atk mw} {@hit 16} to hit, reach 10 ft., one target.", "{@h}17 ({@damage 2d8 + 8}) bludgeoning damage." ] }, @@ -19185,8 +18743,7 @@ ], "miscTags": [ "MW", - "RCH", - "MLW" + "RCH" ], "legendary": [ { @@ -19213,11 +18770,6 @@ ], "senseTags": [ "B" - ], - "savingThrowForced": [ - "dexterity", - "strength", - "wisdom" ] }, { @@ -19301,7 +18853,7 @@ { "name": "Claw", "entries": [ - "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. ", + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target.", "{@h}16 ({@damage 2d12 + 3}) slashing damage." ] } @@ -19401,7 +18953,7 @@ { "name": "Claw", "entries": [ - "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. ", + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target.", "{@h}16 ({@damage 2d12 + 3}) slashing damage." ] } @@ -19487,7 +19039,7 @@ { "name": "Siphon Blood", "entries": [ - "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. ", + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target.", "{@h}14 ({@damage 2d10 + 4}) piercing damage and the target's Constitution is reduced by 1. The target dies if this reduces its strength to 0. Otherwise, the reduction lasts until the target finishes a long rest." ] } @@ -19592,7 +19144,7 @@ { "name": "Claw", "entries": [ - "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. ", + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target.", "{@h}16 ({@damage 2d12 + 3}) slashing damage." ] } @@ -19720,28 +19272,28 @@ { "name": "Claw", "entries": [ - "{@atk mw} {@hit 16} to hit, reach 15 ft., one creature. ", + "{@atk mw} {@hit 16} to hit, reach 15 ft., one creature.", "{@h}26 ({@damage 4d8 + 8}) slashing damage." ] }, { "name": "Bite", "entries": [ - "{@atk mw} {@hit 16} to hit, reach 10 ft., one creature. ", + "{@atk mw} {@hit 16} to hit, reach 10 ft., one creature.", "{@h}17 ({@damage 4d12 + 8}) piercing damage and the target is {@condition grappled} (escape {@dc 20}). Until this grapple ends, the target is {@condition restrained}, and Diablotra can't bite another target." ] }, { "name": "Sting", "entries": [ - "{@atk mw} {@hit 16} to hit, reach 15 ft., one creature. ", + "{@atk mw} {@hit 16} to hit, reach 15 ft., one creature.", "{@h}17 ({@damage 2d8 + 8}) piercing damage and the target must make a {@dc 21} Constitution saving throw, taking 21 ({@damage 6d6}) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but {@condition poisoned} for 1 hour, even after regaining hit points, and is {@condition paralyzed} while {@condition poisoned} in this way." ] }, { "name": "Pierce", "entries": [ - "{@atk rw} {@hit 9} to hit, reach 200 ft., one creature. ", + "{@atk rw} {@hit 9} to hit, reach 200 ft., one creature.", "{@h}22({@dice 4d6 + 8}) piercing damage and the target must make a {@dc 21} Constitution saving throw, taking 21 ({@damage 6d6}) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but {@condition poisoned} for 1 hour, even after regaining hit points, and is {@condition paralyzed} while {@condition poisoned} in this way." ] }, @@ -19795,7 +19347,7 @@ ], "fluff": { "entries": [ - "It was the most peculiar thing. The sun was high in the summer sky, the weather temperate and mild. Yet the farmers across the town fervently began to usher their animals inside. The braying of beasts could be heard in all directions, as not a farmhand stood idle, working towards a combined effort the likes of which I've never seen. Surely this town was far and away from my homeland, but I wouldn't imagine the way food is grown and animals tended to be much different here than anywhere else. I was wrong. I was finally able to grab the attention of a young man who had just finished ushering his cattle into shelter, he nearly jumped out of his skin when I grabbed his shoulder. \"What in the hells!\" he exclaimed, before realizing there was no danger. I asked him what all the fuss was about, and he simply replied \"It's coming\". What was I supposed to make of that? I looked all around, confused, seemingly the only sane individual for miles on end. Then suddenly, it was quiet. Everyone had gone inside. Not a soul in the streets to be seen. I made haste towards the inn, my home away from home these past few days. Perhaps someone there would be of assistance in clearing up my ignorance to whatever the issue at hand was. I walked up the creaky wooden steps, a faint breeze blowing through the bushes. Locked. I knocked for what seemed like a good few minutes before I got any response. The wind began to pick up. \"Mister, you better find somewhere to hide\" a small voice came from the other side of the door. This simply added to my confusion, but I was starting to get concerned. My horse, who was tied up near the watering trough began to cause a stir. The wind was becoming worrisome. How in the nine hells had these people known a storm was brewing on such a clear day. The polite knocking turned to pounding. Something was wrong. I could practically cut through this feeling with a dagger. A voice deep inside of me screamed it was no longer safe. I started to panic. What was happening? The wind was now howling, yet the clouds showed no sign of tempest. At this very moment I heard the door unlatch, and a small boy was standing there, a disgruntled looking father over his shoulder. \"Come in if yer comin' in\" bellowed the man as the boy grabbed my arm and guided me towards shelter. Just as I passed over that threshold, I saw, for the briefest moment, something I'm not fully sure I can describe. The sun was blotted out of the sky. At mid day, it became night. A shadow cast over the entire town. The wind became so violent, trees struggled to keep themselves within the dirt. Then there was that sound. A low, gut wrenching tone vibrated the very structure I stood upon. As the innkeep secured the door behind us, I rushed to the window. Pressed against the floor, revealing as little of myself as possible, I peered through the wooden reinforcements that covered most of the window. What I saw, was my horse. He was sailing through the air, grasped in the clutches of a monster the likes of which I have never conceived. The look on my face must have betrayed my state, as the boy sidled over to me, answering the question that would not escape my lips. In a soft tone, he simply said, \"Diablotra\". ", + "It was the most peculiar thing. The sun was high in the summer sky, the weather temperate and mild. Yet the farmers across the town fervently began to usher their animals inside. The braying of beasts could be heard in all directions, as not a farmhand stood idle, working towards a combined effort the likes of which I've never seen. Surely this town was far and away from my homeland, but I wouldn't imagine the way food is grown and animals tended to be much different here than anywhere else. I was wrong. I was finally able to grab the attention of a young man who had just finished ushering his cattle into shelter, he nearly jumped out of his skin when I grabbed his shoulder. \"What in the hells!\" he exclaimed, before realizing there was no danger. I asked him what all the fuss was about, and he simply replied \"It's coming\". What was I supposed to make of that? I looked all around, confused, seemingly the only sane individual for miles on end. Then suddenly, it was quiet. Everyone had gone inside. Not a soul in the streets to be seen. I made haste towards the inn, my home away from home these past few days. Perhaps someone there would be of assistance in clearing up my ignorance to whatever the issue at hand was. I walked up the creaky wooden steps, a faint breeze blowing through the bushes. Locked. I knocked for what seemed like a good few minutes before I got any response. The wind began to pick up. \"Mister, you better find somewhere to hide\" a small voice came from the other side of the door. This simply added to my confusion, but I was starting to get concerned. My horse, who was tied up near the watering trough began to cause a stir. The wind was becoming worrisome. How in the nine hells had these people known a storm was brewing on such a clear day. The polite knocking turned to pounding. Something was wrong. I could practically cut through this feeling with a dagger. A voice deep inside of me screamed it was no longer safe. I started to panic. What was happening? The wind was now howling, yet the clouds showed no sign of tempest. At this very moment I heard the door unlatch, and a small boy was standing there, a disgruntled looking father over his shoulder. \"Come in if yer comin' in\" bellowed the man as the boy grabbed my arm and guided me towards shelter. Just as I passed over that threshold, I saw, for the briefest moment, something I'm not fully sure I can describe. The sun was blotted out of the sky. At mid day, it became night. A shadow cast over the entire town. The wind became so violent, trees struggled to keep themselves within the dirt. Then there was that sound. A low, gut wrenching tone vibrated the very structure I stood upon. As the innkeep secured the door behind us, I rushed to the window. Pressed against the floor, revealing as little of myself as possible, I peered through the wooden reinforcements that covered most of the window. What I saw, was my horse. He was sailing through the air, grasped in the clutches of a monster the likes of which I have never conceived. The look on my face must have betrayed my state, as the boy sidled over to me, answering the question that would not escape my lips. In a soft tone, he simply said, \"Diablotra\".", { "type": "entries", "name": "Kaiju Template", @@ -20226,7 +19778,7 @@ { "type": "item", "name": "Multiattack", - "entry": "The kaiju can use its Frightful Presence. It then makes five attacks. One with it's bite (if any), two with it's claws (if any), and two with its other kaiju attacks (if any). If the kaiju can swallow prey, it may use swallow instead of its bite. " + "entry": "The kaiju can use its Frightful Presence. It then makes five attacks. One with it's bite (if any), two with it's claws (if any), and two with its other kaiju attacks (if any). If the kaiju can swallow prey, it may use swallow instead of its bite." }, { "type": "item", @@ -20241,7 +19793,7 @@ { "type": "item", "name": "Claw", - "entry": "If the base creature has hands, it gains a claw attack with a range of 15 feet. If the creature already has a claw or other similar attack, this action replaces that one. The kaiju adds it's proficiency + Dexterity or Strength modifier (whichever is higher) to the attack roll. On a hit, the attack does 4d8 damage, plus its Strength or Dexterity modifier (whichever is higher). " + "entry": "If the base creature has hands, it gains a claw attack with a range of 15 feet. If the creature already has a claw or other similar attack, this action replaces that one. The kaiju adds it's proficiency + Dexterity or Strength modifier (whichever is higher) to the attack roll. On a hit, the attack does 4d8 damage, plus its Strength or Dexterity modifier (whichever is higher)." }, { "type": "item", @@ -20286,7 +19838,7 @@ "type": "entries", "name": "Kaiju Powers", "entries": [ - "Upon creation of a new kaiju, choose four of the following fantastical abilities to enhance its power. ", + "Upon creation of a new kaiju, choose four of the following fantastical abilities to enhance its power.", { "type": "list", "style": "list-hang-title", @@ -20324,7 +19876,7 @@ { "type": "item", "name": "Death Throes", - "entry": "When killed, the kaiju explodes in a burst of energy that deals 90 ({@damage 20d8}) damage, or half as much on a successful {@dc 21} Dexterity save, to everything within 100 feet. The damage dealt is of the same type that the kaiju is immune to. " + "entry": "When killed, the kaiju explodes in a burst of energy that deals 90 ({@damage 20d8}) damage, or half as much on a successful {@dc 21} Dexterity save, to everything within 100 feet. The damage dealt is of the same type that the kaiju is immune to." }, { "type": "item", @@ -20344,12 +19896,12 @@ { "type": "item", "name": "Parasites", - "entry": "The kaiju acts as a symbiotic host for a collective of parasitic creatures. Choose one parasite from the options presented; an {@creature Insectile Parasite|dungeondadstatblocks}, a {@creature Flying Parasite|dungeondadstatblocks}, an {@creature Aquatic Parasite|dungeondadstatblocks}, or a {@creature Burrowing Parasite|dungeondadstatblocks}. The parasites may appear however the DM describes, often bearing a slight resemblance of the kaiju they are attached to. At the end of the kaiju's turn, 2 ({@dice 1d4}) parasites emerge or detach themselves from the kaiju's body. They appear in a space that is within 10 feet of the kaiju. If no space is available, they fail to appear. They are considered part of the CR calculation for the kaiju, and therefore yield no experience points unless encountered independent of the kaiju host. These parasites act on the same initiative as the kaiju, and have the following statistics. " + "entry": "The kaiju acts as a symbiotic host for a collective of parasitic creatures. Choose one parasite from the options presented; an {@creature Insectile Parasite|dungeondadstatblocks}, a {@creature Flying Parasite|dungeondadstatblocks}, an {@creature Aquatic Parasite|dungeondadstatblocks}, or a {@creature Burrowing Parasite|dungeondadstatblocks}. The parasites may appear however the DM describes, often bearing a slight resemblance of the kaiju they are attached to. At the end of the kaiju's turn, 2 ({@dice 1d4}) parasites emerge or detach themselves from the kaiju's body. They appear in a space that is within 10 feet of the kaiju. If no space is available, they fail to appear. They are considered part of the CR calculation for the kaiju, and therefore yield no experience points unless encountered independent of the kaiju host. These parasites act on the same initiative as the kaiju, and have the following statistics." }, { "type": "item", "name": "Indestructible", - "entry": "The kaiju gains a +1 to AC, and gains resistance to two types of damage chosen by it. " + "entry": "The kaiju gains a +1 to AC, and gains resistance to two types of damage chosen by it." }, { "type": "item", @@ -20359,7 +19911,7 @@ { "type": "item", "name": "Hazardous", - "entry": "Each time the kaiju takes damage from a melee attack, the attacker suffers 3d6 damage. This damage is the same type as the kaiju's damage immunity. " + "entry": "Each time the kaiju takes damage from a melee attack, the attacker suffers 3d6 damage. This damage is the same type as the kaiju's damage immunity." }, { "type": "item", @@ -20383,11 +19935,7 @@ } ] }, - "tokenUrl": "https://i.imgur.com/alP2HRt.png", - "savingThrowForced": [ - "constitution", - "wisdom" - ] + "tokenUrl": "https://i.imgur.com/alP2HRt.png" }, { "name": "Praesigira", @@ -20869,7 +20417,7 @@ { "type": "item", "name": "Multiattack", - "entry": "The kaiju can use its Frightful Presence. It then makes five attacks. One with it's bite (if any), two with it's claws (if any), and two with its other kaiju attacks (if any). If the kaiju can swallow prey, it may use swallow instead of its bite. " + "entry": "The kaiju can use its Frightful Presence. It then makes five attacks. One with it's bite (if any), two with it's claws (if any), and two with its other kaiju attacks (if any). If the kaiju can swallow prey, it may use swallow instead of its bite." }, { "type": "item", @@ -20884,7 +20432,7 @@ { "type": "item", "name": "Claw", - "entry": "If the base creature has hands, it gains a claw attack with a range of 15 feet. If the creature already has a claw or other similar attack, this action replaces that one. The kaiju adds it's proficiency + Dexterity or Strength modifier (whichever is higher) to the attack roll. On a hit, the attack does 4d8 damage, plus its Strength or Dexterity modifier (whichever is higher). " + "entry": "If the base creature has hands, it gains a claw attack with a range of 15 feet. If the creature already has a claw or other similar attack, this action replaces that one. The kaiju adds it's proficiency + Dexterity or Strength modifier (whichever is higher) to the attack roll. On a hit, the attack does 4d8 damage, plus its Strength or Dexterity modifier (whichever is higher)." }, { "type": "item", @@ -20929,7 +20477,7 @@ "type": "entries", "name": "Kaiju Powers", "entries": [ - "Upon creation of a new kaiju, choose four of the following fantastical abilities to enhance its power. ", + "Upon creation of a new kaiju, choose four of the following fantastical abilities to enhance its power.", { "type": "list", "style": "list-hang-title", @@ -20967,7 +20515,7 @@ { "type": "item", "name": "Death Throes", - "entry": "When killed, the kaiju explodes in a burst of energy that deals 90 ({@damage 20d8}) damage, or half as much on a successful {@dc 21} Dexterity save, to everything within 100 feet. The damage dealt is of the same type that the kaiju is immune to. " + "entry": "When killed, the kaiju explodes in a burst of energy that deals 90 ({@damage 20d8}) damage, or half as much on a successful {@dc 21} Dexterity save, to everything within 100 feet. The damage dealt is of the same type that the kaiju is immune to." }, { "type": "item", @@ -20987,12 +20535,12 @@ { "type": "item", "name": "Parasites", - "entry": "The kaiju acts as a symbiotic host for a collective of parasitic creatures. Choose one parasite from the options presented; an {@creature Insectile Parasite|dungeondadstatblocks}, a {@creature Flying Parasite|dungeondadstatblocks}, an {@creature Aquatic Parasite|dungeondadstatblocks}, or a {@creature Burrowing Parasite|dungeondadstatblocks}. The parasites may appear however the DM describes, often bearing a slight resemblance of the kaiju they are attached to. At the end of the kaiju's turn, 2 ({@dice 1d4}) parasites emerge or detach themselves from the kaiju's body. They appear in a space that is within 10 feet of the kaiju. If no space is available, they fail to appear. They are considered part of the CR calculation for the kaiju, and therefore yield no experience points unless encountered independent of the kaiju host. These parasites act on the same initiative as the kaiju, and have the following statistics. " + "entry": "The kaiju acts as a symbiotic host for a collective of parasitic creatures. Choose one parasite from the options presented; an {@creature Insectile Parasite|dungeondadstatblocks}, a {@creature Flying Parasite|dungeondadstatblocks}, an {@creature Aquatic Parasite|dungeondadstatblocks}, or a {@creature Burrowing Parasite|dungeondadstatblocks}. The parasites may appear however the DM describes, often bearing a slight resemblance of the kaiju they are attached to. At the end of the kaiju's turn, 2 ({@dice 1d4}) parasites emerge or detach themselves from the kaiju's body. They appear in a space that is within 10 feet of the kaiju. If no space is available, they fail to appear. They are considered part of the CR calculation for the kaiju, and therefore yield no experience points unless encountered independent of the kaiju host. These parasites act on the same initiative as the kaiju, and have the following statistics." }, { "type": "item", "name": "Indestructible", - "entry": "The kaiju gains a +1 to AC, and gains resistance to two types of damage chosen by it. " + "entry": "The kaiju gains a +1 to AC, and gains resistance to two types of damage chosen by it." }, { "type": "item", @@ -21002,7 +20550,7 @@ { "type": "item", "name": "Hazardous", - "entry": "Each time the kaiju takes damage from a melee attack, the attacker suffers 3d6 damage. This damage is the same type as the kaiju's damage immunity. " + "entry": "Each time the kaiju takes damage from a melee attack, the attacker suffers 3d6 damage. This damage is the same type as the kaiju's damage immunity." }, { "type": "item", @@ -21084,7 +20632,7 @@ { "name": "Parasites", "entries": [ - "Praesigira's body acts as host to a collective of blood worms. At the end of Praesigira's turn, 2 ({@dice 1d4}) {@creature Praesigira Parasite|dungeondadstatblocks}s emerge from Praesigira's tough shell. They appear in a space that is within 10 feet of Praesigira. If no space is available, they fail to appear. They are considered part of the CR calculation for Praesigira, and therefore yield no experience points unless encountered independent of Praesigira host. These parasites act on the same initiative as Praesigira. " + "Praesigira's body acts as host to a collective of blood worms. At the end of Praesigira's turn, 2 ({@dice 1d4}) {@creature Praesigira Parasite|dungeondadstatblocks}s emerge from Praesigira's tough shell. They appear in a space that is within 10 feet of Praesigira. If no space is available, they fail to appear. They are considered part of the CR calculation for Praesigira, and therefore yield no experience points unless encountered independent of Praesigira host. These parasites act on the same initiative as Praesigira." ] } ], @@ -21157,9 +20705,6 @@ "Praesigira makes one bite attack." ] } - ], - "savingThrowForced": [ - "wisdom" ] }, { @@ -21240,7 +20785,7 @@ { "name": "Siphon Blood", "entries": [ - "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. ", + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target.", "{@h}14 ({@damage 2d10 + 4}) piercing damage and the target's Constitution is reduced by 1. The target dies if this reduces its strength to 0. Otherwise, the reduction lasts until the target finishes a long rest." ] } @@ -21299,13 +20844,13 @@ "cr": "5", "fluff": { "entries": [ - "Among the most sadistic creatures to walk the realms, the cruelty of purple dragons seems to be without limit. Their desire to spread fear far and wide is only matched by an unchecked avarice and self importance to rival any of the other true dragons. ", + "Among the most sadistic creatures to walk the realms, the cruelty of purple dragons seems to be without limit. Their desire to spread fear far and wide is only matched by an unchecked avarice and self importance to rival any of the other true dragons.", "They are notorious for their extremely wide jaws and elongated segmented spikes which run down from the base of their skull to the tip of their tail. At birth, a purple dragon's scales are indigo. As the dragon matures, the scales become larger, thicker, harder, and darker. Adult dragons are completely violet and will continue to transition into the darkest shades of purple the longer they live.", "Nocturnal Hunters. Purple dragons mostly feed on livestock, large wild animals, and any humanoid creatures foolish enough to settle near them. This behavior is fairly standard for a powerful creature like a dragon, however, an added element which makes purple dragons especially fearsome is their penchant for hunting at night. Using the color of their scales to their advantage, purple dragons are extremely difficult to see as they loom in the clouds above, preparing to strike at their prey down below.", "Not so Deep Afterall. Many sages make the mistake of conflating purple dragons with deep dragons on account of the fact that their scales bear a similar appearance. This is only made more confusing due to the similar nesting habits of the two species. Purple dragons and deep dragons both burrow into the ground and make their homes in complex cave systems, however, deep dragons will typically burrow well into the Underdark, while purple dragons are still considered surface dwelling creatures. It is possible that the first deep dragons were indeed purple dragons that simply acclimated to life in the underdark, but both species are so rare that there can't be any consensus on their possible relation.", - "Cunning Linguists. Although it is not known exactly how or why, it seems that all purple dragons are gifted with the unique ability to understand and be understood by any creature capable of speaking words aloud. This ancestral knowledge of all spoken language is passed down from parent to child biologically, meaning that every purple dragon is born with the ability to speak with anyone moments after hatching from their egg. Purple dragons readily make use of this ability, typically amassing large followings of loyal minions that will do their bidding for the promise of power and other tangible rewards. It is said that anywhere a purple dragon is spotted, there is certainly a network of criminals, spies, thieves, and other creatures with ill-intentions working on the dragon's behalf. Many purple dragons consider their servants to be a fine collection and often have obvious favorites among them. ", + "Cunning Linguists. Although it is not known exactly how or why, it seems that all purple dragons are gifted with the unique ability to understand and be understood by any creature capable of speaking words aloud. This ancestral knowledge of all spoken language is passed down from parent to child biologically, meaning that every purple dragon is born with the ability to speak with anyone moments after hatching from their egg. Purple dragons readily make use of this ability, typically amassing large followings of loyal minions that will do their bidding for the promise of power and other tangible rewards. It is said that anywhere a purple dragon is spotted, there is certainly a network of criminals, spies, thieves, and other creatures with ill-intentions working on the dragon's behalf. Many purple dragons consider their servants to be a fine collection and often have obvious favorites among them.", "Family First. While not necessarily always the case, unlike most other dragons it is very common for purple dragon families to stay together. Couplings of purple dragons will usually have few children for this reason, and any children they do have will typically only leave the nest if there is some kind of disagreement between them and their family. This knack for remaining together makes purple dragons especially dangerous and is why hunting young purple dragons is almost universally seen as an idiotic exercise, for even if you succeed, the hunter's town may yet pay the price for their actions.", - "Purple dragons make their homes deep in the rock of mountainous areas and foothills. Their lairs are complex networks of overlapping tunnels which can run for miles depending on the size, age, and number of dragons present, but the most important thing is that their lair remains dark in order to maximize the effects of their blinding breath weapon. Should the dragon encounter stone too hard to dig through while creating its lair, the dragon's breath weapon can melt solid rock at a rapid rate, allowing them to forge ahead. These subterranean lairs often have numerous openings which allow the dragon to move around freely undetected by most within the bowels of the stone and dirt. Each entrance to the purple dragon's lair is meticulously hidden, and will usually open up near a prairie or field with ample prey. ", + "Purple dragons make their homes deep in the rock of mountainous areas and foothills. Their lairs are complex networks of overlapping tunnels which can run for miles depending on the size, age, and number of dragons present, but the most important thing is that their lair remains dark in order to maximize the effects of their blinding breath weapon. Should the dragon encounter stone too hard to dig through while creating its lair, the dragon's breath weapon can melt solid rock at a rapid rate, allowing them to forge ahead. These subterranean lairs often have numerous openings which allow the dragon to move around freely undetected by most within the bowels of the stone and dirt. Each entrance to the purple dragon's lair is meticulously hidden, and will usually open up near a prairie or field with ample prey.", "\"The dragon hunters had returned from the darkness with their prize in tow, a purple wyrmling, plucked from the highlands and cut down with impunity. When they arrived at the town gate, however, they found that the locals had sealed the entrance and barred the doors. The small settlement which was to be a stop on their journey home was silent. These people knew something that the good hunters were about to be made aware of; purple dragons stick together.\"" ], "images": [ @@ -21376,9 +20921,6 @@ ], "actionTags": [ "Breath Weapon" - ], - "savingThrowForced": [ - "dexterity" ] }, { @@ -21420,13 +20962,13 @@ "cr": "11", "fluff": { "entries": [ - "Among the most sadistic creatures to walk the realms, the cruelty of purple dragons seems to be without limit. Their desire to spread fear far and wide is only matched by an unchecked avarice and self importance to rival any of the other true dragons. ", + "Among the most sadistic creatures to walk the realms, the cruelty of purple dragons seems to be without limit. Their desire to spread fear far and wide is only matched by an unchecked avarice and self importance to rival any of the other true dragons.", "They are notorious for their extremely wide jaws and elongated segmented spikes which run down from the base of their skull to the tip of their tail. At birth, a purple dragon's scales are indigo. As the dragon matures, the scales become larger, thicker, harder, and darker. Adult dragons are completely violet and will continue to transition into the darkest shades of purple the longer they live.", "Nocturnal Hunters. Purple dragons mostly feed on livestock, large wild animals, and any humanoid creatures foolish enough to settle near them. This behavior is fairly standard for a powerful creature like a dragon, however, an added element which makes purple dragons especially fearsome is their penchant for hunting at night. Using the color of their scales to their advantage, purple dragons are extremely difficult to see as they loom in the clouds above, preparing to strike at their prey down below.", "Not so Deep Afterall. Many sages make the mistake of conflating purple dragons with deep dragons on account of the fact that their scales bear a similar appearance. This is only made more confusing due to the similar nesting habits of the two species. Purple dragons and deep dragons both burrow into the ground and make their homes in complex cave systems, however, deep dragons will typically burrow well into the Underdark, while purple dragons are still considered surface dwelling creatures. It is possible that the first deep dragons were indeed purple dragons that simply acclimated to life in the underdark, but both species are so rare that there can't be any consensus on their possible relation.", - "Cunning Linguists. Although it is not known exactly how or why, it seems that all purple dragons are gifted with the unique ability to understand and be understood by any creature capable of speaking words aloud. This ancestral knowledge of all spoken language is passed down from parent to child biologically, meaning that every purple dragon is born with the ability to speak with anyone moments after hatching from their egg. Purple dragons readily make use of this ability, typically amassing large followings of loyal minions that will do their bidding for the promise of power and other tangible rewards. It is said that anywhere a purple dragon is spotted, there is certainly a network of criminals, spies, thieves, and other creatures with ill-intentions working on the dragon's behalf. Many purple dragons consider their servants to be a fine collection and often have obvious favorites among them. ", + "Cunning Linguists. Although it is not known exactly how or why, it seems that all purple dragons are gifted with the unique ability to understand and be understood by any creature capable of speaking words aloud. This ancestral knowledge of all spoken language is passed down from parent to child biologically, meaning that every purple dragon is born with the ability to speak with anyone moments after hatching from their egg. Purple dragons readily make use of this ability, typically amassing large followings of loyal minions that will do their bidding for the promise of power and other tangible rewards. It is said that anywhere a purple dragon is spotted, there is certainly a network of criminals, spies, thieves, and other creatures with ill-intentions working on the dragon's behalf. Many purple dragons consider their servants to be a fine collection and often have obvious favorites among them.", "Family First. While not necessarily always the case, unlike most other dragons it is very common for purple dragon families to stay together. Couplings of purple dragons will usually have few children for this reason, and any children they do have will typically only leave the nest if there is some kind of disagreement between them and their family. This knack for remaining together makes purple dragons especially dangerous and is why hunting young purple dragons is almost universally seen as an idiotic exercise, for even if you succeed, the hunter's town may yet pay the price for their actions.", - "Purple dragons make their homes deep in the rock of mountainous areas and foothills. Their lairs are complex networks of overlapping tunnels which can run for miles depending on the size, age, and number of dragons present, but the most important thing is that their lair remains dark in order to maximize the effects of their blinding breath weapon. Should the dragon encounter stone too hard to dig through while creating its lair, the dragon's breath weapon can melt solid rock at a rapid rate, allowing them to forge ahead. These subterranean lairs often have numerous openings which allow the dragon to move around freely undetected by most within the bowels of the stone and dirt. Each entrance to the purple dragon's lair is meticulously hidden, and will usually open up near a prairie or field with ample prey. ", + "Purple dragons make their homes deep in the rock of mountainous areas and foothills. Their lairs are complex networks of overlapping tunnels which can run for miles depending on the size, age, and number of dragons present, but the most important thing is that their lair remains dark in order to maximize the effects of their blinding breath weapon. Should the dragon encounter stone too hard to dig through while creating its lair, the dragon's breath weapon can melt solid rock at a rapid rate, allowing them to forge ahead. These subterranean lairs often have numerous openings which allow the dragon to move around freely undetected by most within the bowels of the stone and dirt. Each entrance to the purple dragon's lair is meticulously hidden, and will usually open up near a prairie or field with ample prey.", "\"The dragon hunters had returned from the darkness with their prize in tow, a purple wyrmling, plucked from the highlands and cut down with impunity. When they arrived at the town gate, however, they found that the locals had sealed the entrance and barred the doors. The small settlement which was to be a stop on their journey home was silent. These people knew something that the good hunters were about to be made aware of; purple dragons stick together.\"" ], "images": [ @@ -21529,10 +21071,6 @@ "The dragon has exceptional control over its ability to breathe searing plasma. The Plasma Breath and Plasma Spear actions both use the dragon's shored up plasma reserve, so if one ability is used, it must recharge before the other can be used." ] } - ], - "savingThrowForced": [ - "constitution", - "dexterity" ] }, { @@ -21574,13 +21112,13 @@ "cr": "18", "fluff": { "entries": [ - "Among the most sadistic creatures to walk the realms, the cruelty of purple dragons seems to be without limit. Their desire to spread fear far and wide is only matched by an unchecked avarice and self importance to rival any of the other true dragons. ", + "Among the most sadistic creatures to walk the realms, the cruelty of purple dragons seems to be without limit. Their desire to spread fear far and wide is only matched by an unchecked avarice and self importance to rival any of the other true dragons.", "They are notorious for their extremely wide jaws and elongated segmented spikes which run down from the base of their skull to the tip of their tail. At birth, a purple dragon's scales are indigo. As the dragon matures, the scales become larger, thicker, harder, and darker. Adult dragons are completely violet and will continue to transition into the darkest shades of purple the longer they live.", "Nocturnal Hunters. Purple dragons mostly feed on livestock, large wild animals, and any humanoid creatures foolish enough to settle near them. This behavior is fairly standard for a powerful creature like a dragon, however, an added element which makes purple dragons especially fearsome is their penchant for hunting at night. Using the color of their scales to their advantage, purple dragons are extremely difficult to see as they loom in the clouds above, preparing to strike at their prey down below.", "Not so Deep Afterall. Many sages make the mistake of conflating purple dragons with deep dragons on account of the fact that their scales bear a similar appearance. This is only made more confusing due to the similar nesting habits of the two species. Purple dragons and deep dragons both burrow into the ground and make their homes in complex cave systems, however, deep dragons will typically burrow well into the Underdark, while purple dragons are still considered surface dwelling creatures. It is possible that the first deep dragons were indeed purple dragons that simply acclimated to life in the underdark, but both species are so rare that there can't be any consensus on their possible relation.", - "Cunning Linguists. Although it is not known exactly how or why, it seems that all purple dragons are gifted with the unique ability to understand and be understood by any creature capable of speaking words aloud. This ancestral knowledge of all spoken language is passed down from parent to child biologically, meaning that every purple dragon is born with the ability to speak with anyone moments after hatching from their egg. Purple dragons readily make use of this ability, typically amassing large followings of loyal minions that will do their bidding for the promise of power and other tangible rewards. It is said that anywhere a purple dragon is spotted, there is certainly a network of criminals, spies, thieves, and other creatures with ill-intentions working on the dragon's behalf. Many purple dragons consider their servants to be a fine collection and often have obvious favorites among them. ", + "Cunning Linguists. Although it is not known exactly how or why, it seems that all purple dragons are gifted with the unique ability to understand and be understood by any creature capable of speaking words aloud. This ancestral knowledge of all spoken language is passed down from parent to child biologically, meaning that every purple dragon is born with the ability to speak with anyone moments after hatching from their egg. Purple dragons readily make use of this ability, typically amassing large followings of loyal minions that will do their bidding for the promise of power and other tangible rewards. It is said that anywhere a purple dragon is spotted, there is certainly a network of criminals, spies, thieves, and other creatures with ill-intentions working on the dragon's behalf. Many purple dragons consider their servants to be a fine collection and often have obvious favorites among them.", "Family First. While not necessarily always the case, unlike most other dragons it is very common for purple dragon families to stay together. Couplings of purple dragons will usually have few children for this reason, and any children they do have will typically only leave the nest if there is some kind of disagreement between them and their family. This knack for remaining together makes purple dragons especially dangerous and is why hunting young purple dragons is almost universally seen as an idiotic exercise, for even if you succeed, the hunter's town may yet pay the price for their actions.", - "Purple dragons make their homes deep in the rock of mountainous areas and foothills. Their lairs are complex networks of overlapping tunnels which can run for miles depending on the size, age, and number of dragons present, but the most important thing is that their lair remains dark in order to maximize the effects of their blinding breath weapon. Should the dragon encounter stone too hard to dig through while creating its lair, the dragon's breath weapon can melt solid rock at a rapid rate, allowing them to forge ahead. These subterranean lairs often have numerous openings which allow the dragon to move around freely undetected by most within the bowels of the stone and dirt. Each entrance to the purple dragon's lair is meticulously hidden, and will usually open up near a prairie or field with ample prey. ", + "Purple dragons make their homes deep in the rock of mountainous areas and foothills. Their lairs are complex networks of overlapping tunnels which can run for miles depending on the size, age, and number of dragons present, but the most important thing is that their lair remains dark in order to maximize the effects of their blinding breath weapon. Should the dragon encounter stone too hard to dig through while creating its lair, the dragon's breath weapon can melt solid rock at a rapid rate, allowing them to forge ahead. These subterranean lairs often have numerous openings which allow the dragon to move around freely undetected by most within the bowels of the stone and dirt. Each entrance to the purple dragon's lair is meticulously hidden, and will usually open up near a prairie or field with ample prey.", "\"The dragon hunters had returned from the darkness with their prize in tow, a purple wyrmling, plucked from the highlands and cut down with impunity. When they arrived at the town gate, however, they found that the locals had sealed the entrance and barred the doors. The small settlement which was to be a stop on their journey home was silent. These people knew something that the good hunters were about to be made aware of; purple dragons stick together.\"" ], "images": [ @@ -21731,11 +21269,6 @@ "The dragon bellows a command to one of its allies within 300 feet. The chosen creature can immediately take one action." ] } - ], - "savingThrowForced": [ - "constitution", - "dexterity", - "wisdom" ] }, { @@ -21777,13 +21310,13 @@ "cr": "25", "fluff": { "entries": [ - "Among the most sadistic creatures to walk the realms, the cruelty of purple dragons seems to be without limit. Their desire to spread fear far and wide is only matched by an unchecked avarice and self importance to rival any of the other true dragons. ", + "Among the most sadistic creatures to walk the realms, the cruelty of purple dragons seems to be without limit. Their desire to spread fear far and wide is only matched by an unchecked avarice and self importance to rival any of the other true dragons.", "They are notorious for their extremely wide jaws and elongated segmented spikes which run down from the base of their skull to the tip of their tail. At birth, a purple dragon's scales are indigo. As the dragon matures, the scales become larger, thicker, harder, and darker. Adult dragons are completely violet and will continue to transition into the darkest shades of purple the longer they live.", "Nocturnal Hunters. Purple dragons mostly feed on livestock, large wild animals, and any humanoid creatures foolish enough to settle near them. This behavior is fairly standard for a powerful creature like a dragon, however, an added element which makes purple dragons especially fearsome is their penchant for hunting at night. Using the color of their scales to their advantage, purple dragons are extremely difficult to see as they loom in the clouds above, preparing to strike at their prey down below.", "Not so Deep Afterall. Many sages make the mistake of conflating purple dragons with deep dragons on account of the fact that their scales bear a similar appearance. This is only made more confusing due to the similar nesting habits of the two species. Purple dragons and deep dragons both burrow into the ground and make their homes in complex cave systems, however, deep dragons will typically burrow well into the Underdark, while purple dragons are still considered surface dwelling creatures. It is possible that the first deep dragons were indeed purple dragons that simply acclimated to life in the underdark, but both species are so rare that there can't be any consensus on their possible relation.", - "Cunning Linguists. Although it is not known exactly how or why, it seems that all purple dragons are gifted with the unique ability to understand and be understood by any creature capable of speaking words aloud. This ancestral knowledge of all spoken language is passed down from parent to child biologically, meaning that every purple dragon is born with the ability to speak with anyone moments after hatching from their egg. Purple dragons readily make use of this ability, typically amassing large followings of loyal minions that will do their bidding for the promise of power and other tangible rewards. It is said that anywhere a purple dragon is spotted, there is certainly a network of criminals, spies, thieves, and other creatures with ill-intentions working on the dragon's behalf. Many purple dragons consider their servants to be a fine collection and often have obvious favorites among them. ", + "Cunning Linguists. Although it is not known exactly how or why, it seems that all purple dragons are gifted with the unique ability to understand and be understood by any creature capable of speaking words aloud. This ancestral knowledge of all spoken language is passed down from parent to child biologically, meaning that every purple dragon is born with the ability to speak with anyone moments after hatching from their egg. Purple dragons readily make use of this ability, typically amassing large followings of loyal minions that will do their bidding for the promise of power and other tangible rewards. It is said that anywhere a purple dragon is spotted, there is certainly a network of criminals, spies, thieves, and other creatures with ill-intentions working on the dragon's behalf. Many purple dragons consider their servants to be a fine collection and often have obvious favorites among them.", "Family First. While not necessarily always the case, unlike most other dragons it is very common for purple dragon families to stay together. Couplings of purple dragons will usually have few children for this reason, and any children they do have will typically only leave the nest if there is some kind of disagreement between them and their family. This knack for remaining together makes purple dragons especially dangerous and is why hunting young purple dragons is almost universally seen as an idiotic exercise, for even if you succeed, the hunter's town may yet pay the price for their actions.", - "Purple dragons make their homes deep in the rock of mountainous areas and foothills. Their lairs are complex networks of overlapping tunnels which can run for miles depending on the size, age, and number of dragons present, but the most important thing is that their lair remains dark in order to maximize the effects of their blinding breath weapon. Should the dragon encounter stone too hard to dig through while creating its lair, the dragon's breath weapon can melt solid rock at a rapid rate, allowing them to forge ahead. These subterranean lairs often have numerous openings which allow the dragon to move around freely undetected by most within the bowels of the stone and dirt. Each entrance to the purple dragon's lair is meticulously hidden, and will usually open up near a prairie or field with ample prey. ", + "Purple dragons make their homes deep in the rock of mountainous areas and foothills. Their lairs are complex networks of overlapping tunnels which can run for miles depending on the size, age, and number of dragons present, but the most important thing is that their lair remains dark in order to maximize the effects of their blinding breath weapon. Should the dragon encounter stone too hard to dig through while creating its lair, the dragon's breath weapon can melt solid rock at a rapid rate, allowing them to forge ahead. These subterranean lairs often have numerous openings which allow the dragon to move around freely undetected by most within the bowels of the stone and dirt. Each entrance to the purple dragon's lair is meticulously hidden, and will usually open up near a prairie or field with ample prey.", "\"The dragon hunters had returned from the darkness with their prize in tow, a purple wyrmling, plucked from the highlands and cut down with impunity. When they arrived at the town gate, however, they found that the locals had sealed the entrance and barred the doors. The small settlement which was to be a stop on their journey home was silent. These people knew something that the good hunters were about to be made aware of; purple dragons stick together.\"" ], "images": [ @@ -21934,11 +21467,6 @@ "The dragon bellows a command to one of its allies within 300 feet. The chosen creature can immediately take one action." ] } - ], - "savingThrowForced": [ - "constitution", - "dexterity", - "wisdom" ] }, { @@ -22044,7 +21572,7 @@ { "name": "Mimicry", "entries": [ - "The house hunter is able to produce dim, flickering light, resembling a candle or lantern coming from a window or through the door. They can also flawlessly imitate domestic noises, like muffled speaking, clucking hens, a tolling of a temple bell, etc. " + "The house hunter is able to produce dim, flickering light, resembling a candle or lantern coming from a window or through the door. They can also flawlessly imitate domestic noises, like muffled speaking, clucking hens, a tolling of a temple bell, etc." ] } ], @@ -22073,7 +21601,7 @@ { "name": "Bite", "entries": [ - "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. ", + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target.", "{@h}17 ({@damage 3d8 + 4}) piercing damage plus 9 ({@damage 2d8}) acid damage." ] }, @@ -22097,9 +21625,6 @@ "miscTags": [ "MW", "RCH" - ], - "savingThrowForced": [ - "constitution" ] }, { @@ -22206,7 +21731,7 @@ { "name": "Mimicry", "entries": [ - "The house hunter is able to produce dim, flickering light, resembling a candle or lantern coming from a window or through the door. They can also flawlessly imitate domestic noises, like muffled speaking, clucking hens, a tolling of a temple bell, etc. " + "The house hunter is able to produce dim, flickering light, resembling a candle or lantern coming from a window or through the door. They can also flawlessly imitate domestic noises, like muffled speaking, clucking hens, a tolling of a temple bell, etc." ] } ], @@ -22235,7 +21760,7 @@ { "name": "Bite", "entries": [ - "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. ", + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target.", "{@h}22 ({@damage 4d8 + 4}) piercing damage plus 13 ({@damage 3d8}) acid damage." ] }, @@ -22249,7 +21774,7 @@ { "name": "Constrict", "entries": [ - "{@atk mw} {@hit 7} to hit, one target creature {@condition grappled} by the house hunter. ", + "{@atk mw} {@hit 7} to hit, one target creature {@condition grappled} by the house hunter.", "{@h}22 ({@damage 4d8 + 4}) bludgeoning damage. The house hunter may use this attack as a bonus action." ] } @@ -22269,9 +21794,6 @@ ], "languageTags": [ "C" - ], - "savingThrowForced": [ - "constitution" ] }, { @@ -22390,7 +21912,7 @@ { "name": "Mimicry", "entries": [ - "The house hunter is able to produce dim, flickering light, resembling a candle or lantern coming from a window or through the door. They can also flawlessly imitate domestic noises, like muffled speaking, clucking hens, a tolling of a temple bell, etc. " + "The house hunter is able to produce dim, flickering light, resembling a candle or lantern coming from a window or through the door. They can also flawlessly imitate domestic noises, like muffled speaking, clucking hens, a tolling of a temple bell, etc." ] } ], @@ -22419,7 +21941,7 @@ { "name": "Bite", "entries": [ - "{@atk mw} {@hit 9} to hit, reach 5 ft., one target. ", + "{@atk mw} {@hit 9} to hit, reach 5 ft., one target.", "{@h}26 ({@damage 5d8 + 4}) piercing damage plus 18 ({@damage 4d8}) acid damage." ] }, @@ -22433,7 +21955,7 @@ { "name": "Constrict", "entries": [ - "{@atk mw} {@hit 7} to hit, one target creature {@condition grappled} by the house hunter. ", + "{@atk mw} {@hit 7} to hit, one target creature {@condition grappled} by the house hunter.", "{@h}26 ({@damage 5d8 + 4}) bludgeoning damage. The house hunter may use this attack as a bonus action." ] } @@ -22453,9 +21975,6 @@ ], "languageTags": [ "C" - ], - "savingThrowForced": [ - "constitution" ] }, { @@ -22525,7 +22044,7 @@ { "name": "Mind-Fog Aura", "entries": [ - "The sibyllic guardian is surrounded by a psionic aura that can cloud the minds of their enemies. Creatures of the guardian's choosing within 20 ft. have disadvantage on attack rolls and saving throws unless they can make a {@dc 17} Wisdom saving throw at the start of their turn. A creature that succeeds is immune to the guardian's mind-fog aura for 24 hours. " + "The sibyllic guardian is surrounded by a psionic aura that can cloud the minds of their enemies. Creatures of the guardian's choosing within 20 ft. have disadvantage on attack rolls and saving throws unless they can make a {@dc 17} Wisdom saving throw at the start of their turn. A creature that succeeds is immune to the guardian's mind-fog aura for 24 hours." ] }, { @@ -22558,7 +22077,7 @@ { "name": "Brain Lock (3/Day)", "entries": [ - "The guardian attempts to lock the higher mind of a creature it can see within 120 ft. The target must succeed on a {@dc 17} Intelligence saving throw or be unable to cast spells or use psionic abilities for 1 minute. The target can repeat this saving throw at the end of each of their turns, ending the effect on a success. " + "The guardian attempts to lock the higher mind of a creature it can see within 120 ft. The target must succeed on a {@dc 17} Intelligence saving throw or be unable to cast spells or use psionic abilities for 1 minute. The target can repeat this saving throw at the end of each of their turns, ending the effect on a success." ] }, { @@ -22608,8 +22127,7 @@ "Y" ], "miscTags": [ - "MW", - "MLW" + "MW" ], "fluff": { "entries": [ @@ -22628,16 +22146,7 @@ } ] }, - "tokenUrl": "https://i.imgur.com/Opx57vj.png", - "savingThrowForced": [ - "charisma", - "intelligence", - "wisdom" - ], - "savingThrowForcedSpell": [ - "intelligence", - "wisdom" - ] + "tokenUrl": "https://i.imgur.com/Opx57vj.png" }, { "name": "Boneyard", @@ -22678,7 +22187,7 @@ "entries": [ "The pile of bones before you stirs. They rise and reform into some kind of grotesque figure. As each bone finds its proper place, the shape of a huge serpentine creature emerges, one whose form is composed of interlocking bones and sinew, its head the skull of some unnamed and long-dead beast.", "Body of Bones. A boneyard is an undead creature made entirely from the bones of other dead creatures. However, unlike a skeleton or similar monster, a boneyard's form is fluid in the sense that it can appear merely as a pile of bones, or as a serpent composed of bones, or some other form of its choice. Boneyards have been called by many names, depending upon where they are encountered, including bone weirds, dancing bones, and bonetakers.", - "Common Conglomerates. The actual skeletons and bones that make up the overall body of the boneyard can vary as widely as there are creatures with skeletal structures. Most boneyards form either through foul necromantic summoning rituals or spontaneously as a result of latent necrotic energy, but in either case, the bones that form the initial creature are often gathered from the same place. It is most common that a boneyard will consist of bones from a battlefield, graveyard, mausoleum, or other mass collection of corpses. As such, newly created boneyards often have a degree of consistency about them. For example, the bones in a boneyard born of a battlefield might cling to scraps of armor or banners from the two clashing armies. ", + "Common Conglomerates. The actual skeletons and bones that make up the overall body of the boneyard can vary as widely as there are creatures with skeletal structures. Most boneyards form either through foul necromantic summoning rituals or spontaneously as a result of latent necrotic energy, but in either case, the bones that form the initial creature are often gathered from the same place. It is most common that a boneyard will consist of bones from a battlefield, graveyard, mausoleum, or other mass collection of corpses. As such, newly created boneyards often have a degree of consistency about them. For example, the bones in a boneyard born of a battlefield might cling to scraps of armor or banners from the two clashing armies.", "Undead Nature. A boneyard doesn't require air, food, drink, or sleep." ], "images": [ @@ -22766,9 +22275,6 @@ "miscTags": [ "MW", "RCH" - ], - "savingThrowForced": [ - "constitution" ] }, { @@ -22814,7 +22320,7 @@ "entries": [ "This hairless, leathery biped has a face dominated by grotesque and unsettling whorls and slits instead of actual features.", "Ugothol. Ugothols (as faceless stalkers call themselves) are one of the many tools created and then discarded by the aboleths in their long war against the surface dwellers. Scorned by their former masters when the scheme for which they were designed unravelled, the faceless stalkers fled into swamps, marshes, or any other dark, wet places they could find\u2014the closest they could come to the aquatic cities they once considered home.", - "Horrible Transfiguration. Originally designed to serve as spies that could walk uncontested among the air-breathing races, faceless stalkers adopt new forms by reshaping their skin and contorting their rubbery bodies. This painful process takes approximately 10 uninterrupted minutes and is not something the Ugothol enjoys doing. An Ugothol typically seeks a private place to transform, avoiding even others of its own kind. As much as warping themselves into another shape is unpleasant, the sensation of returning to its true form is quite exhilarating and results in a momentary burst of euphoria for the Ugothol. ", + "Horrible Transfiguration. Originally designed to serve as spies that could walk uncontested among the air-breathing races, faceless stalkers adopt new forms by reshaping their skin and contorting their rubbery bodies. This painful process takes approximately 10 uninterrupted minutes and is not something the Ugothol enjoys doing. An Ugothol typically seeks a private place to transform, avoiding even others of its own kind. As much as warping themselves into another shape is unpleasant, the sensation of returning to its true form is quite exhilarating and results in a momentary burst of euphoria for the Ugothol.", "Unique Diets. Faceless stalkers cannot digest solid food even when in the form of a creature with a mouth. Instead, they subsist on liquids, including blood. In their natural form, they have three hollow tongues which they use to penetrate and lap blood from their victims. Most Ugothol wait until a victim is helpless or asleep before attempting to drink its blood since this imposes the lowest risk." ], "images": [ @@ -22888,7 +22394,7 @@ { "name": "Multiattack", "entries": [ - "The faceless stalker makes two melee attacks. " + "The faceless stalker makes two melee attacks." ] }, { @@ -22911,8 +22417,7 @@ ], "miscTags": [ "MW", - "RCH", - "MLW" + "RCH" ], "conditionInflict": [ "grappled" @@ -23005,21 +22510,21 @@ { "name": "Greatsword", "entries": [ - "{@atk mw} {@hit 13} to hit, reach 10 ft., one target. ", + "{@atk mw} {@hit 13} to hit, reach 10 ft., one target.", "{@h}30 ({@damage 6d6 + 9}) slashing damage and 9 ({@damage 2d8}) lightning damage." ] }, { "name": "Bite", "entries": [ - "{@atk mw} {@hit 13} to hit, reach 10 ft., one target. ", + "{@atk mw} {@hit 13} to hit, reach 10 ft., one target.", "{@h}20 ({@damage 2d10 + 9}) piercing damage and 9 ({@damage 2d8}) lightning damage." ] }, { "name": "Frightful Presence", "entries": [ - "Each creature of the godslayer's choice that is within 120 feet of the godslayer and aware of it must succeed on a {@dc 17} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the godslayer's Frightful Presence for the next 24 hours. " + "Each creature of the godslayer's choice that is within 120 feet of the godslayer and aware of it must succeed on a {@dc 17} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the godslayer's Frightful Presence for the next 24 hours." ] }, { @@ -23037,8 +22542,7 @@ "miscTags": [ "MW", "RCH", - "AOE", - "MLW" + "AOE" ], "fluff": { "images": [ @@ -23051,12 +22555,7 @@ } ] }, - "tokenUrl": "https://i.imgur.com/0d5pCol.png", - "savingThrowForced": [ - "dexterity", - "strength", - "wisdom" - ] + "tokenUrl": "https://i.imgur.com/0d5pCol.png" }, { "name": "Blindheim", @@ -23122,7 +22621,7 @@ { "name": "Blinding Gaze", "entries": [ - "A blindheim's eyes emit a 30 ft. cone of bright light. Any creature within that area must make a {@dc 13} Dexterity save, or be {@condition blinded} for 1 hour. Creatures who succeed on this save are immune to the blinding effect of a blindheim's gaze for 24 hours, however they are still unable to look directly at a source of such bright light and make all attacks at disadvantage as long as they are within the 30 ft. cone emitted by the blindheim. ", + "A blindheim's eyes emit a 30 ft. cone of bright light. Any creature within that area must make a {@dc 13} Dexterity save, or be {@condition blinded} for 1 hour. Creatures who succeed on this save are immune to the blinding effect of a blindheim's gaze for 24 hours, however they are still unable to look directly at a source of such bright light and make all attacks at disadvantage as long as they are within the 30 ft. cone emitted by the blindheim.", "A blindheim can control this ability and choose to stop or start emitting light at any time, even if it is not its turn." ] } @@ -23254,14 +22753,14 @@ { "name": "Hooves", "entries": [ - "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. ", + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target.", "{@h}11 ({@damage 2d6 + 3}) bludgeoning damage." ] }, { "name": "Disenchant", "entries": [ - "{@atk mw} {@hit 6} to hit, reach 5 ft., targets one magical item. ", + "{@atk mw} {@hit 6} to hit, reach 5 ft., targets one magical item.", "{@h}The disenchanter extends its long snout and uses it to latch on to a magical item it can see or sense with its Magical Scent ability. It then drains one magical property from that item permanently. If the item is a weapon or armour that provides a +1 bonus or greater, it reduces the number of the bonus provided by 1. If the bonus is reduced to 0 the item ceases to be considered magical. If the item has charges, such as a staff or wand, remove 18 ({@dice 4d8}) charges from the item. If this ability is used on an artifact, the item regains its magical properties after 1 week." ] } @@ -23274,9 +22773,6 @@ ], "miscTags": [ "MW" - ], - "savingThrowForced": [ - "strength" ] }, { @@ -23380,7 +22876,7 @@ { "name": "Web (Spider or Hybrid Form Only)", "entries": [ - "Ranged, 50 ft., targets all large or smaller creatures in a 10 ft. area. ", + "Ranged, 50 ft., targets all large or smaller creatures in a 10 ft. area.", "All creatures in the targeted area are {@condition restrained}, and may attempt a {@dc 13} acrobatics check to get free, or a {@dc 16} athletics check to break the webbing." ] }, @@ -23420,8 +22916,7 @@ "S" ], "miscTags": [ - "MW", - "MLW" + "MW" ], "reaction": [ { @@ -23513,28 +23008,28 @@ { "name": "Multiattack", "entries": [ - "The gray render makes a bite attack and two claw attacks. " + "The gray render makes a bite attack and two claw attacks." ] }, { "name": "Bite", "entries": [ - "{@atk mw} {@hit 11} to hit, reach 5 ft., one target. ", - "{@h}16 ({@damage 2d8 + 7}) piercing damage. ", + "{@atk mw} {@hit 11} to hit, reach 5 ft., one target.", + "{@h}16 ({@damage 2d8 + 7}) piercing damage.", "Any creature hit by this attack is automatically {@condition grappled}." ] }, { "name": "Claw", "entries": [ - "{@atk mw} {@hit 11} to hit, reach 10 ft., one target. ", - "{@h}11 ({@damage 1d8 + 7}) slashing damage, and if that target is a creature it must succeed on a {@dc 17} Athletics or Acrobats check. If the target fails the check, the gray render knocks them 10 ft. in a direction of its choosing. " + "{@atk mw} {@hit 11} to hit, reach 10 ft., one target.", + "{@h}11 ({@damage 1d8 + 7}) slashing damage, and if that target is a creature it must succeed on a {@dc 17} Athletics or Acrobats check. If the target fails the check, the gray render knocks them 10 ft. in a direction of its choosing." ] }, { "name": "Rend", "entries": [ - "{@atk mw} {@hit 11} to hit, reach 5 ft., one {@condition grappled} creature. ", + "{@atk mw} {@hit 11} to hit, reach 5 ft., one {@condition grappled} creature.", "{@h}29 ({@damage 5d8 + 7}) slashing damage. A gray render has advantage on attack rolls made with rend, and may re-roll 1s and 2s on all damage dice rolls, but must use the re-rolled result, even if it is lower.", "Any creature who takes more than 33 points of damage from a single Rend attack, loses a limb. Roll on the table below to determine which limb is lost. Any creature who is reduced to 0 hit points by a rend attack, is torn to shreds, and immediately dies. This creature can only be returned to life with a resurrection spell, a combination of Regenerate and any resurrection spell, or an equivalent effect.", { @@ -23605,9 +23100,9 @@ { "name": "Body Sweep", "entries": [ - "{@atk mw} {@hit 11} to hit, reach 15 ft., one target. ", + "{@atk mw} {@hit 11} to hit, reach 15 ft., one target.", "{@h}20 ({@damage 2d12 + 7}) bludgeoning damage, and the creature hit by this attack is knocked {@condition prone}, and moved 20 ft. in a direction of the render's choosing.", - "The gray render must have a creature {@condition grappled} to use this ability. When a gray render takes damage from a melee attack, as a reaction, the gray render may swing the body of a creature it is currently grappling, and attempt to strike the creature that just caused damage to it. The {@condition grappled} creature takes half the amount of damage dealt by this attack, and may make a {@dc 17} Acrobatics or Athletics check to attempt to escape the grapple at the end of the attack. " + "The gray render must have a creature {@condition grappled} to use this ability. When a gray render takes damage from a melee attack, as a reaction, the gray render may swing the body of a creature it is currently grappling, and attempt to strike the creature that just caused damage to it. The {@condition grappled} creature takes half the amount of damage dealt by this attack, and may make a {@dc 17} Acrobatics or Athletics check to attempt to escape the grapple at the end of the attack." ] } ], @@ -23709,20 +23204,20 @@ "name": "Cannibal's Bite", "entries": [ "{@atk mw} {@hit 10} to hit, targets one creature dominated by the wendigo.", - "{@h}25 ({@damage 4d8 + 7}) Piercing damage, and the wendigo regains HP equal to half the damage dealt, rounded down. " + "{@h}25 ({@damage 4d8 + 7}) Piercing damage, and the wendigo regains HP equal to half the damage dealt, rounded down." ] }, { "name": "Inflame the Hungry (Recharge when no creature is affected by this power).", "entries": [ - "One creature within 50 ft. of the wednigo takes 22 ({@damage 4d8 + 4}) Psychic damage, or half as much on a successful WIS save ({@dc 17}). If that target fails to make the WIS save, it is also dominated by the wendigo as the {@spell Dominate Person} spell. " + "One creature within 50 ft. of the wednigo takes 22 ({@damage 4d8 + 4}) Psychic damage, or half as much on a successful WIS save ({@dc 17}). If that target fails to make the WIS save, it is also dominated by the wendigo as the {@spell Dominate Person} spell." ] }, { "name": "Feeding Frenzy (1/day)", "entries": [ - "The wendigo afflicts all creatures with less then their maximum hp into a feeding frenzy. All creatures targeted by this attack must make a charisma save ({@dc 15}) or be forced to make a Cannibal's Bite attack against a target of the wendigo's choosing. If no targets are close enough, the wendigo can force a creature affected by this power to use it's reaction to move close enough to another target and make the attack. ", - "If a creature affected by this power fails its save by more than 5, it is also dominated as though under the effects of the {@spell Dominate Person} spell. " + "The wendigo afflicts all creatures with less then their maximum hp into a feeding frenzy. All creatures targeted by this attack must make a charisma save ({@dc 15}) or be forced to make a Cannibal's Bite attack against a target of the wendigo's choosing. If no targets are close enough, the wendigo can force a creature affected by this power to use it's reaction to move close enough to another target and make the attack.", + "If a creature affected by this power fails its save by more than 5, it is also dominated as though under the effects of the {@spell Dominate Person} spell." ] } ], @@ -23792,7 +23287,7 @@ "dusky feathered wings. Its loose-fitting robes are decorated with", "polished bits of blades taken from fallen enemies, and a grey-indigo vapour rises from the top of its head.", "Perfectly Balanced. Possessing both celestial and demonic heritage, the concordant killers are beings of pure neutrality. Some say concordant killers were an experiment by gods of neutrality, who sought to create the perfect stewards for maintaining the cosmic balance. Others hold that they were created by a long-forgotten demigod to serve as bodyguards. It is theorised that, whatever their original purpose, they failed in that endeavour, and their master was lost to a cosmic rival. Left without direction, they settled into the role of mercenaries. Whatever the truth, as beings of neutrality, concordant killers are concerned with the balance of all forces in the planes. They understand that defeating a powerful foe might tip the scales one way or another. Therefore they track their kills as a group, endeavouring to distribute their prey evenly among the the forces of the multiverse. . They keep the location of such meetings secret, though many sages believe they congregate near the central spire of the Outlands. Even deities' magic is impeded there, making it a perfect spot for clandestine gatherings.", - "The Last of Their Kind. Concordant killers do not reproduce, so every one that falls in battle forever reduces their number. Anyone who destroys a concordant killer inevitably becomes the target of its irate and vengeful kin. They exist in their current state to hunt down and destroy other powerful creatures. Effective yet discreet, they are highly sought after by powerful entities such as demon lords, demigods, and even deities to do their dirty work. A concordant killer is dismissive of any prospective employer, though, unless offered substantial payment. Concordant killers trade their services for favours, having little need for material possessions. Sometimes they request these favours at the time of hiring, but usually a contract for future payment suffices. Even gods are indebted to the concordant killers and so might look the other way, leave a planar portal open, provide information on a target's whereabouts, or undertake other favours that help the killers achieve their objectives. In the case of a recent death among their ranks, the favour may include the resurrection of a fallen comrade. ", + "The Last of Their Kind. Concordant killers do not reproduce, so every one that falls in battle forever reduces their number. Anyone who destroys a concordant killer inevitably becomes the target of its irate and vengeful kin. They exist in their current state to hunt down and destroy other powerful creatures. Effective yet discreet, they are highly sought after by powerful entities such as demon lords, demigods, and even deities to do their dirty work. A concordant killer is dismissive of any prospective employer, though, unless offered substantial payment. Concordant killers trade their services for favours, having little need for material possessions. Sometimes they request these favours at the time of hiring, but usually a contract for future payment suffices. Even gods are indebted to the concordant killers and so might look the other way, leave a planar portal open, provide information on a target's whereabouts, or undertake other favours that help the killers achieve their objectives. In the case of a recent death among their ranks, the favour may include the resurrection of a fallen comrade.", "Immortal Nature. A concordant killer doesn't require food, drink, or sleep." ], "images": [ @@ -23917,12 +23412,7 @@ "P" ], "miscTags": [ - "MW", - "MLW" - ], - "savingThrowForcedSpell": [ - "charisma", - "dexterity" + "MW" ] }, { @@ -24023,7 +23513,7 @@ { "name": "Void Feedback", "entries": [ - "When an enemy within 30 ft. hits a nullifier with an attack, the nullifier may give 5 temporary hit points to an ally that is within 30 ft. " + "When an enemy within 30 ft. hits a nullifier with an attack, the nullifier may give 5 temporary hit points to an ally that is within 30 ft." ] }, { @@ -24052,7 +23542,7 @@ { "name": "Linked Fist", "entries": [ - "{@atk mw} {@hit 12} to hit, reach 5 ft., one target. ", + "{@atk mw} {@hit 12} to hit, reach 5 ft., one target.", "{@h}23 ({@damage 3d10 + 7}) bludgeoning damage plus 3 ({@damage 1d6}) necrotic damage.", "The nullifier teleports an ally within 30 ft. into a space adjacent to the target." ] @@ -24060,7 +23550,7 @@ { "name": "Siphon Fist", "entries": [ - "{@atk mw} {@hit 12} to hit, reach 5 ft., one target. ", + "{@atk mw} {@hit 12} to hit, reach 5 ft., one target.", "{@h}23 ({@damage 3d10 + 7}) bludgeoning damage plus 3 ({@damage 1d6}) necrotic damage.", "Any creature hit has all temporary hit points reduced to 0, and any enchantments placed on the target end." ] @@ -24068,14 +23558,14 @@ { "name": "Draining Fist", "entries": [ - "{@atk mw} {@hit 12} to hit, reach 5 ft., one target. ", + "{@atk mw} {@hit 12} to hit, reach 5 ft., one target.", "{@h}12 ({@damage 1d10 + 7}) bludgeoning damage plus 7 ({@damage 2d6}) necrotic damage, and the target must succeed on a {@dc 17} Constitution saving throw or suffer from spirit drain for 1 minute and be fatigued. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature suffering from spirit drain takes {@damage 1d10} necrotic damage at the start of its turn." ] }, { "name": "Amplifying Fist", "entries": [ - "{@atk mw} {@hit 12} to hit, reach 5 ft., one target. ", + "{@atk mw} {@hit 12} to hit, reach 5 ft., one target.", "{@h}10 ({@damage 1d6 + 7}) bludgeoning damage plus 16 ({@damage 3d10}) necrotic damage.", "Any creature within 15 ft. of the nullifier that is taking ongoing damage, takes one instance of that damage immediately." ] @@ -24097,9 +23587,6 @@ ], "miscTags": [ "MW" - ], - "savingThrowForced": [ - "constitution" ] }, { @@ -24230,7 +23717,7 @@ { "name": "Chain Rake", "entries": [ - "{@atk mw} {@hit 6} to hit, reach 15 ft., one target. {@h}13 ({@damage 2d8 + 4}) slashing damage, and is subject to the Wicked Chains trait. ", + "{@atk mw} {@hit 6} to hit, reach 15 ft., one target. {@h}13 ({@damage 2d8 + 4}) slashing damage, and is subject to the Wicked Chains trait.", "Any creature hit by this attack must also succeed on {@dc 17} an strength save (Athletics) or a dexterity save (Acrobatics), or be knocked {@condition prone} and pulled 10 ft. closer to the chain golem. If this effect would bring the creature into the chain golem's square, the creature is {@condition grappled} by the chain golem." ] }, @@ -24361,17 +23848,17 @@ "name": "Vile Swarm", "entries": [ "{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d6}) piercing damage, and the target must make a DEX save ({@dc 17}).", - "On a failed save, the target takes an additional 9 ({@damage 2d8}) piercing damage, and continues to take this damage the the start of each of their turns, as the swarm of insects bite at their flesh. ", - "On a successful save the target takes no further damage. The target is allowed a new save at the beginning of each turn. " + "On a failed save, the target takes an additional 9 ({@damage 2d8}) piercing damage, and continues to take this damage the the start of each of their turns, as the swarm of insects bite at their flesh.", + "On a successful save the target takes no further damage. The target is allowed a new save at the beginning of each turn." ] }, { "name": "Vile Infestation", "entries": [ - "{@atk mw} {@hit 2} to hit, reach 5 ft., one creature. {@h}9 ({@damage 2d8}) piercing damage, and the target is dominated as per the {@spell dominate monster} spell. The ruin demon enters the targets square, and enters the target via ear, mouth, and eye holes. ", - "At the start of the targets turn, it must make a CON save ({@dc 17}) or continue to be dominated by the ruin demon. ", + "{@atk mw} {@hit 2} to hit, reach 5 ft., one creature. {@h}9 ({@damage 2d8}) piercing damage, and the target is dominated as per the {@spell dominate monster} spell. The ruin demon enters the targets square, and enters the target via ear, mouth, and eye holes.", + "At the start of the targets turn, it must make a CON save ({@dc 17}) or continue to be dominated by the ruin demon.", "On the ruin demons turn, it deals 9 ({@damage 2d8}) piercing damage to the target, and ends its turn.", - "This effect can only be broken by the target succeeding on their save, a {@spell Protection From Evil and Good} spell, a {@spell Banishment} spell, or equivalent magic. " + "This effect can only be broken by the target succeeding on their save, a {@spell Protection From Evil and Good} spell, a {@spell Banishment} spell, or equivalent magic." ] } ], @@ -24460,7 +23947,7 @@ { "name": "Destructive Possession", "entries": [ - "When the rotfiend is reduced to 0 Hit Points, the skins sewn together to form its body separate, freeing the trapped spirit inside. If any creature is within 10 ft. of the rotfiend when this happens, it will attempt to possess them. The targeted creature must make a charisma save ({@dc 15}) or be possessed. ", + "When the rotfiend is reduced to 0 Hit Points, the skins sewn together to form its body separate, freeing the trapped spirit inside. If any creature is within 10 ft. of the rotfiend when this happens, it will attempt to possess them. The targeted creature must make a charisma save ({@dc 15}) or be possessed.", "If the creature becomes possessed, the rotfiend now controls the body but doesn't deprive the target of awareness. The rotfiend can't be targeted by any attack spell, or other effect, except ones that turn Undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being {@condition Charmed} and {@condition Frightened}. It otherwise uses the possessed target's Statistics, but doesn't gain access to the target's knowledge, Class Features, or proficiencies.", "The possession lasts until the body drops to 0 hit points, or the rotfiend is turned or forced out by an effect like the {@spell Dispel Evil and Good} spell. When the possession ends, rotfiend's spirit is sent back to its plane of origin, unless otherwise destroyed." ] @@ -24482,9 +23969,9 @@ { "name": "Floating Despair", "entries": [ - "The rotfiend creates a 20 foot radius of dark miasma in an area within 100 feet of it. This zone is considered magical darkness. Any creature that starts it's turn in the effected area takes 11 ({@damage 2d10}) Psychic damage. In addition, if the rotfiend makes an attack roll against a creature within the miasma, it does so with advantage. ", + "The rotfiend creates a 20 foot radius of dark miasma in an area within 100 feet of it. This zone is considered magical darkness. Any creature that starts it's turn in the effected area takes 11 ({@damage 2d10}) Psychic damage. In addition, if the rotfiend makes an attack roll against a creature within the miasma, it does so with advantage.", "The rotfiend is able to move the zone up to 25 ft. at the start of each of it's turns.", - "The zone lasts for 10 minutes, or until the rotfiend's concentration is broken. " + "The zone lasts for 10 minutes, or until the rotfiend's concentration is broken." ] }, { @@ -24579,7 +24066,7 @@ { "name": "Psychic Shield (2/Long Rest)", "entries": [ - "When the Raavasta is attacked by any source of damage, as a reaction, it may put up a psychic shield, granting it resistance to all damage types until the start of its next turn. " + "When the Raavasta is attacked by any source of damage, as a reaction, it may put up a psychic shield, granting it resistance to all damage types until the start of its next turn." ] } ], @@ -24644,10 +24131,7 @@ } ] }, - "tokenUrl": "https://i.imgur.com/4Fmns7I.png", - "savingThrowForced": [ - "wisdom" - ] + "tokenUrl": "https://i.imgur.com/4Fmns7I.png" }, { "name": "Pod Demon", @@ -24765,7 +24249,7 @@ { "name": "Generate Podspawn (2/day)", "entries": [ - "As an action, if the Pod Demon has fewer than 4 Podspawn, it spawns Podspawn into any unoccupied space within 10 ft. of itself, bringing the total number of Podspawn to 4. ", + "As an action, if the Pod Demon has fewer than 4 Podspawn, it spawns Podspawn into any unoccupied space within 10 ft. of itself, bringing the total number of Podspawn to 4.", "Any other creatures within 10 ft. of the Pod Demon take 14 ({@damage 3d6 + 5}) poison damage, or half as much on a successful dexterity save ({@dc 13})." ] }, @@ -24780,7 +24264,7 @@ { "name": "Spawn", "entries": [ - "If a Pod Demon has fewer than 4 Podspawn at the start of it's turn, it spawns one {@creature Podspawn|dungeondadstatblocks} within 10 ft. of it, into an unoccupied space. " + "If a Pod Demon has fewer than 4 Podspawn at the start of it's turn, it spawns one {@creature Podspawn|dungeondadstatblocks} within 10 ft. of it, into an unoccupied space." ] }, { @@ -24934,7 +24418,7 @@ "fluff": { "entries": [ "This humanoid figure is armed with a sturdy club bearing jagged ridges of obsidian and a shield that displays the image of a multi-headed beast wrapped with tentacles. They wear what appears to be the hide of a demonic lion. The underside of this pelt is raw muscle, fusing to the person's skin and becoming one with them. The beast's head rears up around the person's head, while its arms, hanging down from the warrior's shoulders, writhe like snakes ready to strike.", - "Spawn of Madness Skinwalkers are born to serve Demogorgon, the demon lord, through a foul ritual. During this ritual, a priest of Demogorgon flays the skin of a living humanoid using a lash prepared from the claws and intestines of a demonic lion known as a jarilith. At the end of the process, the victim is burned alive on a pyre. However, just before the sacrifice perishes, the skin of the jarilith is thrown into the fire, at which point the two merge and become one. ", + "Spawn of Madness Skinwalkers are born to serve Demogorgon, the demon lord, through a foul ritual. During this ritual, a priest of Demogorgon flays the skin of a living humanoid using a lash prepared from the claws and intestines of a demonic lion known as a jarilith. At the end of the process, the victim is burned alive on a pyre. However, just before the sacrifice perishes, the skin of the jarilith is thrown into the fire, at which point the two merge and become one.", "Ancient Weaponry Many cults of Demogorgon have existed far before the current age of civilization. While most certainly mad, these cults often uphold the traditions that have prevailed since their inception, particularly in their tools of bloodshed. The macuahuitl is one such weapon. While not invented by one such cult, it was common use in the time when many cults of Demogorgon held their apex of power. A brutal weapon, the macuahuitl is a fine club crafted to house dozens of extremely sharp obsidian shards. This weapon is unparalleled in raw destructive power, however it is quite fragile, and often in the ferocity of battle the obsidian elements will break, crack, or find themselves in need of replacement. ", "Natural Poisons Skinwalkers are fond of augmenting their attacks with poison. As survivalists they are extremely knowledgeable when discerning which plants and other natural elements can be used to inflict terrible pain. Their constant exposure to such substances has granted them a degree of resistance to their own poisons as well as a terrific offensive option." ], @@ -24994,34 +24478,34 @@ { "name": "Multiattack", "entries": [ - "The skinwalker makes two claw attacks and two other melee attacks, or two attacks with its longbow. " + "The skinwalker makes two claw attacks and two other melee attacks, or two attacks with its longbow." ] }, { "name": "Claw", "entries": [ - "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. ", + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target.", "{@h}7 ({@damage 1d6 + 4}) slashing damage and the target must succeed on a {@dc 15} Constitution save or take an additional 2 ({@damage 1d4}) poison damage and be {@condition poisoned} for {@dice 1d6} rounds." ] }, { "name": "Macuahuitl", "entries": [ - "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. ", - "{@h}8 ({@damage 1d8 + 4}) bludgeoning damage and 4 ({@damage 1d8}) slashing damage. This weapon scores a critical hit on an attack roll of 17-20, however once a critical hit is landed the obsidian shards break and the weapon only deals bludgeoning damage until repaired. " + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target.", + "{@h}8 ({@damage 1d8 + 4}) bludgeoning damage and 4 ({@damage 1d8}) slashing damage. This weapon scores a critical hit on an attack roll of 17-20, however once a critical hit is landed the obsidian shards break and the weapon only deals bludgeoning damage until repaired." ] }, { "name": "Shield Bash", "entries": [ - "{@atk mw} {@hit 7} to hit, reach 5 ft., one creature. ", + "{@atk mw} {@hit 7} to hit, reach 5 ft., one creature.", "{@h}6 ({@damage 1d4 + 4}) bludgeoning damage. If the target is Large or smaller, it must succeed on a {@dc 15} Strength saving throw or be knocked {@condition prone}." ] }, { "name": "Longbow", "entries": [ - "{@atk rw} {@hit 6} to hit, range 150/600 ft., one creature. ", + "{@atk rw} {@hit 6} to hit, range 150/600 ft., one creature.", "{@h}7 ({@damage 1d8 + 3}) piercing damage and the target must succeed on a {@dc 15} Constitution save or take an additional 2 ({@damage 1d4}) poison damage and be {@condition poisoned} for {@dice 1d6} rounds." ] } @@ -25044,10 +24528,7 @@ "RW", "RNG" ], - "tokenUrl": "https://i.imgur.com/t5cKaRZ.png", - "savingThrowForced": [ - "strength" - ] + "tokenUrl": "https://i.imgur.com/t5cKaRZ.png" }, { "name": "Chillfire Destroyer", @@ -25146,7 +24627,7 @@ { "name": "Firecore Breach", "entries": [ - "When the Chillfire Destroyer reaches 0 HP, it does not die until the start of it's next turn. Until then, the Destroyer can take no actions. At the start of it's next turn, it explodes, exuding a furious blast of pure elemental flame. ", + "When the Chillfire Destroyer reaches 0 HP, it does not die until the start of it's next turn. Until then, the Destroyer can take no actions. At the start of it's next turn, it explodes, exuding a furious blast of pure elemental flame.", "Every creature within 15 ft. takes 28 ({@damage 4d10 + 6}) fire damage, or half us much on a successful ({@dc 14}) Dexterity Saving Throw." ] } @@ -25160,7 +24641,7 @@ { "name": "Trample", "entries": [ - "when the Chillfire Destroyer moves, the Destroyer can choose to move through an opponents square. The opponent must make a {@dc 16} Dexterity Saving Throw or be knocked {@condition prone}. " + "when the Chillfire Destroyer moves, the Destroyer can choose to move through an opponents square. The opponent must make a {@dc 16} Dexterity Saving Throw or be knocked {@condition prone}." ] } ], @@ -25183,13 +24664,10 @@ { "name": "Icy Shell", "entries": [ - "As the Chillfire Destroyer loses health, its icy shell gives way freeing its movement. If the Chillfire Destroyer is at 50% (86) or less of its maximum hit points, Its speed increases from 25 ft. to 50 ft. If the Chillfire Destroyer is at 25% (43) or less of its maximum hit points, Its speed increases from 50 ft. to 100 ft. " + "As the Chillfire Destroyer loses health, its icy shell gives way freeing its movement. If the Chillfire Destroyer is at 50% (86) or less of its maximum hit points, Its speed increases from 25 ft. to 50 ft. If the Chillfire Destroyer is at 25% (43) or less of its maximum hit points, Its speed increases from 50 ft. to 100 ft." ], "type": "variant" } - ], - "savingThrowForced": [ - "dexterity" ] }, { @@ -25391,14 +24869,14 @@ "name": "Hurtling Thunderstone", "entries": [ "{@atk rw} {@hit 8} to hit, range 100/100 ft., one target. {@h}14 ({@damage 2d8 + 5}) bludgeoning damage, plus 3 ({@damage 1d6}) thunder damage. If this attack misses, the target must make a DEX save ({@dc 16}) or take half damage.", - "At the start of the Fury's next turn, there is an explosion in a 10 ft. radius, centred on the location where the previous target was located. ", + "At the start of the Fury's next turn, there is an explosion in a 10 ft. radius, centred on the location where the previous target was located.", "All creatures in the blast radius take 13 ({@damage 1d12 + 6}) thunder damage, or half as much on a successful consitution save ({@dc 16})." ] }, { "name": "Shrapnel Burst", "entries": [ - "All creatures within 10 ft. of the Stormstone Fury take 10 ({@damage 1d6 + 6}) bludgeoning damage, and 3 ({@damage 1d6}) thunder damage, or half as much on a successful CON save ({@dc 16}). ", + "All creatures within 10 ft. of the Stormstone Fury take 10 ({@damage 1d6 + 6}) bludgeoning damage, and 3 ({@damage 1d6}) thunder damage, or half as much on a successful CON save ({@dc 16}).", "Any creatures who fail their save also get knocked back 10 feet away from the Stormstone Fury." ] } @@ -25452,7 +24930,7 @@ "myriad tentacles waving like antennae. They are eyeless, their ", "bodies little more than gaping jaws filled with teeth, yet they ", "move unerringly toward you.", - "Crafted Horrors. Magerippers are extremely bizarre creatures. It is highly unlikely that they came about by any natural means and it is generally agreed that they were deliberately created for some unknown purpose. One thing, however, is certain; they are reviled as pests in small numbers and greatly feared in swarms, especially by those who cast magic. ", + "Crafted Horrors. Magerippers are extremely bizarre creatures. It is highly unlikely that they came about by any natural means and it is generally agreed that they were deliberately created for some unknown purpose. One thing, however, is certain; they are reviled as pests in small numbers and greatly feared in swarms, especially by those who cast magic.", "Arcane Diets. The creatures that make up the swarm can subsist on meat, but they thrive on magical energy and prefer to live where that food source is easy to find. Such swarms are real threats in larger cities, where they infest the magic districts and threaten to claim entire shops that deal in anything magical if not quelled. Although they cannot consume the magical energy stored in magic items, the auras of such items still attract mageripper swarms, much as a candle flame attracts moths. The confused and hungry creatures mill about the item until they are destroyed or find something else to eat. Consuming magical energy allows the creatures to reproduce, increasing the swarm's size. Individual swarm members live only for a year or so, but when the swarm devours magic, its constituent creatures can double their numbers within days. They reproduce asexually, with young budding from the backs of the adults.", "Hostile Pets. Beings that are inimical to magic sometimes encourage ", "swarms to inhabit their environs. Magerippers make effective guardians, although they move to more fertile feeding grounds if too few spellcasters inhabit the area. Other creatures sometimes use them to defend against magical assaults. These keepers often cast spells on a helpless captive or capture and bind a spellcaster, leaving the prisoner as food within the swarm's territory. Magerippers are sentient, although their intelligence is no more the cunning of a predator. They are capable of adapting their tactics to fit new circumstances. Though driven largely by the instinct to feed and reproduce, mageripper swarms can modify their behaviour in response to stimuli." @@ -25497,7 +24975,7 @@ { "name": "Aberrant Swarm", "entries": [ - "The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny creature. When the swarm regains hit points, the creatures split and divide into two, creating more of themselves. " + "The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny creature. When the swarm regains hit points, the creatures split and divide into two, creating more of themselves." ] }, { @@ -25536,9 +25014,6 @@ ], "miscTags": [ "MW" - ], - "savingThrowForced": [ - "wisdom" ] }, { @@ -25645,7 +25120,7 @@ { "name": "Innate Spellcasting", "headerEntries": [ - "The kaorti's innate spell casting ability is Charisma (spell save {@dc 13}). It can innately cast the following spells, requiring no material components. " + "The kaorti's innate spell casting ability is Charisma (spell save {@dc 13}). It can innately cast the following spells, requiring no material components." ], "will": [ "{@spell color spray}", @@ -25670,21 +25145,21 @@ { "name": "Bite", "entries": [ - "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. ", + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target.", "{@h}8 ({@damage 2d4 + 3}) piercing damage and the target is {@condition poisoned} ({@dc 13})." ] }, { "name": "Ribbon Dagger", "entries": [ - "{@atk mw} {@hit 5} to hit, reach 10 ft., one target, x4 damage dice on a critical hit. ", - "{@h}6 ({@damage 2d6 + 3}) slashing damage. A target hit by this attack can be forced to drop one item it is holding. " + "{@atk mw} {@hit 5} to hit, reach 10 ft., one target, x4 damage dice on a critical hit.", + "{@h}6 ({@damage 2d6 + 3}) slashing damage. A target hit by this attack can be forced to drop one item it is holding." ] }, { "name": "Resin Dart", "entries": [ - "{@atk rw} {@hit 5} to hit, range 30/100 ft., one target, x4 damage dice on a critical hit. ", + "{@atk rw} {@hit 5} to hit, range 30/100 ft., one target, x4 damage dice on a critical hit.", "{@h}6 ({@damage 1d6 + 3}) slashing damage." ] } @@ -25700,11 +25175,7 @@ "MW", "RCH", "RW", - "THW", - "MLW" - ], - "savingThrowForcedSpell": [ - "constitution" + "THW" ] }, { @@ -25844,11 +25315,6 @@ "miscTags": [ "MW", "RCH" - ], - "savingThrowForcedSpell": [ - "constitution", - "dexterity", - "strength" ] }, { @@ -25964,9 +25430,6 @@ ], "conditionInflict": [ "stunned" - ], - "savingThrowForced": [ - "constitution" ] }, { @@ -26121,7 +25584,7 @@ "Targets one creature currently under the effects of Encase.", "The contemplator drains knowledge from the captured creature, causing the victim to permanently lose 1 point of intelligence. In order to use this ability, the contemplator must focus all it's energy on absorbing the target's mind. This process takes one full day, and if the contemplator is interrupted, or takes any other action, the intelligence drain is negated, and the contemplator's 24 hour period of concentration must begin again.", "Once the effected creature's intelligence score reaches 2 or less, the contemplator's stone arm flings the now useless simpleton away from its lair.", - "If the victim of the intelligence drain has it's intelligence restored by a Wish spell, or similar magic, the knowledge fades from the contemplator's mind. If the restored creature ever passes within 50 miles of the contemplator who lost the knowledge, the contemplator immediately detects them and will make every effort to intercept and attack the character. A contemplator can not tolerate knowing something, and then having that knowledge taken away. ", + "If the victim of the intelligence drain has it's intelligence restored by a Wish spell, or similar magic, the knowledge fades from the contemplator's mind. If the restored creature ever passes within 50 miles of the contemplator who lost the knowledge, the contemplator immediately detects them and will make every effort to intercept and attack the character. A contemplator can not tolerate knowing something, and then having that knowledge taken away.", "A contemplator who fully drains a wizard down to 2 intelligence points, gains knowledge of the spells that wizard had prepared, and is able to cast each of these spells once." ] } @@ -26167,8 +25630,8 @@ { "name": "Witness The Cosmos (3 Actions)", "entries": [ - "The contemplator makes a slam attack against a target that is within 5 ft. ", - "If the attack hits, the contemplator grabs the creature's head and floods their mind with a near infinite amount of knowledge. ", + "The contemplator makes a slam attack against a target that is within 5 ft.", + "If the attack hits, the contemplator grabs the creature's head and floods their mind with a near infinite amount of knowledge.", "The creature must succeed on an {@dc 21} intelligence saving throw or be {@condition stunned} for {@dice 1d8} rounds. The creature may attempt another save at the end of each turn to negate this effect.", "If the creature succeeds by 5 or more, they regain 1 expended spell slot of the their highest level." ] @@ -26180,11 +25643,7 @@ "legendaryGroup": { "name": "Contemplator", "source": "DungeonDadStatblocks" - }, - "savingThrowForced": [ - "intelligence", - "strength" - ] + } }, { "name": "Serpentir", @@ -26288,7 +25747,7 @@ { "name": "Grasping Claws", "entries": [ - "{@atk mw} {@hit 7} to hit, reach 5 ft., one creature. ", + "{@atk mw} {@hit 7} to hit, reach 5 ft., one creature.", "{@h}5 ({@damage 1d6 + 2}) slashing damage. If a creature is hit by two grasping claw attacks in the same turn, it is {@condition grappled} by the serpentir." ] } @@ -26423,7 +25882,7 @@ { "name": "Life Drain", "entries": [ - "{@atk ms} {@hit 6} to hit, range 5ft., one creature. ", + "{@atk ms} {@hit 6} to hit, range 5ft., one creature.", "{@h}18 ({@damage 4d6 + 4}) necrotic damage. The target must succeed on a {@dc 11} Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0." ] } @@ -26441,19 +25900,15 @@ "MW", "RW", "RNG", - "HPR", - "MLW" + "HPR" ], "bonus": [ { "name": "Blink {@recharge 4}", "entries": [ - "As a bonus action, the gravewalker, along with any equipment it is wearing, can magically teleport up to 40 ft. to an unoccupied space it can see. " + "As a bonus action, the gravewalker, along with any equipment it is wearing, can magically teleport up to 40 ft. to an unoccupied space it can see." ] } - ], - "savingThrowForced": [ - "constitution" ] }, { @@ -26564,7 +26019,7 @@ "name": "Pseudopod", "entries": [ "{@atk mw}: {@hit 5} to hit, reach 5 ft., one target.", - "{@h}10 ({@damage 3d4 + 3}) bludgeoning damage plus 7 ({@damage 3d4}) acid damage and 5 ({@damage 2d4}) cold damage. ", + "{@h}10 ({@damage 3d4 + 3}) bludgeoning damage plus 7 ({@damage 3d4}) acid damage and 5 ({@damage 2d4}) cold damage.", "In addition, nonmagical armour worn by the target is partly dissolved, and takes a permanent and cumulative -1 penalty to the AC it offers. The armour is destroyed if the penalty reduces its AC to 10." ] }, @@ -26585,7 +26040,7 @@ { "name": "Split", "entries": [ - "When a pudding that is Medium or larger is subjected to lightning or slashing damage, it splits into two new puddings if it has at least 10 hit points. Each new pudding has hit points equal to half the original pudding's, rounded down. New puddings are one size smaller than the original pudding. " + "When a pudding that is Medium or larger is subjected to lightning or slashing damage, it splits into two new puddings if it has at least 10 hit points. Each new pudding has hit points equal to half the original pudding's, rounded down. New puddings are one size smaller than the original pudding." ] } ], @@ -26677,7 +26132,7 @@ { "name": "Empower Fire Spells", "entries": [ - "Any fire spells cast within 60 ft. of a Bloodfire Ooze are empowered. All damage dice are increased by one dice category. For example, a spell that does {@dice 2d6} now does {@dice 2d8}. Also, any spell attacks made have advantage, and any creature effected by a spell with the fire type have disadvantage on the save. " + "Any fire spells cast within 60 ft. of a Bloodfire Ooze are empowered. All damage dice are increased by one dice category. For example, a spell that does {@dice 2d6} now does {@dice 2d8}. Also, any spell attacks made have advantage, and any creature effected by a spell with the fire type have disadvantage on the save." ] } ], @@ -26710,9 +26165,6 @@ ], "actionTags": [ "Multiattack" - ], - "savingThrowForced": [ - "dexterity" ] }, { @@ -26750,7 +26202,7 @@ "Speed: Reduce by 10, if the speed would drop to 0 or less, the Skitterhaunt can not use that method of transport", "Attacks: As the base creature", "Damage: The Skitterhaunt adds 1d8 acid to any melee attack made", - "Special attacks: the Skitterhaunt loses any and all special attacks of the newly infested form. ", + "Special attacks: the Skitterhaunt loses any and all special attacks of the newly infested form.", "Resistances/immunities; Same as gelatinous cube", "CR: Same as base creature +1" ], @@ -27043,8 +26495,8 @@ { "name": "Retrieve Fallen", "entries": [ - "Any time a humanoid living creature is dropped to 0 hit points and falls {@condition unconscious}, or is killed within reach of the deathreap ooze, the ooze automatically gathers it up at the beginning of its turn. This does provoke attacks of opportunity to creatures within range, however it does not spend an action. ", - "Retrieved creatures are pulled into the ooze. Victims (if still alive) take one death saving throw failure at the start of the oozes turn until killed. ", + "Any time a humanoid living creature is dropped to 0 hit points and falls {@condition unconscious}, or is killed within reach of the deathreap ooze, the ooze automatically gathers it up at the beginning of its turn. This does provoke attacks of opportunity to creatures within range, however it does not spend an action.", + "Retrieved creatures are pulled into the ooze. Victims (if still alive) take one death saving throw failure at the start of the oozes turn until killed.", "Those killed or already dead are subject to the ooze's engender undead ability." ] } @@ -27161,11 +26613,11 @@ { "name": "Whispers of Madness", "entries": [ - "The many mouths of a slidikin constantly whisper maddening incantations and nonsensical phrases when it is in combat. Each creature that starts its turn within 20 feet of the slidikin and can hear the whispering must succeed on a {@dc 14} Wisdom saving throw. On a failure, the slidikin imposes one of the following effects determined at random to inflict on the target until the start of the its next turn. ", - "- Hysteria: The subject falls into fits of uncontrollable laughing or crying (equal chance for either). Hysterical creatures are unable to concentrate on spells, or cast spells with verbal components. ", - "- Panic: The subject becomes {@condition frightened} of the slidikin, and falls {@condition prone} at the beginning of each of its turns. ", + "The many mouths of a slidikin constantly whisper maddening incantations and nonsensical phrases when it is in combat. Each creature that starts its turn within 20 feet of the slidikin and can hear the whispering must succeed on a {@dc 14} Wisdom saving throw. On a failure, the slidikin imposes one of the following effects determined at random to inflict on the target until the start of the its next turn.", + "- Hysteria: The subject falls into fits of uncontrollable laughing or crying (equal chance for either). Hysterical creatures are unable to concentrate on spells, or cast spells with verbal components.", + "- Panic: The subject becomes {@condition frightened} of the slidikin, and falls {@condition prone} at the beginning of each of its turns.", "- Violent Hallucinations: All attack rolls against the subject have ", - "advantage. ", + "advantage.", "- Paranoia: The subject uses their action to make a single weapon attack against a creature within 5 feet of them. The target is chosen by the Slidikin" ] } @@ -27174,7 +26626,7 @@ { "name": "Innate Spellcasting", "headerEntries": [ - "The slidikin's innate spellcasting ability is Intelligence (spell save {@dc 14}). It can innately cast the following spells, requiring no material components. " + "The slidikin's innate spellcasting ability is Intelligence (spell save {@dc 14}). It can innately cast the following spells, requiring no material components." ], "will": [ "{@spell minor illusion}", @@ -27209,14 +26661,14 @@ { "name": "Claw", "entries": [ - "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. ", + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target.", "{@h}12 ({@damage 2d8 + 3}) slashing damage." ] }, { "name": "Bites", "entries": [ - "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. ", + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target.", "{@h}10 ({@damage 3d4 + 3}) piercing damage." ] } @@ -27230,12 +26682,6 @@ ], "miscTags": [ "MW" - ], - "savingThrowForced": [ - "wisdom" - ], - "savingThrowForcedSpell": [ - "wisdom" ] }, { @@ -27309,14 +26755,14 @@ { "name": "Gliding Attack", "entries": [ - "To use this action the cloud ray pup must fly at least 50 ft. during its turn. ", + "To use this action the cloud ray pup must fly at least 50 ft. during its turn.", "The cloud ray pup uses the sting action any point during its movement and does not provoke attacks of opportunity this turn." ] }, { "name": "Sting", "entries": [ - "{@atk mw}: {@hit 10} to hit, reach 15 ft., one target. ", + "{@atk mw}: {@hit 10} to hit, reach 15 ft., one target.", "{@h}15 ({@damage 2d8 + 7}) thunder damage and the target must make a {@dc 14} Constitution save, or suffer 9 ({@damage 2d8}) lightning damage at the start of each of its turns. The target may attempt this saving throw again at the end of each turn. If the target fails their saving throw by 5 or more, they are also {@condition paralyzed}." ] } @@ -27401,21 +26847,21 @@ { "name": "Gliding Strike", "entries": [ - "To use this action the cloud ray adult must fly at least 60 ft. during its turn. ", + "To use this action the cloud ray adult must fly at least 60 ft. during its turn.", "The cloud ray adult uses the bite and sting action at two separate points during its movement. It does not provoke attacks of opportunity this turn." ] }, { "name": "Sting", "entries": [ - "{@atk mw}: {@hit 11} to hit, reach 20 ft., one target. ", + "{@atk mw}: {@hit 11} to hit, reach 20 ft., one target.", "{@h}18 ({@damage 2d10 + 7}) thunder damage and the target must make a {@dc 16} Constitution save, or suffer 11 ({@damage 2d10}) lightning damage at the start of each of its turns. The target may attempt this saving throw again at the end of each turn. If the target fails their saving throw by 5 or more, they are also {@condition paralyzed}" ] }, { "name": "Bite", "entries": [ - "{@atk mw}: {@hit 11} to hit, reach 5 ft., one target. ", + "{@atk mw}: {@hit 11} to hit, reach 5 ft., one target.", "{@h}28 ({@damage 5d8 + 6}) bludgeoning damage. Any large or smaller creature hit with this attack is {@condition grappled}. If the cloud ray elder is already grappling a creature, it must drop that creature to use the bite action against another target." ] }, @@ -27440,7 +26886,7 @@ { "name": "Crush", "entries": [ - "The cloud ray adult makes one bite attack on a creature it has {@condition grappled} in its mouth. " + "The cloud ray adult makes one bite attack on a creature it has {@condition grappled} in its mouth." ] }, { @@ -27520,7 +26966,7 @@ { "name": "Flat Body", "entries": [ - "Creatures can enter and end their turns in the same space as the cloud ray elder. " + "Creatures can enter and end their turns in the same space as the cloud ray elder." ] }, { @@ -27534,21 +26980,21 @@ { "name": "Multiattack", "entries": [ - "To use this action the cloud ray adult must fly at least 60 ft. during its turn. ", + "To use this action the cloud ray adult must fly at least 60 ft. during its turn.", "The cloud ray adult uses the bite and sting action at two separate points during its movement. It does not provoke attacks of opportunity this turn." ] }, { "name": "Sting", "entries": [ - "{@atk mw}: {@hit 12} to hit, reach 25 ft., one target. ", + "{@atk mw}: {@hit 12} to hit, reach 25 ft., one target.", "{@h}18 ({@damage 2d10 + 7}) thunder damage and the target must make a {@dc 17} Constitution save, or suffer 11 ({@damage 2d10}) lightning damage at the start of each of its turns. The target may attempt this saving throw again at the end of each turn. If the target fails their saving throw by 5 or more, they are also {@condition paralyzed}. " ] }, { "name": "Thunder Lash", "entries": [ - "{@atk mw}: {@hit 12} to hit, reach 25 ft., one target. ", + "{@atk mw}: {@hit 12} to hit, reach 25 ft., one target.", "{@h}29 ({@damage 4d10 + 7}) thunder damage and all creatures within 25 ft. of the target are pushed 15 ft. away from the primary target taking 25 ({@damage 4d8 + 7}) thunder damage, or half as much on a successful {@dc 17} Constitution save." ] }, @@ -27561,7 +27007,7 @@ { "name": "Gliding Menace {@recharge 5}", "entries": [ - "To use this action the cloud ray elder must fly at least 60 ft. during its turn. ", + "To use this action the cloud ray elder must fly at least 60 ft. during its turn.", "The cloud ray elder uses the thunder lash, scooping bite, and sting actions. Each action is used during a different point in its movement. It does not provoke attacks of opportunity this turn." ] } @@ -27580,9 +27026,9 @@ { "name": "Crush", "entries": [ - "As a bonus action the cloud ray elder crushes any creatures it might have {@condition grappled} in it's massive jaws. ", + "As a bonus action the cloud ray elder crushes any creatures it might have {@condition grappled} in it's massive jaws.", "{@atk mw}: {@hit 12} to hit, all targets {@condition grappled}.", - "{@h}29 ({@damage 4d10 + 7}) bludgeoning damage. " + "{@h}29 ({@damage 4d10 + 7}) bludgeoning damage." ] }, { @@ -27738,14 +27184,14 @@ { "name": "Multiattack", "entries": [ - "The bogeyman makes two claw attacks. " + "The bogeyman makes two claw attacks." ] }, { "name": "Claw", "entries": [ - "{@atk mw}: {@hit 8} to hit, reach 5 ft., one target. ", - "{@h}13 ({@damage 2d8 + 4}) slashing damage. If the attack is a critical hit the target must succeed on a {@dc 21} Wisdom save or become {@condition frightened} of the bogeyman. Any medium or smaller creature hit by this attack is {@condition grappled}. " + "{@atk mw}: {@hit 8} to hit, reach 5 ft., one target.", + "{@h}13 ({@damage 2d8 + 4}) slashing damage. If the attack is a critical hit the target must succeed on a {@dc 21} Wisdom save or become {@condition frightened} of the bogeyman. Any medium or smaller creature hit by this attack is {@condition grappled}." ] } ], @@ -27757,9 +27203,6 @@ ], "miscTags": [ "MW" - ], - "savingThrowForcedSpell": [ - "wisdom" ] }, { @@ -27800,9 +27243,9 @@ "cr": "3", "fluff": { "entries": [ - "Cold and calculating, orange dragons are just as likely to unleash a mighty roar while making for a defiant charge as they are to attack from ambush. Whatever the most advantageous strategy is, and often the one most likely to cause terror in their enemy, is the strategy the orange dragon opts for. Aside from their scales of blazing orange, the trademark feature of the orange dragon is its long, flat set of jaws similar to that of a crocodile. While no complete and agreed upon record of the orange dragon's origin exists, it is widely agreed that they are the result of a rare mating between red and yellow dragons. Possessing both the unbridled ferocity of red dragons, and the patient nature of the yellow dragon, makes for a deadly combination. In no way is the melding of draconic heritage made more clear than in a demonstration of the orange dragon's breath weapon, a line of pure sodium that can both ignite into flame and explode. ", - "Draconic Rivalries. Their choice of climate can sometimes put them at odds with black dragons, who also tend to nest in damp locations such as swamps or mires. When this competition for territory arises, black dragons will almost always avoid fighting the more powerful orange dragons, opting either to leave entirely or begrudgingly accept a subordinate role to the orange dragon. Such alliances, however, are fragile and the black dragon will turn on its superior if it thinks it can win in a fight. Orange dragons also have a natural enemy in bronze dragons, who often compete with them for food and territory along the shorelines. Orange dragons seldom attempt to fight with their bronze rivals since they are much more evenly matched than their black dragon cousins. ", - "Solitary Creatures. Orange dragons, like many of their kin, prefer to live in solitude. The one exception to this is when they have found a mate and are caring for a nest of eggs. During this time both parents contribute equally to protecting the nest and raising their young. Once the brood of orange dragons mature beyond the wyrmling stage, they are set to their own devices and the parents typically go their separate ways. ", + "Cold and calculating, orange dragons are just as likely to unleash a mighty roar while making for a defiant charge as they are to attack from ambush. Whatever the most advantageous strategy is, and often the one most likely to cause terror in their enemy, is the strategy the orange dragon opts for. Aside from their scales of blazing orange, the trademark feature of the orange dragon is its long, flat set of jaws similar to that of a crocodile. While no complete and agreed upon record of the orange dragon's origin exists, it is widely agreed that they are the result of a rare mating between red and yellow dragons. Possessing both the unbridled ferocity of red dragons, and the patient nature of the yellow dragon, makes for a deadly combination. In no way is the melding of draconic heritage made more clear than in a demonstration of the orange dragon's breath weapon, a line of pure sodium that can both ignite into flame and explode.", + "Draconic Rivalries. Their choice of climate can sometimes put them at odds with black dragons, who also tend to nest in damp locations such as swamps or mires. When this competition for territory arises, black dragons will almost always avoid fighting the more powerful orange dragons, opting either to leave entirely or begrudgingly accept a subordinate role to the orange dragon. Such alliances, however, are fragile and the black dragon will turn on its superior if it thinks it can win in a fight. Orange dragons also have a natural enemy in bronze dragons, who often compete with them for food and territory along the shorelines. Orange dragons seldom attempt to fight with their bronze rivals since they are much more evenly matched than their black dragon cousins.", + "Solitary Creatures. Orange dragons, like many of their kin, prefer to live in solitude. The one exception to this is when they have found a mate and are caring for a nest of eggs. During this time both parents contribute equally to protecting the nest and raising their young. Once the brood of orange dragons mature beyond the wyrmling stage, they are set to their own devices and the parents typically go their separate ways.", "Omnivorous Diets. Orange dragons are mostly meat eaters, feeding on rain forest creatures and fish primarily, but enjoying tropical fruits as well. Humanoid creatures are also appreciated from time to time for the sport they provide the dragon, until they are finally caught and devoured that is. If nothing else is available, the dragon will resort to eating giant insects or fungus if it must. While this is not pleasant for the dragon, its natural poison resistance prevents it from becoming ill." ], "images": [ @@ -27876,9 +27319,6 @@ "environment": [ "coastal", "swamp" - ], - "savingThrowForced": [ - "dexterity" ] }, { @@ -27919,9 +27359,9 @@ "cr": "8", "fluff": { "entries": [ - "Cold and calculating, orange dragons are just as likely to unleash a mighty roar while making for a defiant charge as they are to attack from ambush. Whatever the most advantageous strategy is, and often the one most likely to cause terror in their enemy, is the strategy the orange dragon opts for. Aside from their scales of blazing orange, the trademark feature of the orange dragon is its long, flat set of jaws similar to that of a crocodile. While no complete and agreed upon record of the orange dragon's origin exists, it is widely agreed that they are the result of a rare mating between red and yellow dragons. Possessing both the unbridled ferocity of red dragons, and the patient nature of the yellow dragon, makes for a deadly combination. In no way is the melding of draconic heritage made more clear than in a demonstration of the orange dragon's breath weapon, a line of pure sodium that can both ignite into flame and explode. ", - "Draconic Rivalries. Their choice of climate can sometimes put them at odds with black dragons, who also tend to nest in damp locations such as swamps or mires. When this competition for territory arises, black dragons will almost always avoid fighting the more powerful orange dragons, opting either to leave entirely or begrudgingly accept a subordinate role to the orange dragon. Such alliances, however, are fragile and the black dragon will turn on its superior if it thinks it can win in a fight. Orange dragons also have a natural enemy in bronze dragons, who often compete with them for food and territory along the shorelines. Orange dragons seldom attempt to fight with their bronze rivals since they are much more evenly matched than their black dragon cousins. ", - "Solitary Creatures. Orange dragons, like many of their kin, prefer to live in solitude. The one exception to this is when they have found a mate and are caring for a nest of eggs. During this time both parents contribute equally to protecting the nest and raising their young. Once the brood of orange dragons mature beyond the wyrmling stage, they are set to their own devices and the parents typically go their separate ways. ", + "Cold and calculating, orange dragons are just as likely to unleash a mighty roar while making for a defiant charge as they are to attack from ambush. Whatever the most advantageous strategy is, and often the one most likely to cause terror in their enemy, is the strategy the orange dragon opts for. Aside from their scales of blazing orange, the trademark feature of the orange dragon is its long, flat set of jaws similar to that of a crocodile. While no complete and agreed upon record of the orange dragon's origin exists, it is widely agreed that they are the result of a rare mating between red and yellow dragons. Possessing both the unbridled ferocity of red dragons, and the patient nature of the yellow dragon, makes for a deadly combination. In no way is the melding of draconic heritage made more clear than in a demonstration of the orange dragon's breath weapon, a line of pure sodium that can both ignite into flame and explode.", + "Draconic Rivalries. Their choice of climate can sometimes put them at odds with black dragons, who also tend to nest in damp locations such as swamps or mires. When this competition for territory arises, black dragons will almost always avoid fighting the more powerful orange dragons, opting either to leave entirely or begrudgingly accept a subordinate role to the orange dragon. Such alliances, however, are fragile and the black dragon will turn on its superior if it thinks it can win in a fight. Orange dragons also have a natural enemy in bronze dragons, who often compete with them for food and territory along the shorelines. Orange dragons seldom attempt to fight with their bronze rivals since they are much more evenly matched than their black dragon cousins.", + "Solitary Creatures. Orange dragons, like many of their kin, prefer to live in solitude. The one exception to this is when they have found a mate and are caring for a nest of eggs. During this time both parents contribute equally to protecting the nest and raising their young. Once the brood of orange dragons mature beyond the wyrmling stage, they are set to their own devices and the parents typically go their separate ways.", "Omnivorous Diets. Orange dragons are mostly meat eaters, feeding on rain forest creatures and fish primarily, but enjoying tropical fruits as well. Humanoid creatures are also appreciated from time to time for the sport they provide the dragon, until they are finally caught and devoured that is. If nothing else is available, the dragon will resort to eating giant insects or fungus if it must. While this is not pleasant for the dragon, its natural poison resistance prevents it from becoming ill." ], "images": [ @@ -28014,9 +27454,6 @@ "environment": [ "coastal", "swamp" - ], - "savingThrowForced": [ - "dexterity" ] }, { @@ -28057,9 +27494,9 @@ "cr": "15", "fluff": { "entries": [ - "Cold and calculating, orange dragons are just as likely to unleash a mighty roar while making for a defiant charge as they are to attack from ambush. Whatever the most advantageous strategy is, and often the one most likely to cause terror in their enemy, is the strategy the orange dragon opts for. Aside from their scales of blazing orange, the trademark feature of the orange dragon is its long, flat set of jaws similar to that of a crocodile. While no complete and agreed upon record of the orange dragon's origin exists, it is widely agreed that they are the result of a rare mating between red and yellow dragons. Possessing both the unbridled ferocity of red dragons, and the patient nature of the yellow dragon, makes for a deadly combination. In no way is the melding of draconic heritage made more clear than in a demonstration of the orange dragon's breath weapon, a line of pure sodium that can both ignite into flame and explode. ", - "Draconic Rivalries. Their choice of climate can sometimes put them at odds with black dragons, who also tend to nest in damp locations such as swamps or mires. When this competition for territory arises, black dragons will almost always avoid fighting the more powerful orange dragons, opting either to leave entirely or begrudgingly accept a subordinate role to the orange dragon. Such alliances, however, are fragile and the black dragon will turn on its superior if it thinks it can win in a fight. Orange dragons also have a natural enemy in bronze dragons, who often compete with them for food and territory along the shorelines. Orange dragons seldom attempt to fight with their bronze rivals since they are much more evenly matched than their black dragon cousins. ", - "Solitary Creatures. Orange dragons, like many of their kin, prefer to live in solitude. The one exception to this is when they have found a mate and are caring for a nest of eggs. During this time both parents contribute equally to protecting the nest and raising their young. Once the brood of orange dragons mature beyond the wyrmling stage, they are set to their own devices and the parents typically go their separate ways. ", + "Cold and calculating, orange dragons are just as likely to unleash a mighty roar while making for a defiant charge as they are to attack from ambush. Whatever the most advantageous strategy is, and often the one most likely to cause terror in their enemy, is the strategy the orange dragon opts for. Aside from their scales of blazing orange, the trademark feature of the orange dragon is its long, flat set of jaws similar to that of a crocodile. While no complete and agreed upon record of the orange dragon's origin exists, it is widely agreed that they are the result of a rare mating between red and yellow dragons. Possessing both the unbridled ferocity of red dragons, and the patient nature of the yellow dragon, makes for a deadly combination. In no way is the melding of draconic heritage made more clear than in a demonstration of the orange dragon's breath weapon, a line of pure sodium that can both ignite into flame and explode.", + "Draconic Rivalries. Their choice of climate can sometimes put them at odds with black dragons, who also tend to nest in damp locations such as swamps or mires. When this competition for territory arises, black dragons will almost always avoid fighting the more powerful orange dragons, opting either to leave entirely or begrudgingly accept a subordinate role to the orange dragon. Such alliances, however, are fragile and the black dragon will turn on its superior if it thinks it can win in a fight. Orange dragons also have a natural enemy in bronze dragons, who often compete with them for food and territory along the shorelines. Orange dragons seldom attempt to fight with their bronze rivals since they are much more evenly matched than their black dragon cousins.", + "Solitary Creatures. Orange dragons, like many of their kin, prefer to live in solitude. The one exception to this is when they have found a mate and are caring for a nest of eggs. During this time both parents contribute equally to protecting the nest and raising their young. Once the brood of orange dragons mature beyond the wyrmling stage, they are set to their own devices and the parents typically go their separate ways.", "Omnivorous Diets. Orange dragons are mostly meat eaters, feeding on rain forest creatures and fish primarily, but enjoying tropical fruits as well. Humanoid creatures are also appreciated from time to time for the sport they provide the dragon, until they are finally caught and devoured that is. If nothing else is available, the dragon will resort to eating giant insects or fungus if it must. While this is not pleasant for the dragon, its natural poison resistance prevents it from becoming ill." ], "images": [ @@ -28207,11 +27644,7 @@ "legendaryGroup": { "name": "Orange Dragon", "source": "DungeonDadStatblocks" - }, - "savingThrowForced": [ - "dexterity", - "wisdom" - ] + } }, { "name": "Ancient Orange Dragon", @@ -28251,9 +27684,9 @@ "cr": "22", "fluff": { "entries": [ - "Cold and calculating, orange dragons are just as likely to unleash a mighty roar while making for a defiant charge as they are to attack from ambush. Whatever the most advantageous strategy is, and often the one most likely to cause terror in their enemy, is the strategy the orange dragon opts for. Aside from their scales of blazing orange, the trademark feature of the orange dragon is its long, flat set of jaws similar to that of a crocodile. While no complete and agreed upon record of the orange dragon's origin exists, it is widely agreed that they are the result of a rare mating between red and yellow dragons. Possessing both the unbridled ferocity of red dragons, and the patient nature of the yellow dragon, makes for a deadly combination. In no way is the melding of draconic heritage made more clear than in a demonstration of the orange dragon's breath weapon, a line of pure sodium that can both ignite into flame and explode. ", - "Draconic Rivalries. Their choice of climate can sometimes put them at odds with black dragons, who also tend to nest in damp locations such as swamps or mires. When this competition for territory arises, black dragons will almost always avoid fighting the more powerful orange dragons, opting either to leave entirely or begrudgingly accept a subordinate role to the orange dragon. Such alliances, however, are fragile and the black dragon will turn on its superior if it thinks it can win in a fight. Orange dragons also have a natural enemy in bronze dragons, who often compete with them for food and territory along the shorelines. Orange dragons seldom attempt to fight with their bronze rivals since they are much more evenly matched than their black dragon cousins. ", - "Solitary Creatures. Orange dragons, like many of their kin, prefer to live in solitude. The one exception to this is when they have found a mate and are caring for a nest of eggs. During this time both parents contribute equally to protecting the nest and raising their young. Once the brood of orange dragons mature beyond the wyrmling stage, they are set to their own devices and the parents typically go their separate ways. ", + "Cold and calculating, orange dragons are just as likely to unleash a mighty roar while making for a defiant charge as they are to attack from ambush. Whatever the most advantageous strategy is, and often the one most likely to cause terror in their enemy, is the strategy the orange dragon opts for. Aside from their scales of blazing orange, the trademark feature of the orange dragon is its long, flat set of jaws similar to that of a crocodile. While no complete and agreed upon record of the orange dragon's origin exists, it is widely agreed that they are the result of a rare mating between red and yellow dragons. Possessing both the unbridled ferocity of red dragons, and the patient nature of the yellow dragon, makes for a deadly combination. In no way is the melding of draconic heritage made more clear than in a demonstration of the orange dragon's breath weapon, a line of pure sodium that can both ignite into flame and explode.", + "Draconic Rivalries. Their choice of climate can sometimes put them at odds with black dragons, who also tend to nest in damp locations such as swamps or mires. When this competition for territory arises, black dragons will almost always avoid fighting the more powerful orange dragons, opting either to leave entirely or begrudgingly accept a subordinate role to the orange dragon. Such alliances, however, are fragile and the black dragon will turn on its superior if it thinks it can win in a fight. Orange dragons also have a natural enemy in bronze dragons, who often compete with them for food and territory along the shorelines. Orange dragons seldom attempt to fight with their bronze rivals since they are much more evenly matched than their black dragon cousins.", + "Solitary Creatures. Orange dragons, like many of their kin, prefer to live in solitude. The one exception to this is when they have found a mate and are caring for a nest of eggs. During this time both parents contribute equally to protecting the nest and raising their young. Once the brood of orange dragons mature beyond the wyrmling stage, they are set to their own devices and the parents typically go their separate ways.", "Omnivorous Diets. Orange dragons are mostly meat eaters, feeding on rain forest creatures and fish primarily, but enjoying tropical fruits as well. Humanoid creatures are also appreciated from time to time for the sport they provide the dragon, until they are finally caught and devoured that is. If nothing else is available, the dragon will resort to eating giant insects or fungus if it must. While this is not pleasant for the dragon, its natural poison resistance prevents it from becoming ill." ], "images": [ @@ -28401,11 +27834,7 @@ "legendaryGroup": { "name": "Orange Dragon", "source": "DungeonDadStatblocks" - }, - "savingThrowForced": [ - "dexterity", - "wisdom" - ] + } }, { "name": "Crawling Apocalypse", @@ -28447,9 +27876,9 @@ "entries": [ "A horrific nest of withered, desiccated tentacles heaves from the sand. Behind the tentacles is a massive oblong body wrapped in centuries-old funeral dressings.", "Two staring orbs surmount the gargantuan form, promising annihilation.", - "Remnants of Battle. Very few crawling apocalypses yet traverse the trackless sands, each one a self-impelled immortal remnant of an ancient war. Each crawling apocalypse was built for combat, created by a powerful, long forgotten civilization. This lost race is said to have been exceptionally talented in the arcane arts. This resulted in cultural wonders the likes of which have not been seen since ancient times, as well as horrors beyond mortal belief. The crawling apocalypse is one such horror. Born of necromancy and hubris, these monsters are a result of exposing massive sea creatures to necromantic rituals. Once the war was over, their creator race destroyed, they were simply left to roam the desert sands with no further direction. ", - "Glimmers of the Past. The odds of encountering a crawling apocalypse are rare. Most of them that still exist continue to carry out their last assigned mission, usually an order to guard a once important place. Even more lay slumbering in tombs, never given the chance to wreak havoc on the world above. There are, however, some that were not under any particular direct order when their creator race fell, and as such, simply wander at their whim. ", - "The Curse of Anger. Unlike zombies or other more common undead, the methods used to create a crawling apocalypse are very similar to the rites used to create a mummy. As such, every crawling apocalypse is tortured by brief glimpses into their past life, a time when they were alive in command of their domain beneath the waves of the sea. While not intelligent enough to truly articulate this longing into anything understandable, they are plagued with thoughts of what was stolen from them, and will happily take out this anger on any living creature they may happen to come across. ", + "Remnants of Battle. Very few crawling apocalypses yet traverse the trackless sands, each one a self-impelled immortal remnant of an ancient war. Each crawling apocalypse was built for combat, created by a powerful, long forgotten civilization. This lost race is said to have been exceptionally talented in the arcane arts. This resulted in cultural wonders the likes of which have not been seen since ancient times, as well as horrors beyond mortal belief. The crawling apocalypse is one such horror. Born of necromancy and hubris, these monsters are a result of exposing massive sea creatures to necromantic rituals. Once the war was over, their creator race destroyed, they were simply left to roam the desert sands with no further direction.", + "Glimmers of the Past. The odds of encountering a crawling apocalypse are rare. Most of them that still exist continue to carry out their last assigned mission, usually an order to guard a once important place. Even more lay slumbering in tombs, never given the chance to wreak havoc on the world above. There are, however, some that were not under any particular direct order when their creator race fell, and as such, simply wander at their whim.", + "The Curse of Anger. Unlike zombies or other more common undead, the methods used to create a crawling apocalypse are very similar to the rites used to create a mummy. As such, every crawling apocalypse is tortured by brief glimpses into their past life, a time when they were alive in command of their domain beneath the waves of the sea. While not intelligent enough to truly articulate this longing into anything understandable, they are plagued with thoughts of what was stolen from them, and will happily take out this anger on any living creature they may happen to come across.", "Undead Nature. A crawling apocalypse doesn't require air, food, drink, or sleep." ], "images": [ @@ -28561,11 +27990,6 @@ "miscTags": [ "MW", "RCH" - ], - "savingThrowForced": [ - "constitution", - "strength", - "wisdom" ] }, { @@ -28606,11 +28030,11 @@ "fluff": { "entries": [ "SPIRIT WARRIOR", - "The massive insectoid shape towering before you, at first glance, seems to be nothing more than a well preserved exoskeleton belonging to a long dead creature. Closer inspection, however, reveals that its body is covered in ancient markings. Some are runes of arcane and divine magic meant to enhance the creature in some way. Others are scars and scratches that suggest innumerable battles fought in a long-forgotten age. ", - "Wartime Relics. Spirit warriors are enormous undead insects. On their own, they can do nothing but lay inert and imposing. However, when they are piloted by a sentient creature with enough mental fortitude to command their massive bodies, they become an extension of the pilot's will. The first spirit warriors were created by Astral Elves to be used as long range weapons during an ancient war between their empire and that of the Orcs. While memory of this conflict has all but faded to dust, there are still some spirit warriors that have endured the ages. Most spirit warriors that still exist are guarded by noble Elvish families and treated as relics to be preserved, although there are some which were lost during the war. These lost spirit warriors lay in wait, completely inert, waiting to be rediscovered by a worthy pilot once again. ", - "Biodiverse. Spirit warriors, for the most part, come in three varieties. The first are carnivores. They are exoskeletons belonging to creatures such as the praying mantis. They have slashing forelimbs and biting mandibles. Their wings often display eyespots that are reflexively displayed before combat begins. Second are the herbivores. These warriors share traits with insects such as the katydid. They come in a wide variety of shapes from noble spindly forms to powerhouses wrapped in thick armoured shells. The third variety of warrior is the nectar. They descend from insects such as the butterfly or wasp. Nektar spirit warriors are brightly coloured with iridescent thoraxes and alternating bands of colour across their abdomens. Their wings are large and colourful, with various patterns. It is also rumoured that even more forms may exist beyond these three, however, if they exist at all, knowledge of their specifications has been lost to time. ", - "Labour of Love. The process of creating a spirit warrior is a lengthy one. It all starts with an egg, no bigger than a sack of grain. This egg is given to the spirit warriors would-be pilot to nurture and protect. When the egg hatches, the pilot must nurture and protect the fragile larva from six months to a year, until it is mature. During this time the insect forms a close emotional bond with the pilot, similar to that of a pet or loyal familiar. After a year the insect is mature, and the spells of modification can begin, however, most pilots choose to delay this process until after the insect has died of old age. If the spells are performed on a living insect, it dies during the ceremony. This is not only cruel, but also serves to weaken the emotional bond between insect and pilot. The insect becomes a spirit warrior via spells that enlarge, animate, strengthen, and physically modify the insect's exoskeletal remains. These spells also link the minds of pilot and insect in an unbreakable bond, unaffected by magic, disease, physical attack, or mental control. The final stage of the process instals a special helm in the hollow chest cavity of the insect warrior. Once the process is complete, the spirit warrior and pilot can begin working together as a unified pair. In the event that someone other than the original pilot attempts to control the spirit warrior, the insect's spirit gets some say in the matter. If it rejects the new pilot, it can attempt to cause them psychic trauma and shut itself down. Though there are always those who would take their power by force if given the means. ", - "Enhanced Air Pocket. A spirit warrior brings enough air with it when travelling through a vacuum to support one medium-sized creature for 24 hours. ", + "The massive insectoid shape towering before you, at first glance, seems to be nothing more than a well preserved exoskeleton belonging to a long dead creature. Closer inspection, however, reveals that its body is covered in ancient markings. Some are runes of arcane and divine magic meant to enhance the creature in some way. Others are scars and scratches that suggest innumerable battles fought in a long-forgotten age.", + "Wartime Relics. Spirit warriors are enormous undead insects. On their own, they can do nothing but lay inert and imposing. However, when they are piloted by a sentient creature with enough mental fortitude to command their massive bodies, they become an extension of the pilot's will. The first spirit warriors were created by Astral Elves to be used as long range weapons during an ancient war between their empire and that of the Orcs. While memory of this conflict has all but faded to dust, there are still some spirit warriors that have endured the ages. Most spirit warriors that still exist are guarded by noble Elvish families and treated as relics to be preserved, although there are some which were lost during the war. These lost spirit warriors lay in wait, completely inert, waiting to be rediscovered by a worthy pilot once again.", + "Biodiverse. Spirit warriors, for the most part, come in three varieties. The first are carnivores. They are exoskeletons belonging to creatures such as the praying mantis. They have slashing forelimbs and biting mandibles. Their wings often display eyespots that are reflexively displayed before combat begins. Second are the herbivores. These warriors share traits with insects such as the katydid. They come in a wide variety of shapes from noble spindly forms to powerhouses wrapped in thick armoured shells. The third variety of warrior is the nectar. They descend from insects such as the butterfly or wasp. Nektar spirit warriors are brightly coloured with iridescent thoraxes and alternating bands of colour across their abdomens. Their wings are large and colourful, with various patterns. It is also rumoured that even more forms may exist beyond these three, however, if they exist at all, knowledge of their specifications has been lost to time.", + "Labour of Love. The process of creating a spirit warrior is a lengthy one. It all starts with an egg, no bigger than a sack of grain. This egg is given to the spirit warriors would-be pilot to nurture and protect. When the egg hatches, the pilot must nurture and protect the fragile larva from six months to a year, until it is mature. During this time the insect forms a close emotional bond with the pilot, similar to that of a pet or loyal familiar. After a year the insect is mature, and the spells of modification can begin, however, most pilots choose to delay this process until after the insect has died of old age. If the spells are performed on a living insect, it dies during the ceremony. This is not only cruel, but also serves to weaken the emotional bond between insect and pilot. The insect becomes a spirit warrior via spells that enlarge, animate, strengthen, and physically modify the insect's exoskeletal remains. These spells also link the minds of pilot and insect in an unbreakable bond, unaffected by magic, disease, physical attack, or mental control. The final stage of the process instals a special helm in the hollow chest cavity of the insect warrior. Once the process is complete, the spirit warrior and pilot can begin working together as a unified pair. In the event that someone other than the original pilot attempts to control the spirit warrior, the insect's spirit gets some say in the matter. If it rejects the new pilot, it can attempt to cause them psychic trauma and shut itself down. Though there are always those who would take their power by force if given the means.", + "Enhanced Air Pocket. A spirit warrior brings enough air with it when travelling through a vacuum to support one medium-sized creature for 24 hours.", "Undead Nature. A spirit warrior doesn't require air, food, drink, or sleep." ], "images": [ @@ -28715,11 +28139,7 @@ "MW", "RCH", "RW", - "RNG", - "MLW" - ], - "savingThrowForced": [ - "constitution" + "RNG" ] }, { @@ -28760,11 +28180,11 @@ "fluff": { "entries": [ "SPIRIT WARRIOR", - "The massive insectoid shape towering before you, at first glance, seems to be nothing more than a well preserved exoskeleton belonging to a long dead creature. Closer inspection, however, reveals that its body is covered in ancient markings. Some are runes of arcane and divine magic meant to enhance the creature in some way. Others are scars and scratches that suggest innumerable battles fought in a long-forgotten age. ", - "Wartime Relics. Spirit warriors are enormous undead insects. On their own, they can do nothing but lay inert and imposing. However, when they are piloted by a sentient creature with enough mental fortitude to command their massive bodies, they become an extension of the pilot's will. The first spirit warriors were created by Astral Elves to be used as long range weapons during an ancient war between their empire and that of the Orcs. While memory of this conflict has all but faded to dust, there are still some spirit warriors that have endured the ages. Most spirit warriors that still exist are guarded by noble Elvish families and treated as relics to be preserved, although there are some which were lost during the war. These lost spirit warriors lay in wait, completely inert, waiting to be rediscovered by a worthy pilot once again. ", - "Biodiverse. Spirit warriors, for the most part, come in three varieties. The first are carnivores. They are exoskeletons belonging to creatures such as the praying mantis. They have slashing forelimbs and biting mandibles. Their wings often display eyespots that are reflexively displayed before combat begins. Second are the herbivores. These warriors share traits with insects such as the katydid. They come in a wide variety of shapes from noble spindly forms to powerhouses wrapped in thick armoured shells. The third variety of warrior is the nectar. They descend from insects such as the butterfly or wasp. Nektar spirit warriors are brightly coloured with iridescent thoraxes and alternating bands of colour across their abdomens. Their wings are large and colourful, with various patterns. It is also rumoured that even more forms may exist beyond these three, however, if they exist at all, knowledge of their specifications has been lost to time. ", - "Labour of Love. The process of creating a spirit warrior is a lengthy one. It all starts with an egg, no bigger than a sack of grain. This egg is given to the spirit warriors would-be pilot to nurture and protect. When the egg hatches, the pilot must nurture and protect the fragile larva from six months to a year, until it is mature. During this time the insect forms a close emotional bond with the pilot, similar to that of a pet or loyal familiar. After a year the insect is mature, and the spells of modification can begin, however, most pilots choose to delay this process until after the insect has died of old age. If the spells are performed on a living insect, it dies during the ceremony. This is not only cruel, but also serves to weaken the emotional bond between insect and pilot. The insect becomes a spirit warrior via spells that enlarge, animate, strengthen, and physically modify the insect's exoskeletal remains. These spells also link the minds of pilot and insect in an unbreakable bond, unaffected by magic, disease, physical attack, or mental control. The final stage of the process instals a special helm in the hollow chest cavity of the insect warrior. Once the process is complete, the spirit warrior and pilot can begin working together as a unified pair. In the event that someone other than the original pilot attempts to control the spirit warrior, the insect's spirit gets some say in the matter. If it rejects the new pilot, it can attempt to cause them psychic trauma and shut itself down. Though there are always those who would take their power by force if given the means. ", - "Enhanced Air Pocket. A spirit warrior brings enough air with it when travelling through a vacuum to support one medium-sized creature for 24 hours. ", + "The massive insectoid shape towering before you, at first glance, seems to be nothing more than a well preserved exoskeleton belonging to a long dead creature. Closer inspection, however, reveals that its body is covered in ancient markings. Some are runes of arcane and divine magic meant to enhance the creature in some way. Others are scars and scratches that suggest innumerable battles fought in a long-forgotten age.", + "Wartime Relics. Spirit warriors are enormous undead insects. On their own, they can do nothing but lay inert and imposing. However, when they are piloted by a sentient creature with enough mental fortitude to command their massive bodies, they become an extension of the pilot's will. The first spirit warriors were created by Astral Elves to be used as long range weapons during an ancient war between their empire and that of the Orcs. While memory of this conflict has all but faded to dust, there are still some spirit warriors that have endured the ages. Most spirit warriors that still exist are guarded by noble Elvish families and treated as relics to be preserved, although there are some which were lost during the war. These lost spirit warriors lay in wait, completely inert, waiting to be rediscovered by a worthy pilot once again.", + "Biodiverse. Spirit warriors, for the most part, come in three varieties. The first are carnivores. They are exoskeletons belonging to creatures such as the praying mantis. They have slashing forelimbs and biting mandibles. Their wings often display eyespots that are reflexively displayed before combat begins. Second are the herbivores. These warriors share traits with insects such as the katydid. They come in a wide variety of shapes from noble spindly forms to powerhouses wrapped in thick armoured shells. The third variety of warrior is the nectar. They descend from insects such as the butterfly or wasp. Nektar spirit warriors are brightly coloured with iridescent thoraxes and alternating bands of colour across their abdomens. Their wings are large and colourful, with various patterns. It is also rumoured that even more forms may exist beyond these three, however, if they exist at all, knowledge of their specifications has been lost to time.", + "Labour of Love. The process of creating a spirit warrior is a lengthy one. It all starts with an egg, no bigger than a sack of grain. This egg is given to the spirit warriors would-be pilot to nurture and protect. When the egg hatches, the pilot must nurture and protect the fragile larva from six months to a year, until it is mature. During this time the insect forms a close emotional bond with the pilot, similar to that of a pet or loyal familiar. After a year the insect is mature, and the spells of modification can begin, however, most pilots choose to delay this process until after the insect has died of old age. If the spells are performed on a living insect, it dies during the ceremony. This is not only cruel, but also serves to weaken the emotional bond between insect and pilot. The insect becomes a spirit warrior via spells that enlarge, animate, strengthen, and physically modify the insect's exoskeletal remains. These spells also link the minds of pilot and insect in an unbreakable bond, unaffected by magic, disease, physical attack, or mental control. The final stage of the process instals a special helm in the hollow chest cavity of the insect warrior. Once the process is complete, the spirit warrior and pilot can begin working together as a unified pair. In the event that someone other than the original pilot attempts to control the spirit warrior, the insect's spirit gets some say in the matter. If it rejects the new pilot, it can attempt to cause them psychic trauma and shut itself down. Though there are always those who would take their power by force if given the means.", + "Enhanced Air Pocket. A spirit warrior brings enough air with it when travelling through a vacuum to support one medium-sized creature for 24 hours.", "Undead Nature. A spirit warrior doesn't require air, food, drink, or sleep." ], "images": [ @@ -28801,7 +28221,7 @@ { "name": "Active Camouflage", "entries": [ - "The spirit Warrior has advantage on Dexterity (Stealth) checks and can attempt to hide as a bonus action. " + "The spirit Warrior has advantage on Dexterity (Stealth) checks and can attempt to hide as a bonus action." ] }, { @@ -28862,15 +28282,11 @@ "MW", "RCH", "RW", - "RNG", - "MLW" + "RNG" ], "skill": { "stealth": "+10" - }, - "savingThrowForced": [ - "constitution" - ] + } }, { "name": "Spirit Warrior Nectar", @@ -28910,11 +28326,11 @@ "fluff": { "entries": [ "SPIRIT WARRIOR", - "The massive insectoid shape towering before you, at first glance, seems to be nothing more than a well preserved exoskeleton belonging to a long dead creature. Closer inspection, however, reveals that its body is covered in ancient markings. Some are runes of arcane and divine magic meant to enhance the creature in some way. Others are scars and scratches that suggest innumerable battles fought in a long-forgotten age. ", - "Wartime Relics. Spirit warriors are enormous undead insects. On their own, they can do nothing but lay inert and imposing. However, when they are piloted by a sentient creature with enough mental fortitude to command their massive bodies, they become an extension of the pilot's will. The first spirit warriors were created by Astral Elves to be used as long range weapons during an ancient war between their empire and that of the Orcs. While memory of this conflict has all but faded to dust, there are still some spirit warriors that have endured the ages. Most spirit warriors that still exist are guarded by noble Elvish families and treated as relics to be preserved, although there are some which were lost during the war. These lost spirit warriors lay in wait, completely inert, waiting to be rediscovered by a worthy pilot once again. ", - "Biodiverse. Spirit warriors, for the most part, come in three varieties. The first are carnivores. They are exoskeletons belonging to creatures such as the praying mantis. They have slashing forelimbs and biting mandibles. Their wings often display eyespots that are reflexively displayed before combat begins. Second are the herbivores. These warriors share traits with insects such as the katydid. They come in a wide variety of shapes from noble spindly forms to powerhouses wrapped in thick armoured shells. The third variety of warrior is the nectar. They descend from insects such as the butterfly or wasp. Nektar spirit warriors are brightly coloured with iridescent thoraxes and alternating bands of colour across their abdomens. Their wings are large and colourful, with various patterns. It is also rumoured that even more forms may exist beyond these three, however, if they exist at all, knowledge of their specifications has been lost to time. ", - "Labour of Love. The process of creating a spirit warrior is a lengthy one. It all starts with an egg, no bigger than a sack of grain. This egg is given to the spirit warriors would-be pilot to nurture and protect. When the egg hatches, the pilot must nurture and protect the fragile larva from six months to a year, until it is mature. During this time the insect forms a close emotional bond with the pilot, similar to that of a pet or loyal familiar. After a year the insect is mature, and the spells of modification can begin, however, most pilots choose to delay this process until after the insect has died of old age. If the spells are performed on a living insect, it dies during the ceremony. This is not only cruel, but also serves to weaken the emotional bond between insect and pilot. The insect becomes a spirit warrior via spells that enlarge, animate, strengthen, and physically modify the insect's exoskeletal remains. These spells also link the minds of pilot and insect in an unbreakable bond, unaffected by magic, disease, physical attack, or mental control. The final stage of the process instals a special helm in the hollow chest cavity of the insect warrior. Once the process is complete, the spirit warrior and pilot can begin working together as a unified pair. In the event that someone other than the original pilot attempts to control the spirit warrior, the insect's spirit gets some say in the matter. If it rejects the new pilot, it can attempt to cause them psychic trauma and shut itself down. Though there are always those who would take their power by force if given the means. ", - "Enhanced Air Pocket. A spirit warrior brings enough air with it when travelling through a vacuum to support one medium-sized creature for 24 hours. ", + "The massive insectoid shape towering before you, at first glance, seems to be nothing more than a well preserved exoskeleton belonging to a long dead creature. Closer inspection, however, reveals that its body is covered in ancient markings. Some are runes of arcane and divine magic meant to enhance the creature in some way. Others are scars and scratches that suggest innumerable battles fought in a long-forgotten age.", + "Wartime Relics. Spirit warriors are enormous undead insects. On their own, they can do nothing but lay inert and imposing. However, when they are piloted by a sentient creature with enough mental fortitude to command their massive bodies, they become an extension of the pilot's will. The first spirit warriors were created by Astral Elves to be used as long range weapons during an ancient war between their empire and that of the Orcs. While memory of this conflict has all but faded to dust, there are still some spirit warriors that have endured the ages. Most spirit warriors that still exist are guarded by noble Elvish families and treated as relics to be preserved, although there are some which were lost during the war. These lost spirit warriors lay in wait, completely inert, waiting to be rediscovered by a worthy pilot once again.", + "Biodiverse. Spirit warriors, for the most part, come in three varieties. The first are carnivores. They are exoskeletons belonging to creatures such as the praying mantis. They have slashing forelimbs and biting mandibles. Their wings often display eyespots that are reflexively displayed before combat begins. Second are the herbivores. These warriors share traits with insects such as the katydid. They come in a wide variety of shapes from noble spindly forms to powerhouses wrapped in thick armoured shells. The third variety of warrior is the nectar. They descend from insects such as the butterfly or wasp. Nektar spirit warriors are brightly coloured with iridescent thoraxes and alternating bands of colour across their abdomens. Their wings are large and colourful, with various patterns. It is also rumoured that even more forms may exist beyond these three, however, if they exist at all, knowledge of their specifications has been lost to time.", + "Labour of Love. The process of creating a spirit warrior is a lengthy one. It all starts with an egg, no bigger than a sack of grain. This egg is given to the spirit warriors would-be pilot to nurture and protect. When the egg hatches, the pilot must nurture and protect the fragile larva from six months to a year, until it is mature. During this time the insect forms a close emotional bond with the pilot, similar to that of a pet or loyal familiar. After a year the insect is mature, and the spells of modification can begin, however, most pilots choose to delay this process until after the insect has died of old age. If the spells are performed on a living insect, it dies during the ceremony. This is not only cruel, but also serves to weaken the emotional bond between insect and pilot. The insect becomes a spirit warrior via spells that enlarge, animate, strengthen, and physically modify the insect's exoskeletal remains. These spells also link the minds of pilot and insect in an unbreakable bond, unaffected by magic, disease, physical attack, or mental control. The final stage of the process instals a special helm in the hollow chest cavity of the insect warrior. Once the process is complete, the spirit warrior and pilot can begin working together as a unified pair. In the event that someone other than the original pilot attempts to control the spirit warrior, the insect's spirit gets some say in the matter. If it rejects the new pilot, it can attempt to cause them psychic trauma and shut itself down. Though there are always those who would take their power by force if given the means.", + "Enhanced Air Pocket. A spirit warrior brings enough air with it when travelling through a vacuum to support one medium-sized creature for 24 hours.", "Undead Nature. A spirit warrior doesn't require air, food, drink, or sleep." ], "images": [ @@ -29014,12 +28430,7 @@ "RCH", "RW", "RNG", - "AOE", - "MLW" - ], - "savingThrowForced": [ - "constitution", - "dexterity" + "AOE" ] }, { @@ -29069,7 +28480,7 @@ "Egomaniacal Demons. Deathdrinkers are demons of giant proportion. They are exceptionally well suited to combat and relish any chance to spill blood and wreak havoc. They are most often found leading legions of demons in battle. As creatures of brute force and gory battle, they seek out combat with sadistic glee, spreading fear even among other demons. They are extraordinarily egocentric and see themselves as the superior type of lifeform within the abyss. They often surround themselves with subservient minions and those who will heap flattery upon them, which they greatly enjoy (though would never admit it).", "Born of Blood. Deathdrinkers reproduce by dripping some of their blood into specially prepared pits of vile essence. The blood mingles with the muck, then clots and grows. Lesser demons tend to a breeding pit, regularly stirring its contents and adding fresh corpses and blood. Eventually a fully formed deathdrinker emerges.", "Death Obsessed. To a death drinker, the concept of taking life from others is an obsession, one which they seek to fulfil in any way possible. While taking life in combat is their favoured method of killing, whatever allows them to consume the highest amount of life is preferable. They are constantly seeking to collect souls from those hapless enough to cross their path. Their lairs are often great castles or fortresses crafted using bones of their fallen enemies as bricks. They typically adorn these places with symbols of death and carnage, and will even horde massive bone piles to lounge upon.", - "Fiendish Nature. Deathdrinkers do not need to eat, sleep, or breathe. " + "Fiendish Nature. Deathdrinkers do not need to eat, sleep, or breathe." ], "images": [ { @@ -29172,8 +28583,7 @@ "Multiattack" ], "miscTags": [ - "MW", - "MLW" + "MW" ], "bonus": [ { @@ -29328,8 +28738,7 @@ ], "miscTags": [ "MW", - "RCH", - "MLW" + "RCH" ], "conditionInflict": [ "exhaustion" @@ -29379,8 +28788,8 @@ "ogre, but their features are noble and their blue skin is covered with frost", "like a window in wintertime. An aura of sharp and biting cold surrounds them.", "Para-Elemental Genies. Distant relatives of both the djinn and marid, qorrash (singular qorrashi) are elemental spirits of cold and ice. They resemble blue-skinned humanoids with frost-laced flesh, and though they are often nearly unclothed, they seem quite at home in the icy temperatures. Males of their kind tend to be bald, but wear long and elegant facial hair, while females typically have extremely long hair that swirls around them in a chaotic but deliberate manner.", - "Wardens of Ice. Qorrash enjoy physical combat more than their djinn cousins, though they still use their magical abilities to soften up their foes. They are also quick to flee from a fight that turns against them. ", - "Frozen Palaces. Qorrash embody the ideals of nobility and familial pride. They make their homes in the far reaches of the elemental plane of ice which lies between the plane of air and the plane of water. Their ornate palaces dot the frigid landscape, transforming many of the tremendous icebergs into masterfully carved architectural wonders. ", + "Wardens of Ice. Qorrash enjoy physical combat more than their djinn cousins, though they still use their magical abilities to soften up their foes. They are also quick to flee from a fight that turns against them.", + "Frozen Palaces. Qorrash embody the ideals of nobility and familial pride. They make their homes in the far reaches of the elemental plane of ice which lies between the plane of air and the plane of water. Their ornate palaces dot the frigid landscape, transforming many of the tremendous icebergs into masterfully carved architectural wonders.", "Friends of Frost. Long ago a pact was forged between the qorrash and the frost giants of the material plane. This pact would allow the two races to travel between each other's lands using portals which would be well guarded by both species. While the age of giant dominance has long since passed, to this day, the frost giants and qorrash still count one another as trusted allies. It is not uncommon to find qorrash advising the leaders of the frost giant factions scattered across the material plane." ], "images": [ @@ -29393,15 +28802,7 @@ } ] }, - "tokenUrl": "https://i.imgur.com/fLoSwQc.png", - "savingThrowForced": [ - "constitution" - ], - "savingThrowForcedSpell": [ - "charisma", - "constitution", - "dexterity" - ] + "tokenUrl": "https://i.imgur.com/fLoSwQc.png" }, { "name": "Janni", @@ -29550,10 +28951,6 @@ ], "miscTags": [ "MW" - ], - "savingThrowForcedSpell": [ - "constitution", - "wisdom" ] }, { @@ -29710,10 +29107,6 @@ ], "miscTags": [ "MW" - ], - "savingThrowForcedSpell": [ - "constitution", - "wisdom" ] }, { @@ -29752,10 +29145,10 @@ "cr": "16", "fluff": { "entries": [ - "This giant's bronze skin and fiery hair paint a picture of both imperious authority and staggering beauty. Their eyes burn with brilliant sunlight that feels simultaneously inviting, and potentially viscous. ", - "Warriors of Sunlight. Sun giants view themselves as soldiers in an eternal war against the forces of darkness and shadow. In ancient days, sun giants were a benevolent people, fighting for the good of all living things. Though over time, many sun giants have become increasingly selfish. This has sown discord within their society and led to two predominant schools of thought. There are still those within sun giant society that keep with the old ways of honour, duty, and the mission of protecting all life. The other sect of sun giants believe that they should use their power to exert dominance and shape the world as they see fit. ", - "Bonds of Blood. Corrupted sun giants often worship or revere evil entities that promise power. Zariel is commonly seen as a paragon of fallen sun giant values. Her history as an angel, fallen to the Nine Hells and transformed into a demon in order to fight against the forces of the Abyss serves as a perfect example of the ends justifying the means in the eyes of many sun giants. These individuals will often extort weaker creatures by demanding blood sacrifice in the name of Zariel in exchange for protection. ", - "Enemies of Darkness. Sun giants hold a viscous hatred for creatures of pure darkness such as beings from the Shadowfell, shadows, or shadow demons. They hold a special place of ire for nightwalkers, who they exterminate whenever possible. ", + "This giant's bronze skin and fiery hair paint a picture of both imperious authority and staggering beauty. Their eyes burn with brilliant sunlight that feels simultaneously inviting, and potentially viscous.", + "Warriors of Sunlight. Sun giants view themselves as soldiers in an eternal war against the forces of darkness and shadow. In ancient days, sun giants were a benevolent people, fighting for the good of all living things. Though over time, many sun giants have become increasingly selfish. This has sown discord within their society and led to two predominant schools of thought. There are still those within sun giant society that keep with the old ways of honour, duty, and the mission of protecting all life. The other sect of sun giants believe that they should use their power to exert dominance and shape the world as they see fit.", + "Bonds of Blood. Corrupted sun giants often worship or revere evil entities that promise power. Zariel is commonly seen as a paragon of fallen sun giant values. Her history as an angel, fallen to the Nine Hells and transformed into a demon in order to fight against the forces of the Abyss serves as a perfect example of the ends justifying the means in the eyes of many sun giants. These individuals will often extort weaker creatures by demanding blood sacrifice in the name of Zariel in exchange for protection.", + "Enemies of Darkness. Sun giants hold a viscous hatred for creatures of pure darkness such as beings from the Shadowfell, shadows, or shadow demons. They hold a special place of ire for nightwalkers, who they exterminate whenever possible.", "Unaging Ones. Though they live for centuries, sun giants, like other giants, are still mortal. Sun giants, however, are blessed with eternally youthful appearances, a blessing that remains even for those who become selfish and corrupt. They tower over 25 feet tall and weigh upwards of 18,000 pounds." ] }, @@ -29820,7 +29213,7 @@ "name": "Sun Spear", "entries": [ "{@atk mw} {@hit 15} to hit, reach 15 ft., one creature.", - "{@h}26 ({@damage 3d10 + 10}) radiant damage. If the target is undead, they take an additional 16 ({@damage 3d10}) radiant damage. " + "{@h}26 ({@damage 3d10 + 10}) radiant damage. If the target is undead, they take an additional 16 ({@damage 3d10}) radiant damage." ] }, { @@ -29840,8 +29233,7 @@ ], "miscTags": [ "MW", - "RCH", - "MLW" + "RCH" ], "spellcasting": [ { @@ -29877,13 +29269,6 @@ "damageTagsSpell": [ "F", "R" - ], - "savingThrowForced": [ - "constitution" - ], - "savingThrowForcedSpell": [ - "constitution", - "dexterity" ] }, { @@ -30021,10 +29406,10 @@ ], "fluff": { "entries": [ - "Gray dragons are greedy, rapacious, and cunning creatures. Their bodies are armored with bony plates that rise into projecting spurs. Their tails are exceptionally long and forked with a pair of scythe-like bone blades. Their scales are a mottled gray and brown and their mouths are a sea of fangs. Their wings are small and muscular. The eyes of a gray dragon tend to be a glittering red or orange, and their heads are adorned with many small spikes and a set of sharp horns. ", + "Gray dragons are greedy, rapacious, and cunning creatures. Their bodies are armored with bony plates that rise into projecting spurs. Their tails are exceptionally long and forked with a pair of scythe-like bone blades. Their scales are a mottled gray and brown and their mouths are a sea of fangs. Their wings are small and muscular. The eyes of a gray dragon tend to be a glittering red or orange, and their heads are adorned with many small spikes and a set of sharp horns.", "Thrill Of The Hunt. Gray dragons consider themselves the top of the food chain and unparalleled hunters. They are exceptionally skilled in the ways of tracking and slaughtering prey. They do this not just to feed themselves, but because they relish in the act of the hunt. Gray dragons feel at their best when they are stalking a creature that poses a real challenge. While they will resort to killing and eating livestock and other dull creatures to avoid starvation, they take no pleasure in the act. To them, the hunt is just as, if not more important, than the meal itself. They actively seek out powerful and elusive creatures so that they might hunt and kill them. Once they actually have their prey cornered, they take their time, making sure to savor the moment. They enjoy toying with their prey until they become bored and decide to go for the killing blow.", - "Venal Creatures. Gray dragons are among the most flippant draconic creatures to be found anywhere in the world. Their mood changes in an instant, and their words mean very little. They frequently turn diplomatic discussions into a game of cat and mouse. If an individual speaking with them fails to hold the dragon's attention, the creature is liable to give the individual a half day's head start with instructions to run and hide before chasing them down for its own amusement. However, for those with something of substance to offer a gray dragon, they can become a powerful ally. Gray dragons have little interest in treasure or riches, but the prospect to hunt a worthy opponent is an offer a gray dragon simply can't refuse. Many gray dragons take up bounty hunting contracts on behalf of anyone who can offer them a proper challenge. These contracts frequently turn into regular working relationships where a gray dragon might rely on a kingdom's bounty board for a steady flow of creatures to hunt, the more dangerous and elusive, the better. ", - "Grim Momentos. Since they have little to no interest in gold and riches, gray dragon's don't hoard valuables in the same way other dragon's might. What they do collect are mementos and trinkets taken from their successful hunts. A gray dragon will keep a vast collection of odds and ends that to anyone else, might seem to be completely useless. These \"treasures\" are all objects of sentimental value to the dragon. What to an onlooker might seem to be a random stone block could be a remnant from a powerful wizard's tower the dragon tore down to get to the spellcaster within. A cracked wagon wheel might be from the wagon of a thief who thought they could flee by horse and carriage. A single pauldron might be from a noble knight who sought to challenge the dragon's authority. Every item within the dragon's collection has a story, and the dragon is bound to know them all. While intrinsic value is of little concern, there are always bound to be a few magical artifacts or useful items that find themselves within this collection by mere happenstance. The older the dragon, the more likely this is to be the case. ", + "Venal Creatures. Gray dragons are among the most flippant draconic creatures to be found anywhere in the world. Their mood changes in an instant, and their words mean very little. They frequently turn diplomatic discussions into a game of cat and mouse. If an individual speaking with them fails to hold the dragon's attention, the creature is liable to give the individual a half day's head start with instructions to run and hide before chasing them down for its own amusement. However, for those with something of substance to offer a gray dragon, they can become a powerful ally. Gray dragons have little interest in treasure or riches, but the prospect to hunt a worthy opponent is an offer a gray dragon simply can't refuse. Many gray dragons take up bounty hunting contracts on behalf of anyone who can offer them a proper challenge. These contracts frequently turn into regular working relationships where a gray dragon might rely on a kingdom's bounty board for a steady flow of creatures to hunt, the more dangerous and elusive, the better.", + "Grim Momentos. Since they have little to no interest in gold and riches, gray dragon's don't hoard valuables in the same way other dragon's might. What they do collect are mementos and trinkets taken from their successful hunts. A gray dragon will keep a vast collection of odds and ends that to anyone else, might seem to be completely useless. These \"treasures\" are all objects of sentimental value to the dragon. What to an onlooker might seem to be a random stone block could be a remnant from a powerful wizard's tower the dragon tore down to get to the spellcaster within. A cracked wagon wheel might be from the wagon of a thief who thought they could flee by horse and carriage. A single pauldron might be from a noble knight who sought to challenge the dragon's authority. Every item within the dragon's collection has a story, and the dragon is bound to know them all. While intrinsic value is of little concern, there are always bound to be a few magical artifacts or useful items that find themselves within this collection by mere happenstance. The older the dragon, the more likely this is to be the case.", "A Gray Dragon's Lair", "Gray dragons are seldom found in their lair as they are often far away from home stalking prey or seeking out their next avaricious goal. They do, however, maintain a location as their home, even if they aren't there very often. They typically claim secluded locations in badlands, scrublands, dry prairies, or other areas with few visual obstructions. A gray dragon likes to see potential quarry for miles around as they fly high through the air like massive birds of prey. So keen is the eyesight of a gray dragon that it can spot the tiniest movement across a plain from miles away. Once it spots a target, it is liable to dance from cloud to cloud for hours, seeking to bridge the gap between it and its target before swooping in. Gray dragons are also one of the only draconic species that form temporary lairs. While on an extended hunt, far away from its permanent home, a gray dragon is likely to set up a base of operations it can rest in while not actively hunting its prey. Since a gray dragon's permanent lair might stand abandoned for weeks or months at a time, before leaving to go on a hunt, the dragon makes sure to seal the entrance to its home with large rocks or other such obstructions to keep nosy creatures far away." ], @@ -30080,12 +29465,7 @@ "type": "variant" } ], - "dragonAge": "wyrmling", - "savingThrowForced": [ - "constitution", - "dexterity", - "strength" - ] + "dragonAge": "wyrmling" }, { "name": "Young Gray Dragon", @@ -30229,9 +29609,9 @@ ], "fluff": { "entries": [ - "Gray dragons are greedy, rapacious, and cunning creatures. Their bodies are armored with bony plates that rise into projecting spurs. Their tails are exceptionally long and forked with a pair of scythe-like bone blades. Their scales are a mottled gray and brown and their mouths are a sea of fangs. Their wings are small and muscular. The eyes of a gray dragon tend to be a glittering red or orange, and their heads are adorned with many small spikes and a set of sharp horns. ", + "Gray dragons are greedy, rapacious, and cunning creatures. Their bodies are armored with bony plates that rise into projecting spurs. Their tails are exceptionally long and forked with a pair of scythe-like bone blades. Their scales are a mottled gray and brown and their mouths are a sea of fangs. Their wings are small and muscular. The eyes of a gray dragon tend to be a glittering red or orange, and their heads are adorned with many small spikes and a set of sharp horns.", "Thrill Of The Hunt. Gray dragons consider themselves the top of the food chain and unparalleled hunters. They are exceptionally skilled in the ways of tracking and slaughtering prey. They do this not just to feed themselves, but because they relish in the act of the hunt. Gray dragons feel at their best when they are stalking a creature that poses a real challenge. While they will resort to killing and eating livestock and other dull creatures to avoid starvation, they take no pleasure in the act. To them, the hunt is just as, if not more important, than the meal itself. They actively seek out powerful and elusive creatures so that they might hunt and kill them. Once they actually have their prey cornered, they take their time, making sure to savor the moment. They enjoy toying with their prey until they become bored and decide to go for the killing blow.", - "Venal Creatures. Gray dragons are among the most flippant draconic creatures to be found anywhere in the world. Their mood changes in an instant, and their words mean very little. They frequently turn diplomatic discussions into a game of cat and mouse. If an individual speaking with them fails to hold the dragon's attention, the creature is liable to give the individual a half day's head start with instructions to run and hide before chasing them down for its own amusement. However, for those with something of substance to offer a gray dragon, they can become a powerful ally. Gray dragons have little interest in treasure or riches, but the prospect to hunt a worthy opponent is an offer a gray dragon simply can't refuse. Many gray dragons take up bounty hunting contracts on behalf of anyone who can offer them a proper challenge. These contracts frequently turn into regular working relationships where a gray dragon might rely on a kingdom's bounty board for a steady flow of creatures to hunt, the more dangerous and elusive, the better. ", + "Venal Creatures. Gray dragons are among the most flippant draconic creatures to be found anywhere in the world. Their mood changes in an instant, and their words mean very little. They frequently turn diplomatic discussions into a game of cat and mouse. If an individual speaking with them fails to hold the dragon's attention, the creature is liable to give the individual a half day's head start with instructions to run and hide before chasing them down for its own amusement. However, for those with something of substance to offer a gray dragon, they can become a powerful ally. Gray dragons have little interest in treasure or riches, but the prospect to hunt a worthy opponent is an offer a gray dragon simply can't refuse. Many gray dragons take up bounty hunting contracts on behalf of anyone who can offer them a proper challenge. These contracts frequently turn into regular working relationships where a gray dragon might rely on a kingdom's bounty board for a steady flow of creatures to hunt, the more dangerous and elusive, the better.", "Grim Momentos. Since they have little to no interest in gold and riches, gray dragon's don't hoard valuables in the same way other dragon's might. What they do collect are mementos and trinkets taken from their successful hunts. A gray dragon will keep a vast collection of odds and ends that to anyone else, might seem to be completely useless. These \"treasures\" are all objects of sentimental value to the dragon. What to an onlooker might seem to be a random stone block could be a remnant from a powerful wizard's tower the dragon tore down to get to the spellcaster within. A cracked wagon wheel might be from the wagon of a thief who thought they could flee by horse and carriage. A single pauldron might be from a noble knight who sought to challenge the dragon's authority. Every item within the dragon's collection has a story, and the dragon is bound to know them all. While intrinsic value is of little concern, there are always bound to be a few magical artifacts or useful items that find themselves within this collection by mere happenstance. The older the dragon, the more likely this is to be the case." ], "images": [ @@ -30286,12 +29666,7 @@ "type": "variant" } ], - "dragonAge": "young", - "savingThrowForced": [ - "constitution", - "dexterity", - "strength" - ] + "dragonAge": "young" }, { "name": "Adult Gray Dragon", @@ -30451,9 +29826,9 @@ ], "fluff": { "entries": [ - "Gray dragons are greedy, rapacious, and cunning creatures. Their bodies are armored with bony plates that rise into projecting spurs. Their tails are exceptionally long and forked with a pair of scythe-like bone blades. Their scales are a mottled gray and brown and their mouths are a sea of fangs. Their wings are small and muscular. The eyes of a gray dragon tend to be a glittering red or orange, and their heads are adorned with many small spikes and a set of sharp horns. ", + "Gray dragons are greedy, rapacious, and cunning creatures. Their bodies are armored with bony plates that rise into projecting spurs. Their tails are exceptionally long and forked with a pair of scythe-like bone blades. Their scales are a mottled gray and brown and their mouths are a sea of fangs. Their wings are small and muscular. The eyes of a gray dragon tend to be a glittering red or orange, and their heads are adorned with many small spikes and a set of sharp horns.", "Thrill Of The Hunt. Gray dragons consider themselves the top of the food chain and unparalleled hunters. They are exceptionally skilled in the ways of tracking and slaughtering prey. They do this not just to feed themselves, but because they relish in the act of the hunt. Gray dragons feel at their best when they are stalking a creature that poses a real challenge. While they will resort to killing and eating livestock and other dull creatures to avoid starvation, they take no pleasure in the act. To them, the hunt is just as, if not more important, than the meal itself. They actively seek out powerful and elusive creatures so that they might hunt and kill them. Once they actually have their prey cornered, they take their time, making sure to savor the moment. They enjoy toying with their prey until they become bored and decide to go for the killing blow.", - "Venal Creatures. Gray dragons are among the most flippant draconic creatures to be found anywhere in the world. Their mood changes in an instant, and their words mean very little. They frequently turn diplomatic discussions into a game of cat and mouse. If an individual speaking with them fails to hold the dragon's attention, the creature is liable to give the individual a half day's head start with instructions to run and hide before chasing them down for its own amusement. However, for those with something of substance to offer a gray dragon, they can become a powerful ally. Gray dragons have little interest in treasure or riches, but the prospect to hunt a worthy opponent is an offer a gray dragon simply can't refuse. Many gray dragons take up bounty hunting contracts on behalf of anyone who can offer them a proper challenge. These contracts frequently turn into regular working relationships where a gray dragon might rely on a kingdom's bounty board for a steady flow of creatures to hunt, the more dangerous and elusive, the better. ", + "Venal Creatures. Gray dragons are among the most flippant draconic creatures to be found anywhere in the world. Their mood changes in an instant, and their words mean very little. They frequently turn diplomatic discussions into a game of cat and mouse. If an individual speaking with them fails to hold the dragon's attention, the creature is liable to give the individual a half day's head start with instructions to run and hide before chasing them down for its own amusement. However, for those with something of substance to offer a gray dragon, they can become a powerful ally. Gray dragons have little interest in treasure or riches, but the prospect to hunt a worthy opponent is an offer a gray dragon simply can't refuse. Many gray dragons take up bounty hunting contracts on behalf of anyone who can offer them a proper challenge. These contracts frequently turn into regular working relationships where a gray dragon might rely on a kingdom's bounty board for a steady flow of creatures to hunt, the more dangerous and elusive, the better.", "Grim Momentos. Since they have little to no interest in gold and riches, gray dragon's don't hoard valuables in the same way other dragon's might. What they do collect are mementos and trinkets taken from their successful hunts. A gray dragon will keep a vast collection of odds and ends that to anyone else, might seem to be completely useless. These \"treasures\" are all objects of sentimental value to the dragon. What to an onlooker might seem to be a random stone block could be a remnant from a powerful wizard's tower the dragon tore down to get to the spellcaster within. A cracked wagon wheel might be from the wagon of a thief who thought they could flee by horse and carriage. A single pauldron might be from a noble knight who sought to challenge the dragon's authority. Every item within the dragon's collection has a story, and the dragon is bound to know them all. While intrinsic value is of little concern, there are always bound to be a few magical artifacts or useful items that find themselves within this collection by mere happenstance. The older the dragon, the more likely this is to be the case.", "A Gray Dragon's Lair. Gray dragons are seldom found in their lair as they are often far away from home stalking prey or seeking out their next avaricious goal. They do, however, maintain a location as their home, even if they aren't there very often. They typically claim secluded locations in badlands, scrublands, dry prairies, or other areas with few visual obstructions. A gray dragon likes to see potential quarry for miles around as they fly high through the air like massive birds of prey. So keen is the eyesight of a gray dragon that it can spot the tiniest movement across a plain from miles away. Once it spots a target, it is liable to dance from cloud to cloud for hours, seeking to bridge the gap between it and its target before swooping in. Gray dragons are also one of the only draconic species that form temporary lairs. While on an extended hunt, far away from its permanent home, a gray dragon is likely to set up a base of operations it can rest in while not actively hunting its prey. Since a gray dragon's permanent lair might stand abandoned for weeks or months at a time, before leaving to go on a hunt, the dragon makes sure to seal the entrance to its home with large rocks or other such obstructions to keep nosy creatures far away." ] @@ -30530,13 +29905,7 @@ "traitTags": [ "Legendary Resistances" ], - "dragonAge": "adult", - "savingThrowForced": [ - "constitution", - "dexterity", - "strength", - "wisdom" - ] + "dragonAge": "adult" }, { "name": "Ancient Gray Dragon", @@ -30696,9 +30065,9 @@ ], "fluff": { "entries": [ - "Gray dragons are greedy, rapacious, and cunning creatures. Their bodies are armored with bony plates that rise into projecting spurs. Their tails are exceptionally long and forked with a pair of scythe-like bone blades. Their scales are a mottled gray and brown and their mouths are a sea of fangs. Their wings are small and muscular. The eyes of a gray dragon tend to be a glittering red or orange, and their heads are adorned with many small spikes and a set of sharp horns. ", + "Gray dragons are greedy, rapacious, and cunning creatures. Their bodies are armored with bony plates that rise into projecting spurs. Their tails are exceptionally long and forked with a pair of scythe-like bone blades. Their scales are a mottled gray and brown and their mouths are a sea of fangs. Their wings are small and muscular. The eyes of a gray dragon tend to be a glittering red or orange, and their heads are adorned with many small spikes and a set of sharp horns.", "Thrill Of The Hunt. Gray dragons consider themselves the top of the food chain and unparalleled hunters. They are exceptionally skilled in the ways of tracking and slaughtering prey. They do this not just to feed themselves, but because they relish in the act of the hunt. Gray dragons feel at their best when they are stalking a creature that poses a real challenge. While they will resort to killing and eating livestock and other dull creatures to avoid starvation, they take no pleasure in the act. To them, the hunt is just as, if not more important, than the meal itself. They actively seek out powerful and elusive creatures so that they might hunt and kill them. Once they actually have their prey cornered, they take their time, making sure to savor the moment. They enjoy toying with their prey until they become bored and decide to go for the killing blow.", - "Venal Creatures. Gray dragons are among the most flippant draconic creatures to be found anywhere in the world. Their mood changes in an instant, and their words mean very little. They frequently turn diplomatic discussions into a game of cat and mouse. If an individual speaking with them fails to hold the dragon's attention, the creature is liable to give the individual a half day's head start with instructions to run and hide before chasing them down for its own amusement. However, for those with something of substance to offer a gray dragon, they can become a powerful ally. Gray dragons have little interest in treasure or riches, but the prospect to hunt a worthy opponent is an offer a gray dragon simply can't refuse. Many gray dragons take up bounty hunting contracts on behalf of anyone who can offer them a proper challenge. These contracts frequently turn into regular working relationships where a gray dragon might rely on a kingdom's bounty board for a steady flow of creatures to hunt, the more dangerous and elusive, the better. ", + "Venal Creatures. Gray dragons are among the most flippant draconic creatures to be found anywhere in the world. Their mood changes in an instant, and their words mean very little. They frequently turn diplomatic discussions into a game of cat and mouse. If an individual speaking with them fails to hold the dragon's attention, the creature is liable to give the individual a half day's head start with instructions to run and hide before chasing them down for its own amusement. However, for those with something of substance to offer a gray dragon, they can become a powerful ally. Gray dragons have little interest in treasure or riches, but the prospect to hunt a worthy opponent is an offer a gray dragon simply can't refuse. Many gray dragons take up bounty hunting contracts on behalf of anyone who can offer them a proper challenge. These contracts frequently turn into regular working relationships where a gray dragon might rely on a kingdom's bounty board for a steady flow of creatures to hunt, the more dangerous and elusive, the better.", "Grim Momentos. Since they have little to no interest in gold and riches, gray dragon's don't hoard valuables in the same way other dragon's might. What they do collect are mementos and trinkets taken from their successful hunts. A gray dragon will keep a vast collection of odds and ends that to anyone else, might seem to be completely useless. These \"treasures\" are all objects of sentimental value to the dragon. What to an onlooker might seem to be a random stone block could be a remnant from a powerful wizard's tower the dragon tore down to get to the spellcaster within. A cracked wagon wheel might be from the wagon of a thief who thought they could flee by horse and carriage. A single pauldron might be from a noble knight who sought to challenge the dragon's authority. Every item within the dragon's collection has a story, and the dragon is bound to know them all. While intrinsic value is of little concern, there are always bound to be a few magical artifacts or useful items that find themselves within this collection by mere happenstance. The older the dragon, the more likely this is to be the case.", "A Gray Dragon's Lair. Gray dragons are seldom found in their lair as they are often far away from home stalking prey or seeking out their next avaricious goal. They do, however, maintain a location as their home, even if they aren't there very often. They typically claim secluded locations in badlands, scrublands, dry prairies, or other areas with few visual obstructions. A gray dragon likes to see potential quarry for miles around as they fly high through the air like massive birds of prey. So keen is the eyesight of a gray dragon that it can spot the tiniest movement across a plain from miles away. Once it spots a target, it is liable to dance from cloud to cloud for hours, seeking to bridge the gap between it and its target before swooping in. Gray dragons are also one of the only draconic species that form temporary lairs. While on an extended hunt, far away from its permanent home, a gray dragon is likely to set up a base of operations it can rest in while not actively hunting its prey. Since a gray dragon's permanent lair might stand abandoned for weeks or months at a time, before leaving to go on a hunt, the dragon makes sure to seal the entrance to its home with large rocks or other such obstructions to keep nosy creatures far away." ], @@ -30784,13 +30153,7 @@ "traitTags": [ "Legendary Resistances" ], - "dragonAge": "ancient", - "savingThrowForced": [ - "constitution", - "dexterity", - "strength", - "wisdom" - ] + "dragonAge": "ancient" }, { "name": "Leprechaun", @@ -30829,7 +30192,7 @@ "fluff": { "entries": [ "Leprechauns are diminutive folk who are found in fair, green lands and enjoy frolicking, working magic,and causing harmless mischief. Rumoured to be a cross between a species of halfling and pixie, leprechauns are about 2 feet tall. They have pointed ears, and their noses also come to a tapered point. They are most often adorned in green and grey. Many leprechauns also enjoy smoking a pipe, usually a long-stemmed one.", - "Fae Folk. Leprechauns are peculiar creatures indeed. Unlike most fey, they enjoy frequent trips to the material plane to \"interact\" with its residents. Due to their diminutive size and illusion magic, they are extremely hard to spot. They frequently use these traits to enact harmless mischief on those they cross paths with, although sometimes their mischie isn't seen as so harmless by their victims. ", + "Fae Folk. Leprechauns are peculiar creatures indeed. Unlike most fey, they enjoy frequent trips to the material plane to \"interact\" with its residents. Due to their diminutive size and illusion magic, they are extremely hard to spot. They frequently use these traits to enact harmless mischief on those they cross paths with, although sometimes their mischie isn't seen as so harmless by their victims.", "Green Grass And High Tides Forever. These fae creatures embody the ideals of freedom and hedonism. They love nothing more at the end of a long day than to uncork a bottle of procured wine and ignite a pipe filled with their favourite smoking leaf. As such easy going creature's, they sometimes fail to see the gravity of a grand situation that doesn't immediately affect them or their surroundings. A group of adventurers on a sacred mission to save the world might find it frustrating to deal with a leprechaun who simply doesn't see the urgency in their plight." ], "images": [ @@ -30916,12 +30279,7 @@ "miscTags": [ "RW", "MW", - "THW", - "MLW" - ], - "savingThrowForcedSpell": [ - "dexterity", - "wisdom" + "THW" ] }, { @@ -30961,8 +30319,8 @@ "entries": [ "Bionoids are chitinous, bipedal humanoid insects with a glowing circular gem in the centre of their forehead. Though their appearance strikes fear in those who view them, their demeanour belies their looks.", "Discarded. Bionoids were originally created by Astral Elves to be used as powerful frontline soldiers in their wars with the Orcish and Goblinoid kingdoms. They were first fashioned using advanced forms of flesh warping magic and lost arcane secrets that very few living beings are aware of. Each one of them started as a willing Elf who underwent numerous transformative rituals until their body was no longer recognizable. They grew to be ten feet tall, their eyes bulged into insect-like compound nerves, they grew scythe-like blades of bone and their skin hardened and became chitinous. All of these features made them perfect killing machines, however, once their duty was done, the very people they had sought to protect discarded them. When peace had finally come to the Astral Elf people, they banished the bionoids to live out their days somewhere far away from Elf society.", - "Resolute Warriors. Despite their treatment at the hands of their former kin, bionoids have not allowed themselves to give in to despair and hatred. They live relatively peaceful lives in small colonies that dot the multiverse. They have no unified home of which to speak, so instead they make themselves at home in all manner of places. While their appearance might be jarring at first, most communities eventually welcome neighbouring bionoid settlements as they are often both peaceful allies and capable defenders if trouble should appear. While bionoids largely don't wish for warfare, they do still maintain a warrior culture. They train in combat both as a way to protect themselves, and achieve tranquillity over both body and mind. As beings engineered for warfare, they find this helps them control the power they have been granted. ", - "Weird Eggs. Bionoids reproduce in a highly peculiar way. Fully mature bionoid eggs are disc-shaped objects roughly six inches in diameter. They're rigid, dark green in colour, and covered in a thin layer of mucus. In the centre of each egg is the crystalline gem that will eventually find itself in the forehead of the fully grown bionoid. When another living creature touches the egg, it reacts and latches itself onto them, forming a shell around the creature's body. This shell is the bionoid. Once the bionoid has reached the first stage of maturity, usually after about six months, the creature separates itself from the host and begins life as an independent creature. During the time the egg is attached to the host, the bionoid has full control of the creature, though it may choose to relinquish control if it wants. While attached to the host, the two creatures also share a telepathic link and are able to communicate with one another at any time. If the host dies before the bionoid separates itself, the bionoid will revert back to its egg form. This process is typically harmless for the host being, if not unpleasant. " + "Resolute Warriors. Despite their treatment at the hands of their former kin, bionoids have not allowed themselves to give in to despair and hatred. They live relatively peaceful lives in small colonies that dot the multiverse. They have no unified home of which to speak, so instead they make themselves at home in all manner of places. While their appearance might be jarring at first, most communities eventually welcome neighbouring bionoid settlements as they are often both peaceful allies and capable defenders if trouble should appear. While bionoids largely don't wish for warfare, they do still maintain a warrior culture. They train in combat both as a way to protect themselves, and achieve tranquillity over both body and mind. As beings engineered for warfare, they find this helps them control the power they have been granted.", + "Weird Eggs. Bionoids reproduce in a highly peculiar way. Fully mature bionoid eggs are disc-shaped objects roughly six inches in diameter. They're rigid, dark green in colour, and covered in a thin layer of mucus. In the centre of each egg is the crystalline gem that will eventually find itself in the forehead of the fully grown bionoid. When another living creature touches the egg, it reacts and latches itself onto them, forming a shell around the creature's body. This shell is the bionoid. Once the bionoid has reached the first stage of maturity, usually after about six months, the creature separates itself from the host and begins life as an independent creature. During the time the egg is attached to the host, the bionoid has full control of the creature, though it may choose to relinquish control if it wants. While attached to the host, the two creatures also share a telepathic link and are able to communicate with one another at any time. If the host dies before the bionoid separates itself, the bionoid will revert back to its egg form. This process is typically harmless for the host being, if not unpleasant." ], "images": [ { @@ -31038,7 +30396,7 @@ { "name": "Incineration Membrane (1/Day)", "entries": [ - "The bionoid's chest plates peel back to reveal a magically charged organ which unleashes a 30-foot cone of burning energy. All creatures in the area take 38 ({@damage 11d6}) fire damage, or half as much on a successful {@dc 14} Dexterity Saving Throw. The bionoid then takes 10 ({@damage 3d6}) force damage as a result of the toll this attack takes on its body. " + "The bionoid's chest plates peel back to reveal a magically charged organ which unleashes a 30-foot cone of burning energy. All creatures in the area take 38 ({@damage 11d6}) fire damage, or half as much on a successful {@dc 14} Dexterity Saving Throw. The bionoid then takes 10 ({@damage 3d6}) force damage as a result of the toll this attack takes on its body." ] } ], @@ -31054,9 +30412,6 @@ "miscTags": [ "MW", "AOE" - ], - "savingThrowForced": [ - "dexterity" ] }, { @@ -31127,7 +30482,7 @@ { "name": "Damnable Oration", "entries": [ - "If the Speak With Dead spell is cast, targeting a painspeaker, it must succeed on a Wisdom Saving Throw using the spellcasters spell save DC. If the painspeaker fails, they are allowed to speak whatever words they were unable to in life, thus granting their spirit rest and destroying the painspeaker instantly. " + "If the Speak With Dead spell is cast, targeting a painspeaker, it must succeed on a Wisdom Saving Throw using the spellcasters spell save DC. If the painspeaker fails, they are allowed to speak whatever words they were unable to in life, thus granting their spirit rest and destroying the painspeaker instantly." ] } ], @@ -31160,9 +30515,6 @@ ], "damageTags": [ "N" - ], - "savingThrowForced": [ - "charisma" ] }, { @@ -31197,8 +30549,8 @@ "fluff": { "entries": [ "Genius loci are spontaneously generated from areas that have remained untouched for long eras. In time, the personality of the place becomes not just a metaphor, but a fact. Most are malignant, persecuting trespassers with glee, but some are benign, offering a safe haven for Sylvan folk ", - "Awakened Ancients. When left undisturbed for an untold amount of time, the landscape itself can, on occasion, animate itself into a singular living creature. A genius loc, or \"spirit of the land\", is such a place. They are incredibly difficult to spot, since they look like any other section of a landscape. One can appear as a mountain, an isolated valle, a small lake, a deep cavern, a single field, a tiny moon, or an entire plane of existence. Despite the fact that it is a creature, its form almost exactly duplicated all the textures and qualities of the natural world, so much so that plants and animals often live and grow atop the genius loci as if it were part of the regular environment. ", - "Codependent Colossus. The genius loci itself has little to no intelligence, but rather it emulates the sentience of any creature it enthrals, if any. The genius loci will actively seek out a sentient creature that it can form a telepathic bond with in order to use that creature as both its mouthpiece and guardian. Once it has enthralled a creature, the genius loci may be in total control of the creature's actions, but the creature's personality also tends to fill in many of the gaps in the genius loci's sentience. A genius loci with a particularly cruel and violent thrall is likely to be much more aggressive and quick to battle. Conversely, a genius loci with a more calm and even tempered thrall is going to be much more passive unless threatened. Whatever the situation, anyone enthralled by a genius loci inhabits the landscape of the creature in whatever manner is available to it. Some thralls live in structures which are actually part of the genius loci, while others may nest in trees or burrows. Each genius loci has only one thrall at a time, however, other creatures may also inhabit its surface. " + "Awakened Ancients. When left undisturbed for an untold amount of time, the landscape itself can, on occasion, animate itself into a singular living creature. A genius loc, or \"spirit of the land\", is such a place. They are incredibly difficult to spot, since they look like any other section of a landscape. One can appear as a mountain, an isolated valle, a small lake, a deep cavern, a single field, a tiny moon, or an entire plane of existence. Despite the fact that it is a creature, its form almost exactly duplicated all the textures and qualities of the natural world, so much so that plants and animals often live and grow atop the genius loci as if it were part of the regular environment.", + "Codependent Colossus. The genius loci itself has little to no intelligence, but rather it emulates the sentience of any creature it enthrals, if any. The genius loci will actively seek out a sentient creature that it can form a telepathic bond with in order to use that creature as both its mouthpiece and guardian. Once it has enthralled a creature, the genius loci may be in total control of the creature's actions, but the creature's personality also tends to fill in many of the gaps in the genius loci's sentience. A genius loci with a particularly cruel and violent thrall is likely to be much more aggressive and quick to battle. Conversely, a genius loci with a more calm and even tempered thrall is going to be much more passive unless threatened. Whatever the situation, anyone enthralled by a genius loci inhabits the landscape of the creature in whatever manner is available to it. Some thralls live in structures which are actually part of the genius loci, while others may nest in trees or burrows. Each genius loci has only one thrall at a time, however, other creatures may also inhabit its surface." ], "images": [ { @@ -31330,7 +30682,7 @@ { "name": "Quicksand (Costs 2 Actions)", "entries": [ - "A 10 foot square on the surface of the genius loci's body becomes soft and viscous. All creatures standing in that area must succeed on a {@dc 15} Dexterity Saving Throw or be {@condition grappled} (escape {@dc 15}) by the genius loci. " + "A 10 foot square on the surface of the genius loci's body becomes soft and viscous. All creatures standing in that area must succeed on a {@dc 15} Dexterity Saving Throw or be {@condition grappled} (escape {@dc 15}) by the genius loci." ] }, { @@ -31339,10 +30691,6 @@ "The genius loci heals itself for 36 ({@dice 4d12 + 10}) hit points." ] } - ], - "savingThrowForced": [ - "dexterity", - "intelligence" ] }, { @@ -31382,8 +30730,8 @@ "fluff": { "entries": [ "10-feet long and totally eyeless, the veserab is a horse-sized lamprey with long, leathery wings. These creatures stalk the night skies and haunt the dark places of the world.", - "Wild Beasts. Veserabs are may be horrifying in appearance, but they are a natural part of the animal kingdom in places like the Shadowfell. They form pairs or small flocks, each one led by its largest female member. These matriarchs keep the others organised and enjoy the lion's share of any prey the pack hunts together, at least until another more successful specimen challenges her for her place at the head of the pack. ", - "Peculiar Mounts. These flying beasts are regularly domesticated and trained as mounts for the more privileged members of society in the Shadowfell. Shada-kai are known to ride the creatures both as a form of convenient transportation and as partners in bloody battle. The veserab's natural abilities and stealthy nature make them the perfect mount for a competent and subtle rider. ", + "Wild Beasts. Veserabs are may be horrifying in appearance, but they are a natural part of the animal kingdom in places like the Shadowfell. They form pairs or small flocks, each one led by its largest female member. These matriarchs keep the others organised and enjoy the lion's share of any prey the pack hunts together, at least until another more successful specimen challenges her for her place at the head of the pack.", + "Peculiar Mounts. These flying beasts are regularly domesticated and trained as mounts for the more privileged members of society in the Shadowfell. Shada-kai are known to ride the creatures both as a form of convenient transportation and as partners in bloody battle. The veserab's natural abilities and stealthy nature make them the perfect mount for a competent and subtle rider.", "Winged Predators. Wild veserabs will attack anything they think they can kill and eat, however, they will not fight to the death. Like many other large predators, if a fight turns out to be more than they bargained for the creature will back off and find itself some easier prey. The creatures hunt together, using their echolocation to coordinate complex traps where the prey is herded by harrying attacks into a corner that allow the veserab pack to take turns picking away at their target. " ], "images": [ @@ -31461,9 +30809,6 @@ ], "miscTags": [ "MW" - ], - "savingThrowForced": [ - "strength" ] }, { @@ -31510,11 +30855,11 @@ "in the eyes of its corpse while the spirit", "waits for a champion to avenge it.", "No Physical Form. When a corpse candle is first encountered, it appears as", - "a ghostly flame flickering in the eyes of a murdered man or woman. Corpse candles are both ethereal and invisible creatures. Those who can see such things describe them as vaporous wisps of mist or fog that take on a vaguely humanoid shape. ", + "a ghostly flame flickering in the eyes of a murdered man or woman. Corpse candles are both ethereal and invisible creatures. Those who can see such things describe them as vaporous wisps of mist or fog that take on a vaguely humanoid shape.", "Silent As The Grave. The corpse candle cannot speak and can only communicate its desire to have its killer brought to justice by means of a weak mental suggestion that it employs when it selects a creature to act as its champion of vengeance.", - "Future Revenants. The corpse candle is a creature created by emotion so intense that it defies the laws of the grave. This intense need for justice in the original creature's killing is the foundation of what a corpse candle is, and if that need is not met, eventually, the spirit of the victim will rise as a revenant. Revenants are much more dangerous and unhinged than the corpse candle's spirit, and this method of seeking vengeance is meant as a first step on the soul's path to justice and ultimately, finding peace in death. ", - "Anger Beyond the Grave. Corpse candles are so entirely consumed with the concept of vengeance that it becomes the only thing they can focus on. While they do retain the ability to understand any language they knew while still alive, they are completely unable to speak anything other than the name of their killer if they know it, or a brief description of the creature that took their life. ", - "Undead Nature. The corpse candle doesn't need to eat, drink, sleep, or breath. ", + "Future Revenants. The corpse candle is a creature created by emotion so intense that it defies the laws of the grave. This intense need for justice in the original creature's killing is the foundation of what a corpse candle is, and if that need is not met, eventually, the spirit of the victim will rise as a revenant. Revenants are much more dangerous and unhinged than the corpse candle's spirit, and this method of seeking vengeance is meant as a first step on the soul's path to justice and ultimately, finding peace in death.", + "Anger Beyond the Grave. Corpse candles are so entirely consumed with the concept of vengeance that it becomes the only thing they can focus on. While they do retain the ability to understand any language they knew while still alive, they are completely unable to speak anything other than the name of their killer if they know it, or a brief description of the creature that took their life.", + "Undead Nature. The corpse candle doesn't need to eat, drink, sleep, or breath.", "\"One look is all it takes. One glance into the eyes of a dead man can reveal more than any amount of divination magic, if the spirit is willing. The price that comes with that information, however, is a whole different story.\"", "Atlan Mordain, Bishop of the Silver Flame" ], @@ -31579,7 +30924,7 @@ { "name": "Animate Flames", "entries": [ - "The corpse candle chooses one of the following effects, or rolls randomly on the table below, targeting a source of fire within 60 feet of it. ", + "The corpse candle chooses one of the following effects, or rolls randomly on the table below, targeting a source of fire within 60 feet of it.", { "type": "table", "caption": "Animate Flames", @@ -31608,7 +30953,7 @@ "exact": 2 } }, - "Flames are drawn to the host creature, igniting them and any flammable equipment they are wearing. The flames will burn causing the creature to take {@damage 1d8} fire damage at the start of each of their turns. This lasts until a creature within 5 ft. of the host uses an action to douse the fire. " + "Flames are drawn to the host creature, igniting them and any flammable equipment they are wearing. The flames will burn causing the creature to take {@damage 1d8} fire damage at the start of each of their turns. This lasts until a creature within 5 ft. of the host uses an action to douse the fire." ], [ { @@ -31626,7 +30971,7 @@ "exact": 4 } }, - "The corpse candle casts the {@spell Heat Metal} spell, targeting the host, and the flame goes out. " + "The corpse candle casts the {@spell Heat Metal} spell, targeting the host, and the flame goes out." ], [ { @@ -31659,7 +31004,7 @@ { "name": "Energy Syphon", "entries": [ - "The corpse candle begins to drain energy from its host while they sleep. When the host attempts to take a long rest, they are instead wracked with nightmares and gain a level of {@condition exhaustion} unless they can succeed on a {@dc 16} Wisdom Saving Throw. " + "The corpse candle begins to drain energy from its host while they sleep. When the host attempts to take a long rest, they are instead wracked with nightmares and gain a level of {@condition exhaustion} unless they can succeed on a {@dc 16} Wisdom Saving Throw." ] } ], @@ -31667,11 +31012,11 @@ { "name": "Will of Vengence", "entries": [ - "When a creature looks into the eyes of a body that houses a corpse candle, the corpse candle can try to possess them. The creature must succeed on a {@dc 16} Wisdom Saving Throw or be possessed by the corpse candle; the corpse candle then disappears, and the target is {@condition incapacitated} until the end of its next turn. ", + "When a creature looks into the eyes of a body that houses a corpse candle, the corpse candle can try to possess them. The creature must succeed on a {@dc 16} Wisdom Saving Throw or be possessed by the corpse candle; the corpse candle then disappears, and the target is {@condition incapacitated} until the end of its next turn.", "A possessed creature will immediately be shown the face of the corpse's killer in the reflection of the dead creature's eyes and then be forced to relive the last few seconds of the corpse's life in the form of a vision. They will experience everything that led to the death, but cannot affect this traumatic chain of events in any way. When this nightmarish experience has passed, the creature will remember vividly all that occurred.", "The corpse candle can't be targeted by any attack, spell, or other effect, except ones that turn undead. While possessed the creature remains in full control of its body, however, the face of the killer will be burned into their mind so that it is visible in any open flame, campfire, torch, or lantern. Even smoke will carry the eerie vision of the murderer.", - " These haunting images, while clear to the possessed creature, will be seen by no one else. If the creature brings the murderer to justice by either tracking them down and killing them or by seeing them judged for their crime, the corpse candle will be set to rest and the creature will no longer be possessed. If the corpse candle feels that its host is not taking steps to see its killer brought to justice, it will make use of its animate flames ability to spur the creature to action. It may also use its energy syphon ability as a last resort. If at any time a {@spell speak with dead} spell is used to communicate with a corpse candle, the spirit can only repeat the name of its killer. A creature with truesight sees the ghostly image of the dead person sitting astride the possessed creature's shoulders. ", - "The possession lasts until the creature dies, the corpse candle ends it as a bonus action, or the corpse candle is turned or forced out permanently. Effects like the {@spell dispel evil and good} spell will temporarily end the possession, however, once the spell's duration has ended the corpse candle will return and try to possess the creature again, allowing them to make a new Wisdom Saving Throw. When the possession ends without the killer being brought to justice, the corpse candle returns to its original body and waits for another creature to possess. If the dead body belonging to the corpse candle is buried, cremated, or otherwise put to rest without the killer being brought to justice, the slain creature will rise as a {@creature revenant} (Monster Manual pg. 259) in {@dice 1d4} days. " + " These haunting images, while clear to the possessed creature, will be seen by no one else. If the creature brings the murderer to justice by either tracking them down and killing them or by seeing them judged for their crime, the corpse candle will be set to rest and the creature will no longer be possessed. If the corpse candle feels that its host is not taking steps to see its killer brought to justice, it will make use of its animate flames ability to spur the creature to action. It may also use its energy syphon ability as a last resort. If at any time a {@spell speak with dead} spell is used to communicate with a corpse candle, the spirit can only repeat the name of its killer. A creature with truesight sees the ghostly image of the dead person sitting astride the possessed creature's shoulders.", + "The possession lasts until the creature dies, the corpse candle ends it as a bonus action, or the corpse candle is turned or forced out permanently. Effects like the {@spell dispel evil and good} spell will temporarily end the possession, however, once the spell's duration has ended the corpse candle will return and try to possess the creature again, allowing them to make a new Wisdom Saving Throw. When the possession ends without the killer being brought to justice, the corpse candle returns to its original body and waits for another creature to possess. If the dead body belonging to the corpse candle is buried, cremated, or otherwise put to rest without the killer being brought to justice, the slain creature will rise as a {@creature revenant} (Monster Manual pg. 259) in {@dice 1d4} days." ] } ], @@ -31711,10 +31056,6 @@ ], "damageTags": [ "O" - ], - "savingThrowForced": [ - "dexterity", - "wisdom" ] }, { @@ -31787,9 +31128,9 @@ "are well developed for digging, and very large, long mouths.", "Their scales are leathery and not as hard as other dragon scales tend to be.", "Desert Dwellers. Brown dragons, also known as great desert dragons, occupy many of the massive deserts in the world, though you wouldn't know it unless you went looking for them. Brown dragons prefer to tunnel deep into the desert sands, where they sleep in a burrow at night, surfacing to attack prey. While they can survive indefinitely on a diet of rock and sand, live meat is their preferred game. They are ferocious beasts, and while they are intelligent, they view most humanoid beings as food, and they believe that it is strange to talk with one's meal. Brown dragons are able to digest sand and other mineral materials to sustain themselves over long periods of time. However, meat is their preferred diet, with horseflesh being a particular favourite.", - "Draconic Dialects. Brown dragons speak their own dialect of draconic language that can sometimes be hard for other draconic speakers to understand. The written language is practically the same, but they make use of many unique phrases that can make their version of draconic sound almost like an entirely different language to the untrained ear. ", + "Draconic Dialects. Brown dragons speak their own dialect of draconic language that can sometimes be hard for other draconic speakers to understand. The written language is practically the same, but they make use of many unique phrases that can make their version of draconic sound almost like an entirely different language to the untrained ear.", "Bloodthirsty Battles. Battles between brown and blue dragons are legendary for their unbridled ferocity. Many of the people from desert regions occupied by a brown dragon tend to have a curious respect for the brown scaled creatures, so these tales often make the blue dragons look more evil than the brown.", - "Ambush Predators. These subterranean draconic predators are extremely skilled in the art of the ambush. Young brown dragons are well versed in ambush tactics and will wait for hours beneath the sand if it means a potential meal. As they age, brown dragons learn to leverage their innate magical abilities to create illusions similar to what a wizard with the Hallucinatory Terrain spell might achieve. In the dragon's case, they often use this magic to create an illusion depicting an oasis directly above the place they have buried themselves. Once their prey has come close to get a drink of water, the dragon drops the illusion and strikes from below. " + "Ambush Predators. These subterranean draconic predators are extremely skilled in the art of the ambush. Young brown dragons are well versed in ambush tactics and will wait for hours beneath the sand if it means a potential meal. As they age, brown dragons learn to leverage their innate magical abilities to create illusions similar to what a wizard with the Hallucinatory Terrain spell might achieve. In the dragon's case, they often use this magic to create an illusion depicting an oasis directly above the place they have buried themselves. Once their prey has come close to get a drink of water, the dragon drops the illusion and strikes from below." ], "images": [ { @@ -31827,7 +31168,7 @@ { "name": "Acid Breath {@recharge 5}", "entries": [ - "The dragon exhales acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a {@dc 12} Dexterity saving throw, taking 22 ({@damage 4d10}) acid damage on a failed save, or half as much damage on a successful one." + "The dragon exhales acid in a 30-­foot line that is 5 feet wide. Each creature in that line must make a {@dc 12} Dexterity saving throw, taking 22 ({@damage 4d10}) acid damage on a failed save, or half as much damage on a successful one." ] } ], @@ -31840,9 +31181,6 @@ ], "actionTags": [ "Breath Weapon" - ], - "savingThrowForced": [ - "dexterity" ] }, { @@ -31917,9 +31255,9 @@ "are well developed for digging, and very large, long mouths.", "Their scales are leathery and not as hard as other dragon scales tend to be.", "Desert Dwellers. Brown dragons, also known as great desert dragons, occupy many of the massive deserts in the world, though you wouldn't know it unless you went looking for them. Brown dragons prefer to tunnel deep into the desert sands, where they sleep in a burrow at night, surfacing to attack prey. While they can survive indefinitely on a diet of rock and sand, live meat is their preferred game. They are ferocious beasts, and while they are intelligent, they view most humanoid beings as food, and they believe that it is strange to talk with one's meal. Brown dragons are able to digest sand and other mineral materials to sustain themselves over long periods of time. However, meat is their preferred diet, with horseflesh being a particular favourite.", - "Draconic Dialects. Brown dragons speak their own dialect of draconic language that can sometimes be hard for other draconic speakers to understand. The written language is practically the same, but they make use of many unique phrases that can make their version of draconic sound almost like an entirely different language to the untrained ear. ", + "Draconic Dialects. Brown dragons speak their own dialect of draconic language that can sometimes be hard for other draconic speakers to understand. The written language is practically the same, but they make use of many unique phrases that can make their version of draconic sound almost like an entirely different language to the untrained ear.", "Bloodthirsty Battles. Battles between brown and blue dragons are legendary for their unbridled ferocity. Many of the people from desert regions occupied by a brown dragon tend to have a curious respect for the brown scaled creatures, so these tales often make the blue dragons look more evil than the brown.", - "Ambush Predators. These subterranean draconic predators are extremely skilled in the art of the ambush. Young brown dragons are well versed in ambush tactics and will wait for hours beneath the sand if it means a potential meal. As they age, brown dragons learn to leverage their innate magical abilities to create illusions similar to what a wizard with the Hallucinatory Terrain spell might achieve. In the dragon's case, they often use this magic to create an illusion depicting an oasis directly above the place they have buried themselves. Once their prey has come close to get a drink of water, the dragon drops the illusion and strikes from below. " + "Ambush Predators. These subterranean draconic predators are extremely skilled in the art of the ambush. Young brown dragons are well versed in ambush tactics and will wait for hours beneath the sand if it means a potential meal. As they age, brown dragons learn to leverage their innate magical abilities to create illusions similar to what a wizard with the Hallucinatory Terrain spell might achieve. In the dragon's case, they often use this magic to create an illusion depicting an oasis directly above the place they have buried themselves. Once their prey has come close to get a drink of water, the dragon drops the illusion and strikes from below." ], "images": [ { @@ -31970,7 +31308,7 @@ { "name": "Acid Breath {@recharge 5}", "entries": [ - "The dragon exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a {@dc 16} Dexterity saving throw, taking 55 ({@damage 10d10}) acid damage on a failed save, or half as much damage on a successful one." + "The dragon exhales acid in a 60-­foot line that is 5 feet wide. Each creature in that line must make a {@dc 16} Dexterity saving throw, taking 55 ({@damage 10d10}) acid damage on a failed save, or half as much damage on a successful one." ] } ], @@ -31985,9 +31323,6 @@ "actionTags": [ "Breath Weapon", "Multiattack" - ], - "savingThrowForced": [ - "dexterity" ] }, { @@ -32062,9 +31397,9 @@ "are well developed for digging, and very large, long mouths.", "Their scales are leathery and not as hard as other dragon scales tend to be.", "Desert Dwellers. Brown dragons, also known as great desert dragons, occupy many of the massive deserts in the world, though you wouldn't know it unless you went looking for them. Brown dragons prefer to tunnel deep into the desert sands, where they sleep in a burrow at night, surfacing to attack prey. While they can survive indefinitely on a diet of rock and sand, live meat is their preferred game. They are ferocious beasts, and while they are intelligent, they view most humanoid beings as food, and they believe that it is strange to talk with one's meal. Brown dragons are able to digest sand and other mineral materials to sustain themselves over long periods of time. However, meat is their preferred diet, with horseflesh being a particular favourite.", - "Draconic Dialects. Brown dragons speak their own dialect of draconic language that can sometimes be hard for other draconic speakers to understand. The written language is practically the same, but they make use of many unique phrases that can make their version of draconic sound almost like an entirely different language to the untrained ear. ", + "Draconic Dialects. Brown dragons speak their own dialect of draconic language that can sometimes be hard for other draconic speakers to understand. The written language is practically the same, but they make use of many unique phrases that can make their version of draconic sound almost like an entirely different language to the untrained ear.", "Bloodthirsty Battles. Battles between brown and blue dragons are legendary for their unbridled ferocity. Many of the people from desert regions occupied by a brown dragon tend to have a curious respect for the brown scaled creatures, so these tales often make the blue dragons look more evil than the brown.", - "Ambush Predators. These subterranean draconic predators are extremely skilled in the art of the ambush. Young brown dragons are well versed in ambush tactics and will wait for hours beneath the sand if it means a potential meal. As they age, brown dragons learn to leverage their innate magical abilities to create illusions similar to what a wizard with the Hallucinatory Terrain spell might achieve. In the dragon's case, they often use this magic to create an illusion depicting an oasis directly above the place they have buried themselves. Once their prey has come close to get a drink of water, the dragon drops the illusion and strikes from below. " + "Ambush Predators. These subterranean draconic predators are extremely skilled in the art of the ambush. Young brown dragons are well versed in ambush tactics and will wait for hours beneath the sand if it means a potential meal. As they age, brown dragons learn to leverage their innate magical abilities to create illusions similar to what a wizard with the Hallucinatory Terrain spell might achieve. In the dragon's case, they often use this magic to create an illusion depicting an oasis directly above the place they have buried themselves. Once their prey has come close to get a drink of water, the dragon drops the illusion and strikes from below." ], "images": [ { @@ -32134,7 +31469,7 @@ { "name": "Illusory Oasis", "entries": [ - "The dragon can make a 150 foot cubic area centred on a point within 300 feet of itself look, sound, and smell like some other sort of natural terrain. Manufactured structures, equipment, and creatures within the area aren't changed in appearance. The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn't obvious by touch, a creature carefully examining the illusion can attempt a {@dc 15} Intelligence (Investigation) check to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain. The illusion lasts for 1 hour or until the dragon dismisses it as a bonus action. " + "The dragon can make a 150 foot cubic area centred on a point within 300 feet of itself look, sound, and smell like some other sort of natural terrain. Manufactured structures, equipment, and creatures within the area aren't changed in appearance. The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn't obvious by touch, a creature carefully examining the illusion can attempt a {@dc 15} Intelligence (Investigation) check to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain. The illusion lasts for 1 hour or until the dragon dismisses it as a bonus action." ] }, { @@ -32146,7 +31481,7 @@ { "name": "Acid Breath {@recharge 5}", "entries": [ - "The dragon exhales acid in a 90-foot line that is 5 feet wide. Each creature in that line must make a {@dc 19} Dexterity saving throw, taking 66 ({@damage 12d10}) acid damage on a failed save, or half as much damage on a successful one." + "The dragon exhales acid in a 90-­foot line that is 5 feet wide. Each creature in that line must make a {@dc 19} Dexterity saving throw, taking 66 ({@damage 12d10}) acid damage on a failed save, or half as much damage on a successful one." ] } ], @@ -32172,7 +31507,7 @@ { "name": "Detect", "entries": [ - "The dragon makes a Wisdom (Perception) check. " + "The dragon makes a Wisdom (Perception) check." ] }, { @@ -32184,13 +31519,9 @@ { "name": "Sandstorm (Costs 2 Actions)", "entries": [ - "The dragon uses its sandstorm action, if available. " + "The dragon uses its sandstorm action, if available." ] } - ], - "savingThrowForced": [ - "dexterity", - "wisdom" ] }, { @@ -32265,9 +31596,9 @@ "are well developed for digging, and very large, long mouths.", "Their scales are leathery and not as hard as other dragon scales tend to be.", "Desert Dwellers. Brown dragons, also known as great desert dragons, occupy many of the massive deserts in the world, though you wouldn't know it unless you went looking for them. Brown dragons prefer to tunnel deep into the desert sands, where they sleep in a burrow at night, surfacing to attack prey. While they can survive indefinitely on a diet of rock and sand, live meat is their preferred game. They are ferocious beasts, and while they are intelligent, they view most humanoid beings as food, and they believe that it is strange to talk with one's meal. Brown dragons are able to digest sand and other mineral materials to sustain themselves over long periods of time. However, meat is their preferred diet, with horseflesh being a particular favourite.", - "Draconic Dialects. Brown dragons speak their own dialect of draconic language that can sometimes be hard for other draconic speakers to understand. The written language is practically the same, but they make use of many unique phrases that can make their version of draconic sound almost like an entirely different language to the untrained ear. ", + "Draconic Dialects. Brown dragons speak their own dialect of draconic language that can sometimes be hard for other draconic speakers to understand. The written language is practically the same, but they make use of many unique phrases that can make their version of draconic sound almost like an entirely different language to the untrained ear.", "Bloodthirsty Battles. Battles between brown and blue dragons are legendary for their unbridled ferocity. Many of the people from desert regions occupied by a brown dragon tend to have a curious respect for the brown scaled creatures, so these tales often make the blue dragons look more evil than the brown.", - "Ambush Predators. These subterranean draconic predators are extremely skilled in the art of the ambush. Young brown dragons are well versed in ambush tactics and will wait for hours beneath the sand if it means a potential meal. As they age, brown dragons learn to leverage their innate magical abilities to create illusions similar to what a wizard with the Hallucinatory Terrain spell might achieve. In the dragon's case, they often use this magic to create an illusion depicting an oasis directly above the place they have buried themselves. Once their prey has come close to get a drink of water, the dragon drops the illusion and strikes from below. " + "Ambush Predators. These subterranean draconic predators are extremely skilled in the art of the ambush. Young brown dragons are well versed in ambush tactics and will wait for hours beneath the sand if it means a potential meal. As they age, brown dragons learn to leverage their innate magical abilities to create illusions similar to what a wizard with the Hallucinatory Terrain spell might achieve. In the dragon's case, they often use this magic to create an illusion depicting an oasis directly above the place they have buried themselves. Once their prey has come close to get a drink of water, the dragon drops the illusion and strikes from below." ], "images": [ { @@ -32337,7 +31668,7 @@ { "name": "Illusory Oasis", "entries": [ - "The dragon can make a 150 foot cubic area centred on a point within 300 feet of itself look, sound, and smell like some other sort of natural terrain. Manufactured structures, equipment, and creatures within the area aren't changed in appearance. The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn't obvious by touch, a creature carefully examining the illusion can attempt a {@dc 18} Intelligence (Investigation) check to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain. The illusion lasts for 1 hour or until the dragon dismisses it as a bonus action. " + "The dragon can make a 150 foot cubic area centred on a point within 300 feet of itself look, sound, and smell like some other sort of natural terrain. Manufactured structures, equipment, and creatures within the area aren't changed in appearance. The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn't obvious by touch, a creature carefully examining the illusion can attempt a {@dc 18} Intelligence (Investigation) check to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain. The illusion lasts for 1 hour or until the dragon dismisses it as a bonus action." ] }, { @@ -32349,7 +31680,7 @@ { "name": "Acid Breath {@recharge 5}", "entries": [ - "The dragon exhales acid in a 120-foot line that is 5 feet wide. Each creature in that line must make a {@dc 24} Dexterity saving throw, taking 88 ({@damage 16d10}) acid damage on a failed save, or half as much damage on a successful one." + "The dragon exhales acid in a 120-­foot line that is 5 feet wide. Each creature in that line must make a {@dc 24} Dexterity saving throw, taking 88 ({@damage 16d10}) acid damage on a failed save, or half as much damage on a successful one." ] } ], @@ -32375,7 +31706,7 @@ { "name": "Detect", "entries": [ - "The dragon makes a Wisdom (Perception) check. " + "The dragon makes a Wisdom (Perception) check." ] }, { @@ -32387,13 +31718,9 @@ { "name": "Sandstorm (Costs 2 Actions)", "entries": [ - "The dragon uses its sandstorm action, if available. " + "The dragon uses its sandstorm action, if available." ] } - ], - "savingThrowForced": [ - "dexterity", - "wisdom" ] }, { @@ -32433,7 +31760,7 @@ "fluff": { "entries": [ "A serious looking humanoid wearing a wide grin that exposes gleaming and pointed teeth stands before you. Its slick and trim hair grips tightly around the creature's head which also sports two pointed horns. The creature is decked head to toe in finery and expensive-looking garments, and where its feet should be, there is a set of obsidian cloven hooves. Its eyes glow with crimson malice, and a long prehensile tail covered in miniscule red scales slithers coyly behind its back.", - "Schemers of Legend. Harvester devils, known as falxugon in the Nine Hells, are among the most silver tongued creatures in the multiverse. They thrive as brokers of rare treasure, favours, and souls all across the multiverse. They are especially skilled at convincing mortals to give in to their most insidious temptations, no matter the cost. They most often ply their trade to elevate themselves within the social hierarchy of The Nine Hells, and to secure as much power and comfort as possible in the places they choose to live. ", + "Schemers of Legend. Harvester devils, known as falxugon in the Nine Hells, are among the most silver tongued creatures in the multiverse. They thrive as brokers of rare treasure, favours, and souls all across the multiverse. They are especially skilled at convincing mortals to give in to their most insidious temptations, no matter the cost. They most often ply their trade to elevate themselves within the social hierarchy of The Nine Hells, and to secure as much power and comfort as possible in the places they choose to live.", "Cosmic Contracts. These fiends are extremely brazen, even for a devil, and this is because they know that cosmic law is on their side. Through a strange and minute clause in an ancient pact forged between the gods, harvester devils have found a way to manipulate the laws of the multiverse to their favour. As a result, no mortal creature from the Material Plane can lay a finger on them with the intent of causing harm. If a particularly strong willed creature manages to overcome the magic at play to actually attack a harvester devil, there is also an immediate backlash that weakens the creature as punishment for breaking with cosmic law. Because of this, harvester devils act with a pompous confidence that nothing can harm them. Since few creatures can muster the mental fortitude to attack these fiends openly, when a harvester devil is causing problems many seek to either banish or imprison the fiend instead, but this is no easy task either.", "\"Is this not your name, signed in blood on the dotted line? Your regret regarding a shortsighted transaction is not even close to proper grounds for dismissal. I have upheld my end of the bargain sir knight, and now it is time for you to uphold yours\"", "Valrakin the falxugon, at the infernal trial of Oswin Silverhand" @@ -32475,7 +31802,7 @@ { "name": "Alignment Mask", "entries": [ - "When it is exposed to any effect that can determine alignment, the devil can make a Charisma (Deception) check opposed by the detector's Wisdom (Insight) check. If the devil's check succeeds, it does not register as evil. " + "When it is exposed to any effect that can determine alignment, the devil can make a Charisma (Deception) check opposed by the detector's Wisdom (Insight) check. If the devil's check succeeds, it does not register as evil." ] }, { @@ -32528,8 +31855,7 @@ "miscTags": [ "MW", "RW", - "THW", - "MLW" + "THW" ], "spellcasting": [ { @@ -32559,9 +31885,6 @@ ], "damageTagsSpell": [ "N" - ], - "savingThrowForced": [ - "wisdom" ] }, { @@ -32596,11 +31919,11 @@ "cr": "16", "fluff": { "entries": [ - "Before you stands a fourteen-foot tall crow with two imposing heads. Its feathers glisten with a metallic sheen, and below its wings are a pair of five-fingered humanoid arms. Its bearing is regal, and the creature stands upright, analysing you with four curious eyes. In one of its hands it clutches a golden staff, and its body is adorned with all manner of arcane trinkets and finery. ", - "Two Headed Corvus. Chronotyryns are large semi-humanoid monstrosities that resemble crows. In much the same way that crows are considered highly intelligent when compared to other common birds, the chronotyryn is a genius among monsters. They are intelligent in the extreme, large in part due to the fact that they have two brains. Unlike other two-headed creatures, such as ettins, the chronotyryn has one singular personality. While they are capable of taking multiple actions simultaneously, the chronotyryn is still one individual personality. It doesn't argue with itself and the two heads never disagree on anything, because they are the same entity. Sometimes the creature will converse with itself creating the illusion that the heads are having a back and forth conversation. This, however, is merely the way a chronotyryn works through its thoughts. When speaking directly to someone else the two heads speak simultaneously, providing an eerie echo for itself. ", + "Before you stands a fourteen-foot tall crow with two imposing heads. Its feathers glisten with a metallic sheen, and below its wings are a pair of five-fingered humanoid arms. Its bearing is regal, and the creature stands upright, analysing you with four curious eyes. In one of its hands it clutches a golden staff, and its body is adorned with all manner of arcane trinkets and finery.", + "Two Headed Corvus. Chronotyryns are large semi-humanoid monstrosities that resemble crows. In much the same way that crows are considered highly intelligent when compared to other common birds, the chronotyryn is a genius among monsters. They are intelligent in the extreme, large in part due to the fact that they have two brains. Unlike other two-headed creatures, such as ettins, the chronotyryn has one singular personality. While they are capable of taking multiple actions simultaneously, the chronotyryn is still one individual personality. It doesn't argue with itself and the two heads never disagree on anything, because they are the same entity. Sometimes the creature will converse with itself creating the illusion that the heads are having a back and forth conversation. This, however, is merely the way a chronotyryn works through its thoughts. When speaking directly to someone else the two heads speak simultaneously, providing an eerie echo for itself.", "Imperious Magicians. Chronotyryns are exceptionally talented in the ways of magic and equally condescending. They use their intelligence to master spells that are out of reach for most creatures. This allows them to achieve great things in a short amount of time, and to ensure they are prepared for any situation in battle. By dividing their intellect between two brains, the chronotyryn can cast spells and take other actions in quick succession, sometimes even simultaneously casting two different spells at once. They thirst for knowledge relentlessly and are known to hoard all manner of arcane secrets, only willing to trade them in exchange for something of equal value.", "Adamantine Feathers. The feathers of a chronotyryn are nearly impenetrable. They naturally grow a coat of adamantine-infused feathers that makes for both an excellent shield, and a deadly natural weapon. Their feathers are often sought after by blacksmiths as a source of adamantine that does not need to be extracted from a mine. Many chronotyryns are willing to trade their old feathers in exchange for magical items they can make use of.", - "Trinket Collectors. Much like the crows they bear a passing similarity with, chronotyryns love to collect shiny objects. Rather than gathering trinkets based solely on how they glitter in the light, chronotyryns collect magic items. They are always adorned in gold and silver finery that often serves a purpose beyond looking nice. Many of the objects worn by these creatures are enchanted to provide some kind of benefit to the chronotyryn. They also make a point to carry an arcane staff with them wherever they go to augment their spells and in some cases allow them access to spells they don't normally have prepared. " + "Trinket Collectors. Much like the crows they bear a passing similarity with, chronotyryns love to collect shiny objects. Rather than gathering trinkets based solely on how they glitter in the light, chronotyryns collect magic items. They are always adorned in gold and silver finery that often serves a purpose beyond looking nice. Many of the objects worn by these creatures are enchanted to provide some kind of benefit to the chronotyryn. They also make a point to carry an arcane staff with them wherever they go to augment their spells and in some cases allow them access to spells they don't normally have prepared." ], "images": [ { @@ -32665,7 +31988,7 @@ { "name": "Dual Actions", "entries": [ - "When the chronotyryn rolls initiative, it rolls twice and takes two turns in the initiative order every round. " + "When the chronotyryn rolls initiative, it rolls twice and takes two turns in the initiative order every round." ] }, { @@ -32785,13 +32108,13 @@ "name": "Feather Flurry", "entries": [ "{@atk rw} {@hit 13} to hit, reach 60/120 ft., one creature.", - "{@h}26 ({@damage 4d8 + 8}) slashing damage. The feathers are made of adamantine. " + "{@h}26 ({@damage 4d8 + 8}) slashing damage. The feathers are made of adamantine." ] }, { "name": "Sonic Screech (1/Day)", "entries": [ - "The chronotyryn unleashes a burst of deafening sound in a 20 foot radius centred on itself. All other creatures in the area take 45 ({@damage 10d8}) thunder damage, or half as much on a successful {@dc 18} Constitution Saving Throw. A creature that fails their save by more than 5 is {@condition deafened} for 1 minute. " + "The chronotyryn unleashes a burst of deafening sound in a 20 foot radius centred on itself. All other creatures in the area take 45 ({@damage 10d8}) thunder damage, or half as much on a successful {@dc 18} Constitution Saving Throw. A creature that fails their save by more than 5 is {@condition deafened} for 1 minute." ] } ], @@ -32815,14 +32138,6 @@ ], "type": "variant" } - ], - "savingThrowForced": [ - "constitution" - ], - "savingThrowForcedSpell": [ - "constitution", - "dexterity", - "wisdom" ] }, { @@ -32999,8 +32314,8 @@ { "name": "Elemental Ball", "entries": [ - "{@atk rw} {@hit 9} to hit, range 100/200 ft., one target. {@h}22 ({@damage 4d8 + 4}) bludgeoning damage, plus 9 ({@damage 2d8}) fire damage. In order to do this, the Omnimental detaches part of it's body to form a boulder of flaming rock. ", - "In addition to the damage caused on a hit, all creatures within 10 feet of the targeted area/creature take 9 ({@damage 2d8}) lightning damage unless they can succeed on a dexterity saving throw ({@dc 22}). Any creates who make the save suffer only half damage. ", + "{@atk rw} {@hit 9} to hit, range 100/200 ft., one target. {@h}22 ({@damage 4d8 + 4}) bludgeoning damage, plus 9 ({@damage 2d8}) fire damage. In order to do this, the Omnimental detaches part of it's body to form a boulder of flaming rock.", + "In addition to the damage caused on a hit, all creatures within 10 feet of the targeted area/creature take 9 ({@damage 2d8}) lightning damage unless they can succeed on a dexterity saving throw ({@dc 22}). Any creates who make the save suffer only half damage.", "This ability causes the Omnimental to lose 10 HP at the end of it's turn." ] } @@ -33103,7 +32418,7 @@ { "name": "Lightning Storm (Costs 3 Actions) {@recharge 4}", "entries": [ - "The Omnimental casts {@spell Lightning Bolt} (at 3rd level) targeting all creatures within 60 ft. of itself. " + "The Omnimental casts {@spell Lightning Bolt} (at 3rd level) targeting all creatures within 60 ft. of itself." ] } ] @@ -33199,7 +32514,7 @@ { "name": "Touch", "entries": [ - "{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}10 ({@damage 2d8 + 6}) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire , the target takes 5 ({@damage 1d10}) fire damage at the start of each of its turns. " + "{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}10 ({@damage 2d8 + 6}) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire , the target takes 5 ({@damage 1d10}) fire damage at the start of each of its turns." ] } ], @@ -33510,10 +32825,7 @@ } } ] - }, - "savingThrowForced": [ - "strength" - ] + } }, { "name": "Huge Earth Elemental", @@ -33908,10 +33220,7 @@ } } ] - }, - "savingThrowForced": [ - "strength" - ] + } }, { "name": "Lupin Hruff", @@ -33950,9 +33259,9 @@ "fluff": { "entries": [ "Humanoid creatures covered in fur with canine heads, the lupin dominate the steppes and forests where their nomadic packs roam. Their culture is built around honour, loyalty, and friendship, but woe be to those who cross them with deception or steel.", - "Contested Histories. The origin of the lupin race is a topic that not even the lupin themselves can be certain of. The oldest tales of lupin packs speak of a time where the lupin and werewolf races were one and the same, however, the lupin descend from lycanthropes who cast off the chaos of their monthly murderous sprees in order to become somethign more. A sophisticated race, fully in control of both body and mind. Other lupin scholars have more recently proposed a radical theory based on what little written history of the lupin people exists. This new theory suggests that the lupin race came from a union of humans and gnolls, and that early lupins became famed werewolf hunters in order to prove to their fearful human neighbours that they indeed were not werewolves. The objective truth may never be truly known as the vast majority of lupin culture is passed down orally, and therefore the question lingers still. ", - "Werewolf Hunters. Lupins are experts in the field of hunting lycanthropes, specifically, werewolves. The act of hunting and killing werewolves has always been of great significance and bears a nearly spiritual significance amongst the lupin packs. Once a child reaches maturity, they are immediately taken into the fold of lupin hunters and taught the ways of hunting werewolves following an initiation rite known as the Moonset. Werewolves are seen as a mockery of lupin kind. The death and destruction they spread reflects poorly on lupin communities, as many other races often mistake lupins for werewolves from a distance. The murderous tendancies of werewolves also goes directly against the friendly and charitable outlook held by most lupin communities, and as such, werewolves are seen as abominations which must be destroyed. ", - "Nomadic Packs. Lupins typically live in communities consisting of three to fifteen packs consisting of two to twelve individuals (and several pups). These communities practice strict egalitarian democracy and usually operate without an individual leader, though elders in the community can often sway the votes of younger members. Once per year, the overall community selects a representative from among the packs' elders as a spokesperson. This post is only ever held for one year and cannot be selected again until an elder from every other pack in the community has acted as spokesperson.Once per year, the selected spokesperson and any of the youths within the community who wish to go travel to a gathering of other lupin representatives from nearby communities called a White Howl. This White Howl acts as both a meeting for important discussion among the elders and as a chance for young lupins to find companions from outside the community in an effort to intertwine the overall lupin people with bonds of friendship, rivalry, and love. Once the important aspects of the Whit Howl have been attended to, it often turns into a three week long celebration. ", + "Contested Histories. The origin of the lupin race is a topic that not even the lupin themselves can be certain of. The oldest tales of lupin packs speak of a time where the lupin and werewolf races were one and the same, however, the lupin descend from lycanthropes who cast off the chaos of their monthly murderous sprees in order to become somethign more. A sophisticated race, fully in control of both body and mind. Other lupin scholars have more recently proposed a radical theory based on what little written history of the lupin people exists. This new theory suggests that the lupin race came from a union of humans and gnolls, and that early lupins became famed werewolf hunters in order to prove to their fearful human neighbours that they indeed were not werewolves. The objective truth may never be truly known as the vast majority of lupin culture is passed down orally, and therefore the question lingers still.", + "Werewolf Hunters. Lupins are experts in the field of hunting lycanthropes, specifically, werewolves. The act of hunting and killing werewolves has always been of great significance and bears a nearly spiritual significance amongst the lupin packs. Once a child reaches maturity, they are immediately taken into the fold of lupin hunters and taught the ways of hunting werewolves following an initiation rite known as the Moonset. Werewolves are seen as a mockery of lupin kind. The death and destruction they spread reflects poorly on lupin communities, as many other races often mistake lupins for werewolves from a distance. The murderous tendancies of werewolves also goes directly against the friendly and charitable outlook held by most lupin communities, and as such, werewolves are seen as abominations which must be destroyed.", + "Nomadic Packs. Lupins typically live in communities consisting of three to fifteen packs consisting of two to twelve individuals (and several pups). These communities practice strict egalitarian democracy and usually operate without an individual leader, though elders in the community can often sway the votes of younger members. Once per year, the overall community selects a representative from among the packs' elders as a spokesperson. This post is only ever held for one year and cannot be selected again until an elder from every other pack in the community has acted as spokesperson.Once per year, the selected spokesperson and any of the youths within the community who wish to go travel to a gathering of other lupin representatives from nearby communities called a White Howl. This White Howl acts as both a meeting for important discussion among the elders and as a chance for young lupins to find companions from outside the community in an effort to intertwine the overall lupin people with bonds of friendship, rivalry, and love. Once the important aspects of the Whit Howl have been attended to, it often turns into a three week long celebration.", "The Eternal Flame. Each lupin community is liable to wander within their territory to a degree, however, they do construct villages composed of wooden longhouses typically built in a radial pattern surrounding a public space. In the centre of this space, the lupins maintain a continuous flame known as a bg'tyr. Even when the tribe moves from its village to wander for long periods of time, a single member of the community, usually an adolescent, always remains behind to tend the flame and ensure it doesn't go out. These individuals are referred to as flame keepers, and often grow up to prominence as one of the lupin communities' spiritual leaders.", "Ah'flir. The week of the full moon is an important and sacred time for lupins. During the three days when the moon is brightest, accomplished lupin werewolf hunters (called hruffs) from all the packs in a region gather together and form a temporary pack of their own called an ah'flir. These ah'flir packs have the specific purpose of hunting down and killing as many lycanthropes as possible, especially werewolves." ], @@ -34047,8 +33356,7 @@ "Multiattack" ], "miscTags": [ - "MW", - "MLW" + "MW" ], "damageTags": [ "P" @@ -34183,8 +33491,7 @@ "Multiattack" ], "miscTags": [ - "MW", - "MLW" + "MW" ], "damageTags": [ "B" @@ -34275,12 +33582,6 @@ "N", "R", "T" - ], - "savingThrowForcedSpell": [ - "constitution", - "dexterity", - "strength", - "wisdom" ] }, { @@ -34407,7 +33708,7 @@ { "name": "Animate Cactus (1/Day)", "entries": [ - "The Saguaro Sentinel magically animates one or two cacti it can see within 60 feet of it. These cacti have the same statistics as a Saguaro Sentinel, except they have intelligence and charisma scores of 1, they can't speak, and they have only the slam action option. An animated cactus acts as an ally of the Saguaro Sentinel. The cactus remains animated for 1 day or until it dies; until the Saguaro Sentinel dies or is more than 120 feet from the Saguaro Sentinel; or until the Saguaro Sentinel takes a bonus action to turn the cactus back into an inanimate a regular plant. The cactus takes root if possible. " + "The Saguaro Sentinel magically animates one or two cacti it can see within 60 feet of it. These cacti have the same statistics as a Saguaro Sentinel, except they have intelligence and charisma scores of 1, they can't speak, and they have only the slam action option. An animated cactus acts as an ally of the Saguaro Sentinel. The cactus remains animated for 1 day or until it dies; until the Saguaro Sentinel dies or is more than 120 feet from the Saguaro Sentinel; or until the Saguaro Sentinel takes a bonus action to turn the cactus back into an inanimate a regular plant. The cactus takes root if possible." ] } ], @@ -34532,7 +33833,7 @@ { "name": "Spacetime Shifting", "entries": [ - "Reality constantly reconfigures itself in the vicinity of a hundun, attempting to correct the paradox the creature's existence in space time generates, causing attack rolls against it to have disadvantage. " + "Reality constantly reconfigures itself in the vicinity of a hundun, attempting to correct the paradox the creature's existence in space time generates, causing attack rolls against it to have disadvantage." ] } ], @@ -34590,7 +33891,7 @@ { "name": "Strange Attractor", "entries": [ - "A hundun can activate or deactivate the staff-like strange attractor it carries as a bonus action. While active, a strange attractor hovers in place, and the hundun can mentally move it up to 60 feet instead of moving itself, to a maximum range of 300 feet away from the hundun. If it enters a space occupied by a creature, it stops moving for the round and that creature must make a successful {@dc 20} Wisdom saving throw or fall {@condition unconscious} until the start of the hundun's next turn. The space around an active strange attractor twists and warps, trapping creatures within its gravity well. Creatures within 60 feet of the strange attractor can only move half of their normal move speed and must succeed on a {@dc 20} Strength save or have a move speed of 0. ", + "A hundun can activate or deactivate the staff-like strange attractor it carries as a bonus action. While active, a strange attractor hovers in place, and the hundun can mentally move it up to 60 feet instead of moving itself, to a maximum range of 300 feet away from the hundun. If it enters a space occupied by a creature, it stops moving for the round and that creature must make a successful {@dc 20} Wisdom saving throw or fall {@condition unconscious} until the start of the hundun's next turn. The space around an active strange attractor twists and warps, trapping creatures within its gravity well. Creatures within 60 feet of the strange attractor can only move half of their normal move speed and must succeed on a {@dc 20} Strength save or have a move speed of 0.", "A strange attractor can't be attacked or harmed by physical attacks, but the {@spell disintegrate} spell, a {@item sphere of annihilation|DMG}, or an equivalent effect can cause damage to it. A strange attractor's AC is 18, and attacks against it have disadvantage. If a hundun's strange attractor is destroyed, the hundun can create a new one after {@dice 1d8} hours of uninterrupted meditation. If a hundun is slain, its strange attractor disappears." ] } @@ -34609,7 +33910,7 @@ { "name": "Visage of Emptiness", "entries": [ - "The hundun twists reality within 30 feet of its strange attractor causing all creatures in the area to witness images of a horrifying nature. What each creature sees is unique to them. All creatures in the area must succeed on a {@dc 20} Intelligence save or take 13 ({@damage 3d8}) psychic damage. " + "The hundun twists reality within 30 feet of its strange attractor causing all creatures in the area to witness images of a horrifying nature. What each creature sees is unique to them. All creatures in the area must succeed on a {@dc 20} Intelligence save or take 13 ({@damage 3d8}) psychic damage." ] }, { @@ -34618,14 +33919,6 @@ "The hundun casts one of it's at will spells." ] } - ], - "savingThrowForced": [ - "wisdom" - ], - "savingThrowForcedSpell": [ - "charisma", - "constitution", - "dexterity" ] }, { @@ -34665,9 +33958,9 @@ "cr": "8", "fluff": { "entries": [ - "False hydras are insidious creatures that take root in communities as a result of rampant falsehood. They start as small lumps of white flesh, but quickly grow their grotesque forms to colossal proportions as they feed on humanoid victims. ", + "False hydras are insidious creatures that take root in communities as a result of rampant falsehood. They start as small lumps of white flesh, but quickly grow their grotesque forms to colossal proportions as they feed on humanoid victims.", "Mysterious Origin. Nobody really knows the true nature of the false hydra. Scholars the world over are left guessing as to the true nature of these creatures. What is known is that by the time their presence is apparent, it is often too late. The false hydra begins its life cycle as a lump of white flesh, growing and festering deep beneath the ground of a town or city. Their genesis is brought on by an abundance of lies and half-truths told by members of a community. Often these creatures manifest in kingdoms where propaganda has become out of control. Eventually, the small fleshy mass, no larger than a fist, grows to the size of a small child and sprouts a single head on a prehensile neck. This is when the false hydra truly begins its cycle. It burrows up through the ground until it reaches the surface, or a chamber with easy access to the surface of the ground such as a sewer, cave, or castle basement. Once it emerges, the false hydra begins to sing a deep and guttural dirge that can be faintly heard for miles around. This song makes all who hear it unable to perceive the false hydra. This is not invisibility, but something much more insidious. The false hydra removes itself from the mind of every sentient creature that can hear its song, meaning it can still be seen, but it is immediately forgotten by those who see it even as they stare directly at its moony face.", - "Confabulation. As the hydra begins to feed on the people of a town in order to grow larger and sprout more heads, locals are destined to notice something is amiss. They are going to wonder where the local priest has gone, or why their loved ones are no longer in town. The false hydra's song will cause people to create new memories to make their new reality logical. those under the effects of the song might say things like \"the baker isn't just missing, he left town to fight in the king's army\". These logical leaps become increasingly more difficult to justify as more people go missing. For example, someone who's husband has been eaten by the false hydra might try to justify all the men's clothing in their home by saying a visiting relative left them there. To an outsider, things will be obviously wrong, and to those trapped under the false hydra's influence, the mounting weight of all this cognitive dissonance is liable to lead to madness. ", + "Confabulation. As the hydra begins to feed on the people of a town in order to grow larger and sprout more heads, locals are destined to notice something is amiss. They are going to wonder where the local priest has gone, or why their loved ones are no longer in town. The false hydra's song will cause people to create new memories to make their new reality logical. those under the effects of the song might say things like \"the baker isn't just missing, he left town to fight in the king's army\". These logical leaps become increasingly more difficult to justify as more people go missing. For example, someone who's husband has been eaten by the false hydra might try to justify all the men's clothing in their home by saying a visiting relative left them there. To an outsider, things will be obviously wrong, and to those trapped under the false hydra's influence, the mounting weight of all this cognitive dissonance is liable to lead to madness.", "Horrid Growth. The false hydra's hunger knows no bounds. As the creature eats and grows both in size and number of heads, it becomes more bold. Once it has fully grown to a state of maturity it will drop all pretence and emerge from the ground as a mature false hydra. It then begins to sing a different song, one that dominates and enslaves the vast majority of those who hear it. The false hydra will have all who are able to resist its domination rounded up and eaten until it is sure that the remaining members of the population are enslaved to it. It will then have its thralls carry it on their backs to the next town, where it will continue to dominate and consume in a futile attempt to quench the unending appetite it holds. Eventually, the false hydra will become so large that it must be pulled by its thralls. It will have the creatures it is dominating wrap chains and rope around its body and drag the monster ever onward in a tour of blood and gore. Eventually, the false hydra will gorge itself into a non-sustainable position where it becomes impossible to eat enough to sustain its form. The least moments of a false hydra are usually spent gorging on its thralls in a final attempt to satisfy its appetite.", "Entropic Ends. A false hydra will always inexorably eat itself to death. The only question is whether it takes days, weeks, months, or years. the best way to avoid a catastrophic result when a false hydra becomes a problem is to simply avoid it and remove its food supply. The ultimate safeguard, however, is prevention." ], @@ -34760,7 +34053,7 @@ { "name": "Neck Stalks", "entries": [ - "The false hydra's heads extend a long distance from its body. Whenever a head attacks a creature more than 15 ft. away from the body, the head provokes an attack of opportunity. " + "The false hydra's heads extend a long distance from its body. Whenever a head attacks a creature more than 15 ft. away from the body, the head provokes an attack of opportunity." ] }, { @@ -34774,7 +34067,7 @@ { "name": "Multiattack", "entries": [ - "The false hydra makes as many bite attacks as it has heads. " + "The false hydra makes as many bite attacks as it has heads." ] }, { @@ -34787,7 +34080,7 @@ { "name": "Discordant Song", "entries": [ - "The false hydra sings a discordant song. All creatures that can hear within 5 miles are {@condition charmed} by the false hydra until the song ends. While {@condition charmed} by the false hydra, a target can not see or hear the false hydra and all memories of its presence are suppressed as if the false hydra had never existed. Any resulting gaps in logic are confabulated by the target in order to preserve a logically consistent state of affairs. For example, if someone known to the target is killed by the false hydra, the target may believe that their deceased acquaintance has merely gone on a journey somewhere far away. During a long rest, a {@condition charmed} creature makes a {@dc 20} Wisdom saving throw. If a creature's saving throw is successful, their subconscious mind will reach out to them in an attempt to warn them of the false hydra's presence, possibly in the form of a note scrawled as they slept or by some other means at the DM's discretion. The false hydra must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the false hydra makes a bite attack. " + "The false hydra sings a discordant song. All creatures that can hear within 5 miles are {@condition charmed} by the false hydra until the song ends. While {@condition charmed} by the false hydra, a target can not see or hear the false hydra and all memories of its presence are suppressed as if the false hydra had never existed. Any resulting gaps in logic are confabulated by the target in order to preserve a logically consistent state of affairs. For example, if someone known to the target is killed by the false hydra, the target may believe that their deceased acquaintance has merely gone on a journey somewhere far away. During a long rest, a {@condition charmed} creature makes a {@dc 20} Wisdom saving throw. If a creature's saving throw is successful, their subconscious mind will reach out to them in an attempt to warn them of the false hydra's presence, possibly in the form of a note scrawled as they slept or by some other means at the DM's discretion. The false hydra must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the false hydra makes a bite attack." ] } ], @@ -34803,9 +34096,6 @@ "miscTags": [ "MW", "RCH" - ], - "savingThrowForced": [ - "wisdom" ] }, { @@ -34845,9 +34135,9 @@ "cr": "16", "fluff": { "entries": [ - "False hydras are insidious creatures that take root in communities as a result of rampant falsehood. They start as small lumps of white flesh, but quickly grow their grotesque forms to colossal proportions as they feed on humanoid victims. ", + "False hydras are insidious creatures that take root in communities as a result of rampant falsehood. They start as small lumps of white flesh, but quickly grow their grotesque forms to colossal proportions as they feed on humanoid victims.", "Mysterious Origin. Nobody really knows the true nature of the false hydra. Scholars the world over are left guessing as to the true nature of these creatures. What is known is that by the time their presence is apparent, it is often too late. The false hydra begins its life cycle as a lump of white flesh, growing and festering deep beneath the ground of a town or city. Their genesis is brought on by an abundance of lies and half-truths told by members of a community. Often these creatures manifest in kingdoms where propaganda has become out of control. Eventually, the small fleshy mass, no larger than a fist, grows to the size of a small child and sprouts a single head on a prehensile neck. This is when the false hydra truly begins its cycle. It burrows up through the ground until it reaches the surface, or a chamber with easy access to the surface of the ground such as a sewer, cave, or castle basement. Once it emerges, the false hydra begins to sing a deep and guttural dirge that can be faintly heard for miles around. This song makes all who hear it unable to perceive the false hydra. This is not invisibility, but something much more insidious. The false hydra removes itself from the mind of every sentient creature that can hear its song, meaning it can still be seen, but it is immediately forgotten by those who see it even as they stare directly at its moony face.", - "Confabulation. As the hydra begins to feed on the people of a town in order to grow larger and sprout more heads, locals are destined to notice something is amiss. They are going to wonder where the local priest has gone, or why their loved ones are no longer in town. The false hydra's song will cause people to create new memories to make their new reality logical. those under the effects of the song might say things like \"the baker isn't just missing, he left town to fight in the king's army\". These logical leaps become increasingly more difficult to justify as more people go missing. For example, someone who's husband has been eaten by the false hydra might try to justify all the men's clothing in their home by saying a visiting relative left them there. To an outsider, things will be obviously wrong, and to those trapped under the false hydra's influence, the mounting weight of all this cognitive dissonance is liable to lead to madness. ", + "Confabulation. As the hydra begins to feed on the people of a town in order to grow larger and sprout more heads, locals are destined to notice something is amiss. They are going to wonder where the local priest has gone, or why their loved ones are no longer in town. The false hydra's song will cause people to create new memories to make their new reality logical. those under the effects of the song might say things like \"the baker isn't just missing, he left town to fight in the king's army\". These logical leaps become increasingly more difficult to justify as more people go missing. For example, someone who's husband has been eaten by the false hydra might try to justify all the men's clothing in their home by saying a visiting relative left them there. To an outsider, things will be obviously wrong, and to those trapped under the false hydra's influence, the mounting weight of all this cognitive dissonance is liable to lead to madness.", "Horrid Growth. The false hydra's hunger knows no bounds. As the creature eats and grows both in size and number of heads, it becomes more bold. Once it has fully grown to a state of maturity it will drop all pretence and emerge from the ground as a mature false hydra. It then begins to sing a different song, one that dominates and enslaves the vast majority of those who hear it. The false hydra will have all who are able to resist its domination rounded up and eaten until it is sure that the remaining members of the population are enslaved to it. It will then have its thralls carry it on their backs to the next town, where it will continue to dominate and consume in a futile attempt to quench the unending appetite it holds. Eventually, the false hydra will become so large that it must be pulled by its thralls. It will have the creatures it is dominating wrap chains and rope around its body and drag the monster ever onward in a tour of blood and gore. Eventually, the false hydra will gorge itself into a non-sustainable position where it becomes impossible to eat enough to sustain its form. The least moments of a false hydra are usually spent gorging on its thralls in a final attempt to satisfy its appetite.", "Entropic Ends. A false hydra will always inexorably eat itself to death. The only question is whether it takes days, weeks, months, or years. the best way to avoid a catastrophic result when a false hydra becomes a problem is to simply avoid it and remove its food supply. The ultimate safeguard, however, is prevention." ], @@ -34884,7 +34174,7 @@ { "name": "Neck Stalks", "entries": [ - "The false hydra's heads extend a long distance from its body. Whenever a head attacks a creature more than 15 ft. away from the body, the head provokes an attack of opportunity. " + "The false hydra's heads extend a long distance from its body. Whenever a head attacks a creature more than 15 ft. away from the body, the head provokes an attack of opportunity." ] }, { @@ -34942,7 +34232,7 @@ "name": "Domination Dirge", "entries": [ "The false hydra sings a howling dirge. All creatures that can hear within 5 miles must succeed on a {@dc 16} Wisdom saving throw or be {@condition charmed} by the false hydra until the song ends. While {@condition charmed} in this way, a creature has a telepathic link with the false hydra. The false hydra can use this telepathic link to issue commands to the creature while the false hydra is conscious (no action required), which the target does its best to obey. The false hydra can specify a simple and general course of action, such as \"attack that creature,\" \"run over there,\" or \"fetch that object.\" If the creature completes the order and doesn't receive further direction from the false hydra, it defends and preserves itself to the best of its ability.", - "The false hydra must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the false hydra makes a bite attack with all of its heads. " + "The false hydra must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the false hydra makes a bite attack with all of its heads." ] } ], @@ -35000,7 +34290,7 @@ { "name": "Hateful Bellow", "entries": [ - "The false hydra unleashes a piercing cry. All creatures within 5 miles that can hear must succeed on a {@dc 16} Wisdom saving throw or be {@condition paralyzed} until the end of their next turn. " + "The false hydra unleashes a piercing cry. All creatures within 5 miles that can hear must succeed on a {@dc 16} Wisdom saving throw or be {@condition paralyzed} until the end of their next turn." ] }, { @@ -35012,10 +34302,6 @@ ], "mythicHeader": [ "If the false hydra's mythic trait is active, it can use the options below as legendary actions for 1 hour after using Death Throes." - ], - "savingThrowForced": [ - "constitution", - "wisdom" ] }, { @@ -35056,8 +34342,8 @@ "fluff": { "entries": [ "A partially coagulated mass of blood stands twelve feet tall before you. Its vaguely humanoid shape leaves bloody footprints as it steps closer with an expression of horror simulated by air bubbles rising to where its face should be. An unmistakable odour similar to that of oxidising iron fills air, and the creature lets out a gurgling wail before moving to attack.", - "Unnatural Elementals. A blood elemental is an elemental being usually summoned from a large quantity of blood, or sometimes water extracted from the lungs of creatures who have drowned. While they are indeed animated by the same spiritual energy that fuels other elemental creatures, the blood elemental exists only as a result of arcane tampering. By using rituals similar to those used while summoning a water elemental, blood can be animated into a hideous form. ", - "Drawn To Lifeblood. In much the same way other elementals are drawn to their primary element, blood elementals are drawn to the blood of living creatures. Similar to how a water elemental might be most comfortable in an exceptionally wet location filled with lots of water, the blood elemental is at its happiest when surrounded by the blood of other creatures. This instinct to find, absorb, and be surrounded by blood often leads to horrible acts of violence against living creatures that have blood. Once a blood elemental has absorbed a significant amount of blood into its form, it will split into two separate blood elementals and work together to find more blood they can feed on. If not kept in control, this process can very easily spiral to the point of no return for entire kingdoms. ", + "Unnatural Elementals. A blood elemental is an elemental being usually summoned from a large quantity of blood, or sometimes water extracted from the lungs of creatures who have drowned. While they are indeed animated by the same spiritual energy that fuels other elemental creatures, the blood elemental exists only as a result of arcane tampering. By using rituals similar to those used while summoning a water elemental, blood can be animated into a hideous form.", + "Drawn To Lifeblood. In much the same way other elementals are drawn to their primary element, blood elementals are drawn to the blood of living creatures. Similar to how a water elemental might be most comfortable in an exceptionally wet location filled with lots of water, the blood elemental is at its happiest when surrounded by the blood of other creatures. This instinct to find, absorb, and be surrounded by blood often leads to horrible acts of violence against living creatures that have blood. Once a blood elemental has absorbed a significant amount of blood into its form, it will split into two separate blood elementals and work together to find more blood they can feed on. If not kept in control, this process can very easily spiral to the point of no return for entire kingdoms.", "Blood Cults. Most blood elementals are created by vile cultists devoted to gods or demons dedicated to spreading carnage and destruction. Blood elementals are notoriously hard to control for a summoner and will almost always turn on the one who summoned them unless they are provided with an ample amount of living creatures to gorge themselves on. It's for this reason that their summoning is considered taboo even among those who dabble in the dark arts." ], "images": [ @@ -35118,7 +34404,7 @@ { "name": "Nauseating Blood", "entries": [ - "When a creature enters a space occupied by the blood elemental or starts its turn there, it must succeed on a {@dc 15} Constitution saving throw or be {@condition poisoned} for 1 minute. The creature can attempt this saving throw again at the end of each of its turns. Once a creature has succeeded on this save it is immune to the effects of the elemental's nauseating blood for 24 hours. " + "When a creature enters a space occupied by the blood elemental or starts its turn there, it must succeed on a {@dc 15} Constitution saving throw or be {@condition poisoned} for 1 minute. The creature can attempt this saving throw again at the end of each of its turns. Once a creature has succeeded on this save it is immune to the effects of the elemental's nauseating blood for 24 hours." ] }, { @@ -35150,7 +34436,7 @@ { "name": "Bloodbath {@recharge 5}", "entries": [ - "Each creature in the elemental's space must make a {@dc 15} Strength saving throw. On a failure, a target takes 11 ({@damage 2d6 + 4}) necrotic damage. If it is Large or smaller, it is also {@condition grappled} (escape {@dc 14}). Until this grapple ends, the target is {@condition restrained} and unable to breathe. If the saving throw is successful, the target is pushed out of the elemental's space. " + "Each creature in the elemental's space must make a {@dc 15} Strength saving throw. On a failure, a target takes 11 ({@damage 2d6 + 4}) necrotic damage. If it is Large or smaller, it is also {@condition grappled} (escape {@dc 14}). Until this grapple ends, the target is {@condition restrained} and unable to breathe. If the saving throw is successful, the target is pushed out of the elemental's space." ] }, { @@ -35212,11 +34498,6 @@ ], "miscTags": [ "MW" - ], - "savingThrowForced": [ - "constitution", - "strength", - "wisdom" ] }, { @@ -35280,13 +34561,13 @@ { "name": "Vulnerability to Darkness", "entries": [ - "Every time a seedkin ends its turn in complete darkness, it must succeed on a {@dc 14} Constitution save, or lose 2 ({@dice 1d4}) hit points. A seedling exposed to normal darkness such as a moonlit night, or a dark room, becomes dormant. While dormant it is indistinguishable from a normal weed or other small plant. Any source of light will awaken it from its dormant state. " + "Every time a seedkin ends its turn in complete darkness, it must succeed on a {@dc 14} Constitution save, or lose 2 ({@dice 1d4}) hit points. A seedling exposed to normal darkness such as a moonlit night, or a dark room, becomes dormant. While dormant it is indistinguishable from a normal weed or other small plant. Any source of light will awaken it from its dormant state." ] }, { "name": "Unnatural Strength", "entries": [ - "A seedkin can grapple a creature that is two size categories larger than itself. " + "A seedkin can grapple a creature that is two size categories larger than itself." ] } ], @@ -35294,14 +34575,14 @@ { "name": "Grasping Tendrils", "entries": [ - "{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. ", + "{@atk mw} {@hit 5} to hit, reach 5 ft., one creature.", "{@h}5 ({@damage 1d4 + 3}) bludgeoning damage, and the target is {@condition grappled}." ] }, { "name": "Bite", "entries": [ - "{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. ", + "{@atk mw} {@hit 5} to hit, reach 5 ft., one creature.", "{@h}6 ({@damage 1d6 + 3}) piercing damage, and the target must succeed on a {@dc 13} Constitution save or become {@condition poisoned} for 1 hour." ] } @@ -35378,13 +34659,13 @@ { "name": "Vulnerability to Darkness", "entries": [ - "Every time a seedkin ends its turn in complete darkness, it must succeed on a {@dc 14} Constitution save, or lose 2 ({@dice 1d4}) hit points. A seedling exposed to normal darkness such as a moonlit night, or a dark room, becomes dormant. While dormant it is indistinguishable from a normal weed or other small plant. Any source of light will awaken it from its dormant state. " + "Every time a seedkin ends its turn in complete darkness, it must succeed on a {@dc 14} Constitution save, or lose 2 ({@dice 1d4}) hit points. A seedling exposed to normal darkness such as a moonlit night, or a dark room, becomes dormant. While dormant it is indistinguishable from a normal weed or other small plant. Any source of light will awaken it from its dormant state." ] }, { "name": "Unnatural Strength", "entries": [ - "A seedkin can grapple a creature that is two size categories larger than itself. " + "A seedkin can grapple a creature that is two size categories larger than itself." ] } ], @@ -35392,21 +34673,21 @@ { "name": "Grasping Tendrils", "entries": [ - "{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. ", + "{@atk mw} {@hit 5} to hit, reach 5 ft., one creature.", "{@h}5 ({@damage 1d4 + 3}) bludgeoning damage, and the target is {@condition grappled}." ] }, { "name": "Bite", "entries": [ - "{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. ", + "{@atk mw} {@hit 5} to hit, reach 5 ft., one creature.", "{@h}6 ({@damage 1d6 + 3}) piercing damage, and the target must succeed on a {@dc 13} Constitution save or become {@condition poisoned} for 1 hour." ] }, { "name": "Release Seed Pod", "entries": [ - "Targets one creature {@condition grappled} by the seedkin spawner. ", + "Targets one creature {@condition grappled} by the seedkin spawner.", "The target, and all other living creatures who are not seedkin must succeed on a {@dc 15} Constitution save, or become infected with 10 ({@dice 1d10 + 5}) seeds. The seedkin seeds grow undetected on the body for 2 ({@dice 1d4}) days until the day before they hatch. On the day before, boils begin to form on the victim's body. Once ready to sprout, the {@creature seedkin|dungeondadstatblocks} burst from the boils, causing 2 ({@damage 1d4}) piercing damage per seed on the targets body. Remove disease, or a magical effect of equal power can destroy the seeds before they sprout." ] } @@ -35484,13 +34765,13 @@ { "name": "Vulnerability to Darkness", "entries": [ - "Every time a seedkin ends its turn in complete darkness, it must succeed on a {@dc 14} Constitution save, or lose 2 ({@dice 1d4}) hit points. A seedling exposed to normal darkness such as a moonlit night, or a dark room, becomes dormant. While dormant it is indistinguishable from a normal weed or other small plant. Any source of light will awaken it from its dormant state. " + "Every time a seedkin ends its turn in complete darkness, it must succeed on a {@dc 14} Constitution save, or lose 2 ({@dice 1d4}) hit points. A seedling exposed to normal darkness such as a moonlit night, or a dark room, becomes dormant. While dormant it is indistinguishable from a normal weed or other small plant. Any source of light will awaken it from its dormant state." ] }, { "name": "Unnatural Strength", "entries": [ - "A seedkin can grapple a creature that is two size categories larger than itself. " + "A seedkin can grapple a creature that is two size categories larger than itself." ] }, { @@ -35510,22 +34791,22 @@ { "name": "Grasping Tendrils", "entries": [ - "{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. ", + "{@atk mw} {@hit 5} to hit, reach 5 ft., one creature.", "{@h}5 ({@damage 1d4 + 3}) bludgeoning damage, and the target is {@condition grappled}." ] }, { "name": "Bite", "entries": [ - "{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. ", + "{@atk mw} {@hit 5} to hit, reach 5 ft., one creature.", "{@h}6 ({@damage 1d6 + 3}) piercing damage, and the target must succeed on a {@dc 13} Constitution save or become {@condition poisoned} for 1 hour." ] }, { "name": "Control Host", "entries": [ - "Targets one creature {@condition grappled} by the slaver. ", - "The slaver bores its tendrils into the target to begin the process of taking control. The target immediately takes 2 ({@damage 1d4}) piercing damage and 4 ({@damage 1d8}) poison damage, or half as much on a successful {@dc 15} Constitution save. If the target fails its save they become {@condition poisoned} for 1 hour and have disadvantage on Wisdom saves for the duration. If the slaver is still grappling the target at the start of the slaver's next turn, the target must succeed on a {@dc 15} Wisdom save or become dominated by the slaver as if under the effects of a permanent {@spell suggestion} spell. " + "Targets one creature {@condition grappled} by the slaver.", + "The slaver bores its tendrils into the target to begin the process of taking control. The target immediately takes 2 ({@damage 1d4}) piercing damage and 4 ({@damage 1d8}) poison damage, or half as much on a successful {@dc 15} Constitution save. If the target fails its save they become {@condition poisoned} for 1 hour and have disadvantage on Wisdom saves for the duration. If the slaver is still grappling the target at the start of the slaver's next turn, the target must succeed on a {@dc 15} Wisdom save or become dominated by the slaver as if under the effects of a permanent {@spell suggestion} spell." ] } ], @@ -35657,191 +34938,2878 @@ "MW", "RCH" ] - } - ], - "legendaryGroup": [ + }, { - "name": "Yellow Dragon", + "name": "Deepspawn", + "size": [ + "H" + ], + "type": "aberration", "source": "DungeonDadStatblocks", - "additionalSources": [ - { - "source": "FTD" - } + "alignment": [ + "C", + "E" ], - "lairActions": [ - "On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:", + "ac": [ { - "type": "list", - "items": [ - "The air within a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it becomes saturated with fine salt. All creatures in the area must succeed on a DC 15 Constitution saving throw or have their lungs filled with salt air, dealing 11 (2d10) poison damage and knocking the creature prone. ", - "A jet of hot saline air bursts from the floor, ceiling, or wall of the dragon's lair targeting a single creature who must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) fire damage and be blinded until the end of their next turn.", - "The ground collapses into a sinkhole beneath the feet of a single creature within 60 feet of the dragon. The target must succeed on a DC 15 Strength saving throw or be restrained until the end of their next turn. " + "ac": 17, + "from": [ + "{@item shield|phb}" ] } ], - "regionalEffects": [ - "The region containing a legendary yellow dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:", + "hp": { + "formula": "16d12 + 112", + "average": 216 + }, + "speed": { + "walk": 20, + "climb": 20, + "swim": 20 + }, + "str": 26, + "dex": 20, + "con": 24, + "int": 17, + "wis": 18, + "cha": 10, + "passive": 18, + "cr": "10", + "fluff": { + "entries": [ + "A writhing, bloated, sphere of mud-colored flesh creeps across the floor on six bright yellow, elongated tentacles. Three of its suction-cupped arms wield weapons of war, and the other three end in wide snake-like mouths lined with rows of razor sharp teeth. The main body of the creature is covered in eyes, a few of which protrude from the creature on gangly stalks.", + "Heart of the Dungeon. The deepspawn are an enigmatic race of aberrant creatures. They were first discovered in The Underdark, but nobody truly knows exactly what their origin is. Aside from being horrific creatures capable of doling out carnage on the field of battle, they are especially feared for their ability to create perfect copies of creatures they consume. The spawn created by this twisted abomination are one-to-one clones of the original creature and even the most discerning mages find it impossible to differentiate between the two beings. The only difference seems to be that the clones a deepspawn creates are fanatically loyal to their creator. They view an attack on the deepspawn as an attack on themselves and will willingly lay down their lives if it means protecting their aberrant parent. Because of this, many deepspawn populate their lairs with hordes of monsters they have consumed, which can sometimes lead to unexpected ecosystems in an area occupied by a deepspawn.", + "Varied Armaments. Deepspawn are perfectly capable of wielding any weapon that would typically be used by a humanoid creature. They favor large weapons like greatswords and greataxes, however, they can effectively use any armaments that can be wielded by their tentacles. They also have a limited ability to use magic, which they employ to great effect.", + "Insidious Schemers. Despite their bestial appearance, deepspawn are incredibly intelligent and patient tacticians. In combat they prefer to let their minions do the fighting. Rather than throwing themselves into harm's way, they deploy their countless spawned agents in the direction of anyone who wishes harm on them. If forced into a situation where combat is inevitable, they bury themselves in rubble or treasure deep within their lair in order to get the drop on the intruders. As intelligent beings they are also not above bargaining if defeat seems inevitable, or if they are dealing with a powerful creature who has something they want.", + "Hidden Lairs. These massive aberrations prefer to lair in places that are far away from prying eyes. Secluded caves, ancient ruins, and other such desolate areas unlikely to draw much attention are all ideal spots for the deepspawn to live. They typically keep to their own devices, securing power and security for themselves, though sometimes they will send agents to nearby settlements of intelligent creatures to expand their influence and lure victims to the deepspawn's lair. While the creatures can subsist off of any diet, they crave the flesh of intelligent creatures. Often when they consume an intelligent creature they create a spawn of the individual and send them back to the victim's town to take their place. This allows the deepspawn to use them as a spy, and avoid suspicion at the same time.", + "Copy of a Copy. Over time, the deepspawn's ability to create a spawn of the same creature will slowly deteriorate. Once it has consumed a living organism the first few clones of that creature will be near perfect recreations, however, the more it uses that creature's essence to create a spawn the more slight defects will emerge. Typically the spawn's cognitive abilities are the first place cracks begin to form, until eventually, the spawn is naught but a grotesque imitation of the original." + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/JV4eMGA.png" + } + } + ] + }, + "tokenUrl": "https://i.imgur.com/U4AZLNL.png", + "trait": [ { - "type": "list", - "items": [ - "High velocity winds ravage the landscape within 6 miles of the dragon's lair.", - "Any body of water within 6 miles of the dragon's lair becomes salty. Containers holding water also become salty and undrinkable for most creatures if they remain within this radius for more than 24 hours.", - "The area within 1 mile of the dragon's lair becomes a salt flat, killing off all vegetation in the area and eventually flattening the surfaces of hills and marshes into an encrusted sheet of fine rock salt." + "name": "Spawn", + "entries": [ + "Once every {@dice 4d6} days, a deepspawn can create a perfect copy of any large or smaller creature native to the Material Plane it has previously consumed. It does not have to have consumed the entire creature, eating something as small as a finger is enough to enable the spawning process. The spawning process takes 1 minute to complete and the spawned creature is identical to the original except it has only dim memories of the original creature's life and it is fanatically loyal to the deepspawn that created it.", + "Deepspawn are often accompanied by one to three of its spawn at any given time. You can roll on the table below to randomly determine which creatures are with the deepspawn or simply choose a few creatures you feel would be appropriate.", + { + "type": "table", + "colLabels": [ + "{@dice d8}", + "Spawn" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + { + "type": "cell", + "roll": { + "exact": 1 + } + }, + "{@creature Displacer Beast}" + ], + [ + { + "type": "cell", + "roll": { + "exact": 2 + } + }, + "{@creature Minotuar}" + ], + [ + { + "type": "cell", + "roll": { + "exact": 3 + } + }, + "{@creature Manticore}" + ], + [ + { + "type": "cell", + "roll": { + "exact": 4 + } + }, + "{@creature Troll}" + ], + [ + { + "type": "cell", + "roll": { + "exact": 5 + } + }, + "{@creature Ettin}" + ], + [ + { + "type": "cell", + "roll": { + "exact": 6 + } + }, + "{@creature Bulette}" + ], + [ + { + "type": "cell", + "roll": { + "exact": 7 + } + }, + "{@creature Giant Crocodile}" + ], + [ + { + "type": "cell", + "roll": { + "exact": 8 + } + }, + "NPC Adventurer" + ] + ] + } ] }, - "If the dragon dies, any water that would not typically have sat in it returns to normal within {@dice 1d10} days and the winds return to normal immediately." - ] - }, - { - "name": "Stellar Dragon", - "source": "DungeonDadStatblocks", - "additionalSources": [ { - "source": "FTD" + "name": "Tentacles", + "entries": [ + "The deepspawn has three massive tentacles which it often uses to wield various weapons. It is strong enough to wield any weapon in one of these tentacles, even if it is a two-handed weapon such as a greataxe. If the deepspawn takes 25 or more slashing damage in a single round, one of its tentacles (chosen by the attacker) is severed. It regrows a severed tentacle in {@dice 1d10} days." + ] } ], - "lairActions": [ - "On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:", + "languages": [ + "Aquan", + "Common", + "Draconic", + "Giant", + "Undercommon" + ], + "languageTags": [ + "AQ", + "C", + "DR", + "GI", + "U" + ], + "senses": [ + "darkvision 60 ft." + ], + "senseTags": [ + "D" + ], + "save": { + "con": "+11", + "wis": "+8" + }, + "skill": { + "perception": "+8", + "stealth": "+9" + }, + "immune": [ + "poison" + ], + "conditionImmune": [ + "poisoned", + "prone" + ], + "spellcasting": [ { - "type": "list", - "items": [ - "Light erupts from the many brilliant crystals within the layer. All creatures of the dragon's choice within the lair must succeed on a DC 15 Constitution saving throw or be blinded until the end of their next turn.", - "Teleportation magic surges and causes every creature of the dragon's choice within the lair be teleported 30 feet in a random direction.", - "Thousands of voices belonging to creatures the dragon once encountered boom from the memory crystals all throughout the cave, converging on a single 20 foot area that the dragon can see. All creatures in the area must succeed on a DC 15 Constitution saving throw or take 21 (6d6) thunder damage." - ] + "name": "Spellcasting", + "headerEntries": [ + "The deepspawn casts one of the following spells using Wisdom as its spellcasting ability (spell save {@dc 16})." + ], + "will": [ + "{@spell detect thoughts}", + "{@spell water breathing} (self only)" + ], + "daily": { + "3e": [ + "{@spell hold monster}" + ], + "1e": [ + "{@spell heal} (self only)" + ] + }, + "ability": "wis", + "type": "spellcasting" } ], - "regionalEffects": [ - "The region containing a legendary yellow dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:", + "spellcastingTags": [ + "O" + ], + "action": [ { - "type": "list", - "items": [ - "Recalling information becomes difficult within 1 mile of the dragon's lair, as the dragon's magic syphons memory and information to be copied by its lair crystals. All creatures have disadvantage on knowledge checks.", - "The local fauna within 1 mile of the dragon's lair is seemingly random, and contains a vast array of weird and rare creatures that would normally not be found in the environment.", - "All creatures within 1 mile of the lair find it very difficult to lie, and have disadvantage on deception checks. However, all creatures also have advantage on persuasion checks if they are offering true information as part of their attempt to persuade. " + "name": "Multiattack", + "entries": [ + "The deepspawn makes a number of attacks equal to the number of tentacles it has, it then makes one bite attack." ] }, - "If the dragon dies, these effects fade over the course of {@dice 1d10} days." - ] - }, - { - "name": "Purple Dragon", - "source": "DungeonDadStatblocks", - "additionalSources": [ - { - "source": "FTD" - } - ], - "lairActions": [ - "On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:", { - "type": "list", - "items": [ - "A tunnel collapses in a 20-foot radius centered on a point within 120 feet of the dragon. All creatures in the area must succeed on a DC 15 Dexterity saving throw or be knocked prone and restrained by falling rocks. A creature can use an action to attempt a DC 15 Strength check to free itself or a pinned ally it can reach. This may also cause a new pathway to open up at the DM's discretion.", - "The dragon attempts to slip away into one of the many interconnected tunnels of the lair. If no tunnel is easily accessible, it will smash a hole in a nearby wall, creating a new opening it can move through to escape into its lair. As part of this lair action, the purple dragon may attempt a stealth check to remain hidden. ", - "The dragon sunders the wall of its lair causing jagged fragments of hardened rock previously melted by the dragon's plasma breath flying towards a 20-foot area the dragon can see that is within 120 feet. All creatures in the area take 26 (4d12) piercing damage, or half as much on a successful DC 15 Dexterity saving throw." + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 12} to hit, reach 10 ft., one creature.", + "{@h}17 ({@damage 2d8 + 8}) piercing damage and if the target is large or smaller it is {@condition grappled} (escape {@dc 15}). The deepspawn can have up to three creatures {@condition grappled} at once (one in each of its mouths)." ] - } - ], - "regionalEffects": [ - "The region containing a legendary purple dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:", + }, { - "type": "list", - "items": [ - "A veil of darkness enshrouds the land within 1 mile of the dragon's lair. Flames sputter to stay lit and natural sunlight seems muted. All dim light is treated as darkness and creatures with darkvision are unable to see in the dark as though they did not have darkvision.", - "The numerous tunnels into the ground have given rise to many strange creatures that are typically only found in deep caves and underground lairs. Basilisks, trolls, minotaurs, and other subterranean creatures are much more common than they otherwise would be. Undead creatures are also frequently present due to the purple dragon's potential disruption to underground gravers and catacombs.", - "Any creature who walks on a surface touching the ground within half a mile of the dragon's lair and weighs at least 10 pounds can be detected as though with tremorsense by the dragon." + "name": "Greataxe", + "entries": [ + "{@atk mw} {@hit 12} to hit, reach 10 ft., one creature.", + "{@h}14 ({@damage 1d12 + 8}) slashing damage." ] }, - "If the dragon dies, the shroud of darkness is lifted immediately and the caves of its lair will slowly fill in and collapse over the course of one year." - ] - }, - { - "name": "Contemplator", - "lairActions": [ - "On initiative count 20 (losing initiative ties), the contemplator rolls a d20. On a result of 11 or higher, the contemplator uses it's lair action to cause one of the following effects. It can't use the same effect two rounds in a row.", { - "type": "list", - "items": [ - "The island quakes violently, each creature on the ground must make a DC 18 dexterity saving throw or be knocked prone.", - "Thick Green vines erupt from the ground and seek to entangle the contemplator's enemies. All creatures within 60 ft. of the contemplator must succeed on a DC 15 Strength check, or be restrained until initiative count 20 next turn.", - "The contemplator alters the flow of time on the island for mere seconds. Every creature re-rolls initiative. The contemplator can choose to not re-roll." + "name": "Morningstar", + "entries": [ + "{@atk mw} {@hit 12} to hit, reach 10 ft., one creature.", + "{@h}12 ({@damage 1d8 + 8}) piercing damage." ] - } - ], - "regionalEffects": [ - "A contemplator's lair have any or all of the following effects in place.", + }, { - "type": "list", - "items": [ - "The first time a creature with an intelligence score of 3 or more sets foot on the island, the contemplator becomes aware of their presence and location.", - "Fog lightly obscures the sea (or air) within 6 miles of the lair.", - "Creatures within 1 mile of the lair feel much more inquisitive then usual. Many creatures begin to ponder questions regarding the nature of life, the universe, and what it all means. " + "name": "Tentacle", + "entries": [ + "{@atk mw} {@hit 12} to hit, reach 10 ft., one creature.", + "{@h}11 ({@damage 1d6 + 8}) bludgeoning damage." ] } ], - "source": "DungeonDadStatblocks" + "actionTags": [ + "Multiattack", + "Tentacles" + ], + "damageTags": [ + "B", + "P", + "S" + ], + "miscTags": [ + "MW", + "RCH" + ] }, { - "name": "Orange Dragon", + "name": "Ship in a Bottle", + "size": [ + "T" + ], + "type": "construct", "source": "DungeonDadStatblocks", - "additionalSources": [ - { - "source": "FTD" - } + "alignment": [ + "N" ], - "lairActions": [ - "Orange dragons make their home along the riverbanks and lakeshores of steamy tropical rain forests. The more damp and wet the environment, the better. They favour such locations because the natural moisture can help limit the spread of fire, and it also provides plenty of standing water for them to target with their explosive sodium breath. They make their lairs deep in the thick of the jungle, ideally in caves that are behind waterfalls or only accessible by travelling underwater. If they can find a cave with a stream flowing through it, that is their first choice of nest. ", - "On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:", - { - "type": "list", - "items": [ - "The ground splits open, allowing water to rush in, covering a 30 foot radius centred on a location of the dragon's choosing within 60 feet of it in 2 feet of water. This area is difficult terrain for creatures without a swim speed and any creatures in the area when it fractures must succeed on a DC 15 Dexterity saving throw or be knocked prone.", - "The dragon causes stalactites formed from salt-rock to fall from the ceiling of its lair on up to 3 target creatures within 60 feet of it. Each creature takes 27 (6d8) piercing damage, or half as much on a successful DC 15 Dexterity saving throw.", - "Steam leaks from a crack within the dragon's lair and fills a 50 foot area the dragon can see within 120 feet of it. This area becomes heavily obscured and all creatures within the area when this lair action is used must succeed on a DC 15 Constitution saving throw or become poisoned for 1 minute." - ] - } + "ac": [ + 15 ], - "regionalEffects": [ - "The region containing a legendary orange dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:", + "hp": { + "formula": "8d4 + 8", + "average": 28 + }, + "speed": { + "walk": 0, + "fly": 40, + "swim": 20 + }, + "str": 12, + "dex": 15, + "con": 12, + "int": 5, + "wis": 10, + "cha": 13, + "passive": 10, + "cr": "1", + "fluff": { + "entries": [ + "BOTTLED ARMADA", + "An armada of tiny ships, each one secure in a glass bottle the size of a boot, rallies together and floats through the air as though sailing on the tide of some arcane force. Each ship is crewed by a group of tiny sailors, and the ships move as one to attack.", + "Animated Works of Art. Every singular ship in a bottle signifies an immense level of patience and dedication. The average craftsman might spend weeks carefully constructing the ship by moving each individual piece through the opening in the bottle until eventually, the final product is created. Many of these creations are made by sea captains who take the time to craft a replica of their own vessel. In most cases where the ship in a bottle becomes an animated construct, it is because a wayward water spirit has taken up residence in the tiny work of art. Depending on the nature of that water spirit, it may become aggressive with other creatures, believing that they are intruding on its territory by travelling the open sea, or it may become curious and choose to follow the ship's creator around.", + "Formation of an Armada. When multiple ships in bottles are gathered together, they will instinctively pool the spiritual energy used to animate the ships themselves and for a cohesive fleet of animated objects. Once an armada is formed the individual water spirits animating each individual ship become nigh inseparable and will operate with singular purpose. In battle, the ships will fight using naval tactics in order to take down any threat they come across.", + "Tiny Crews. Each water spirit that takes up residency in a bottled ship expresses its personality through extremely small humanoid creatures that \"crew\" the ship. These little cremates are all part of the same water spirit, however, they often appear to have their own little personalities and will interact with one another as if they were a proper ship's crew.", + "Commissioned Curiosities. On occasion, an animated ship in a bottle might be created on purpose by a skilled craftsman who is familiar with the magic used to summon elemental creatures. Such an individual might summon a water spirit from the Elemental Plane of Water to occupy the ship in a bottle, similar to how an elemental's spirit is used to give life to a golem. When a ship in a bottle is crafted in this way, it is entirely loyal to the craftsman (or an individual denoted by the craftsman) and will view them as though they were their admiral in command. While it is possible for someone to create an entire armada of loyal ships in bottles, this is a rare occurrence due to the exorbitant cost involved with creating so many animated ships.", + "----------------------------------------------------------------------------------------", + "Create Magic Item: Ship in a Bottle", + "These are the steps you must follow if you want to create a ship in a bottle;", + "First, you must have a mundane ship in a bottle ready to act as the creature's body. This can typically be purchased for 200 GP. Alternatively, you can spend 5 gp on the materials and build it yourself over the course of a week of downtime by succeeding on a DC 18 Woodworking Tools (Dexterity) check.", + "Then, over the course of one hour, you must cast the spells animate object, magic jar, and conjure elemental. If you already have the spirit of a water elemental in your possession (such as in an elemental gem) you do not need to cast conjure elemental.", + "Once the final spell has been cast, the ship will become an animated ship in a bottle and will be fully loyal to one creature chosen by the individual casting the final spell.", + "----------------------------------------------------------------------------------------" + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/dLD4r7n.png" + } + } + ] + }, + "tokenUrl": "https://i.imgur.com/jGB4VKC.png", + "languages": [ + "understands Aquan and Common", + "but does not speak" + ], + "languageTags": [ + "AQ", + "C" + ], + "senses": [ + "darkvision 60 ft." + ], + "senseTags": [ + "D" + ], + "resist": [ + "piercing" + ], + "immune": [ + "poison" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "paralyzed", + "poisoned", + "prone", + "unconscious" + ], + "trait": [ { - "type": "list", - "items": [ - "Water sources within 1 mile of the dragon's lair are supernaturally warm and salty.", - "All flora within 6 miles of the dragon's lair grow up to 10 times their original size, especially flowers with bright and brilliant colours. All flowers in this area also give off a sickly sweet aroma.", - "Portions of the undergrowth within 6 miles is imbued with a facsimile of sentience. Shambling mounds, blights, malevolent treants, and other plant creatures are much more common." + "name": "Flyby", + "entries": [ + "The ship in a bottle doesn't provoke opportunity attacks when it flies out of an enemy's reach." ] }, - "If the dragon dies, all plant creatures created as a result of its existence become normal plants. All other regional effects fade over the course of 3d10 days." - ] - }, - { - "name": "Gray Dragon", - "source": "DungeonDadStatblocks", - "additionalSources": [ { - "source": "FTD" + "name": "Shattered Glass", + "entries": [ + "The first time a ship in a bottle takes damage or makes an attack, one of the bottles shatters, spraying glass in a 5-foot radius surrounding the ship. All creatures in the area take 3 ({@damage 1d6}) piercing damage or half as much on a successful {@dc 13} Dexterity saving throw." + ] } ], - "lairActions": [ - "On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:", + "traitTags": [ + "Flyby" + ], + "damageTags": [ + "P" + ], + "miscTags": [ + "RW", + "AOE" + ], + "action": [ { - "type": "list", - "items": [ - "The dragon causes stalactites to rain down from the ceiling of its lair. All creatures within a 20-foot radius take 14 ({@damage 4d6}) piercing damage, or half as much on a successful DC 15 Dexterity saving throw. A creature who fails this save by 5 or more is pinned to the ground by the falling rock and is restrained (escape DC 10).", - "The dragon vomits a torrent of blood into a 30 foot cone originating from its space. All creatures in the cone must succeed on a DC 15 Constitution Saving Throw or become poisoned.", - "Jagged spikes of stone erupt from the ground in a 30 foot area within the lair. All creatures in the area must succeed on a DC 15 Dexterity saving throw or take 11 ({@damage 2d10}) piercing damage and be knocked prone. The area also becomes difficult terrain." + "name": "Ballista", + "entries": [ + "{@atk rw} {@hit 8} to hit, reach 60/30 ft., one creature.", + "{@h}5 ({@damage 1d6 + 2}) piercing damage." ] } - ], + ] + }, + { + "name": "Bottled Armada", + "size": [ + "M" + ], + "type": { + "type": "construct", + "swarmSize": "T" + }, + "source": "DungeonDadStatblocks", + "alignment": [ + "N" + ], + "ac": [ + 15 + ], + "hp": { + "formula": "8d4 + 24", + "average": 44 + }, + "speed": { + "walk": 0, + "fly": 40, + "swim": 20 + }, + "str": 16, + "dex": 20, + "con": 16, + "int": 5, + "wis": 14, + "cha": 15, + "passive": 12, + "cr": "5", + "fluff": { + "entries": [ + "BOTTLED ARMADA", + "An armada of tiny ships, each one secure in a glass bottle the size of a boot, rallies together and floats through the air as though sailing on the tide of some arcane force. Each ship is crewed by a group of tiny sailors, and the ships move as one to attack.", + "Animated Works of Art. Every singular ship in a bottle signifies an immense level of patience and dedication. The average craftsman might spend weeks carefully constructing the ship by moving each individual piece through the opening in the bottle until eventually, the final product is created. Many of these creations are made by sea captains who take the time to craft a replica of their own vessel. In most cases where the ship in a bottle becomes an animated construct, it is because a wayward water spirit has taken up residence in the tiny work of art. Depending on the nature of that water spirit, it may become aggressive with other creatures, believing that they are intruding on its territory by travelling the open sea, or it may become curious and choose to follow the ship's creator around.", + "Formation of an Armada. When multiple ships in bottles are gathered together, they will instinctively pool the spiritual energy used to animate the ships themselves and for a cohesive fleet of animated objects. Once an armada is formed the individual water spirits animating each individual ship become nigh inseparable and will operate with singular purpose. In battle, the ships will fight using naval tactics in order to take down any threat they come across.", + "Tiny Crews. Each water spirit that takes up residency in a bottled ship expresses its personality through extremely small humanoid creatures that \"crew\" the ship. These little cremates are all part of the same water spirit, however, they often appear to have their own little personalities and will interact with one another as if they were a proper ship's crew.", + "Commissioned Curiosities. On occasion an animated ship in a bottle might be created on purpose by a skilled craftsman who is familiar with the magic used to summon elemental creatures. Such an individual might summon a water spirit from the Elemental Plane of Water to occupy the ship in a bottle, similar to how an elemental's spirit is used to give life to a golem. When a ship in a bottle is crafted in this way, it is entirely loyal to the craftsman (or an individual denoted by the craftsman) and will view them as though they were their admiral in command. While it is possible for someone to create an entire armada of loyal ships in bottles, this is a rare occurrence due to the exorbitant cost involved with creating so many animated ships.", + "----------------------------------------------------------------------------------------", + "Create Magic Item: Ship in a Bottle", + "These are the steps you must follow if you want to create a ship in a bottle;", + "First, you must have a mundane ship in a bottle ready to act as the creature's body. This can typically be purchased for 200 GP. Alternatively you can spend 5 gp on the materials and build it yourself over the course of a week of downtime by succeeding on a DC 18 Woodworking Tools (Dexterity) check.", + "Then, over the course of one hour, you must cast the spells animate object, magic jar, and conjure elemental. If you already have the spirit of a water elemental in your possession (such as in an elemental gem) you do not need to cast conjure elemental.", + "Once the final spell has been cast, the ship will become an animated ship in a bottle and will be fully loyal to one creature chosen by the individual casting the final spell.", + "----------------------------------------------------------------------------------------" + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/dLD4r7n.png" + } + } + ] + }, + "tokenUrl": "https://i.imgur.com/jGB4VKC.png", + "languages": [ + "understands Aquan and Common", + "but does not speak" + ], + "languageTags": [ + "AQ", + "C" + ], + "senses": [ + "darkvision 60 ft." + ], + "senseTags": [ + "D" + ], + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "immune": [ + "poison" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "paralyzed", + "poisoned", + "prone", + "unconscious" + ], + "trait": [ + { + "name": "Flyby", + "entries": [ + "The ship in a bottle doesn't provoke opportunity attacks when it flies out of an enemy's reach." + ] + }, + { + "name": "Shattered Glass", + "entries": [ + "Whenever a bottled armada takes damage or makes an attack, one of the bottles shatters, spraying glass in a 5-foot radius surrounding the swarm. All creatures in the area take 3 ({@damage 1d6}) piercing damage or half as much on a successful {@dc 15} Dexterity saving throw." + ] + }, + { + "name": "Swarm", + "entries": [ + "The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny creature. The swarm can't regain hit points or gain temporary hit points." + ] + } + ], + "traitTags": [ + "Flyby" + ], + "damageTags": [ + "B", + "P" + ], + "miscTags": [ + "MW", + "RW", + "AOE" + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The bottled armada attacks twice, once with its ram and once with its ballista." + ] + }, + { + "name": "Ram (swarm has more than half HP)", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 5 ft., one creature.", + "{@h}13 ({@damage 2d8 + 4}) bludgeoning damage." + ] + }, + { + "name": "Ram (swarm has half HP or less)", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 5 ft., one creature.", + "{@h}8 ({@damage 1d8 + 4}) bludgeoning damage." + ] + }, + { + "name": "Ballista", + "entries": [ + "{@atk rw} {@hit 8} to hit, reach 60/30 ft., one creature.", + "{@h}10 ({@damage 1d12 + 4}) piercing damage." + ] + } + ], + "actionTags": [ + "Multiattack" + ] + }, + { + "name": "Shadow Giant", + "size": [ + "H" + ], + "type": "monstrosity", + "source": "DungeonDadStatblocks", + "alignment": [ + "N", + "E" + ], + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "formula": "18d12 + 54", + "average": 171 + }, + "speed": { + "walk": 40 + }, + "str": 20, + "dex": 17, + "con": 16, + "int": 18, + "wis": 16, + "cha": 11, + "passive": 13, + "cr": "7", + "fluff": { + "entries": [ + "Standing before you is a massive, vaguely humanoid shape wreathed in shadows. The creature's body is jet-black with long, ropey limbs. Its serpentine torso tapers off into a point where the legs of most humanoid creatures would be. In place of eyes, two azure burning points of fiery light stand out against the creature's shadowy form. When it speaks, black smoke rises from gash acting as the creature's mouth, and that same azure light leaks into the area.", + "Not So Giant. Shadow giants, or shadow people as they prefer to call themselves, are not actually giants in the true sense of the word. While they may have a stature similar to that of other giants and giant-kin, they are actually descendant from an ancient race of creatures who became cursed as a result of their fascination with dark magic. They reside in the darkest corners of the Shadowfell, only ever shifting to the Material Plane to trade with others or to enact some sort of plan. The fact that they grow tremendous in size when exposed to the light of the sun is largely responsible for them being classified as giants by many scholars who did not fully understand what they were looking at.", + "Mysterious Traders. The shadow giants come across all manner of oddities in the Shadowfell, however, the thing most precious to them is obsidian. They use orbs of obsidian as incubators. It is the only substance capable of accepting their essence and acting as a sort of egg, in order to propagate the species. To ensure they have a healthy stock of obsidian on hand, shadow giant merchants will travel to the Material Plane with their collection of valuables in order to trade them with mortals for as much obsidian as they can carry. Due to their appearance and notoriety as beings from the Shadowfell, they often avoid large city centres, instead opting for more secluded areas on the outskirts of large cities. The ideal situation for a shadow giant is to arrange an understanding with someone in a position of power to keep regular trade of goods from the Shadowfell flowing in exchange for a steady supply of obsidian they can rely on.", + "Shadow Giants in Dark Sun", + "Shadow giants originally came from the Dark Sun setting where they were descended from a group of halflings that aligned themselves with Rajaat the Warbringer. They reside in The Black and are doomed to a cursed existence caught between the infinite darkness of their new home and the Material Plane. Shadow giants on Athas also speak the halfling language, a holdover from their ancestors who set them down their blighted path." + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/0Bx9ZDx.png" + } + } + ] + }, + "tokenUrl": "https://i.imgur.com/FuygdQd.png", + "senses": [ + "darkvision 120 ft." + ], + "senseTags": [ + "SD" + ], + "skill": { + "history": "+7", + "stealth": "+6" + }, + "vulnerable": [ + "force" + ], + "resist": [ + "acid", + "fire", + "lightning", + "thunder" + ], + "immune": [ + { + "immune": [ + "cold" + ] + }, + { + "immune": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "conditionImmune": [ + "exhaustion", + "frightened", + "grappled", + "paralyzed", + "petrified", + "poisoned", + "prone", + "restrained" + ], + "trait": [ + { + "name": "Shadow Body", + "entries": [ + "In areas of dim light the shadow giant's size becomes large and its attacks have the number of damage dice they roll reduced by one. In areas of darkness its size becomes medium and its attacks have the number of damage dice they roll reduced by two. All its other game statistics remain the same." + ] + }, + { + "name": "Light Consumption", + "entries": [ + "Shadow giants become more powerful when exposed to strong and direct light. In an area of bright light the giant restores {@dice 2d6} hit points at the start of each of its turns. Additionally, anytime the giant would take radiant damage, it instead restores half as many hit points." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The giant makes two slam attacks." + ] + }, + { + "name": "Syphoning Slam", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 10 ft., one creature.", + "{@h}23 ({@damage 4d8 + 5}) bludgeoning damage and if the target is equal in size or smaller the target is {@condition grappled}. The target's strength score is reduced by {@dice 1d4}. The target is {@condition unconscious} if this reduces its Strength to 0. The reduction lasts until the target finishes a short or long rest." + ] + }, + { + "name": "Darkbolt", + "entries": [ + "{@atk rs} {@hit 7} to hit, reach 60/240 ft., one creature.", + "{@h}30 ({@damage 4d12 + 4}) cold damage and the target must succeed on a {@dc 15} Constitution Saving Throw or suffer a level of {@condition exhaustion|BEG}." + ] + }, + { + "name": "Descend", + "entries": [ + "If the giant is not in the Shadowfell it magically teleports to the Shadowfell. It may take any objects it is currently holding and any creatures it is currently grappling with. When the giant transports a living creature to the Shadowfell in this way that creature immediately suffers a level of {@condition exhaustion|BEG}. If the giant uses this action while in the Shadowfell, it may magically plane shift to another plane of its choosing." + ] + } + ], + "actionTags": [ + "Multiattack" + ], + "conditionInflict": [ + "exhaustion|beg", + "grappled", + "unconscious" + ], + "miscTags": [ + "MW", + "RCH" + ], + "languages": [ + "Common" + ], + "languageTags": [ + "C" + ], + "damageTags": [ + "B", + "C" + ], + "savingThrowForced": [ + "constitution" + ] + }, + { + "name": "Naztharune", + "size": [ + "M" + ], + "type": "fiend", + "source": "DungeonDadStatblocks", + "alignment": [ + "L", + "E" + ], + "ac": [ + { + "ac": 17, + "from": [ + "{@item studded leather armor|phb}" + ] + } + ], + "hp": { + "formula": "13d8 + 52", + "average": 110 + }, + "speed": { + "walk": 45 + }, + "str": 14, + "dex": 20, + "con": 18, + "int": 15, + "wis": 12, + "cha": 15, + "passive": 15, + "cr": "10", + "fluff": { + "entries": [ + "Standing before you is a sleek and slender humanoid shaped individual with features that bear a striking resemblance to that of a panther. The creature is dressed in fine clothes that, while clearly expensive, are also highly functional with plenty of protection to boot. Their jet-black fur only serves to make their piercing yellow eyes stand out in the night, and in each of their backwards hands they wield a sharpened fine dagger.", + "Fiendish Cousins. Naztharune are the deadly cousins of the more well known rakshasa. Where rakshasa resemble mighty and powerful tigers, though, the naztharune bear a resemblance to the more stealthy and subtle panther. Though the one tell-tale sign that links their lineage together is still present, their backwards hands. Every naztharune has hands with the palm where the back of the hand would normally be on most humanoid creatures. While it is a subtle difference at a glance, it can be disturbing to those who are not familiar with such creatures when first encountered.", + "Mercenary Mindset. The naztharune are much less haughty than their rakshasa brethren. While they do prefer to work with others of their kind, they will often willingly work with others if they believe there is an opportunity to earn some gold. Where many rakshasa will not work in service to mortals merely on principle, the naztharune can often be found in the employ of mortal beings who are wealthy enough to afford their expert-level services. Working as assassins for hire has earned many naztharune a king's ransom. Given the nature of their work, very few ever hear about their exploits, which is exactly how the naztharune like it." + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://vignette.wikia.nocookie.net/warriorsofmyth/images/c/c7/Naztharune_Rakshasa_by_Wayne_Reynolds.jpg" + } + } + ] + }, + "tokenUrl": "https://i.imgur.com/xzR8N1M.png", + "languages": [ + "Common", + "Infernal", + "Thieves' cant", + "Undercommon" + ], + "languageTags": [ + "C", + "I", + "TC", + "U" + ], + "senses": [ + "darkvision 60 ft." + ], + "senseTags": [ + "D" + ], + "skill": { + "deception": "+6", + "perception": "+5", + "stealth": "+9" + }, + "trait": [ + { + "name": "Detect Thoughts", + "entries": [ + "The naztharune has a limited ability to psychically read the thoughts of other creatures within 30 feet around it. By using a bonus action, it can read the surface-level thoughts (what the creature is currently thinking about) of any creature as long as the target has an Intelligence score of at least three and knows how to speak any language. Using an action the naztharune can attempt to probe deeper into the target's mind by forcing them to make a {@dc 15} Wisdom Saving Throw. On a failed save the naztharune gains insight into the target's reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). Either way the target is aware that someone is attempting to probe deeper into their mind and can attempt a {@dc 15} Intelligence Saving Throw at the end of each of their turns to close off their mind. On any successful saving throw the target is immune to the naztharune's ability to detect thoughts for one hour." + ] + }, + { + "name": "Evasion", + "entries": [ + "If the naztharune is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the naztharune instead takes no damage if it succeeds on the saving throw, and only half damage if it fails." + ] + }, + { + "name": "One with the Dark", + "entries": [ + "The naztharune can hide as a bonus action. It can also hide even if it isn't behind cover or otherwise obscured so long as it's in dim light or darkness." + ] + }, + { + "name": "Psychic Scanning", + "entries": [ + "The naztharune's mind can detect other thinking creature's within 30 feet of it, revealing their size and exact location to the naztharune. This trait can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks the naztharune from detecting anything. It does not detect creatures with an Intelligence score of 3 or lower." + ] + }, + { + "name": "Shadow Jump", + "entries": [ + "The naztharune can magically teleport up to 20 feet from its location to another unoccupied location as a bonus action as long as both its current location and the place its teleporting to are in dim light or darkness." + ] + }, + { + "name": "Sneak Attack", + "entries": [ + "Once per turn, the naztharune deals an extra 21 ({@damage 6d6}) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the naztharune that isn't {@condition incapacitated} and the naztharune doesn't have disadvantage on the attack roll." + ] + } + ], + "traitTags": [ + "Sneak Attack" + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The naztharune makes three melee weapon attacks or two attacks with its shortbow." + ] + }, + { + "name": "Shortsword", + "entries": [ + "{@atk mw} {@hit +9} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d6 + 5}) piercing damage." + ] + }, + { + "name": "Claw (Naztharune Form Only)", + "entries": [ + "{@atk mw} {@hit 9} to hit, reach 5 ft., one creature.", + "{@h}8 ({@dice 1d6 + 5}) slashing damage." + ] + }, + { + "name": "Shortbow", + "entries": [ + "{@atk rw} {@hit +9} to hit, range 80/320 ft., one target. {@h}8 ({@damage 1d6 + 5}) piercing damage plus 9 ({@damage 2d8}) poison damage and the target must succeed on a {@dc 15} Constitution Saving Throw or become {@condition poisoned} for 10 minutes." + ] + }, + { + "name": "Change Shape", + "entries": [ + "The naztharune assumes any humanoid form of its choosing, or reverts to its own form. When changing into a humanoid form it can choose its new height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any, with the only limitation being that the new form must be a medium humanoid creature. In humanoid form, a naztharune loses its claw attacks. A change in form cannot be dispelled, but a naztharune reverts to its natural form when killed." + ] + } + ], + "actionTags": [ + "Multiattack", + "Shapechanger" + ], + "miscTags": [ + "MW", + "RW", + "RNG" + ], + "attachedItems": [ + "shortbow|phb", + "shortsword|phb" + ], + "conditionInflict": [ + "poisoned" + ], + "damageTags": [ + "I", + "P" + ], + "savingThrowForced": [ + "constitution", + "wisdom" + ] + }, + { + "name": "Steel Dragon Wyrmling", + "size": [ + "M" + ], + "type": "dragon", + "source": "DungeonDadStatblocks", + "alignment": [ + "L", + "G" + ], + "ac": [ + { + "ac": 17, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "formula": "10d8 + 30", + "average": 75 + }, + "speed": { + "walk": 30, + "climb": 30, + "fly": 60 + }, + "str": 19, + "dex": 10, + "con": 17, + "int": 14, + "wis": 11, + "cha": 15, + "passive": 12, + "cr": "4", + "fluff": { + "entries": [ + "Steel dragons are sociable, clever, and curious. They often prefer to navigate the world shapeshifted into the form of a human to learn all they can of humanoid life and customs. The scales of a steel dragon range from a deep blue-grey at birth to a lustrous and burnished steel in adulthood. The brighter the scale's shine, the older the dragon. Their faces are extremely expressive and easily portray their emotions to creatures of other species. They have a wide wingspan with sharp, segmented wings that create the illusion of bundled blades. They also have fine steel spines that grow from their head and neck that raise and lower depending on the dragon's mood. The creature smells of wet metal and moves with feline-like grace.", + "Curious Minds. Steel dragons are incredibly hard to detect due to their penchant for enjoying humanoid life. They have a deep love and curiosity towards all humanoid lifeforms, especially humans given their relatively adaptive nature. To sate this curiosity they will spend the majority of their life shifted into the form of a humanoid creature, living among them, experiencing their culture, and forming true friendships with a great many people. They naturally gravitate towards those who share their curious mind, a preference that typically leads them to places of learning such as colleges, libraries, or other locales that attract scholarly types. In exchange for good conversation and a healthy dose of questioning about all manner of things, the dragon will happily share some of its more useful knowledge with unsuspecting friends.", + "Paragons of Order. Steel dragons are generally good natured, however, they also crave order. To them, the basis of a good civilization is a proper code of laws that are just and upheld with no ambiguity. While these dragons don't typically get involved with the politics of the places they live, they will step in, maintaining their disguise if possible, to guide a city in the right direction or to help in the city's defence against some kind of outside threat. Unlike gold dragons who often seek to hunt down and punish evil doers with zealous fervour, steel dragons are more concerned with the state of their own city and are very unlikely to venture out into the wider world unless convinced there is some kind of threat to the people they are so fond of.", + "Many Lives. While it may not be peculiar for a dragon to live for several thousand years or more, in the case of even the longest lived humanoid races, the lifespan of a dragon seems nearly infinite. Understanding this, and not wishing to have their true identity compromised, steel dragons in disguise will use their magic to gradually create an illusion that they are ageing, imitating the lifespan of whatever race they masquerade as. Eventually, they may even fake their own death or use some kind of excuse to explain why they are leaving town, never to return, only for the dragon to take on a new persona and arrive back in the same town they love to start all over again. They often transition between identities of various different races and walks of life, however, they always have a telltale sign that indicates their true heritage such as a streak of steel-grey hair, metallic fingernails, or even a steel accessory such as a ring or bangle. To a steel dragon, each new persona is a chance to better understand the people the dragon shares a world with.", + "Peaceful Titans. Due to the massive amount of power that a steel dragon holds, they almost never resort to violence. Not only would they easily destroy most creatures who threaten them without knowing what they truly are, but the resulting chaos could only serve to harm other people in the area. When pushed into a corner and given no choice, however, a steel dragon will fight tooth and nail to defend its domain and loved ones. They often prefer to use their poisonous gas to knock enemies unconscious rather than simply destroying them.", + "Unlearned Scholars. Due to the steel dragon's propensity to spend such long periods of time in humanoid form, some scholars and sages have tried to argue that they don't even exist, and instead, that the steel dragon is merely a misidentified silver dragon or perhaps some other kind of metallic creature with draconic ancestry. While these claims are understandable, and in some cases may be true, they only serve to display the care and discretion taken by steel dragons to protect their true identities.", + "Steel dragons are all too real, and as far as they're concerned the longer they can convince the misinformed scholars of the world they're not, the better." + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://vignette.wikia.nocookie.net/forgottenrealms/images/2/26/SteelDragon.jpg" + } + } + ] + }, + "tokenUrl": "https://i.imgur.com/gEpYIX1.png", + "dragonAge": "wyrmling", + "languages": [ + "Common", + "Draconic" + ], + "languageTags": [ + "C", + "DR" + ], + "senses": [ + "blindsight 10 ft.", + "darkvision 60 ft." + ], + "senseTags": [ + "B", + "D" + ], + "save": { + "dex": "+2", + "con": "+5", + "wis": "+2", + "cha": "+4" + }, + "skill": { + "perception": "+2", + "stealth": "+2" + }, + "immune": [ + "acid", + "poison" + ], + "conditionImmune": [ + "poisoned" + ], + "trait": [ + { + "name": "Limited Magic Immunity", + "entries": [ + "The dragon can't be affected or detected by spells of 2nd level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects." + ] + } + ], + "action": [ + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one creature.", + "{@h}9 ({@damage 1d10 + 4}) piercing damage plus 3 ({@damage 1d6}) acid damage." + ] + }, + { + "name": "Breath Weapon {@recharge 5}", + "entries": [ + "The dragon can choose to breathe either a line of acid or a cone of poison gas. If it chooses acid, it exhales acid in a 15-­foot line that is 5 feet wide. Each creature in that line must make a {@dc 11} Dexterity saving throw, taking 22 ({@damage 5d8}) acid damage on a failed save, or half as much damage on a successful one.", + "If it chooses poison gas, it exhales poisonous gas in a 15-foot cone. Each creature in that area must make a {@dc 11} Constitution saving throw, taking 21 ({@damage 6d6}) poison damage on a failed save, or half as much damage on a successful one. If this damage reduces the creature to 0 hit points or less they immediately stabilise and awaken {@dice 1d6} hours later with 1 hit point." + ] + }, + { + "name": "Change Shape", + "entries": [ + "The dragon can change its shape to assume the form of a humanoid or beast of medium size or smaller with any physical traits it wishes. The transformation lasts until the dragon uses this action again, either to change shape or to return to its true form, or it drops to 0 hit points or dies. If the target chooses the form of a beast it must choose a creature with a CR equal to or lower than the dragon's. In any alternate form the dragon retains its game statistics, though its size changes to match that of its chosen form. If the dragon uses its breath weapons or any natural attacks the transformation immediately ends and the dragon returns to its true form." + ] + } + ], + "miscTags": [ + "MW", + "AOE" + ], + "actionTags": [ + "Breath Weapon", + "Shapechanger" + ], + "damageTags": [ + "A", + "I", + "P" + ], + "savingThrowForced": [ + "constitution", + "dexterity" + ] + }, + { + "name": "Young Steel Dragon", + "size": [ + "L" + ], + "type": "dragon", + "source": "DungeonDadStatblocks", + "alignment": [ + "L", + "G" + ], + "ac": [ + { + "ac": 18, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "formula": "17d10 + 85", + "average": 178 + }, + "speed": { + "walk": 40, + "climb": 40, + "fly": 80 + }, + "str": 23, + "dex": 10, + "con": 21, + "int": 16, + "wis": 11, + "cha": 19, + "passive": 18, + "cr": "10", + "fluff": { + "entries": [ + "Steel dragons are sociable, clever, and curious. They often prefer to navigate the world shapeshifted into the form of a human to learn all they can of humanoid life and customs. The scales of a steel dragon range from a deep blue-grey at birth to a lustrous and burnished steel in adulthood. The brighter the scale's shine, the older the dragon. Their faces are extremely expressive and easily portray their emotions to creatures of other species. They have a wide wingspan with sharp, segmented wings that create the illusion of bundled blades. They also have fine steel spines that grow from their head and neck that raise and lower depending on the dragon's mood. The creature smells of wet metal and moves with feline-like grace.", + "Curious Minds. Steel dragons are incredibly hard to detect due to their penchant for enjoying humanoid life. They have a deep love and curiosity towards all humanoid lifeforms, especially humans given their relatively adaptive nature. To sate this curiosity they will spend the majority of their life shifted into the form of a humanoid creature, living among them, experiencing their culture, and forming true friendships with a great many people. They naturally gravitate towards those who share their curious mind, a preference that typically leads them to places of learning such as colleges, libraries, or other locales that attract scholarly types. In exchange for good conversation and a healthy dose of questioning about all manner of things, the dragon will happily share some of its more useful knowledge with unsuspecting friends.", + "Paragons of Order. Steel dragons are generally good natured, however, they also crave order. To them, the basis of a good civilization is a proper code of laws that are just and upheld with no ambiguity. While these dragons don't typically get involved with the politics of the places they live, they will step in, maintaining their disguise if possible, to guide a city in the right direction or to help in the city's defence against some kind of outside threat. Unlike gold dragons who often seek to hunt down and punish evil doers with zealous fervour, steel dragons are more concerned with the state of their own city and are very unlikely to venture out into the wider world unless convinced there is some kind of threat to the people they are so fond of.", + "Many Lives. While it may not be peculiar for a dragon to live for several thousand years or more, in the case of even the longest lived humanoid races, the lifespan of a dragon seems nearly infinite. Understanding this, and not wishing to have their true identity compromised, steel dragons in disguise will use their magic to gradually create an illusion that they are ageing, imitating the lifespan of whatever race they masquerade as. Eventually, they may even fake their own death or use some kind of excuse to explain why they are leaving town, never to return, only for the dragon to take on a new persona and arrive back in the same town they love to start all over again. They often transition between identities of various different races and walks of life, however, they always have a telltale sign that indicates their true heritage such as a streak of steel-grey hair, metallic fingernails, or even a steel accessory such as a ring or bangle. To a steel dragon, each new persona is a chance to better understand the people the dragon shares a world with.", + "Peaceful Titans. Due to the massive amount of power that a steel dragon holds, they almost never resort to violence. Not only would they easily destroy most creatures who threaten them without knowing what they truly are, but the resulting chaos could only serve to harm other people in the area. When pushed into a corner and given no choice, however, a steel dragon will fight tooth and nail to defend its domain and loved ones. They often prefer to use their poisonous gas to knock enemies unconscious rather than simply destroying them.", + "Unlearned Scholars. Due to the steel dragon's propensity to spend such long periods of time in humanoid form, some scholars and sages have tried to argue that they don't even exist, and instead, that the steel dragon is merely a misidentified silver dragon or perhaps some other kind of metallic creature with draconic ancestry. While these claims are understandable, and in some cases may be true, they only serve to display the care and discretion taken by steel dragons to protect their true identities.", + "Steel dragons are all too real, and as far as they're concerned the longer they can convince the misinformed scholars of the world they're not, the better." + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://vignette.wikia.nocookie.net/forgottenrealms/images/2/26/SteelDragon.jpg" + } + } + ] + }, + "tokenUrl": "https://i.imgur.com/gEpYIX1.png", + "dragonAge": "young", + "languages": [ + "Common", + "Draconic", + "Dwarvish", + "Elvish", + "Halfling", + "Orc" + ], + "languageTags": [ + "C", + "DR", + "D", + "E", + "H", + "O" + ], + "senses": [ + "blindsight 30 ft.", + "darkvision 120 ft." + ], + "senseTags": [ + "B", + "SD" + ], + "save": { + "dex": "+4", + "con": "+9", + "wis": "+4", + "cha": "+8" + }, + "skill": { + "perception": "+8", + "stealth": "+4" + }, + "immune": [ + "acid", + "poison" + ], + "conditionImmune": [ + "poisoned" + ], + "trait": [ + { + "name": "Limited Magic Immunity", + "entries": [ + "The dragon can't be affected or detected by spells of 4th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The dragon makes three attacks: one with its bite and two with its claws." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one creature.", + "{@h}9 ({@damage 2d10 + 6}) piercing damage plus 3 ({@damage 1d6}) acid damage." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 10} to hit, reach 5 ft., one target.", + "{@h}13 ({@damage 2d6 + 6}) slashing damage." + ] + }, + { + "name": "Breath Weapon {@recharge 5}", + "entries": [ + "The dragon can choose to breathe either a line of acid or a cone of poison gas. If it chooses acid, it exhales acid in a 30-­foot line that is 5 feet wide. Each creature in that line must make a {@dc 14} Dexterity saving throw, taking 49 ({@damage 11d8}) acid damage on a failed save, or half as much damage on a successful one.", + "If it chooses poison gas, it exhales poisonous gas in a 30-foot cone. Each creature in that area must make a {@dc 14} Constitution saving throw, taking 42 ({@damage 12d6}) poison damage on a failed save, or half as much damage on a successful one. If this damage reduces the creature to 0 hit points or less they immediately stabilise and awaken {@dice 1d6} hours later with 1 hit point." + ] + }, + { + "name": "Change Shape", + "entries": [ + "The dragon can change its shape to assume the form of a humanoid or beast of large size or smaller with any physical traits it wishes. The transformation lasts until the dragon uses this action again, either to change shape or to return to its true form, or it drops to 0 hit points or dies. If the target chooses the form of a beast it must choose a creature with a CR equal to or lower than the dragon's. In any alternate form the dragon retains its game statistics, though its size changes to match that of its chosen form. If the dragon uses its breath weapons or any natural attacks the transformation immediately ends and the dragon returns to its true form." + ] + } + ], + "miscTags": [ + "MW", + "AOE" + ], + "actionTags": [ + "Breath Weapon", + "Multiattack", + "Shapechanger" + ], + "damageTags": [ + "A", + "I", + "P", + "S" + ], + "savingThrowForced": [ + "constitution", + "dexterity" + ] + }, + { + "name": "Adult Steel Dragon", + "size": [ + "H" + ], + "type": "dragon", + "source": "DungeonDadStatblocks", + "alignment": [ + "L", + "G" + ], + "ac": [ + { + "ac": 19, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "formula": "19d12 + 133", + "average": 256 + }, + "speed": { + "walk": 40, + "climb": 40, + "fly": 80 + }, + "str": 27, + "dex": 10, + "con": 25, + "int": 20, + "wis": 13, + "cha": 21, + "passive": 23, + "cr": "17", + "fluff": { + "entries": [ + "Steel dragons are sociable, clever, and curious. They often prefer to navigate the world shapeshifted into the form of a human to learn all they can of humanoid life and customs. The scales of a steel dragon range from a deep blue-grey at birth to a lustrous and burnished steel in adulthood. The brighter the scale's shine, the older the dragon. Their faces are extremely expressive and easily portray their emotions to creatures of other species. They have a wide wingspan with sharp, segmented wings that create the illusion of bundled blades. They also have fine steel spines that grow from their head and neck that raise and lower depending on the dragon's mood. The creature smells of wet metal and moves with feline-like grace.", + "Curious Minds. Steel dragons are incredibly hard to detect due to their penchant for enjoying humanoid life. They have a deep love and curiosity towards all humanoid lifeforms, especially humans given their relatively adaptive nature. To sate this curiosity they will spend the majority of their life shifted into the form of a humanoid creature, living among them, experiencing their culture, and forming true friendships with a great many people. They naturally gravitate towards those who share their curious mind, a preference that typically leads them to places of learning such as colleges, libraries, or other locales that attract scholarly types. In exchange for good conversation and a healthy dose of questioning about all manner of things, the dragon will happily share some of its more useful knowledge with unsuspecting friends.", + "Paragons of Order. Steel dragons are generally good natured, however, they also crave order. To them, the basis of a good civilization is a proper code of laws that are just and upheld with no ambiguity. While these dragons don't typically get involved with the politics of the places they live, they will step in, maintaining their disguise if possible, to guide a city in the right direction or to help in the city's defence against some kind of outside threat. Unlike gold dragons who often seek to hunt down and punish evil doers with zealous fervour, steel dragons are more concerned with the state of their own city and are very unlikely to venture out into the wider world unless convinced there is some kind of threat to the people they are so fond of.", + "Many Lives. While it may not be peculiar for a dragon to live for several thousand years or more, in the case of even the longest lived humanoid races, the lifespan of a dragon seems nearly infinite. Understanding this, and not wishing to have their true identity compromised, steel dragons in disguise will use their magic to gradually create an illusion that they are ageing, imitating the lifespan of whatever race they masquerade as. Eventually, they may even fake their own death or use some kind of excuse to explain why they are leaving town, never to return, only for the dragon to take on a new persona and arrive back in the same town they love to start all over again. They often transition between identities of various different races and walks of life, however, they always have a telltale sign that indicates their true heritage such as a streak of steel-grey hair, metallic fingernails, or even a steel accessory such as a ring or bangle. To a steel dragon, each new persona is a chance to better understand the people the dragon shares a world with.", + "Peaceful Titans. Due to the massive amount of power that a steel dragon holds, they almost never resort to violence. Not only would they easily destroy most creatures who threaten them without knowing what they truly are, but the resulting chaos could only serve to harm other people in the area. When pushed into a corner and given no choice, however, a steel dragon will fight tooth and nail to defend its domain and loved ones. They often prefer to use their poisonous gas to knock enemies unconscious rather than simply destroying them.", + "Unlearned Scholars. Due to the steel dragon's propensity to spend such long periods of time in humanoid form, some scholars and sages have tried to argue that they don't even exist, and instead, that the steel dragon is merely a misidentified silver dragon or perhaps some other kind of metallic creature with draconic ancestry. While these claims are understandable, and in some cases may be true, they only serve to display the care and discretion taken by steel dragons to protect their true identities.", + "Steel dragons are all too real, and as far as they're concerned the longer they can convince the misinformed scholars of the world they're not, the better." + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://vignette.wikia.nocookie.net/forgottenrealms/images/2/26/SteelDragon.jpg" + } + } + ] + }, + "tokenUrl": "https://i.imgur.com/gEpYIX1.png", + "dragonAge": "adult", + "languages": [ + "Common", + "Draconic", + "Dwarvish", + "Elvish", + "Halfling", + "Orc", + "Undercommon" + ], + "languageTags": [ + "C", + "DR", + "D", + "E", + "H", + "O", + "U" + ], + "senses": [ + "blindsight 30 ft.", + "darkvision 120 ft." + ], + "senseTags": [ + "B", + "SD" + ], + "save": { + "dex": "+6", + "con": "+13", + "wis": "+7", + "cha": "+11" + }, + "skill": { + "perception": "+13", + "stealth": "+6" + }, + "immune": [ + "acid", + "poison" + ], + "conditionImmune": [ + "poisoned" + ], + "trait": [ + { + "name": "Limited Magic Immunity", + "entries": [ + "The dragon can't be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects." + ] + }, + { + "name": "Legendary Resistance (3/Day)", + "entries": [ + "If the dragon fails a saving throw, it can choose to succeed instead." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 14} to hit, reach 5 ft., one creature.", + "{@h}19 ({@damage 2d10 + 8}) piercing damage plus 7 ({@damage 2d6}) acid damage." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 14} to hit, reach 5 ft., one target.", + "{@h}15 ({@damage 2d6 + 8}) slashing damage." + ] + }, + { + "name": "Tail", + "entries": [ + "{@atk mw} {@hit 14} to hit, reach 15 ft., one target.", + "{@h}17 ({@damage 2d8 + 8}) bludgeoning damage." + ] + }, + { + "name": "Frightful Presence", + "entries": [ + "Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a {@dc 19} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours." + ] + }, + { + "name": "Breath Weapon {@recharge 5}", + "entries": [ + "The dragon can choose to breathe either a line of acid or a cone of poison gas. If it chooses acid, it exhales acid in a 60-­foot line that is 5 feet wide. Each creature in that line must make a {@dc 18} Dexterity saving throw, taking 54 ({@damage 12d8}) acid damage on a failed save, or half as much damage on a successful one.", + "If it chooses poison gas, it exhales poisonous gas in a 60-foot cone. Each creature in that area must make a {@dc 18} Constitution saving throw, taking 56 ({@damage 16d6}) poison damage on a failed save, or half as much damage on a successful one. If this damage reduces the creature to 0 hit points or less they immediately stabilise and awaken {@dice 1d6} hours later with 1 hit point." + ] + }, + { + "name": "Change Shape", + "entries": [ + "The dragon can change its shape to assume the form of a humanoid or beast of huge size or smaller with any physical traits it wishes. The transformation lasts until the dragon uses this action again, either to change shape or to return to its true form, or it drops to 0 hit points or dies. If the target chooses the form of a beast it must choose a creature with a CR equal to or lower than the dragon's. In any alternate form the dragon retains its game statistics, though its size changes to match that of its chosen form. If the dragon uses its breath weapons or any natural attacks the transformation immediately ends and the dragon returns to its true form." + ] + } + ], + "miscTags": [ + "MW", + "RCH", + "AOE" + ], + "actionTags": [ + "Breath Weapon", + "Frightful Presence", + "Multiattack", + "Shapechanger" + ], + "traitTags": [ + "Legendary Resistances" + ], + "conditionInflict": [ + "frightened", + "prone" + ], + "legendaryGroup": { + "name": "Steel Dragon", + "source": "DungeonDadStatblocks" + }, + "legendary": [ + { + "name": "Detect", + "entries": [ + "The dragon makes a Wisdom (Perception) check." + ] + }, + { + "name": "Slither", + "entries": [ + "The dragon makes a Dexterity (Stealth) check and attempts to hide." + ] + }, + { + "name": "Wing Attack", + "entries": [ + "The dragon beats its wings. Each creature within 15 feet of the dragon must on a {@dc 20} Dexterity saving throw or take 15 ({@damage 2d6 + 8}) bludgeoning damage and be knocked {@condition prone}. The dragon can then fly up to half its flying speed." + ] + } + ], + "damageTags": [ + "A", + "B", + "I", + "P", + "S" + ], + "savingThrowForced": [ + "constitution", + "dexterity", + "wisdom" + ] + }, + { + "name": "Ancient Steel Dragon", + "size": [ + "G" + ], + "type": "dragon", + "source": "DungeonDadStatblocks", + "alignment": [ + "L", + "G" + ], + "ac": [ + { + "ac": 22, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "formula": "28d20 + 252", + "average": 546 + }, + "speed": { + "walk": 40, + "climb": 40, + "fly": 80 + }, + "str": 30, + "dex": 10, + "con": 29, + "int": 24, + "wis": 15, + "cha": 23, + "passive": 26, + "cr": "24", + "fluff": { + "entries": [ + "Steel dragons are sociable, clever, and curious. They often prefer to navigate the world shapeshifted into the form of a human to learn all they can of humanoid life and customs. The scales of a steel dragon range from a deep blue-grey at birth to a lustrous and burnished steel in adulthood. The brighter the scale's shine, the older the dragon. Their faces are extremely expressive and easily portray their emotions to creatures of other species. They have a wide wingspan with sharp, segmented wings that create the illusion of bundled blades. They also have fine steel spines that grow from their head and neck that raise and lower depending on the dragon's mood. The creature smells of wet metal and moves with feline-like grace.", + "Curious Minds. Steel dragons are incredibly hard to detect due to their penchant for enjoying humanoid life. They have a deep love and curiosity towards all humanoid lifeforms, especially humans given their relatively adaptive nature. To sate this curiosity they will spend the majority of their life shifted into the form of a humanoid creature, living among them, experiencing their culture, and forming true friendships with a great many people. They naturally gravitate towards those who share their curious mind, a preference that typically leads them to places of learning such as colleges, libraries, or other locales that attract scholarly types. In exchange for good conversation and a healthy dose of questioning about all manner of things, the dragon will happily share some of its more useful knowledge with unsuspecting friends.", + "Paragons of Order. Steel dragons are generally good natured, however, they also crave order. To them, the basis of a good civilization is a proper code of laws that are just and upheld with no ambiguity. While these dragons don't typically get involved with the politics of the places they live, they will step in, maintaining their disguise if possible, to guide a city in the right direction or to help in the city's defence against some kind of outside threat. Unlike gold dragons who often seek to hunt down and punish evil doers with zealous fervour, steel dragons are more concerned with the state of their own city and are very unlikely to venture out into the wider world unless convinced there is some kind of threat to the people they are so fond of.", + "Many Lives. While it may not be peculiar for a dragon to live for several thousand years or more, in the case of even the longest lived humanoid races, the lifespan of a dragon seems nearly infinite. Understanding this, and not wishing to have their true identity compromised, steel dragons in disguise will use their magic to gradually create an illusion that they are ageing, imitating the lifespan of whatever race they masquerade as. Eventually, they may even fake their own death or use some kind of excuse to explain why they are leaving town, never to return, only for the dragon to take on a new persona and arrive back in the same town they love to start all over again. They often transition between identities of various different races and walks of life, however, they always have a telltale sign that indicates their true heritage such as a streak of steel-grey hair, metallic fingernails, or even a steel accessory such as a ring or bangle. To a steel dragon, each new persona is a chance to better understand the people the dragon shares a world with.", + "Peaceful Titans. Due to the massive amount of power that a steel dragon holds, they almost never resort to violence. Not only would they easily destroy most creatures who threaten them without knowing what they truly are, but the resulting chaos could only serve to harm other people in the area. When pushed into a corner and given no choice, however, a steel dragon will fight tooth and nail to defend its domain and loved ones. They often prefer to use their poisonous gas to knock enemies unconscious rather than simply destroying them.", + "Unlearned Scholars. Due to the steel dragon's propensity to spend such long periods of time in humanoid form, some scholars and sages have tried to argue that they don't even exist, and instead, that the steel dragon is merely a misidentified silver dragon or perhaps some other kind of metallic creature with draconic ancestry. While these claims are understandable, and in some cases may be true, they only serve to display the care and discretion taken by steel dragons to protect their true identities.", + "Steel dragons are all too real, and as far as they're concerned the longer they can convince the misinformed scholars of the world they're not, the better." + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://vignette.wikia.nocookie.net/forgottenrealms/images/2/26/SteelDragon.jpg" + } + } + ] + }, + "tokenUrl": "https://i.imgur.com/gEpYIX1.png", + "dragonAge": "ancient", + "languages": [ + "Common", + "Draconic", + "Dwarvish", + "Elvish", + "Halfling", + "Orc", + "Undercommon" + ], + "languageTags": [ + "C", + "DR", + "D", + "E", + "H", + "O", + "U" + ], + "senses": [ + "blindsight 30 ft.", + "darkvision 120 ft." + ], + "senseTags": [ + "B", + "SD" + ], + "save": { + "dex": "+7", + "con": "+16", + "wis": "+9", + "cha": "+13" + }, + "skill": { + "perception": "+16", + "stealth": "+7" + }, + "immune": [ + "acid", + "poison" + ], + "conditionImmune": [ + "poisoned" + ], + "trait": [ + { + "name": "Limited Magic Immunity", + "entries": [ + "The dragon can't be affected or detected by spells of 7th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects." + ] + }, + { + "name": "Legendary Resistance (3/Day)", + "entries": [ + "If the dragon fails a saving throw, it can choose to succeed instead." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 17} to hit, reach 5 ft., one creature.", + "{@h}21 ({@damage 2d10 + 10}) piercing damage plus 14 ({@damage 4d6}) acid damage." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 17} to hit, reach 5 ft., one target.", + "{@h}17 ({@damage 2d6 + 10}) slashing damage." + ] + }, + { + "name": "Tail", + "entries": [ + "{@atk mw} {@hit 17} to hit, reach 20 ft., one target.", + "{@h}19 ({@damage 2d8 + 10}) bludgeoning damage." + ] + }, + { + "name": "Frightful Presence", + "entries": [ + "Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a {@dc 21} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours." + ] + }, + { + "name": "Breath Weapon {@recharge 5}", + "entries": [ + "The dragon can choose to breathe either a line of acid or a cone of poison gas. If it chooses acid, it exhales acid in a 90-­foot line that is 10 feet wide. Each creature in that line must make a {@dc 22} Dexterity saving throw, taking 67 ({@damage 15d8}) acid damage on a failed save, or half as much damage on a successful one.", + "If it chooses poison gas, it exhales poisonous gas in a 90-foot cone. Each creature in that area must make a {@dc 22} Constitution saving throw, taking 77 ({@damage 22d6}) poison damage on a failed save, or half as much damage on a successful one. If this damage reduces the creature to 0 hit points or less they immediately stabilise and awaken {@dice 1d6} hours later with 1 hit point." + ] + }, + { + "name": "Change Shape", + "entries": [ + "The dragon can change its shape to assume the form of a humanoid or beast of gargantuan size or smaller with any physical traits it wishes. The transformation lasts until the dragon uses this action again, either to change shape or to return to its true form, or it drops to 0 hit points or dies. If the target chooses the form of a beast it must choose a creature with a CR equal to or lower than the dragon's. In any alternate form the dragon retains its game statistics, though its size changes to match that of its chosen form. If the dragon uses its breath weapons or any natural attacks the transformation immediately ends and the dragon returns to its true form." + ] + } + ], + "miscTags": [ + "MW", + "RCH", + "AOE" + ], + "actionTags": [ + "Breath Weapon", + "Frightful Presence", + "Multiattack", + "Shapechanger" + ], + "traitTags": [ + "Legendary Resistances" + ], + "conditionInflict": [ + "frightened", + "prone" + ], + "legendaryGroup": { + "name": "Steel Dragon", + "source": "DungeonDadStatblocks" + }, + "legendary": [ + { + "name": "Detect", + "entries": [ + "The dragon makes a Wisdom (Perception) check." + ] + }, + { + "name": "Slither", + "entries": [ + "The dragon makes a Dexterity (Stealth) check and attempts to hide." + ] + }, + { + "name": "Wing Attack", + "entries": [ + "The dragon beats its wings. Each creature within 15 feet of the dragon must on a {@dc 20} Dexterity saving throw or take 15 ({@damage 2d6 + 8}) bludgeoning damage and be knocked {@condition prone}. The dragon can then fly up to half its flying speed." + ] + } + ], + "damageTags": [ + "A", + "B", + "I", + "P", + "S" + ], + "savingThrowForced": [ + "constitution", + "dexterity", + "wisdom" + ] + }, + { + "name": "Adaptor", + "size": [ + "M" + ], + "type": "humanoid", + "source": "DungeonDadStatblocks", + "alignment": [ + "C", + "N" + ], + "ac": [ + { + "ac": 18, + "from": [ + "{@item plate armor|phb}" + ] + } + ], + "hp": { + "formula": "10d8 + 30", + "average": 75 + }, + "speed": { + "walk": 30 + }, + "str": 16, + "dex": 14, + "con": 16, + "int": 14, + "wis": 11, + "cha": 18, + "passive": 10, + "cr": "6", + "tokenUrl": "https://i.imgur.com/AkkpguR.png", + "fluff": { + "entries": [ + "Our adventurers have found the item that they have spent the entire campaign looking for. But, it is protected by a strange being that absorbs and becomes immune to their attacks. Will they defeat the Adaptor and claim their prize or will they fail to realize how to manipulate damage and find themselves falling to the blade it wields?", + "(Link to Wally DM Video: https://www.youtube.com/watch?v=4NKjb3YVu5A&t=1173s)" + ] + }, + "languages": [ + "Common" + ], + "languageTags": [ + "C" + ], + "save": { + "dex": "+5", + "wis": "+3" + }, + "senses": [ + "darkvision 60 ft." + ], + "senseTags": [ + "D" + ], + "trait": [ + { + "name": "Damage Adaption", + "entries": [ + "Whenever the adaptor takes damage, it gains resistance to that type of damage for 1 minute. If the adaptor takes damage from a type of damage it has resistance to, it gains immunity to that type of damage until the end of its next turn." + ] + }, + { + "name": "Immutable Form", + "entries": [ + "The adaptor is immune to any spell or effect that would alter its form." + ] + } + ], + "traitTags": [ + "Immutable Form" + ], + "spellcasting": [ + { + "name": "Innate Spellcasting", + "headerEntries": [ + "The adaptor's innate spellcasting ability is Charisma (spell save {@dc 15}). It can innately cast the following spells, requiring no material components:" + ], + "will": [ + "{@spell absorb elements|XGE}", + "{@spell detect magic}" + ], + "daily": { + "2e": [ + "{@spell branding smite}", + "{@spell searing smite}", + "{@spell thunderous smite}", + "{@spell wrathful smite}" + ] + }, + "ability": "cha", + "type": "spellcasting" + } + ], + "spellcastingTags": [ + "I" + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The adaptor makes two weapon attacks and uses its energy purge." + ] + }, + { + "name": "Greatsword", + "entries": [ + "{@atk mw} {@hit +6} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) slashing damage." + ] + }, + { + "name": "Energy Purge", + "entries": [ + "The adaptor unleashes a wave of energy 30 feet in all directions, centred on it. All creatures within the area take 17 ({@damage 4d6 + 3}) damage, or half as much on a successful {@dc 15} Dexterity saving throw. The damage type is the same as the last type of damage the adaptor has taken. The adaptor can only use this action if it has taken damage in the past 24 hours." + ] + } + ], + "actionTags": [ + "Multiattack", + "Parry" + ], + "reaction": [ + { + "name": "Parry", + "entries": [ + "The adaptor adds 3 to its AC against one melee attack that would hit it. To do so the adaptor must see the attacker and be wielding a melee weapon." + ] + }, + { + "name": "Dimensional Anchor", + "entries": [ + "The adaptor prevents itself from moving to a different plane until the start of its next turn." + ] + } + ], + "miscTags": [ + "MW" + ], + "attachedItems": [ + "greatsword|phb" + ], + "damageTags": [ + "S" + ], + "damageTagsSpell": [ + "F", + "R", + "T", + "Y" + ], + "savingThrowForced": [ + "dexterity" + ], + "savingThrowForcedSpell": [ + "constitution", + "strength", + "wisdom" + ] + }, + { + "name": "Oard", + "size": [ + "M" + ], + "type": "humanoid", + "source": "DungeonDadStatblocks", + "alignment": [ + "L", + "N" + ], + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "formula": "10d8 + 20", + "average": 65 + }, + "speed": { + "walk": 40 + }, + "str": 16, + "dex": 14, + "con": 14, + "int": 16, + "wis": 12, + "cha": 10, + "passive": 11, + "cr": "2", + "fluff": { + "entries": [ + "A humanoid creature blurring the lines between flesh and metal stands before you. While vaguely human in its appearance, the creature's body is augmented with countless metallic pieces of technology and tubing.", + "Man and Machine. Oards are a technologically advanced species of humanoid creatures. It's unclear if they originated as a known humanoid species, or if they began life as some other kind of creature, but regardless of their organic origins they have long since moved past the shape nature intended for them to have. By using their knowledge of technology and science, they have taken evolution into their own hands. While they do have semi organic bodies, much of their form is fashioned from metal and other unnatural worked materials. These augmentations give them great strength and keen minds, however, they also make them vulnerable to magic that normally only affects inanimate objects or constructs.", + "Unnatural Lifecycle. The oard has a truly strange lifecycle when compared to most other humanoid species. They are not born, but rather grown in tanks specifically fashioned for the development of their young. Once a child has finished its growing phase within the tank, it is gradually \"upgraded\" with all manner of technological improvements until the creature is nearly indistinguishable from the rest of its kind. The longevity of the oard is largely unknown, but sages theorise that they may have no upper age limit given their extremely competent skills with augmentation and technology. It is possible that the final stage of oard life is one where every trace of organic matter has been replaced with machinery and metal.", + "Time Travelers. The singular mission of oard society seems to be the total domination and assertion of their authority over all creation itself. They attempt to achieve this goal by travelling through time in order to change historical events in subtle ways that will better suit the schemes of the oard in the long run. They are able to do this by utilising their time travel mirrors, devices that allow a creature to step over a threshold and into the past. This trip is a one way ordeal, however, so any creature that uses such a device is unable to return to the present. As a result, members of oard civilization can be found across all periods of history." + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/fCPwP95.png" + } + } + ] + }, + "tokenUrl": "https://i.imgur.com/A1dlImj.png", + "variant": [ + { + "name": "Oard Devices", + "entries": [ + "Some of the oard weapons and devices are described below. While they are purely technological in their design, for gameplay purposes the effects created by these devices should be treated in the same way as their magical counterparts (when applicable) unless otherwise specified.", + "Oard devices are controlled and powered by wires which plug into the oards' bodies and are tuned to their individual user. As such, the devices do not function in the hands of any other individual without significant modification.", + "Each device can be used with an action, unless otherwise specified." + ], + "type": "variant" + }, + { + "name": "Image Amulet", + "entries": [ + "This device creates a holographic image around the oard that allows it to cast {@spell disguise self} with a duration of 24 hours." + ], + "type": "variant" + }, + { + "name": "Ray Glove", + "entries": [ + "This glove is imbued with a weapon that fires projectiles equivalent to a 1st level {@spell magic missile}." + ], + "type": "variant" + }, + { + "name": "Blaster Tube", + "entries": [ + "A tubular device that fires a blast of force in a line that is 20 feet wide and 120 feet long. All creatures in the area take {@damage 4d6} force damage, or half as much on a successful {@dc 15} Dexterity Saving Throw." + ], + "type": "variant" + }, + { + "name": "Fireball Gem", + "entries": [ + "A tiny, self propelled bomb which effectively recreates the casting of a 3rd level {@spell fireball} spell." + ], + "type": "variant" + }, + { + "name": "Protection Belt", + "entries": [ + "This device surrounds the oard with a protective force field, allowing the oard to effectively cast {@spell shield} five times per day." + ], + "type": "variant" + }, + { + "name": "Speech Bracelet", + "entries": [ + "A two-way communication device that functions within a range of 50 miles, allowing the oard to speak with other oards also equipped with a speech bracelet." + ], + "type": "variant" + }, + { + "name": "Time Travel Mirror", + "entries": [ + "A large device, usually six feet tall and 3 feet wide, that enables the oard and up to six other willing creatures to travel back in time to a chosen point in history. The mirror only allows travel backward through time and must be stepped through, thus leaving the mirror behind in the present." + ], + "type": "variant" + }, + { + "name": "Lightning Rod", + "entries": [ + "A melee weapon resembling a longsword, wreathed in lighting. It deals {@damage 1d8} slashing damage plus {@damage 1d4} lightning damage on a successful attack." + ], + "type": "variant" + } + ], + "languages": [ + "Common", + "Oard" + ], + "languageTags": [ + "C" + ], + "skill": { + "history": "+7" + }, + "resist": [ + "cold", + "fire" + ], + "immune": [ + "psychic" + ], + "conditionImmune": [ + "charmed" + ], + "trait": [ + { + "name": "Constructed Nature", + "entries": [ + "Spells and other abilities that normally only affect constructs also affect the oard." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The oard has advantage on saving throws against spells and other magical effects." + ] + } + ], + "traitTags": [ + "Magic Resistance" + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The oard makes two melee attacks." + ] + }, + { + "name": "Lightning Rod", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one creature.", + "{@h}6 ({@damage 1d6 + 3}) bludgeoning damage plus 3 ({@damage 1d6}) lightning damage." + ] + }, + { + "name": "Ray Gloves", + "entries": [ + "The oard fires three glowing darts of pure energy. Each dart hits a creature of the oard's choice that it can see within 120 feet. A dart deals {@damage 1d4 + 1} force damage to its target. The darts all strike simultaneously, and the oard can direct them to hit one creature or several." + ] + } + ], + "actionTags": [ + "Multiattack" + ], + "miscTags": [ + "MW" + ], + "damageTags": [ + "B", + "L" + ], + "savingThrowForced": [ + "dexterity" + ] + }, + { + "name": "Mercury Dragon Wyrnling", + "size": [ + "M" + ], + "type": "dragon", + "source": "DungeonDadStatblocks", + "alignment": [ + "C", + "G" + ], + "ac": [ + { + "ac": 18, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "formula": "10d8 + 30", + "average": 75 + }, + "speed": { + "walk": 40, + "climb": 40, + "fly": 75 + }, + "str": 18, + "dex": 12, + "con": 17, + "int": 12, + "wis": 11, + "cha": 16, + "passive": 12, + "cr": "4", + "fluff": { + "entries": [ + "A dragon lazily stretches out before you. Its body is incredibly long and trim, much more narrow than most other dragons. The creature's tail is sharp and whiplike as it wags back and forth. Its sleek head has an elongated, pointed snout with short horns curving backward from behind the upper jaw. Its mirrored wings reflect the light brightly.", + "Reflective Bodies. Mercury dragons are creatures of impulse and general whimsy. Their body is covered in a coat of extremely small and thin metallic scales that are smooth, flat, and difficult to discern individually. This lends to the illusion that the creature's body is a single smooth, reflective, surface. At birth, a mercury dragon has scales that are a dull silver, but as they mature their scales become brighter and more reflective until eventually reaching a brilliant mirror-like finish.", + "Unhinged Nature. While generally leaning towards good, mercury dragons host an extremely volatile disposition. They are incredibly unpredictable and are known to act on any impulse as it may arise. Easily distracted, they often shift focus from one task to another while in the middle of doing something. They are also known to completely change the subject of conversation in the middle of speaking, a quirk that makes the fast talking dragons even more difficult to follow at times. Mercury dragons are as unpredictable when it comes to combat as they are in any other situation. They may parley, they might attack instantly, or, perhaps, they may avoid combat entirely. They will, however, never attack creatures they believe have good intentions unless sorely provoked.", + "Mercury dragons like to make their lairs in places that share their ever-changing an unpredictable nature. Volcanoes, fault lines, and areas where the weather is chaotic are all possible locations a mercury dragon might choose to call home. Active volcanoes are a particular favourite as they provide the creature with a defensible location to call home that is inhospitable to most life. They enjoy tunnelling into the volcanic vents and relaxing as lava washes over them, cleansing any dirt or other impurities which helps keep their scales bright and shiny.", + "Mercury dragons are avid collectors of fine trinkets and treasures, but generally don't collect any one particular type of object. Their horde of treasure is likely to contain a wide variety of treasure and magic items, as well as a vast collection of seemingly random objects that the dragon claims to be valuable or of some esoteric function. They are not particularly good at organising their lairs, so even finding a specific object in the disorganised heap can be an adventure in and of itself. They are fond of trading, however, and will often part with some of their horde in order to see new objects of interest added to it, especially if they can trade away duplicates of something they already have. Notably, their horde doesn't contain many piles of similar coin. Once the dragon has collected a single coin from a particular kingdom or country, it sees no need to have more than one of the same coin and would rather seek out currency of different shapes, sizes, and material from other places." + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://static.wikia.nocookie.net/forgottenrealms/images/9/9a/MercuryDragon4e.jpg" + } + } + ] + }, + "tokenUrl": "https://i.imgur.com/edHGciy.png", + "languages": [ + "Draconic" + ], + "languageTags": [ + "DR" + ], + "senses": [ + "blindsight 10 ft.", + "darkvision 60 ft." + ], + "senseTags": [ + "B", + "D" + ], + "save": { + "dex": "+3", + "con": "+5", + "int": "+3", + "cha": "+5" + }, + "skill": { + "perception": "+2", + "insight": "+2", + "stealth": "+3" + }, + "immune": [ + "fire", + "poison" + ], + "conditionImmune": [ + "poisoned" + ], + "trait": [ + { + "name": "Fast Talkers", + "entries": [ + "Mercury dragons speak incredibly fast, making it difficult for some creatures to parse exactly what they're saying. Anytime a creature is listening to the speech of a mercury dragon they must succeed on a {@dc 10} Intelligence Saving Throw or miss out on some of what's being said. The DM decides exactly what they hear." + ] + }, + { + "name": "Poisonous Flesh", + "entries": [ + "Any creature who hits the dragon with a bite attack must succeed on a {@dc 15} Constitution Saving Throw or become {@condition poisoned} until they take a long rest. While {@condition poisoned} in this way the creature behaves as if under the effects of the {@spell confusion} spell." + ] + } + ], + "conditionInflict": [ + "poisoned" + ], + "action": [ + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one creature.", + "{@h}9 ({@damage 1d10 + 4}) piercing damage plus 3 ({@damage 1d6}) fire damage." + ] + }, + { + "name": "Radiant Breath", + "entries": [ + "The dragon exhales lightning in a 30-­foot line that is 5 feet wide. Each creature in that line must make a {@dc 12} Dexterity saving throw, taking 22 ({@damage 4d10}) radiant damage on a failed save, or half as much damage on a successful one. If any creatures or flammable objects are within the line, they ignite. An ignited creature takes 5 ({@damage 1d10}) fire damage at the start of each of its turns. The fire is magical and lasts until a creature takes an action to douse the fire." + ] + } + ], + "miscTags": [ + "MW" + ], + "actionTags": [ + "Breath Weapon" + ], + "damageTags": [ + "F", + "P", + "R" + ], + "savingThrowForced": [ + "constitution", + "dexterity", + "intelligence" + ] + }, + { + "name": "Young Mercury Dragon", + "size": [ + "L" + ], + "type": "dragon", + "source": "DungeonDadStatblocks", + "alignment": [ + "C", + "G" + ], + "ac": [ + { + "ac": 18, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "formula": "17d10 + 85", + "average": 178 + }, + "speed": { + "walk": 60, + "climb": 60, + "fly": 90 + }, + "str": 23, + "dex": 14, + "con": 21, + "int": 14, + "wis": 11, + "cha": 20, + "passive": 18, + "cr": "10", + "fluff": { + "entries": [ + "A dragon lazily stretches out before you. Its body is incredibly long and trim, much more narrow than most other dragons. The creature's tail is sharp and whiplike as it wags back and forth. Its sleek head has an elongated, pointed snout with short horns curving backward from behind the upper jaw. Its mirrored wings reflect the light brightly.", + "Reflective Bodies. Mercury dragons are creatures of impulse and general whimsy. Their body is covered in a coat of extremely small and thin metallic scales that are smooth, flat, and difficult to discern individually. This lends to the illusion that the creature's body is a single smooth, reflective, surface. At birth, a mercury dragon has scales that are a dull silver, but as they mature their scales become brighter and more reflective until eventually reaching a brilliant mirror-like finish.", + "Unhinged Nature. While generally leaning towards good, mercury dragons host an extremely volatile disposition. They are incredibly unpredictable and are known to act on any impulse as it may arise. Easily distracted, they often shift focus from one task to another while in the middle of doing something. They are also known to completely change the subject of conversation in the middle of speaking, a quirk that makes the fast talking dragons even more difficult to follow at times. Mercury dragons are as unpredictable when it comes to combat as they are in any other situation. They may parley, they might attack instantly, or, perhaps, they may avoid combat entirely. They will, however, never attack creatures they believe have good intentions unless sorely provoked.", + "Mercury dragons like to make their lairs in places that share their ever changing an unpredictable nature. Volcanoes, fault lines, and areas where the weather is chaotic are all possible locations a mercury dragon might choose to call home. Active volcanoes are a particular favourite as they provide the creature with a defensible location to call home that is inhospitable to most life. They enjoy tunnelling into the volcanic vents and relaxing as lava washes over them, cleansing any dirt or other impurities which helps keep their scales bright and shiny.", + "Mercury dragons are avid collectors of fine trinkets and treasures, but generally don't collect any one particular type of object. Their horde of treasure is likely to contain a wide variety of treasure and magic items, as well as a vast collection of seemingly random objects that the dragon claims to be valuable or of some esoteric function. They are not particularly good at organising their lairs, so even finding a specific object in the disorganised heap can be an adventure in and of itself. They are fond of trading, however, and will often part with some of their horde in order to see new objects of interest added to it, especially if they can trade away duplicates of something they already have. Notably, their horde doesn't contain many piles of similar coin. Once the dragon has collected a single coin from a particular kingdom or country, it sees no need to have more than one of the same coin and would rather seek out currency of different shapes, sizes, and material from other places." + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://static.wikia.nocookie.net/forgottenrealms/images/9/9a/MercuryDragon4e.jpg" + } + } + ] + }, + "tokenUrl": "https://i.imgur.com/edHGciy.png", + "languages": [ + "Common", + "Draconic" + ], + "languageTags": [ + "C", + "DR" + ], + "senses": [ + "blindsight 30 ft.", + "darkvision 120 ft." + ], + "senseTags": [ + "B", + "SD" + ], + "save": { + "dex": "+6", + "con": "+9", + "int": "+6", + "cha": "+9" + }, + "skill": { + "perception": "+8", + "insight": "+4", + "stealth": "+6" + }, + "immune": [ + "fire", + "poison" + ], + "conditionImmune": [ + "poisoned" + ], + "trait": [ + { + "name": "Fast Talkers", + "entries": [ + "Mercury dragons speak incredibly fast, making it difficult for some creatures to parse exactly what they're saying. Anytime a creature is listening to the speech of a mercury dragon they must succeed on a {@dc 10} Intelligence Saving Throw or miss out on some of what's being said. The DM decides exactly what they hear." + ] + }, + { + "name": "Poisonous Flesh", + "entries": [ + "Any creature who hits the dragon with a bite attack must succeed on a {@dc 15} Constitution Saving Throw or become {@condition poisoned} until they take a long rest. While {@condition poisoned} in this way the creature behaves as if under the effects of the {@spell confusion} spell." + ] + } + ], + "conditionInflict": [ + "poisoned" + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The dragon makes three attacks: one with its bite and two with its claws." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 10} to hit, reach 5 ft., one creature.", + "{@h}17 ({@damage 2d10 + 6}) piercing damage plus 3 ({@damage 1d6}) fire damage." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 10} to hit, reach 5 ft., one target.", + "{@h}13 ({@damage 2d6 + 6}) slashing damage." + ] + }, + { + "name": "Radiant Breath", + "entries": [ + "The dragon exhales lightning in a 60-­foot line that is 5 feet wide. Each creature in that line must make a {@dc 16} Dexterity saving throw, taking 55({@dice 10d10}) radiant damage on a failed save, or half as much damage on a successful one. If any creatures or flammable objects are within the line, they ignite. An ignited creature takes 5 ({@damage 1d10}) fire damage at the start of each of its turns. The fire is magical and lasts until a creature takes an action to douse the fire." + ] + } + ], + "miscTags": [ + "MW" + ], + "actionTags": [ + "Breath Weapon", + "Multiattack" + ], + "dragonAge": "young", + "damageTags": [ + "F", + "P", + "S" + ], + "savingThrowForced": [ + "constitution", + "dexterity", + "intelligence" + ] + }, + { + "name": "Adult Mercury Dragon", + "size": [ + "H" + ], + "type": "dragon", + "source": "DungeonDadStatblocks", + "alignment": [ + "C", + "G" + ], + "ac": [ + { + "ac": 18, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "formula": "19d12 + 133", + "average": 256 + }, + "speed": { + "walk": 70, + "climb": 70, + "fly": 120 + }, + "str": 27, + "dex": 14, + "con": 25, + "int": 16, + "wis": 14, + "cha": 22, + "passive": 24, + "cr": "17", + "fluff": { + "entries": [ + "A dragon lazily stretches out before you. Its body is incredibly long and trim, much more narrow than most other dragons. The creature's tail is sharp and whiplike as it wags back and forth. Its sleek head has an elongated, pointed snout with short horns curving backward from behind the upper jaw. Its mirrored wings reflect the light brightly.", + "Reflective Bodies. Mercury dragons are creatures of impulse and general whimsy. Their body is covered in a coat of extremely small and thin metallic scales that are smooth, flat, and difficult to discern individually. This lends to the illusion that the creature's body is a single smooth, reflective, surface. At birth, a mercury dragon has scales that are a dull silver, but as they mature their scales become brighter and more reflective until eventually reaching a brilliant mirror-like finish.", + "Unhinged Nature. While generally leaning towards good, mercury dragons host an extremely volatile disposition. They are incredibly unpredictable and are known to act on any impulse as it may arise. Easily distracted, they often shift focus from one task to another while in the middle of doing something. They are also known to completely change the subject of conversation in the middle of speaking, a quirk that makes the fast talking dragons even more difficult to follow at times. Mercury dragons are as unpredictable when it comes to combat as they are in any other situation. They may parley, they might attack instantly, or, perhaps, they may avoid combat entirely. They will, however, never attack creatures they believe have good intentions unless sorely provoked.", + "Mercury dragons like to make their lairs in places that share their ever changing an unpredictable nature. Volcanoes, fault lines, and areas where the weather is chaotic are all possible locations a mercury dragon might choose to call home. Active volcanoes are a particular favourite as they provide the creature with a defensible location to call home that is inhospitable to most life. They enjoy tunnelling into the volcanic vents and relaxing as lava washes over them, cleansing any dirt or other impurities which helps keep their scales bright and shiny.", + "Mercury dragons are avid collectors of fine trinkets and treasures, but generally don't collect any one particular type of object. Their horde of treasure is likely to contain a wide variety of treasure and magic items, as well as a vast collection of seemingly random objects that the dragon claims to be valuable or of some esoteric function. They are not particularly good at organising their lairs, so even finding a specific object in the disorganised heap can be an adventure in and of itself. They are fond of trading, however, and will often part with some of their horde in order to see new objects of interest added to it, especially if they can trade away duplicates of something they already have. Notably, their horde doesn't contain many piles of similar coin. Once the dragon has collected a single coin from a particular kingdom or country, it sees no need to have more than one of the same coin and would rather seek out currency of different shapes, sizes, and material from other places." + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://static.wikia.nocookie.net/forgottenrealms/images/9/9a/MercuryDragon4e.jpg" + } + } + ] + }, + "tokenUrl": "https://i.imgur.com/edHGciy.png", + "languages": [ + "Common", + "Draconic" + ], + "languageTags": [ + "C", + "DR" + ], + "senses": [ + "blindsight 30 ft.", + "darkvision 120 ft." + ], + "senseTags": [ + "B", + "SD" + ], + "save": { + "dex": "+8", + "con": "+13", + "int": "+9", + "cha": "+12" + }, + "skill": { + "perception": "+14", + "insight": "+8", + "stealth": "+8" + }, + "immune": [ + "fire", + "poison" + ], + "conditionImmune": [ + "poisoned" + ], + "trait": [ + { + "name": "Fast Talkers", + "entries": [ + "Mercury dragons speak incredibly fast, making it difficult for some creatures to parse exactly what they're saying. Anytime a creature is listening to the speech of a mercury dragon they must succeed on a {@dc 10} Intelligence Saving Throw or miss out on some of what's being said. The DM decides exactly what they hear." + ] + }, + { + "name": "Poisonous Flesh", + "entries": [ + "Any creature who hits the dragon with a bite attack must succeed on a {@dc 15} Constitution Saving Throw or become {@condition poisoned} until they take a long rest. While {@condition poisoned} in this way the creature behaves as if under the effects of the {@spell confusion} spell." + ] + }, + { + "name": "Legendary Resistance (3/Day)", + "entries": [ + "If the dragon fails a saving throw, it can choose to succeed instead." + ] + } + ], + "conditionInflict": [ + "blinded", + "frightened", + "poisoned", + "prone" + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 14} to hit, reach 5 ft., one creature.", + "{@h}19 ({@damage 2d10 + 8}) piercing damage plus 7 ({@damage 2d6}) fire damage." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 14} to hit, reach 5 ft., one target.", + "{@h}15 ({@damage 2d6 + 8}) slashing damage." + ] + }, + { + "name": "Tail", + "entries": [ + "{@atk mw} {@hit 14} to hit, reach 20 ft., one target.", + "{@h}21 ({@damage 2d12 + 8}) slashing damage." + ] + }, + { + "name": "Frightful Presence", + "entries": [ + "Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a {@dc 19} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours." + ] + }, + { + "name": "Radiant Breath", + "entries": [ + "The dragon exhales lightning in a 90-­foot line that is 5 feet wide. Each creature in that line must make a {@dc 19} Dexterity saving throw, taking 66 ({@damage 12d10}) radiant damage on a failed save, or half as much damage on a successful one. If any creatures or flammable objects are within the line, they ignite. An ignited creature takes 11 ({@damage 2d10}) fire damage at the start of each of its turns. The fire is magical and lasts until a creature takes an action to douse the fire." + ] + } + ], + "miscTags": [ + "MW", + "RCH", + "AOE" + ], + "actionTags": [ + "Breath Weapon", + "Frightful Presence", + "Multiattack" + ], + "dragonAge": "adult", + "traitTags": [ + "Legendary Resistances" + ], + "legendary": [ + { + "name": "Detect", + "entries": [ + "The dragon makes a Wisdom (Perception) check." + ] + }, + { + "name": "Tail Attack", + "entries": [ + "The dragon makes a tail attack." + ] + }, + { + "name": "Blinding Light (Costs 2 actions)", + "entries": [ + "If the dragon is in an area of dim light or brighter, it can position its wings in such a way as to reflect a beam of brilliant light off its body and into a 10 foot area it can see within 300 feet of it. All creatures in that area must succeed on a {@dc 16} Constitution Saving Throw or be {@condition blinded} until the end of their next turn." + ] + }, + { + "name": "Wing Attack (Costs 2 Actions)", + "entries": [ + "The dragon beats its wings. Each creature within 15 feet of the dragon must on a {@dc 20} Dexterity saving throw or take 15 ({@damage 2d6 + 8}) bludgeoning damage and be knocked {@condition prone}. The dragon can then fly up to half its flying speed." + ] + } + ], + "legendaryGroup": { + "name": "Mercury Dragon", + "source": "DungeonDadStatblocks" + }, + "damageTags": [ + "B", + "F", + "P", + "R", + "S" + ], + "savingThrowForced": [ + "constitution", + "dexterity", + "intelligence", + "wisdom" + ] + }, + { + "name": "Ancient Mercury Dragon", + "size": [ + "H" + ], + "type": "dragon", + "source": "DungeonDadStatblocks", + "alignment": [ + "C", + "G" + ], + "ac": [ + { + "ac": 18, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "formula": "28d20 + 252", + "average": 546 + }, + "speed": { + "walk": 70, + "climb": 70, + "fly": 120 + }, + "str": 30, + "dex": 16, + "con": 29, + "int": 18, + "wis": 16, + "cha": 26, + "passive": 27, + "cr": "22", + "fluff": { + "entries": [ + "A dragon lazily stretches out before you. Its body is incredibly long and trim, much more narrow than most other dragons. The creature's tail is sharp and whiplike as it wags back and forth. Its sleek head has an elongated, pointed snout with short horns curving backward from behind the upper jaw. Its mirrored wings reflect the light brightly.", + "Reflective Bodies. Mercury dragons are creatures of impulse and general whimsy. Their body is covered in a coat of extremely small and thin metallic scales that are smooth, flat, and difficult to discern individually. This lends to the illusion that the creature's body is a single smooth, reflective, surface. At birth, a mercury dragon has scales that are a dull silver, but as they mature their scales become brighter and more reflective until eventually reaching a brilliant mirror-like finish.", + "Unhinged Nature. While generally leaning towards good, mercury dragons host an extremely volatile disposition. They are incredibly unpredictable and are known to act on any impulse as it may arise. Easily distracted, they often shift focus from one task to another while in the middle of doing something. They are also known to completely change the subject of conversation in the middle of speaking, a quirk that makes the fast talking dragons even more difficult to follow at times. Mercury dragons are as unpredictable when it comes to combat as they are in any other situation. They may parley, they might attack instantly, or, perhaps, they may avoid combat entirely. They will, however, never attack creatures they believe have good intentions unless sorely provoked.", + "Mercury dragons like to make their lairs in places that share their ever changing an unpredictable nature. Volcanoes, fault lines, and areas where the weather is chaotic are all possible locations a mercury dragon might choose to call home. Active volcanoes are a particular favourite as they provide the creature with a defensible location to call home that is inhospitable to most life. They enjoy tunnelling into the volcanic vents and relaxing as lava washes over them, cleansing any dirt or other impurities which helps keep their scales bright and shiny.", + "Mercury dragons are avid collectors of fine trinkets and treasures, but generally don't collect any one particular type of object. Their horde of treasure is likely to contain a wide variety of treasure and magic items, as well as a vast collection of seemingly random objects that the dragon claims to be valuable or of some esoteric function. They are not particularly good at organising their lairs, so even finding a specific object in the disorganised heap can be an adventure in and of itself. They are fond of trading, however, and will often part with some of their horde in order to see new objects of interest added to it, especially if they can trade away duplicates of something they already have. Notably, their horde doesn't contain many piles of similar coin. Once the dragon has collected a single coin from a particular kingdom or country, it sees no need to have more than one of the same coin and would rather seek out currency of different shapes, sizes, and material from other places." + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://static.wikia.nocookie.net/forgottenrealms/images/9/9a/MercuryDragon4e.jpg" + } + } + ] + }, + "tokenUrl": "https://i.imgur.com/edHGciy.png", + "languages": [ + "Common", + "Draconic" + ], + "languageTags": [ + "C", + "DR" + ], + "senses": [ + "blindsight 30 ft.", + "darkvision 120 ft." + ], + "senseTags": [ + "B", + "SD" + ], + "save": { + "dex": "+10", + "con": "+16", + "int": "+11", + "cha": "+15" + }, + "skill": { + "perception": "+17", + "insight": "+10", + "stealth": "+10" + }, + "immune": [ + "fire", + "poison" + ], + "conditionImmune": [ + "poisoned" + ], + "trait": [ + { + "name": "Fast Talkers", + "entries": [ + "Mercury dragons speak incredibly fast, making it difficult for some creatures to parse exactly what they're saying. Anytime a creature is listening to the speech of a mercury dragon they must succeed on a {@dc 10} Intelligence Saving Throw or miss out on some of what's being said. The DM decides exactly what they hear." + ] + }, + { + "name": "Poisonous Flesh", + "entries": [ + "Any creature who hits the dragon with a bite attack must succeed on a {@dc 15} Constitution Saving Throw or become {@condition poisoned} until they take a long rest. While {@condition poisoned} in this way the creature behaves as if under the effects of the {@spell confusion} spell." + ] + }, + { + "name": "Legendary Resistance (3/Day)", + "entries": [ + "If the dragon fails a saving throw, it can choose to succeed instead." + ] + } + ], + "conditionInflict": [ + "blinded", + "frightened", + "poisoned", + "prone" + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 17} to hit, reach 5 ft., one creature.", + "{@h}21 ({@damage 2d10 + 10}) piercing damage plus 14 ({@damage 4d6}) fire damage." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 17} to hit, reach 5 ft., one target.", + "{@h}17 ({@damage 2d6 + 10}) slashing damage." + ] + }, + { + "name": "Tail", + "entries": [ + "{@atk mw} {@hit 17} to hit, reach 20 ft., one target.", + "{@h}23 ({@damage 2d12 + 10}) slashing damage." + ] + }, + { + "name": "Frightful Presence", + "entries": [ + "Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a {@dc 21} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours." + ] + }, + { + "name": "Radiant Breath", + "entries": [ + "The dragon exhales lightning in a 120-­foot line that is 10 feet wide. Each creature in that line must make a {@dc 19} Dexterity saving throw, taking 88 ({@damage 16d10}) radiant damage on a failed save, or half as much damage on a successful one. If any creatures or flammable objects are within the line, they ignite. An ignited creature takes 11 ({@damage 2d10}) fire damage at the start of each of its turns. The fire is magical and lasts until a creature takes an action to douse the fire." + ] + } + ], + "miscTags": [ + "MW", + "RCH", + "AOE" + ], + "actionTags": [ + "Breath Weapon", + "Frightful Presence", + "Multiattack" + ], + "dragonAge": "ancient", + "traitTags": [ + "Legendary Resistances" + ], + "legendary": [ + { + "name": "Detect", + "entries": [ + "The dragon makes a Wisdom (Perception) check." + ] + }, + { + "name": "Tail Attack", + "entries": [ + "The dragon makes a tail attack." + ] + }, + { + "name": "Blinding Light (Costs 2 actions)", + "entries": [ + "If the dragon is in an area of dim light or brighter, it can position its wings in such a way as to reflect a beam of brilliant light off its body and into a 10 foot area it can see within 300 feet of it. All creatures in that area must succeed on a {@dc 20} Constitution Saving Throw or be {@condition blinded} for {@dice 1d4} rounds." + ] + }, + { + "name": "Wing Attack (Costs 2 Actions)", + "entries": [ + "The dragon beats its wings. Each creature within 15 feet of the dragon must on a {@dc 20} Dexterity saving throw or take 15 ({@damage 2d6 + 8}) bludgeoning damage and be knocked {@condition prone}. The dragon can then fly up to half its flying speed." + ] + } + ], + "legendaryGroup": { + "name": "Mercury Dragon", + "source": "DungeonDadStatblocks" + }, + "damageTags": [ + "B", + "F", + "P", + "R", + "S" + ], + "savingThrowForced": [ + "constitution", + "dexterity", + "intelligence", + "wisdom" + ] + } + ], + "legendaryGroup": [ + { + "name": "Yellow Dragon", + "source": "DungeonDadStatblocks", + "additionalSources": [ + { + "source": "FTD" + } + ], + "lairActions": [ + "On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:", + { + "type": "list", + "items": [ + "The air within a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it becomes saturated with fine salt. All creatures in the area must succeed on a DC 15 Constitution saving throw or have their lungs filled with salt air, dealing 11 (2d10) poison damage and knocking the creature prone.", + "A jet of hot saline air bursts from the floor, ceiling, or wall of the dragon's lair targeting a single creature who must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) fire damage and be blinded until the end of their next turn.", + "The ground collapses into a sinkhole beneath the feet of a single creature within 60 feet of the dragon. The target must succeed on a DC 15 Strength saving throw or be restrained until the end of their next turn." + ] + } + ], + "regionalEffects": [ + "The region containing a legendary yellow dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:", + { + "type": "list", + "items": [ + "High velocity winds ravage the landscape within 6 miles of the dragon's lair.", + "Any body of water within 6 miles of the dragon's lair becomes salty. Containers holding water also become salty and undrinkable for most creatures if they remain within this radius for more than 24 hours.", + "The area within 1 mile of the dragon's lair becomes a salt flat, killing off all vegetation in the area and eventually flattening the surfaces of hills and marshes into an encrusted sheet of fine rock salt." + ] + }, + "If the dragon dies, any water that would not typically have sat in it returns to normal within {@dice 1d10} days and the winds return to normal immediately." + ] + }, + { + "name": "Stellar Dragon", + "source": "DungeonDadStatblocks", + "additionalSources": [ + { + "source": "FTD" + } + ], + "lairActions": [ + "On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:", + { + "type": "list", + "items": [ + "Light erupts from the many brilliant crystals within the layer. All creatures of the dragon's choice within the lair must succeed on a DC 15 Constitution saving throw or be blinded until the end of their next turn.", + "Teleportation magic surges and causes every creature of the dragon's choice within the lair be teleported 30 feet in a random direction.", + "Thousands of voices belonging to creatures the dragon once encountered boom from the memory crystals all throughout the cave, converging on a single 20 foot area that the dragon can see. All creatures in the area must succeed on a DC 15 Constitution saving throw or take 21 (6d6) thunder damage." + ] + } + ], + "regionalEffects": [ + "The region containing a legendary yellow dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:", + { + "type": "list", + "items": [ + "Recalling information becomes difficult within 1 mile of the dragon's lair, as the dragon's magic syphons memory and information to be copied by its lair crystals. All creatures have disadvantage on knowledge checks.", + "The local fauna within 1 mile of the dragon's lair is seemingly random, and contains a vast array of weird and rare creatures that would normally not be found in the environment.", + "All creatures within 1 mile of the lair find it very difficult to lie, and have disadvantage on deception checks. However, all creatures also have advantage on persuasion checks if they are offering true information as part of their attempt to persuade." + ] + }, + "If the dragon dies, these effects fade over the course of {@dice 1d10} days." + ] + }, + { + "name": "Purple Dragon", + "source": "DungeonDadStatblocks", + "additionalSources": [ + { + "source": "FTD" + } + ], + "lairActions": [ + "On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:", + { + "type": "list", + "items": [ + "A tunnel collapses in a 20-foot radius centered on a point within 120 feet of the dragon. All creatures in the area must succeed on a DC 15 Dexterity saving throw or be knocked prone and restrained by falling rocks. A creature can use an action to attempt a DC 15 Strength check to free itself or a pinned ally it can reach. This may also cause a new pathway to open up at the DM's discretion.", + "The dragon attempts to slip away into one of the many interconnected tunnels of the lair. If no tunnel is easily accessible, it will smash a hole in a nearby wall, creating a new opening it can move through to escape into its lair. As part of this lair action, the purple dragon may attempt a stealth check to remain hidden.", + "The dragon sunders the wall of its lair causing jagged fragments of hardened rock previously melted by the dragon's plasma breath flying towards a 20-foot area the dragon can see that is within 120 feet. All creatures in the area take 26 (4d12) piercing damage, or half as much on a successful DC 15 Dexterity saving throw." + ] + } + ], + "regionalEffects": [ + "The region containing a legendary purple dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:", + { + "type": "list", + "items": [ + "A veil of darkness enshrouds the land within 1 mile of the dragon's lair. Flames sputter to stay lit and natural sunlight seems muted. All dim light is treated as darkness and creatures with darkvision are unable to see in the dark as though they did not have darkvision.", + "The numerous tunnels into the ground have given rise to many strange creatures that are typically only found in deep caves and underground lairs. Basilisks, trolls, minotaurs, and other subterranean creatures are much more common than they otherwise would be. Undead creatures are also frequently present due to the purple dragon's potential disruption to underground gravers and catacombs.", + "Any creature who walks on a surface touching the ground within half a mile of the dragon's lair and weighs at least 10 pounds can be detected as though with tremorsense by the dragon." + ] + }, + "If the dragon dies, the shroud of darkness is lifted immediately and the caves of its lair will slowly fill in and collapse over the course of one year." + ] + }, + { + "name": "Contemplator", + "lairActions": [ + "On initiative count 20 (losing initiative ties), the contemplator rolls a d20. On a result of 11 or higher, the contemplator uses it's lair action to cause one of the following effects. It can't use the same effect two rounds in a row.", + { + "type": "list", + "items": [ + "The island quakes violently, each creature on the ground must make a DC 18 dexterity saving throw or be knocked prone.", + "Thick Green vines erupt from the ground and seek to entangle the contemplator's enemies. All creatures within 60 ft. of the contemplator must succeed on a DC 15 Strength check, or be restrained until initiative count 20 next turn.", + "The contemplator alters the flow of time on the island for mere seconds. Every creature re-rolls initiative. The contemplator can choose to not re-roll." + ] + } + ], + "regionalEffects": [ + "A contemplator's lair have any or all of the following effects in place.", + { + "type": "list", + "items": [ + "The first time a creature with an intelligence score of 3 or more sets foot on the island, the contemplator becomes aware of their presence and location.", + "Fog lightly obscures the sea (or air) within 6 miles of the lair.", + "Creatures within 1 mile of the lair feel much more inquisitive then usual. Many creatures begin to ponder questions regarding the nature of life, the universe, and what it all means." + ] + } + ], + "source": "DungeonDadStatblocks" + }, + { + "name": "Orange Dragon", + "source": "DungeonDadStatblocks", + "additionalSources": [ + { + "source": "FTD" + } + ], + "lairActions": [ + "Orange dragons make their home along the riverbanks and lakeshores of steamy tropical rain forests. The more damp and wet the environment, the better. They favour such locations because the natural moisture can help limit the spread of fire, and it also provides plenty of standing water for them to target with their explosive sodium breath. They make their lairs deep in the thick of the jungle, ideally in caves that are behind waterfalls or only accessible by travelling underwater. If they can find a cave with a stream flowing through it, that is their first choice of nest.", + "On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:", + { + "type": "list", + "items": [ + "The ground splits open, allowing water to rush in, covering a 30 foot radius centred on a location of the dragon's choosing within 60 feet of it in 2 feet of water. This area is difficult terrain for creatures without a swim speed and any creatures in the area when it fractures must succeed on a DC 15 Dexterity saving throw or be knocked prone.", + "The dragon causes stalactites formed from salt-rock to fall from the ceiling of its lair on up to 3 target creatures within 60 feet of it. Each creature takes 27 (6d8) piercing damage, or half as much on a successful DC 15 Dexterity saving throw.", + "Steam leaks from a crack within the dragon's lair and fills a 50 foot area the dragon can see within 120 feet of it. This area becomes heavily obscured and all creatures within the area when this lair action is used must succeed on a DC 15 Constitution saving throw or become poisoned for 1 minute." + ] + } + ], + "regionalEffects": [ + "The region containing a legendary orange dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:", + { + "type": "list", + "items": [ + "Water sources within 1 mile of the dragon's lair are supernaturally warm and salty.", + "All flora within 6 miles of the dragon's lair grow up to 10 times their original size, especially flowers with bright and brilliant colours. All flowers in this area also give off a sickly sweet aroma.", + "Portions of the undergrowth within 6 miles is imbued with a facsimile of sentience. Shambling mounds, blights, malevolent treants, and other plant creatures are much more common." + ] + }, + "If the dragon dies, all plant creatures created as a result of its existence become normal plants. All other regional effects fade over the course of 3d10 days." + ] + }, + { + "name": "Gray Dragon", + "source": "DungeonDadStatblocks", + "additionalSources": [ + { + "source": "FTD" + } + ], + "lairActions": [ + "On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:", + { + "type": "list", + "items": [ + "The dragon causes stalactites to rain down from the ceiling of its lair. All creatures within a 20-foot radius take 14 ({@damage 4d6}) piercing damage, or half as much on a successful DC 15 Dexterity saving throw. A creature who fails this save by 5 or more is pinned to the ground by the falling rock and is restrained (escape DC 10).", + "The dragon vomits a torrent of blood into a 30 foot cone originating from its space. All creatures in the cone must succeed on a DC 15 Constitution Saving Throw or become poisoned.", + "Jagged spikes of stone erupt from the ground in a 30 foot area within the lair. All creatures in the area must succeed on a DC 15 Dexterity saving throw or take 11 ({@damage 2d10}) piercing damage and be knocked prone. The area also becomes difficult terrain." + ] + } + ], "regionalEffects": [ "The region containing a legendary gray dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:", { "type": "list", "items": [ - "It becomes very difficult to cover your tracks within 10 miles of the dragon's lair. Magic that obscures the trail left behind by a creature doesn't function, and creature's make survival checks to cover their tracks with disadvantage as the terrain actively tries to maintain evidence of being disturbed. ", - "Wild animals grow unnaturally large in size and become much more aggressive than usual. All animals which would normally be encountered here become dire animals. If there is no existing stat block for the dire animal in question, the animal has quadruple its normal hit points, its size category increases by one, and the amount of dice rolled for its damage is doubled. ", - "Creatures perpetually feel as though they are being watched and magic used to detect the presence of another creature has a 50% chance to behave erratically. For example, if a creature casts the alarm spell, their alarm might be triggered even if nothing stepped within the area of the spell's effect. " + "It becomes very difficult to cover your tracks within 10 miles of the dragon's lair. Magic that obscures the trail left behind by a creature doesn't function, and creature's make survival checks to cover their tracks with disadvantage as the terrain actively tries to maintain evidence of being disturbed.", + "Wild animals grow unnaturally large in size and become much more aggressive than usual. All animals which would normally be encountered here become dire animals. If there is no existing stat block for the dire animal in question, the animal has quadruple its normal hit points, its size category increases by one, and the amount of dice rolled for its damage is doubled.", + "Creatures perpetually feel as though they are being watched and magic used to detect the presence of another creature has a 50% chance to behave erratically. For example, if a creature casts the alarm spell, their alarm might be triggered even if nothing stepped within the area of the spell's effect." ] }, "If the dragon dies the animals in the area remain oversized, however their aggression level returns to normal and any of their future offspring will be of normal size. All other effects end immediately." @@ -35878,6 +37846,70 @@ }, "If the dragon dies, the sandstorm dissipates immediately and the other effects gradually fade over 1d10 days." ] + }, + { + "name": "Steel Dragon", + "source": "DungeonDadStatblocks", + "additionalSources": [ + { + "source": "FTD" + } + ], + "lairActions": [ + "On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:", + { + "type": "list", + "items": [ + "All creatures of the dragon's choosing in the lair must succeed on a DC 15 Intelligence Saving Throw. On a failed save a creature has one spell slot of their lowest unexpended level drained away by the dragon as if it had been used to cast a spell. The dragon gains 1d4 temporary hit points for every level of spell drained.", + "The lair shakes and a large piece of the ceiling comes loose and falls. All creatures in a 10 foot area within 120 feet of the dragon take 2d12 bludgeoning damage, or half as much on a successful DC 14 Dexterity Saving Throw. A creature that fails this save by 5 or more is knocked prone and restrained beneath the rubble. A restrained creature is restrained until they, or an ally within 5 feet, use an action to push the rubble aside.", + "The dragon magically rearranges the layout of its lair. It can cause up to 30 feet in length of an existing wall to recede into the floor, or cause a new wall of up to 30 feet in length to spring up from the floor into the ceiling. A new wall may have doors and windows, or be completely featureless. Any creatures occupying the space of a new wall must succeed on a DC 15 Dexterity Saving Throw or be pushed up to the ceiling of the room and then fall down on a randomly determined side of the wall, taking fall damage depending on its height. A creature who succeeds on this saving throw can move into an unoccupied space on either side of the wall they choose." + ] + } + ], + "regionalEffects": [ + "The region containing a legendary steel dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:", + { + "type": "list", + "items": [ + "All creatures within 1 mile of the lair have advantage on Intelligence checks.", + "Creatures that spend more than 24 hours over the course of a week in the dragon's lair must succeed on a DC 15 Wisdom Saving Throw or find themselves fascinated with the location. While fascinated, a creature is unable to speak poorly of the dragon's lair and if they truly did enjoy themselves there, will be forthcoming with others about how much they like the place. This is a charm-based effect. Creatures that pass the saving throw have no inclination that there was a magical charm at play.", + "Creatures within 3 miles of the dragon's lair who have a chaotic alignment are known to the dragon. It does not know their precise location, but it is aware of their presence." + ] + }, + "If the dragon dies, all regional effects disperse instantly." + ] + }, + { + "name": "Mercury Dragon", + "source": "DungeonDadStatblocks", + "additionalSources": [ + { + "source": "FTD" + } + ], + "lairActions": [ + "On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:", + { + "type": "list", + "items": [ + "All creatures within 120 feet of the dragon randomly swap places with each other. If a creature would be placed in a space it can't fit, it instead stays where it is.", + "The lair quakes. All creatures must succeed on a DC 15 Dexterity saving throw or be knocked prone.", + "A single creature within the dragon's lair chosen by the dragon must succeed on a DC 15 Wisdom Saving Throw or be afflicted with the {@spell crown of madness} spell as if it were cast by the dragon. The dragon must maintain concentration on this effect and if the dragon uses this lair action again the effect ends on the first target." + ] + } + ], + "regionalEffects": [ + "The region containing a legendary steel dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:", + { + "type": "list", + "items": [ + "Creatures within 6 miles feel their mind jumping from place to place and find it hard to concentrate on just one thing at a time, imposing disadvantage on concentration checks to maintain spells.", + "The weather within 8 miles is always sunny, and there is little to no cloud coverage.", + "Earthquakes and volcanic erupts (when applicable) are commonplace within 6 miles of the dragon's lair, causing the landscape to become volatile and unpredictable. Earthquakes commonly open up and reseal underground cave systems and passages to the Underdark." + ] + }, + "If the dragon dies, the earthquakes and eruptions gradually become less common over the course of 1d6 months until eventually the frequency returns to a normal level. All other effects end immediately." + ] } ], "race": [ diff --git a/spell/KibblesTasty; Kibbles' Casting Compendium.json b/spell/KibblesTasty; Kibbles' Casting Compendium.json index c94e8014d1..2843928ef3 100644 --- a/spell/KibblesTasty; Kibbles' Casting Compendium.json +++ b/spell/KibblesTasty; Kibbles' Casting Compendium.json @@ -1,34 +1,6 @@ { "_meta": { "sources": [ - { - "json": "KibblesTasty:GS", - "abbreviation": "KGS", - "full": "Kibbles' Generic Spells", - "authors": [ - "KibblesTasty" - ], - "convertedBy": [ - "crabGoblin", - "Jenny", - "cellescent" - ], - "version": "1.2", - "url": "https://www.gmbinder.com/share/-MW5r6wBJTW_lOU6gLyU" - }, - { - "json": "KibblesTasty:EFS", - "abbreviation": "KEFS", - "full": "Kibbles' Elemental Form Spells", - "authors": [ - "KibblesTasty" - ], - "convertedBy": [ - "SasquatchBrah" - ], - "version": "1.0", - "url": "https://www.gmbinder.com/share/-MbAgTnz8O9CYIG8f2AH" - }, { "json": "KibblesTasty:CC", "abbreviation": "KCC", @@ -41,8 +13,9 @@ "cellescent", "hightouch" ], - "version": "2.1.0", - "url": "https://www.gmbinder.com/share/-MNCb8aGYVO_NBsP3v2Q" + "version": "2.2.1", + "url": "https://www.gmbinder.com/share/-MNCb8aGYVO_NBsP3v2Q", + "color": "9596d8" }, { "json": "KibblesTasty:BMS", @@ -54,17 +27,26 @@ "convertedBy": [ "hightouch" ], - "version": "0.9", - "url": "https://www.gmbinder.com/share/-MNCb8aGYVO_NBsP3v2Q" + "version": "1.1", + "url": "https://www.gmbinder.com/share/-MNCb8aGYVO_NBsP3v2Q", + "color": "C42526" } ], "dateAdded": 1622581997, - "dateLastModified": 1693671517, - "_dateLastModifiedHash": "0df27064f1" + "dateLastModified": 1695035636, + "_dateLastModifiedHash": "b7d0799535" }, "spell": [ { "name": "Acid Bubble", + "source": "KibblesTasty:CC", + "page": 8, + "otherSources": [ + { + "source": "Generic Elemental Spells", + "page": 5 + } + ], "level": 1, "school": "C", "time": [ @@ -111,7 +93,6 @@ "entries": [ "You create a bubble of acid that floats to the target point before bursting a shower of acid. All creatures and objects within 5 feet must make a Dexterity saving throw. On failure they take {@damage 3d4} acid damage, or half as much on a successful save." ], - "source": "KibblesTasty:CC", "components": { "v": true, "s": true @@ -134,6 +115,14 @@ }, { "name": "Acidic Pit", + "source": "KibblesTasty:CC", + "page": 8, + "otherSources": [ + { + "source": "Generic Elemental Spells", + "page": 5 + } + ], "level": 3, "school": "T", "time": [ @@ -182,7 +171,6 @@ "You open a pit filled with acid at a point within range. All creatures within 10 feet of the point must make a Dexterity saving throw. On failure, they fall 5 feet into a pit of acid below, taking {@damage 6d4 + 6} acid damage. On success, a creature takes half as much damage from the flooding acid and it can use its reaction to move up to its movement speed to the closest point outside of the area. If it cannot take a reaction or reach a safe point, it automatically fails its saving throw.", "When a creature ends their turn in the pit, that creature takes {@damage 2d4} acid damage. The acid in the pit remains potent for 1 minute, after which it becomes simply vile sludge that deals no further damage. The pit remains filled with vile sludge until filled or cleared." ], - "source": "KibblesTasty:CC", "components": { "v": true, "s": true @@ -198,21 +186,28 @@ ] }, { - "name": "Alacrity", + "name": "Acid Rain", "source": "KibblesTasty:CC", - "page": 7, - "level": 2, - "school": "T", + "page": 8, + "otherSources": [ + { + "source": "Generic Elemental Spells", + "page": 5 + } + ], + "level": 5, + "school": "C", "time": [ { "number": 1, - "unit": "bonus" + "unit": "action" } ], "range": { "type": "point", "distance": { - "type": "self" + "type": "feet", + "amount": 300 } }, "components": { @@ -223,40 +218,36 @@ { "type": "timed", "duration": { - "type": "round", - "amount": 1 - } + "type": "minute", + "amount": 1, + "upTo": true + }, + "concentration": true } ], "entries": [ - "Until the spell ends, your speed is doubled, you gain a +2 bonus to AC, you have advantage on Dexterity saving throws, and you gain an additional action. That action can be used only to take the {@action Attack} (one weapon attack only), {@action Dash}, {@action Disengage}, {@action Hide}, or {@action Use an Object} action.", - "If you are under the effect of {@spell haste}, you gain no benefit from this spell." + "Acid rain begins falling within a 40-foot-radius 60-foot-high cylinder centered on a point you choose within range. When a creature moves into the spell's area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take {@damage 8d4} acid damage, and becomes covered in acid.", + "A creature takes {@damage 3d4} acid damage if it ends its turn while covered with acid. A creature can clear the acid with an action." + ], + "damageInflict": [ + "acid" ], "savingThrow": [ "dexterity" ], - "miscTags": [ - "ADV", - "MAC" + "areaTags": [ + "Y" ], "classes": { "fromClassList": [ { - "name": "Bard", + "name": "Druid", "source": "PHB" }, { "name": "Spellblade", "source": "KSB" }, - { - "name": "Ranger", - "source": "PHB" - }, - { - "name": "Sorcerer", - "source": "PHB" - }, { "name": "Wizard", "source": "PHB" @@ -265,10 +256,16 @@ } }, { - "name": "Arcane Ablation", + "name": "Aero Barrage", "source": "KibblesTasty:CC", - "page": 7, - "level": 1, + "page": 8, + "otherSources": [ + { + "source": "Generic Elemental Spells", + "page": 22 + } + ], + "level": 4, "school": "T", "time": [ { @@ -279,7 +276,8 @@ "range": { "type": "point", "distance": { - "type": "touch" + "type": "feet", + "amount": 120 } }, "components": { @@ -288,55 +286,63 @@ }, "duration": [ { - "type": "timed", - "duration": { - "type": "hour", - "amount": 1 - } + "type": "instant" } ], "entries": [ - "You touch a piece of worn armor or clothing and imbue it with magic. The creature wearing this imbued item gains 4 temporary hit points for the duration. When these temporary hit points are exhausted, at the start of the creature's next turn it will gain hit points equal to 1 hit point less than the previous amount gained from this spell (for example, from 4 to 3), until no temporary hit points would be gained and the spell ends." + "You create four lances of rapidly spinning condensed wind and hurl them at targets within range. You can hurl them at one target or several.", + "Make a ranged spell attack for each lance. On a hit, the target takes {@damage 2d8} slashing damage and is knocked 10 feet backwards." ], "entriesHigherLevel": [ { "type": "entries", "name": "At Higher Levels", "entries": [ - "The initial temporary hit points increases by 1 for each slot level above 1st." + "When you cast this spell using a spell slot of 5th level or higher, you create one additional lance for each slot level above 4th." ] } ], + "damageInflict": [ + "slashing" + ], + "spellAttack": [ + "R" + ], "miscTags": [ - "SCL", - "THP" + "FMV", + "SCL" + ], + "areaTags": [ + "MT" ], "classes": { "fromClassList": [ { - "name": "Artificer", - "source": "TCE" - }, - { - "name": "Artificer (Revised)", - "source": "KT:A" + "name": "Spellblade", + "source": "KSB" }, { - "name": "Inventor", - "source": "KibbleInventor" + "name": "Sorcerer", + "source": "PHB" }, { - "name": "Spellblade", - "source": "KSB" + "name": "Wizard", + "source": "PHB" } ] } }, { - "name": "Arcanist's Sword", + "name": "Aether Lance", "source": "KibblesTasty:CC", "page": 8, - "level": 7, + "otherSources": [ + { + "source": "Generic Elemental Spells", + "page": 14 + } + ], + "level": 3, "school": "V", "time": [ { @@ -345,79 +351,52 @@ } ], "range": { - "type": "point", + "type": "line", "distance": { "type": "feet", - "amount": 60 + "amount": 30 } }, "components": { "v": true, - "s": true, - "m": { - "text": "a miniature platinum sword with a grip and pommel of copper and zinc, worth 250 gp", - "cost": 25000 - } + "s": true }, "duration": [ { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - } + "type": "instant" } ], "entries": [ - "You create a glowing sword-shaped plane of force that hovers within range. It lasts for the duration. When the sword appears and as a bonus action on subsequent turns, you can give the sword a command:", - { - "type": "entries", - "name": "Attack:", - "entries": [ - "The sword will move up to 20 feet toward a creature and attack it, making a melee spell attack. On a hit, the target takes {@damage 3d10} + your spell casting ability modifier force damage on hit." - ] - }, - { - "type": "entries", - "name": "Guard:", - "entries": [ - "The sword will move up 20 feet toward a creature. It grants half cover to the creature while it shares that creature's space as it attempts to deflect incoming attacks. The first time a hostile creature comes within 5 feet of the sword, it will attack that creature, making a melee spell attack. On a hit, the target takes {@damage 3d10} + your spell casting ability modifier force damage on hit. It cannot attack again until you issue a command again." - ] - }, + "You gather raw aether in your hand and expel it in a lance of power forming a line 30 foot long and 5 foot wide. Each creature in a line takes {@damage 8d4} force damage." + ], + "entriesHigherLevel": [ { "type": "entries", - "name": "Spin:", - "entries": [ - "The sword will move up to 20 feet toward a point, when it reaches that point it will begin to spin in a deadly whirl. Creatures that start their turn in the sword's space, or enter it for the first time on their turn within 5 feet of the sword must pass a Dexterity saving throw, or take {@damage 4d10} force damage." - ] - }, - { - "type": "inset", - "name": "Caius' Notes: The Lost True Version", + "name": "At Higher Levels", "entries": [ - "The true version of {@spell mordenkainen's sword|PHB|a famous wizard's floating magic sword}. Tragically most sources of the spell list an incomplete version copied by an apprentice unable to fully understand the spell. More widely known lesser versions flaws makes it unstable requiring concentration, and it lacks the later parts of functionality of the true version." + "When you cast this spell using a spell slot of 4th level or higher, the damage increases by {@damage 1d4} for each slot level above 3rd." ] } ], "damageInflict": [ "force" ], - "spellAttack": [ - "M" - ], "miscTags": [ - "SGT", - "UBA" + "SCL" ], "areaTags": [ - "ST" + "L" ], "classes": { "fromClassList": [ { - "name": "Bard", + "name": "Sorcerer", "source": "PHB" }, + { + "name": "Spellblade", + "source": "KSB" + }, { "name": "Wizard", "source": "PHB" @@ -426,11 +405,17 @@ } }, { - "name": "Arcane Conduit", + "name": "Aether Storm", "source": "KibblesTasty:CC", - "page": 7, - "level": 2, - "school": "T", + "page": 8, + "otherSources": [ + { + "source": "Generic Elemental Spells", + "page": 14 + } + ], + "level": 5, + "school": "V", "time": [ { "number": 1, @@ -440,7 +425,8 @@ "range": { "type": "point", "distance": { - "type": "self" + "type": "feet", + "amount": 120 } }, "components": { @@ -452,32 +438,57 @@ "type": "timed", "duration": { "type": "minute", - "amount": 1 + "amount": 1, + "upTo": true }, "concentration": true } ], "entries": [ - "You tap directly into the arcane weave. For the duration, you have resistance to all damage from magical sources besides Force damage.", - "At the start of each of your turns while tapped into this power, you and all creatures with 5 feet of you take {@damage 1d6} Force damage. The damage increases by 1d6 each turn to a maximum of {@damage 4d6} damage." + "You conjure a storm of aether erupting from a point of your choice within range. The aether storm fills a 10-foot radius, 40-foot-high cylinder. When the storm appears, each creature within its area takes {@damage 8d4} force damage. When a creature moves into or through the storm, it takes {@damage 2d4} force damage for every 5 feet it travels, and whenever a creature ends its turn in the storm it takes an additional {@damage 8d4} force damage.", + "On each subsequent turn for the duration of the spell as a bonus action, you can move the storm 15 feet in any direction and cause it to fling forth a hail of force bolts that seek out up to 3 targets of your choice within 15 feet of the storm. Each creature targeted takes {@damage 3d4 + 3} force damage from the force bolts." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 6th level or higher, the damage of the storm and bolts increases by {@dice 1d4} for each slot level above 5th." + ] + } ], "damageInflict": [ "force" ], + "miscTags": [ + "SCL", + "UBA" + ], + "areaTags": [ + "Y" + ], "classes": { "fromClassList": [ { "name": "Sorcerer", "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Spellblade", + "source": "KSB" } ] } }, { - "name": "Arcane Weapon", + "name": "Alacrity", "source": "KibblesTasty:CC", - "page": 0, - "level": 1, + "page": 9, + "level": 2, "school": "T", "time": [ { @@ -488,7 +499,7 @@ "range": { "type": "point", "distance": { - "type": "touch" + "type": "self" } }, "components": { @@ -499,109 +510,107 @@ { "type": "timed", "duration": { - "type": "hour", + "type": "round", "amount": 1 } } ], "entries": [ - "You touch a weapon and imbue it with magic. For the duration the weapon counts as a magical weapon and any damage dealt by it is Force damage. When casting this one a weapon with the ammunition property, it no longer consumes ammunition when fired, and does not need to be reloaded." + "Until the spell ends, your speed is doubled, you gain a +2 bonus to AC, you have advantage on Dexterity saving throws, and you gain an additional action. That action can be used only to take the {@action Attack} (one weapon attack only), {@action Dash}, {@action Disengage}, {@action Hide}, or {@action Use an Object} action.", + "If you are under the effect of {@spell haste}, you gain no benefit from this spell." ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell slot of 3rd or 4th level, the duration becomes 8 hours. When you use a spell slot of 5th level or higher, the duration becomes 24 hours." - ] - } + "savingThrow": [ + "dexterity" ], "miscTags": [ - "SCL" + "MAC" ], "classes": { "fromClassList": [ { - "name": "Artificer", - "source": "TCE" + "name": "Bard", + "source": "PHB" }, { - "name": "Artificer (Revised)", - "source": "KT:A" + "name": "Spellblade", + "source": "KSB" }, { - "name": "Inventor", - "source": "KibbleInventor" + "name": "Ranger", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" } ] } }, { - "name": "Dancing Objects (Animate Object)", + "name": "Angelic Slash", "source": "KibblesTasty:CC", - "page": 10, - "level": 2, - "school": "T", + "page": 9, + "level": 3, + "school": "V", "time": [ { "number": 1, - "unit": "action" + "unit": "bonus" } ], "range": { - "type": "point", + "type": "line", "distance": { "type": "feet", - "amount": 60 + "amount": 30 } }, - "components": { - "v": true, - "s": true - }, "duration": [ { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - }, - "concentration": true + "type": "instant" } ], - "entries": [ - "You bring a Tiny object to life. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet; if the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. The object has the following stats: HP: 20, AC: 18, Str: 4, Dex: 18. The object has an attack modifier equal to your spell attack modifier. It deals {@damage 1d4} + your Spellcasting modifier damage on hit. If it is a weapon, it uses the weapon's damage type, otherwise it deals bludgeoning damage.", - "As a bonus action, you can mentally command the animated object as long as it is within 60 feet of you. You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.", - "If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0. It has {@sense blindsight} with a radius of 30 feet and is {@condition blinded|PHB|blind} beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form." - ], "classes": { "fromClassList": [ { - "name": "Bard", - "source": "PHB" - }, - { - "name": "Sorcerer", + "name": "Cleric", "source": "PHB" }, { - "name": "Wizard", + "name": "Paladin", "source": "PHB" - }, - { - "name": "Artificer", - "source": "TCE" - }, - { - "name": "Artificer (Revised)", - "source": "KT:A" - }, - { - "name": "Inventor", - "source": "KibbleInventor" } ] }, + "entries": [ + "You summon a giant spectral angel that appears around you before crashing its greatsword down in a line. All creatures in a line 30 feet long and 5 feet wide in a direction of your choice must make a Dexterity saving throw. On failure, they take {@damage 5d8} radiant damage, and half as much on a successful save. A creature takes an additional {@damage 1d8} damage if they are undead or a fiend." + ], + "components": { + "v": true, + "s": true + }, + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, the damage increases by {@dice 1d8} for each level above 3rd." + ] + } + ], + "savingThrow": [ + "dexterity" + ], + "damageInflict": [ + "radiant" + ], + "areaTags": [ + "L" + ], "miscTags": [ "UBA" ] @@ -732,8 +741,10 @@ } }, { - "name": "Arctic Aura", - "level": 3, + "name": "Arcane Ablation", + "source": "KibblesTasty:CC", + "page": 10, + "level": 1, "school": "T", "time": [ { @@ -742,156 +753,67 @@ } ], "range": { - "type": "radius", + "type": "point", "distance": { - "type": "feet", - "amount": 20 + "type": "touch" } }, + "components": { + "v": true, + "s": true + }, "duration": [ { "type": "timed", "duration": { - "type": "minute", + "type": "hour", "amount": 1 - }, - "concentration": true + } } ], - "classes": { - "fromClassList": [ - { - "name": "Wizard", - "source": "PHB" - }, - { - "name": "Druid", - "source": "PHB" - }, - { - "name": "Sorcerer", - "source": "PHB" - }, - { - "name": "Spellblade", - "source": "KSB" - }, - { - "name": "Warlock", - "source": "PHB" - } - ] - }, "entries": [ - "For the duration you unleash a freezing aura. Creatures that start their turn within 20 feet of you must succeed a Constitution saving throw, or take {@damage 2d8} cold damage and have their speed reduced to 0 until the start of their next turn. Creatures that succeed their saving throw take half as much damage and their speed is reduced by half.", - "As a bonus action on each of your turns for the duration of the spell, you can actively control the aura, excluding a number of creatures in the area up to your spellcasting ability modifier from the effect of the spell until the end of your next turn." + "You touch a piece of worn armor or clothing and imbue it with magic. The creature wearing this imbued item gains 4 temporary hit points for the duration. When these temporary hit points are exhausted, at the start of the creature's next turn it will gain hit points equal to 1 hit point less than the previous amount gained from this spell (for example, from 4 to 3), until no temporary hit points would be gained and the spell ends." ], - "source": "KibblesTasty:CC", - "components": { - "v": true, - "s": true - }, "entriesHigherLevel": [ { "type": "entries", "name": "At Higher Levels", "entries": [ - "When you cast this spell using a spell slot of 4th level or higher, the damage increases by {@dice 1d8} for each slot level above 3rd." + "The initial temporary hit points increases by 1 for each slot level above 1st." ] } ], - "damageInflict": [ - "cold" - ], - "savingThrow": [ - "constitution" - ], - "areaTags": [ - "S" - ], "miscTags": [ - "UBA" - ] - }, - { - "name": "Avalanche", - "level": 6, - "school": "T", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "line", - "distance": { - "type": "feet", - "amount": 60 - } - }, - "duration": [ - { - "type": "instant" - } + "SCL", + "THP" ], "classes": { "fromClassList": [ { - "name": "Wizard", - "source": "PHB" + "name": "Artificer", + "source": "TCE" }, { - "name": "Druid", - "source": "PHB" + "name": "Artificer (Revised)", + "source": "KT:A" }, { - "name": "Sorcerer", - "source": "PHB" + "name": "Inventor", + "source": "KibbleInventor" }, { - "name": "Warlock", - "source": "PHB" + "name": "Spellblade", + "source": "KSB" } ] - }, - "entries": [ - "You cause the earth to ripple, triggering an avalanche of rock and stone to surge forward in a 60 foot long, 15 foot wide line. The length of the line is doubled if the cast on the surface has more than a 15 degree downward slope (a moderately steep hill). Creatures caught in the surging tumble of rocks must make a Dexterity saving throw. Creatures that fail their save take {@damage 6d10} bludgeoning damage and are knocked {@condition prone}. Creatures that fail by 5 or more are {@condition stunned} until the end of their next turn, and creatures that fail by 10 or more are additionally knocked to the closest free space at the end of the line created by the spell. On a successful save, a creature takes half as much damage and suffers none of the spell's other effects.", - "The spell creates a 15 by 15 foot area of difficult terrain at the end of the line created by the spell." - ], - "source": "KibblesTasty:CC", - "components": { - "v": true, - "s": true - }, - "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 1d10} for each slot level above 6th." - ] - } - ], - "damageInflict": [ - "cold" - ], - "savingThrow": [ - "dexterity" - ], - "areaTags": [ - "L" - ], - "miscTags": [ - "DFT" - ] + } }, { - "name": "Awaken Rope", + "name": "Arcanist's Sword", "source": "KibblesTasty:CC", "page": 10, - "level": 1, - "school": "T", + "level": 7, + "school": "V", "time": [ { "number": 1, @@ -901,61 +823,70 @@ "range": { "type": "point", "distance": { - "type": "touch" + "type": "feet", + "amount": 60 } }, "components": { "v": true, "s": true, "m": { - "text": "10 to 60 feet of cord or rope, worth at least 1 cp", - "cost": 1 + "text": "a miniature platinum sword with a grip and pommel of copper and zinc, worth 250 gp", + "cost": 25000 } }, "duration": [ { - "type": "instant" - } + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } ], "entries": [ - "As an action, you can touch a rope 10 to 60 feet long and issue a single command to it, selecting from the following options:", + "You create a glowing sword-shaped plane of force that hovers within range. It lasts for the duration. When the sword appears and as a bonus action on subsequent turns, you can give the sword a command:", { "type": "entries", - "name": "Bind", + "name": "Attack:", "entries": [ - "The rope attempts to bind a creature of your choice within 20 feet of you. The creature must make a Dexterity saving throw or become {@condition restrained} until it is freed. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the rope (AC 10) also frees the creature without harming it, ending the effect and destroying the rope." + "The sword will move up to 20 feet toward a creature and attack it, making a melee spell attack. On a hit, the target takes {@damage 3d10} + your spell casting ability modifier force damage on hit." ] }, { "type": "entries", - "name": "Fasten", + "name": "Guard:", "entries": [ - "The rope flies up 60 feet and ties one end to an object or surface that a rope could be tied to, before becoming inanimate again, hanging from the object." + "The sword will move up 20 feet toward a creature. It grants half cover to the creature while it shares that creature's space as it attempts to deflect incoming attacks. The first time a hostile creature comes within 5 feet of the sword, it will attack that creature, making a melee spell attack. On a hit, the target takes {@damage 3d10} + your spell casting ability modifier force damage on hit. It cannot attack again until you issue a command again." ] }, { "type": "entries", - "name": "Grab", + "name": "Spin:", "entries": [ - "The rope lashes out grabs one Small or smaller object that is not being worn by a creature within a range equal to the length of the rope and pulls that object back to your hand. If that object is being carried by a creature, it must make a Strength saving throw. On success, it retains the object, and on failure the object is pulled from the creature." + "The sword will move up to 20 feet toward a point, when it reaches that point it will begin to spin in a deadly whirl. Creatures that start their turn in the sword's space, or enter it for the first time on their turn within 5 feet of the sword must pass a Dexterity saving throw, or take {@damage 4d10} force damage." ] - } - ], - "entriesHigherLevel": [ + }, { - "type": "entries", - "name": "At Higher Levels", + "type": "inset", + "name": "Caius' Notes: The Lost True Version", "entries": [ - "When you cast this spell using a spell slot of 2nd level or higher, you can target a chain instead of a rope. It has the same available actions, but it has a DC 15, an AC of 15, and resistance to slashing damage when taking the Bind action. When cast with a spell slot of 3rd level or higher targeting a rope, that rope is magically imbued for 1 minute, gaining an DC of 15, an AC 20, and 20 hit points." + "The true version of {@spell mordenkainen's sword|PHB|a famous wizard's floating magic sword}. Tragically most sources of the spell list an incomplete version copied by an apprentice unable to fully understand the spell. More widely known lesser versions flaws makes it unstable requiring concentration, and it lacks the later parts of functionality of the true version." ] } ], - "conditionInflict": [ - "restrained" + "damageInflict": [ + "force" ], - "savingThrow": [ - "dexterity", - "strength" + "spellAttack": [ + "M" + ], + "miscTags": [ + "SGT", + "UBA" + ], + "areaTags": [ + "ST" ], "classes": { "fromClassList": [ @@ -963,35 +894,19 @@ "name": "Bard", "source": "PHB" }, - { - "name": "Ranger", - "source": "PHB" - }, { "name": "Wizard", "source": "PHB" - }, - { - "name": "Artificer", - "source": "TCE" - }, - { - "name": "Artificer (Revised)", - "source": "KT:A" - }, - { - "name": "Inventor", - "source": "KibbleInventor" } ] } }, { - "name": "Beam of Annihilation", + "name": "Arcane Conduit", "source": "KibblesTasty:CC", "page": 10, - "level": 6, - "school": "V", + "level": 2, + "school": "T", "time": [ { "number": 1, @@ -999,56 +914,51 @@ } ], "range": { - "type": "line", + "type": "point", "distance": { - "type": "feet", - "amount": 60 + "type": "self" } }, "components": { + "v": true, "s": true }, "duration": [ { "type": "timed", "duration": { - "type": "round", - "amount": 3 + "type": "minute", + "amount": 1 }, "concentration": true } ], "entries": [ - "You unleash a beam of pure energy, selecting cold, fire, force, or lightning energy when you cast this spell and blasting it outward in a line that is 60 feet long and 10 feet wide that persists until the start of your next turn. Any creature that starts their turn in this beam must make a Dexterity saving throw. On a failed save they take {@damage 8d8} damage of the beam's energy type, or taking half as much on a successful save.", - "While you are concentrating on this spell, your movement speed is zero. At the start of your next turn, you can use your action to maintain the beam or redirect it, rotating it up to 90 degrees. Any creature the beam passes through while rotating (if the beam passes completely through them and they will not start their turn inside of it) must make a Dexterity saving throw immediately, taking {@damage 4d8} damage of the beams energy type on a failed save, and taking no damage on a successful save.", - "If you do not use your action maintain or redirect it, the spell ends early." + "You tap directly into the arcane weave. For the duration, you have resistance to all damage from magical sources besides Force damage.", + "At the start of each of your turns while tapped into this power, you and all creatures with 5 feet of you take {@damage 1d6} Force damage. The damage increases by 1d6 each turn to a maximum of {@damage 4d6} damage." ], - "savingThrow": [ - "dexterity" + "damageInflict": [ + "force" ], "classes": { "fromClassList": [ { "name": "Sorcerer", "source": "PHB" - }, - { - "name": "Wizard", - "source": "PHB" } ] } }, { - "name": "Baba's Walking Hut", + "name": "Arcane Weapon", "source": "KibblesTasty:CC", "page": 10, - "level": 6, + "level": 1, "school": "T", "time": [ { - "number": 10, - "unit": "minute" + "number": 1, + "unit": "bonus" } ], "range": { @@ -1059,47 +969,61 @@ }, "components": { "v": true, - "s": true, - "m": "a chicken leg" + "s": true }, "duration": [ { "type": "timed", "duration": { "type": "hour", - "amount": 24 + "amount": 1 } } ], "entries": [ - "You touch a hut, cabin, or other building no more than 15 feet by 15 feet by 10 feet. On completion of the spell, the building grows legs large enough to support it, as well as the structural integrity needed stand and move, and becomes a gargantuan creature. It has 250 hit points, an AC of 12, and a walking speed of 20 feet. If it drops to 0 hit points, the spell ends.", - "On your turn, you can direct it to move (no action required) and it will continue to move as directed until you direct it to stop or reaches its destination. It can take no actions, but if it walks over a large or smaller creature, you can direct it to attempt to step on that creature, and that creature must succeed a Dexterity saving throw, or take {@damage 2d10} bludgeoning damage and be knocked {@condition prone}.", - "If you cast this spell on the same building every day for a year, the spell lasts until dispelled, or you cast it on another building." - ], - "damageInflict": [ - "bludgeoning" + "You touch a weapon and imbue it with magic. For the duration the weapon counts as a magical weapon and any damage dealt by it is Force damage. When casting this one a weapon with the ammunition property, it no longer consumes ammunition when fired, and does not need to be reloaded." ], - "conditionInflict": [ - "prone" + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd or 4th level, the duration becomes 8 hours. When you use a spell slot of 5th level or higher, the duration becomes 24 hours." + ] + } ], - "savingThrow": [ - "dexterity" + "miscTags": [ + "SCL" ], "classes": { "fromClassList": [ { - "name": "Occultist", - "source": "KT:O" + "name": "Artificer", + "source": "TCE" + }, + { + "name": "Artificer (Revised)", + "source": "KT:A" + }, + { + "name": "Inventor", + "source": "KibbleInventor" } ] } }, { - "name": "Befuddling Curse", + "name": "Arctic Aura", "source": "KibblesTasty:CC", - "page": 11, - "level": 1, - "school": "E", + "page": 10, + "otherSources": [ + { + "source": "Generic Elemental Spells", + "page": 6 + } + ], + "level": 3, + "school": "T", "time": [ { "number": 1, @@ -1107,18 +1031,10 @@ } ], "range": { - "type": "point", + "type": "radius", "distance": { "type": "feet", - "amount": 60 - } - }, - "components": { - "v": true, - "s": true, - "m": { - "text": "something from the target creature (such as blood, hair, or scales) which the spell consumes", - "consume": true + "amount": 20 } }, "duration": [ @@ -1131,29 +1047,72 @@ "concentration": true } ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Spellblade", + "source": "KSB" + }, + { + "name": "Warlock", + "source": "PHB" + } + ] + }, "entries": [ - "You befuddle a creature's mind, swapping the position of two things it can see that are of the same size and category (for example, two medium creatures or two gargantuan buildings). The target creature must make a Wisdom saving throw. On failure, it is unaware the two things have been swapped.", - "Each time the creature interacts with, attacks, or is attacked by a swapped targets, it can repeat its saving throw against the effect.", + "For the duration you unleash a freezing aura. Creatures that start their turn within 20 feet of you must succeed a Constitution saving throw, or take {@damage 2d8} cold damage and have their speed reduced to 0 until the start of their next turn. Creatures that succeed their saving throw take half as much damage and their speed is reduced by half.", + "As a bonus action on each of your turns for the duration of the spell, you can actively control the aura, excluding a number of creatures in the area up to your spellcasting ability modifier from the effect of the spell until the end of your next turn." + ], + "components": { + "v": true, + "s": true + }, + "entriesHigherLevel": [ { - "type": "inset", - "name": "Curse Spell Material Components", - "source": "KT:O", - "page": 6, + "type": "entries", + "name": "At Higher Levels", "entries": [ - "All curse spells require \"something from the target creature (such as blood, hair, or scales) which the spell consumes\" as the material component. This can be satisfied by either by having that material, or being in range to touch the creature while casting the spell." + "When you cast this spell using a spell slot of 4th level or higher, the damage increases by {@dice 1d8} for each slot level above 3rd." ] } ], + "damageInflict": [ + "cold" + ], "savingThrow": [ - "wisdom" + "constitution" + ], + "areaTags": [ + "S" + ], + "miscTags": [ + "UBA" ] }, { - "name": "Binding Curse", + "name": "Arctic Breath", "source": "KibblesTasty:CC", - "page": 12, + "page": 11, + "otherSources": [ + { + "source": "Generic Elemental Spells", + "page": 6 + } + ], "level": 1, - "school": "E", + "school": "C", "time": [ { "number": 1, @@ -1161,96 +1120,49 @@ } ], "range": { - "type": "point", + "type": "line", "distance": { "type": "feet", - "amount": 60 + "amount": 30 } }, "components": { "v": true, - "s": true, - "m": { - "text": "something from the target creature (such as blood, hair, or scales) which the spell consumes", - "consume": true - } + "s": true }, "duration": [ { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - }, - "concentration": true + "type": "instant" } ], "entries": [ - "You bind a creature to a point within 5 feet of it, causing a glowing chains of light to connect it to that point. For the duration of the spell, if the creature attempts to move away from that point, the must make a Wisdom saving throw, or be unable to move more than 5 feet away from from that point until the start of their next turn.", - "If a creature starts its turn more than 10 feet from the binding point, they must make a Strength saving throw or be dragged 5 feet toward the binding point.", + "A line of freezing arctic wind 30 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. On a failed save, a creature takes {@damage 2d8} cold damage and their movement speed is reduced by 10 feet until the end of their next turn. On a successful save, a creature takes half as much damage and isn't slowed." + ], + "entriesHigherLevel": [ { - "type": "inset", - "name": "Curse Spell Material Components", - "source": "KT:O", - "page": 6, + "type": "entries", + "name": "At Higher Levels", "entries": [ - "All curse spells require \"something from the target creature (such as blood, hair, or scales) which the spell consumes\" as the material component. This can be satisfied by either by having that material, or being in range to touch the creature while casting the spell." + "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by {@damage 1d8} for each slot level above 1st." ] } ], - "savingThrow": [ - "wisdom", - "strength" - ] - }, - { - "name": "Blade Mirage", - "source": "KibblesTasty:CC", - "page": 13, - "level": 1, - "school": "I", - "time": [ - { - "number": 1, - "unit": "bonus" - } + "damageInflict": [ + "cold" ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": { - "v": true, - "s": true, - "m": { - "text": "a melee weapon worth at least 1 sp", - "cost": 10 - } - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - }, - "concentration": true - } + "savingThrow": [ + "dexterity" ], - "entries": [ - "You twist illusions around a melee weapon you are holding. When you cast the spell, and on each subsequent turn for the duration as a bonus action, you can create feinting blows with the illusory copies of your blade, distracting your target and giving you advantage on the next weapon attack against that target before the end of your turn. The spell ends early if let go of the weapon you cast it on.", - "As an action, a creature that can see you can make an Intelligence ({@skill Investigation}) check against your spell save DC. On success, you no longer gain advantage from using the illusionary blades when making a feint against that creature, rendering the spell impotent against that creature." + "miscTags": [ + "SCL" + ], + "areaTags": [ + "L" ], "classes": { "fromClassList": [ { - "name": "Bard", - "source": "PHB" - }, - { - "name": "Ranger", + "name": "Druid", "source": "PHB" }, { @@ -1260,77 +1172,22 @@ { "name": "Wizard", "source": "PHB" - }, - { - "name": "Spellblade", - "source": "KSB" } ] } }, { - "name": "Blazing Beacon", + "name": "Avalanche", "source": "KibblesTasty:CC", - "page": 12, - "level": 2, - "school": "E", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": { - "v": true, - "s": true - }, - "duration": [ + "page": 11, + "otherSources": [ { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - }, - "concentration": true + "source": "Generic Elemental Spells", + "page": 10 } ], - "entries": [ - "You are bathed in holy light, shedding bright light up to 30 feet and dim light for additional 30 feet.", - "Any creature targets you with an attack roll or spell that requires them to see you must make a Constitution saving throw. On failure, they are {@condition blinded} until the start of their next turn. A creature with {@sense darkvision} makes this roll with disadvantage. A creature without eyes automatically passes their saving throw." - ], - "conditionInflict": [ - "blinded" - ], - "savingThrow": [ - "constitution" - ], - "classes": { - "fromClassList": [ - { - "name": "Cleric", - "source": "PHB" - }, - { - "name": "Paladin", - "source": "PHB" - }, - { - "name": "Warlock", - "source": "PHB" - } - ] - } - }, - { - "name": "Blizzard", "level": 6, - "school": "V", + "school": "T", "time": [ { "number": 1, @@ -1338,20 +1195,15 @@ } ], "range": { - "type": "cylinder", + "type": "line", "distance": { "type": "feet", - "amount": 30 + "amount": 60 } }, "duration": [ { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - }, - "concentration": true + "type": "instant" } ], "classes": { @@ -1375,9 +1227,9 @@ ] }, "entries": [ - "You conjure a howling blizzard of swirling clouds of ice and snow which fills a 30-foot-radius, 40-foot-high cylinder centered at a point you can see within range. The area becomes heavily obscured and difficult terrain. Any creature that starts their turn within the area or enters it for the first time during the turn must make a Constitution saving throw. A creature takes {@damage 6d8} cold damage on a failed saving throw, or half as much on a successful one." + "You cause the earth to ripple, triggering an avalanche of rock and stone to surge forward in a 60 foot long, 15 foot wide line. The length of the line is doubled if the cast on the surface has more than a 15 degree downward slope (a moderately steep hill). Creatures caught in the surging tumble of rocks must make a Dexterity saving throw. Creatures that fail their save take {@damage 6d10} bludgeoning damage and are knocked {@condition prone}. Creatures that fail by 5 or more are {@condition stunned} until the end of their next turn, and creatures that fail by 10 or more are additionally knocked to the closest free space at the end of the line created by the spell. On a successful save, a creature takes half as much damage and suffers none of the spell's other effects.", + "The spell creates a 15 by 15 foot area of difficult terrain at the end of the line created by the spell." ], - "source": "KibblesTasty:CC", "components": { "v": true, "s": true @@ -1387,7 +1239,7 @@ "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 1d8} for each slot level above 6th." + "When you cast this spell using a spell slot of 7th level or higher, the damage increases by {@dice 1d10} for each slot level above 6th." ] } ], @@ -1395,25 +1247,20 @@ "cold" ], "savingThrow": [ - "constitution" + "dexterity" ], "areaTags": [ - "Y" + "L" ], "miscTags": [ - "DFT", - "OBS" + "DFT" ] }, { - "name": "Blood Bolt", - "source": "KibblesTasty:BMS", - "otherSources": [ - { - "source": "KibblesTasty:CC" - } - ], - "level": 0, + "name": "Awaken Rope", + "source": "KibblesTasty:CC", + "page": 11, + "level": 1, "school": "T", "time": [ { @@ -1424,8 +1271,15 @@ "range": { "type": "point", "distance": { - "type": "feet", - "amount": 60 + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "10 to 60 feet of cord or rope, worth at least 1 cp", + "cost": 1 } }, "duration": [ @@ -1433,64 +1287,142 @@ "type": "instant" } ], + "entries": [ + "As an action, you can touch a rope 10 to 60 feet long and issue a single command to it, selecting from the following options:", + { + "type": "entries", + "name": "Bind", + "entries": [ + "The rope attempts to bind a creature of your choice within 20 feet of you. The creature must make a Dexterity saving throw or become {@condition restrained} until it is freed. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the rope (AC 10) also frees the creature without harming it, ending the effect and destroying the rope." + ] + }, + { + "type": "entries", + "name": "Fasten", + "entries": [ + "The rope flies up 60 feet and ties one end to an object or surface that a rope could be tied to, before becoming inanimate again, hanging from the object." + ] + }, + { + "type": "entries", + "name": "Grab", + "entries": [ + "The rope lashes out grabs one Small or smaller object that is not being worn by a creature within a range equal to the length of the rope and pulls that object back to your hand. If that object is being carried by a creature, it must make a Strength saving throw. On success, it retains the object, and on failure the object is pulled from the creature." + ] + } + ], + "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 a chain instead of a rope. It has the same available actions, but it has a DC 15, an AC of 15, and resistance to slashing damage when taking the Bind action. When cast with a spell slot of 3rd level or higher targeting a rope, that rope is magically imbued for 1 minute, gaining an DC of 15, an AC 20, and 20 hit points." + ] + } + ], + "conditionInflict": [ + "restrained" + ], + "savingThrow": [ + "dexterity", + "strength" + ], "classes": { "fromClassList": [ { - "name": "Occulitst", - "source": "KT:O" - }, - { - "name": "Sorcerer", + "name": "Bard", "source": "PHB" }, { - "name": "Warlock", + "name": "Ranger", "source": "PHB" }, { "name": "Wizard", "source": "PHB" + }, + { + "name": "Artificer", + "source": "TCE" + }, + { + "name": "Artificer (Revised)", + "source": "KT:A" + }, + { + "name": "Inventor", + "source": "KibbleInventor" } ] - }, - "entries": [ - "You transmute a drop of blood into a crimson dart and launch it at creatures within range, making a ranged spell attack. On hit, the target takes {@damage 1d6} piercing damage and {@damage 1d6} necrotic damage.", - "The piercing and necrotic damage increase by {@dice 1d6} at 5th level ({@dice 2d6}), 11th level ({@dice 3d6}), and 17th level ({@dice 4d6}). The blood consumed also increases when the damage increases at 5th (2), 11th (3), and 17th (4)." - ], - "subschools": [ - "blood magic" + } + }, + { + "name": "Baba's Walking Hut", + "source": "KibblesTasty:CC", + "page": 11, + "level": 6, + "school": "T", + "time": [ + { + "number": 10, + "unit": "minute" + } ], - "components": { - "s": true, - "m": { - "text": "a drop of your blood worth at least 1 hit point, which the spell consumes", - "consume": true + "range": { + "type": "point", + "distance": { + "type": "touch" } }, - "damageInflict": [ - "necrotic", - "piercing" + "components": { + "v": true, + "s": true, + "m": "a chicken leg" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 24 + } + } ], - "spellAttack": [ - "R" + "entries": [ + "You touch a hut, cabin, or other building no more than 15 feet by 15 feet by 10 feet. On completion of the spell, the building grows legs large enough to support it, as well as the structural integrity needed stand and move, and becomes a gargantuan creature. It has 250 hit points, an AC of 12, and a walking speed of 20 feet. If it drops to 0 hit points, the spell ends.", + "On your turn, you can direct it to move (no action required) and it will continue to move as directed until you direct it to stop or reaches its destination. It can take no actions, but if it walks over a large or smaller creature, you can direct it to attempt to step on that creature, and that creature must succeed a Dexterity saving throw, or take {@damage 2d10} bludgeoning damage and be knocked {@condition prone}.", + "If you cast this spell on the same building every day for a year, the spell lasts until dispelled, or you cast it on another building." ], - "areaTags": [ - "ST" + "damageInflict": [ + "bludgeoning" ], - "miscTags": [ - "SCL" - ] + "conditionInflict": [ + "prone" + ], + "savingThrow": [ + "dexterity" + ], + "classes": { + "fromClassList": [ + { + "name": "Occultist", + "source": "KT:O" + } + ] + } }, { - "name": "Blood Frenzy", - "source": "KibblesTasty:BMS", + "name": "Bad Blood", + "source": "KibblesTasty:CC", + "page": 12, "otherSources": [ { - "source": "KibblesTasty:CC" + "source": "Generic Elemental Spells", + "page": 17 } ], - "level": 4, - "school": "E", + "level": 1, + "school": "N", "time": [ { "number": 1, @@ -1500,9 +1432,15 @@ "range": { "type": "point", "distance": { - "type": "touch" + "type": "feet", + "amount": 60 } }, + "components": { + "v": true, + "s": true, + "m": "a piece of rotten meat" + }, "duration": [ { "type": "timed", @@ -1514,60 +1452,58 @@ "concentration": true } ], - "classes": { - "fromClassList": [ - { - "name": "Druid", - "source": "PHB" - }, - { - "name": "Wizard", - "source": "PHB" - } - ] - }, "entries": [ - "You touch a willing creature, launching them into an empowered frenzy. For the duration, all attacks against the target creature have advantage, but the target gains the following benefits:", + "Targeting a creature you can see within range, you attempt to corrupt its blood. Creatures without blood are immune to this effect. The target must make a Constitution saving throw. On failure, they take {@damage 1d12} poison damage and become {@condition poisoned} for the duration.", + "At the end of each of its turns, the target can make another Constitution saving throw. On a success, the spell ends on the target, on failure; they take an additional {@damage 1d4} poison as the poison continues to ravage them." + ], + "entriesHigherLevel": [ { - "type": "list", - "items": [ - " The target is immune to the {@condition charmed} and {@condition frightened} conditions.", - " The target has advantage on melee weapon attack rolls.", - " When taking damage would reduce the creature to 0 hit points, they must make a Constitution saving throw with the DC equal to half of the damage taken. On success, they are reduced to 1 hit point instead. If you are the target of this spell, you automatically pass saving throws to maintain {@status concentration} on it as a result of taking damage." + "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 target for each slot level above 2nd. The targets must be within 30 feet of each other when you target them." ] } ], - "subschools": [ - "blood magic" + "damageInflict": [ + "poison" ], - "components": { - "s": true, - "m": { - "text": "a splash of your blood worth at least 4 hit points, which the spell consumes", - "consume": true - } - }, "conditionInflict": [ - "charmed", - "frightened" + "poisoned" + ], + "savingThrow": [ + "constitution" + ], + "miscTags": [ + "SCL", + "SGT" ], "areaTags": [ "ST" ], - "miscTags": [ - "ADV" - ] + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + } }, { - "name": "Bloody Burst", - "source": "KibblesTasty:BMS", - "otherSources": [ - { - "source": "KibblesTasty:CC" - } - ], - "level": 2, - "school": "N", + "name": "Beam of Annihilation", + "source": "KibblesTasty:CC", + "page": 12, + "level": 6, + "school": "V", "time": [ { "number": 1, @@ -1575,97 +1511,103 @@ } ], "range": { - "type": "point", + "type": "line", "distance": { "type": "feet", "amount": 60 } }, + "components": { + "s": true + }, "duration": [ { - "type": "instant" + "type": "timed", + "duration": { + "type": "round", + "amount": 3 + }, + "concentration": true } ], + "entries": [ + "You unleash a beam of pure energy, selecting cold, fire, force, or lightning energy when you cast this spell and blasting it outward in a line that is 60 feet long and 10 feet wide that persists until the start of your next turn. Any creature that starts their turn in this beam must make a Dexterity saving throw. On a failed save they take {@damage 8d8} damage of the beam's energy type, or taking half as much on a successful save.", + "While you are concentrating on this spell, your movement speed is zero. At the start of your next turn, you can use your action to maintain the beam or redirect it, rotating it up to 90 degrees. Any creature the beam passes through while rotating (if the beam passes completely through them and they will not start their turn inside of it) must make a Dexterity saving throw immediately, taking {@damage 4d8} damage of the beams energy type on a failed save, and taking no damage on a successful save.", + "If you do not use your action maintain or redirect it, the spell ends early." + ], + "savingThrow": [ + "dexterity" + ], "classes": { "fromClassList": [ { - "name": "Wizard", + "name": "Sorcerer", "source": "PHB" }, { - "name": "Sorcerer", + "name": "Wizard", "source": "PHB" } ] - }, - "entries": [ - "You cause a creature's blood to erupt outward in a violent burst. The target must make a Constitution saving throw. On a failed save, it takes {@damage 4d6} necrotic damage, and any creature within 10 feet of the target must succeed on a Dexterity saving throw or take {@damage 2d6} necrotic damage from the blood spray. On a successful save, the target takes half as much damage and the blood spray does not occur. A creature without blood is immune to this spell." - ], - "subschools": [ - "blood magic" - ], - "components": { - "s": true, - "m": { - "text": "a drop of your blood worth at least 2 points, which the spell consumes", - "consume": true - } - }, - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell slot of 3rd level or higher, the damage to the target increases by {@dice 2d6}, and creatures within 10 feet take an additional {@damage 1d6} damage for each level over 2nd." - ] - } - ], - "damageInflict": [ - "necrotic" - ], - "savingThrow": [ - "constitution" - ], - "abilityCheck": [ - "dexterity" - ], - "areaTags": [ - "ST", - "S" - ], - "miscTags": [ - "SCL" - ] + } }, { - "name": "Blood Divination", - "source": "KibblesTasty:BMS", + "name": "Become Fire", + "source": "KibblesTasty:CC", + "page": 12, "otherSources": [ { - "source": "KibblesTasty:CC" + "source": "Generic Elemental Spells", + "page": 12 } ], "level": 2, - "school": "D", + "school": "T", "time": [ { "number": 1, - "unit": "action" + "unit": "bonus" } ], "range": { "type": "point", "distance": { - "type": "touch" + "type": "self" } }, + "components": { + "v": true, + "s": true + }, "duration": [ { - "type": "instant" + "type": "timed", + "duration": { + "type": "round", + "amount": 1 + } + } + ], + "entries": [ + "You become a burst of elemental flames. Until the start of your next turn, you gain the following benefits:", + { + "type": "list", + "items": [ + "You are resistant to fire damage and to bludgeoning, piercing, and slashing damage from nonmagical attacks.", + "You can move through the space of other creatures and ignore difficult terrain. The first time you enter the space of another creature, it takes {@damage 1d6} fire damage.", + "Once during your turn when you roll fire damage, you can maximize the value of one die of fire damage." + ] } ], + "damageInflict": [ + "fire" + ], "classes": { "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, { "name": "Sorcerer", "source": "PHB" @@ -1679,52 +1621,61 @@ "source": "PHB" } ] - }, - "entries": [ - "You can drop a single drop of your blood into a bloodstain or sample of another creature's blood while casting this spell to created a magical resonance. This tells you the creature's current condition (if it is alive, wounded, or dead), its creature type, its general distance from you (nearby, distant, or far away), and its general direction.", - "If the blood is more than 24 hours old, the spell becomes more difficult, and you must pass DC 10 spellcasting check to gain any information, with the DC increasing to 15 if the blood is more than a week old, and 20 if the DC is more than a month old." - ], - "subschools": [ - "blood magic" - ], - "components": { - "s": true, - "m": { - "text": "a drop of your blood worth at least 2 hit points which the spell consumes, and another creature's blood", - "consume": true - } } }, { - "name": "Blood Explosion", - "source": "KibblesTasty:BMS", + "name": "Become Stone", + "source": "KibblesTasty:CC", + "page": 12, "otherSources": [ { - "source": "KibblesTasty:CC" + "source": "Generic Elemental Spells", + "page": 8 } ], - "level": 3, - "school": "N", + "level": 2, + "school": "T", "time": [ { "number": 1, - "unit": "action" + "unit": "bonus" } ], "range": { "type": "point", "distance": { - "type": "feet", - "amount": 60 + "type": "self" } }, + "components": { + "v": true, + "s": true + }, "duration": [ { - "type": "instant" + "type": "timed", + "duration": { + "type": "round", + "amount": 1 + } } ], + "entries": [ + "You solidify into a stone. Until the start of your next turn, you are {@condition petrified}. Your AC becomes 20 and you gain 10 temporary hit points. Any remaining temporary hit points fade when the spell ends." + ], + "conditionInflict": [ + "petrified" + ], + "miscTags": [ + "MAC", + "THP" + ], "classes": { "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, { "name": "Sorcerer", "source": "PHB" @@ -1738,61 +1689,30 @@ "source": "PHB" } ] - }, - "entries": [ - "Targeting a Medium or larger corpse of a creature that had blood that has been slain within the last minute, you seize control of the blood within it causing it to explode into piercing crimson lances. Make a ranged spell attack against up to 4 creatures of your choice within 30 feet of the corpse. On hit, creatures take {@damage 3d8} piercing damage and {@damage 3d8} necrotic damage. A corpse cannot be targeted with this spell again." - ], - "subschools": [ - "blood magic" - ], - "components": { - "s": true, - "m": { - "text": "a splash of your blood worth at least 3 hit points, which the spell consumes", - "consume": true - } - }, - "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 spell slot level above 3rd." - ] - } - ], - "damageInflict": [ - "necrotic", - "piercing" - ], - "spellAttack": [ - "R" - ], - "areaTags": [ - "MT", - "S" - ], - "miscTags": [ - "SCL" - ] + } }, { - "name": "Boil Blood", + "name": "Become Water", "source": "KibblesTasty:CC", "page": 12, + "otherSources": [ + { + "source": "Generic Elemental Spells", + "page": 19 + } + ], "level": 2, - "school": "N", + "school": "T", "time": [ { "number": 1, - "unit": "action" + "unit": "bonus" } ], "range": { "type": "point", "distance": { - "type": "feet", - "amount": 60 + "type": "self" } }, "components": { @@ -1803,48 +1723,70 @@ { "type": "timed", "duration": { - "type": "minute", + "type": "round", "amount": 1 - }, - "concentration": true + } } ], "entries": [ - "Targeting a creature that has taken slashing or piercing damage in the last minute, make it's blood heat and boil. The target creature must make a Constitution saving throw. On failure, it's blood begins to heat. At the start of it's turn while effected, it takes {@damage 3d4} fire damage and is crippled with agony, all terrain is difficult terrain for it.", - "At the end of each of its turns, the target can make another Constitution saving throw. On a success, the spell ends on the target." - ], - "entriesHigherLevel": [ + "You become a burst of elemental water. Until the start of your next turn, 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 2d4} for each slot level above 2nd." + "type": "list", + "items": [ + "You are resistant to bludgeoning, piercing, and slashing damage from nonmagical attacks.", + "You can move through the space of other creatures and ignore difficult terrain; the first time you move through a Large or smaller creature on a turn, it must pass a Strength saving throw or be knocked {@condition prone}." ] } ], - "damageInflict": [ - "fire" + "conditionInflict": [ + "prone" ], "savingThrow": [ - "constitution" - ] + "strength" + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + } }, { - "name": "Bond Item", + "name": "Become Wind", "source": "KibblesTasty:CC", "page": 12, - "level": 1, - "school": "C", + "otherSources": [ + { + "source": "Generic Elemental Spells", + "page": 21 + } + ], + "level": 2, + "school": "T", "time": [ { "number": 1, - "unit": "minute" + "unit": "bonus" } ], "range": { "type": "point", "distance": { - "type": "touch" + "type": "self" } }, "components": { @@ -1855,44 +1797,41 @@ { "type": "timed", "duration": { - "type": "hour", - "amount": 8 + "type": "round", + "amount": 1 } } ], "entries": [ - "You touch an item weighing no more than 100 pounds and form a link between you and it. Until the spell ends, you can recall it to your hand as a bonus action.", - "If another creature is holding or wearing the item when you try to recall it, they make a Charisma saving throw to retain possession of the item, and if they succeed, the spell fails. They make this save with advantage if they have had possession of the item for more than 1 minute." - ], - "savingThrow": [ - "charisma" - ], - "miscTags": [ - "UBA" + "You become a burst of elemental wind until the start of the next turn. You gain resistance to lightning damage and bludgeoning, slashing, and piercing attacks damage from nonmagical attacks. Additionally, you gain flying speed of 30 feet, can move through the space of other creatures, and ignore difficult terrain, but will fall at the start of your next turn if not held aloft." ], "classes": { "fromClassList": [ { - "name": "Artificer", - "source": "TCE" + "name": "Druid", + "source": "PHB" }, { - "name": "Artificer (Revised)", - "source": "KT:A" + "name": "Sorcerer", + "source": "PHB" }, { - "name": "Inventor", - "source": "KibbleInventor" + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" } ] } }, { - "name": "Bramble Binding", + "name": "Befuddling Curse", "source": "KibblesTasty:CC", - "page": 12, + "page": 13, "level": 1, - "school": "T", + "school": "E", "time": [ { "number": 1, @@ -1903,52 +1842,50 @@ "type": "point", "distance": { "type": "feet", - "amount": 30 + "amount": 60 } }, "components": { "v": true, - "s": true + "s": true, + "m": { + "text": "something from the target creature (such as blood, hair, or scales) which the spell consumes", + "consume": true + } }, "duration": [ { - "type": "instant" + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true } ], "entries": [ - "Brambles burst from your hand, lashing out at a target within range. The target must make a Dexterity saving throw. On failure, they take {@damage 4d4} piercing damage and, if the target is Large or smaller, it becomes entangled by brambles. While entangled by brambles, it can't move, but it can free itself as as an action (taking no additional damage) or rip itself free using half of its movement and taking an additional {@damage 2d4} piecing damage. On a successful save, they take half as much damage and aren't entangled by brambles." - ], - "entriesHigherLevel": [ + "You befuddle a creature's mind, swapping the position of two things it can see that are of the same size and category (for example, two medium creatures or two gargantuan buildings). The target creature must make a Wisdom saving throw. On failure, it is unaware the two things have been swapped.", + "Each time the creature interacts with, attacks, or is attacked by a swapped targets, it can repeat its saving throw against the effect.", { - "type": "entries", - "name": "At Higher Levels", + "type": "inset", + "name": "Curse Spell Material Components", + "source": "KT:O", + "page": 6, "entries": [ - "When you cast this spell using a spell slot of 2nd level or higher, both the initial damage and the damage taken ripping free of the brambles increases by {@damage 1d4} for each slot level above 1st." + "All curse spells require \"something from the target creature (such as blood, hair, or scales) which the spell consumes\" as the material component. This can be satisfied by either by having that material, or being in range to touch the creature while casting the spell." ] } ], "savingThrow": [ - "dexterity" - ], - "classes": { - "fromClassList": [ - { - "name": "Druid", - "source": "PHB" - }, - { - "name": "Ranger", - "source": "PHB" - } - ] - } + "wisdom" + ] }, { - "name": "Bramble Barrier", + "name": "Binding Curse", "source": "KibblesTasty:CC", - "page": 12, - "level": 3, - "school": "T", + "page": 13, + "level": 1, + "school": "E", "time": [ { "number": 1, @@ -1964,95 +1901,45 @@ }, "components": { "v": true, - "s": true + "s": true, + "m": { + "text": "something from the target creature (such as blood, hair, or scales) which the spell consumes", + "consume": true + } }, "duration": [ { - "type": "instant" + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true } ], "entries": [ - "You create a line of low brambles that erupts from a point you can see within range. This line is 30 feet long and 5 feet wide, made of up of six 5-foot squares of brambles. Each patch much connect to another patch and be placed on the ground. The bramble patches are difficult terrain and a creature that enters a square of brambles takes {@damage 4d4} piecing damage and must make a Constitution saving throw. On failure, their speed becomes 0 until the end of their turn.", - "The brambles wither and die after 1 day if the area isn't suitable for them to grow. Each 5-foot-square portion of brambles requires at least 1 minute to clear by hand, or can be cleared if they take 5 or more fire damage. The brambles crumble to dust immediately if you cast this spell again." - ], - "entriesHigherLevel": [ + "You bind a creature to a point within 5 feet of it, causing a glowing chains of light to connect it to that point. For the duration of the spell, if the creature attempts to move away from that point, the must make a Wisdom saving throw, or be unable to move more than 5 feet away from from that point until the start of their next turn.", + "If a creature starts its turn more than 10 feet from the binding point, they must make a Strength saving throw or be dragged 5 feet toward the binding point.", { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell slot of 4th level or higher, you can create two additional 5-foot squares of brambles for each slot level above 3rd." + "type": "inset", + "name": "Curse Spell Material Components", + "source": "KT:O", + "page": 6, + "entries": [ + "All curse spells require \"something from the target creature (such as blood, hair, or scales) which the spell consumes\" as the material component. This can be satisfied by either by having that material, or being in range to touch the creature while casting the spell." ] } ], "savingThrow": [ - "constitution" - ], - "classes": { - "fromClassList": [ - { - "name": "Druid", - "source": "PHB" - }, - { - "name": "Ranger", - "source": "PHB" - } - ] - } - }, - { - "name": "Brilliant Blade", - "level": 3, - "school": "V", - "time": [ - { - "number": 1, - "unit": "bonus" - } - ], - "range": { - "type": "radius", - "distance": { - "type": "feet", - "amount": 20 - } - }, - "duration": [ - { - "type": "instant" - } - ], - "classes": { - "fromClassList": [ - { - "name": "Cleric", - "source": "PHB" - }, - { - "name": "Paladin", - "source": "PHB" - } - ] - }, - "entries": [ - "You brandish the weapon used in this spell's casting, holding it aloft as it flashes with brilliant light. All creatures within 20 feet of you must make a Constitution saving throw. On failure, they are {@condition blinded} until the end of your next turn. On success, they are {@condition blinded} until the end of your current turn." - ], - "source": "KibblesTasty:CC", - "components": { - "v": true, - "s": true, - "m": "a melee weapon worth at least 1 sp" - }, - "savingThrow": [ - "constitution" - ], - "areaTags": [ - "S" + "wisdom", + "strength" ] }, { - "name": "Burial Barrage", - "level": 5, + "name": "Blackhole", + "source": "KibblesTasty:CC", + "page": 13, + "level": 9, "school": "T", "time": [ { @@ -2064,12 +1951,17 @@ "type": "point", "distance": { "type": "feet", - "amount": 60 + "amount": 300 } }, "duration": [ { - "type": "instant" + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true } ], "classes": { @@ -2078,107 +1970,81 @@ "name": "Wizard", "source": "PHB" }, - { - "name": "Druid", - "source": "PHB" - }, { "name": "Sorcerer", "source": "PHB" - }, - { - "name": "Spellblade", - "source": "KSB" - }, - { - "name": "Warlock", - "source": "PHB" } ] }, "entries": [ - "You unearth and launch a barrage of five heavy chunks of earth or stone at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each hurled object. On hit, the target takes {@damage 1d12 + 1} bludgeoning damage, and if it is Large or smaller, it is knocked {@condition prone}. Attacks made as part of this spell have advantage against {@condition prone} targets, and ignore the normal disadvantage ranged attacks made from more than 5 feet away from a {@condition prone} target have." + "You creature a miniature black hole at a point within range. An event horizon forms in a 15-foot radius around the point, blocking anything (including light, sound, and magical effects) from passing through that space without being engulfed into the black hole.", + "When the black hole appears, creatures within 15 feet of the point must make a Dexterity saving throw to avoid being engulfed. On success, they move up their movement speed out of the event horizon of the black hole. If they cannot move a space outside of the event horizon, they automatically fail their save, and are engulfed.", + "All creatures that are engulfed are compressed into the point at the center of the spell, taking {@damage 12d12} bludgeoning damage at the start of each of their turns while engulfed. Their speed is 0, and they are {@condition blinded}, {@condition deafened}, and {@condition restrained} while they are engulfed. As an action, they can attempt to forcibly exit the black hole, making a Strength ability check against your spell save DC. On success, they appear in an empty space at the edge of its event horizon.", + "Any spells, effects, terrain, or items that are not being worn or carried (other than those of Legendary or Artifact rarity) that are engulfed within the event horizon vanish and are destroyed. Magical items of Legendary or Artifact rarity are not destroyed, reappearing on the ground where the sphere was when the spell ends.", + "While spell persists, all movement away from within 120 feet of it is considered difficult terrain. All ranged attacks that pass within 120 feet have disadvantage. When a creature starts its turn within 120 feet of the black hole, it is pulled 5 feet toward the black hole. At the start of the caster's turn, all objects that are not being worn or carried and are not attached to the ground weighing less than 1,000 lbs within 120 feet of the black hole are pulled 10 feet toward the black hole." ], - "source": "KibblesTasty:CC", "components": { "v": true, "s": true }, - "conditionInflict": [ - "prone" - ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell slot of 6th level or higher, you can hurl one additional object for each slot level above 5th." - ] - } - ], "damageInflict": [ "bludgeoning" ], - "spellAttack": [ - "R" + "savingThrow": [ + "dexterity" ], - "areaTags": [ - "MT" + "miscTags": [ + "OBJ" ] }, { - "name": "Burn", + "name": "Blade Mirage", "source": "KibblesTasty:CC", "page": 13, - "level": 0, - "school": "T", + "level": 1, + "school": "I", "time": [ { "number": 1, - "unit": "action" + "unit": "bonus" } ], "range": { "type": "point", "distance": { - "type": "touch" + "type": "self" } }, "components": { "v": true, - "s": true + "s": true, + "m": { + "text": "a melee weapon worth at least 1 sp", + "cost": 10 + } }, "duration": [ { - "type": "instant" + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true } ], "entries": [ - "You ignite a brilliant flame around your hand that sears anything you touch. Make a melee spell attack against the target. On hit, the target takes {@damage 1d12} fire damage.", - "The spell's damage increases by {@dice 1d12} when you reach 5th level ({@dice 2d12}), 11th level ({@dice 3d12}), and 17th level ({@dice 4d12})." - ], - "scalingLevelDice": { - "label": "fire damage", - "scaling": { - "1": "1d12", - "5": "2d12", - "11": "3d12", - "17": "4d12" - } - }, - "damageInflict": [ - "fire" - ], - "spellAttack": [ - "M" - ], - "miscTags": [ - "SCL" + "You twist illusions around a melee weapon you are holding. When you cast the spell, and on each subsequent turn for the duration as a bonus action, you can create feinting blows with the illusory copies of your blade, distracting your target and giving you advantage on the next weapon attack against that target before the end of your turn. The spell ends early if let go of the weapon you cast it on.", + "As an action, a creature that can see you can make an Intelligence ({@skill Investigation}) check against your spell save DC. On success, you no longer gain advantage from using the illusionary blades when making a feint against that creature, rendering the spell impotent against that creature." ], "classes": { "fromClassList": [ { - "name": "Druid", + "name": "Bard", + "source": "PHB" + }, + { + "name": "Ranger", "source": "PHB" }, { @@ -2186,87 +2052,87 @@ "source": "PHB" }, { - "name": "Warlock", + "name": "Wizard", "source": "PHB" + }, + { + "name": "Spellblade", + "source": "KSB" } ] } }, { - "name": "Burning Strike", + "name": "Blazing Beacon", "source": "KibblesTasty:CC", "page": 13, "level": 2, - "school": "T", + "school": "E", "time": [ { "number": 1, - "unit": "bonus" + "unit": "action" } ], "range": { "type": "point", "distance": { - "type": "touch" + "type": "self" } }, "components": { "v": true, - "s": true, - "m": { - "text": "a piece of ammunition or weapon at least 1 cp", - "cost": 1 - } + "s": true }, "duration": [ { "type": "timed", "duration": { - "type": "round", + "type": "minute", "amount": 1 - } + }, + "concentration": true } ], "entries": [ - "You touch a piece of ammunition or weapon, imbuing it with licking magic flames. The first time you attack with the empowered item, it bursts into brilliant flames. On a hit, the target takes an additional {@damage 4d4} fire damage and begins to burn. On a miss, the target takes half as much damage and does not start to burn.", - "The burning target sheds bright light in a 10-foot radius and dim light for an additional 10 feet and takes {@damage 1d4} fire damage at the end of its turns unless a creature uses their action to put the flames out.", - "Once an attack has been made with the piece of ammunition or weapon, the spell ends. If you touch a weapon with the Light property, you can immediately make a single weapon attack with it as part of the same action as casting the spell." + "You are bathed in holy light, shedding bright light up to 30 feet and dim light for additional 30 feet.", + "Any creature targets you with an attack roll or spell that requires them to see you must make a Constitution saving throw. On failure, they are {@condition blinded} until the start of their next turn. A creature with {@sense darkvision} makes this roll with disadvantage. A creature without eyes automatically passes their saving throw." ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell slot of 3rd level or higher, both the initial and ongoing burn damage are increased by {@damage 1d4} damage." - ] - } + "conditionInflict": [ + "blinded" ], - "damageInflict": [ - "fire" + "savingThrow": [ + "constitution" ], "classes": { "fromClassList": [ { - "name": "Paladin", + "name": "Cleric", "source": "PHB" }, { - "name": "Ranger", + "name": "Paladin", "source": "PHB" }, { - "name": "Spellblade", - "source": "KSB" + "name": "Warlock", + "source": "PHB" } ] } }, { - "name": "Carnivorous Garden", + "name": "Blizzard", "source": "KibblesTasty:CC", - "page": 13, - "level": 4, - "school": "T", + "page": 14, + "otherSources": [ + { + "source": "Generic Elemental Spells", + "page": 7 + } + ], + "level": 6, + "school": "V", "time": [ { "number": 1, @@ -2274,17 +2140,12 @@ } ], "range": { - "type": "point", + "type": "cylinder", "distance": { "type": "feet", - "amount": 60 + "amount": 30 } }, - "components": { - "v": true, - "s": true, - "m": "a dried carnivorous plant" - }, "duration": [ { "type": "timed", @@ -2295,38 +2156,62 @@ "concentration": true } ], - "entries": [ - "Targeting four unoccupied spaces that you can see within range, rooted carnivorous plants erupt from the ground, filling a 5-foot cube each. The ground within 5 feet of them becomes difficult terrain. When the plants appear, they each attack a creature of your choice within 5 feet of them. Each plant makes a melee spell attack, dealing {@damage 2d8} piercing damage on hit. Make a separate attack roll for each plant.", - "If a creature ends their turn within 5 feet of one or more of the carnivorous plants, the plants automatically attack that creature unless you use your reaction to prevent them from doing so. The plants use your spell attack modifier, and deal {@damage 2d8} piercing damage on hit.", - "The plants have AC 14 and 30 hit points, and have vulnerability to fire and slashing damage. Each plant regains all its hit points at the start of your turn if it has at least 1 hit point. A plant dies if it is reduced to zero hit points. When the spell ends, the plants wither and die leaving behind difficult terrain unless they were killed be fire damage." - ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell slot of 5th level or higher, you can summon 1 additional carnivorous plant for each slot level above 4th." - ] - } - ], - "damageInflict": [ - "piercing" - ], "classes": { "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + }, { "name": "Druid", "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" } ] - } + }, + "entries": [ + "You conjure a howling blizzard of swirling clouds of ice and snow which fills a 30-foot-radius, 40-foot-high cylinder centered at a point you can see within range. The area becomes heavily obscured and difficult terrain. Any creature that starts their turn within the area or enters it for the first time during the turn must make a Constitution saving throw. A creature takes {@damage 6d8} cold damage on a failed saving throw, or half as much on a successful one." + ], + "components": { + "v": true, + "s": true + }, + "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 1d8} for each slot level above 6th." + ] + } + ], + "damageInflict": [ + "cold" + ], + "savingThrow": [ + "constitution" + ], + "areaTags": [ + "Y" + ], + "miscTags": [ + "OBS", + "DFT" + ] }, { - "name": "Clay Touch", + "name": "Boil Blood", "source": "KibblesTasty:CC", "page": 14, "level": 2, - "school": "T", + "school": "N", "time": [ { "number": 1, @@ -2336,15 +2221,13 @@ "range": { "type": "point", "distance": { - "type": "touch" + "type": "feet", + "amount": 60 } }, "components": { "v": true, - "s": true, - "m": { - "text": "a small clump of clay" - } + "s": true }, "duration": [ { @@ -2357,22 +2240,68 @@ } ], "entries": [ - "You reach out to attempt to touch a creature within range. It must make a Dexterity saving throw. On failure, the target's armor (including natural or magical defenses) becomes soft and malleable, though retaining its form, and provides no protection against attacks reducing the target's AC to 10 + their dexterity for the duration of the spell.", - "Alternatively, you can touch a nonmagical object that isn't being warn or carried and is no larger than 2 feet in any dimension, reducing its AC and any Strength check required to break it to 5 for the duration of the spell.", + "Targeting a creature that has taken slashing or piercing damage in the last minute, make it's blood heat and boil. The target creature must make a Constitution saving throw. On failure, it's blood begins to heat. At the start of it's turn while effected, it takes {@damage 3d4} fire damage and is crippled with agony, all terrain is difficult terrain for it.", + "At the end of each of its turns, the target can make another Constitution saving throw. On a success, the spell ends on the target." + ], + "entriesHigherLevel": [ { - "type": "inset", - "name": "Part of a larger object?", + "type": "entries", + "name": "At Higher Levels", "entries": [ - "A GM has great leeway on determining what constitutes an object, such as if the bars of a prison would count as their own object or as part of the door. Generally I would rule generously on this. There are lower level spells that can get you out of barred cell." + "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by {@dice 2d4} for each slot level above 2nd." ] } ], + "damageInflict": [ + "fire" + ], + "savingThrow": [ + "constitution" + ] + }, + { + "name": "Bond Item", + "source": "KibblesTasty:CC", + "page": 14, + "level": 1, + "school": "C", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 8 + } + } + ], + "entries": [ + "You touch an item weighing no more than 100 pounds and form a link between you and it. Until the spell ends, you can recall it to your hand as a bonus action.", + "If another creature is holding or wearing the item when you try to recall it, they make a Charisma saving throw to retain possession of the item, and if they succeed, the spell fails. They make this save with advantage if they have had possession of the item for more than 1 minute." + ], + "savingThrow": [ + "charisma" + ], + "miscTags": [ + "UBA" + ], "classes": { "fromClassList": [ - { - "name": "Druid", - "source": "PHB" - }, { "name": "Artificer", "source": "TCE" @@ -2384,30 +2313,16 @@ { "name": "Inventor", "source": "KibbleInventor" - }, - { - "name": "Spellblade", - "source": "KSB" - }, - { - "name": "Ranger", - "source": "PHB" - }, - { - "name": "Sorcerer", - "source": "PHB" - }, - { - "name": "Wizard", - "source": "PHB" } ] } }, { - "name": "Commandment", - "level": 4, - "school": "E", + "name": "Bramble Barrier", + "source": "KibblesTasty:CC", + "page": 14, + "level": 3, + "school": "T", "time": [ { "number": 1, @@ -2421,78 +2336,50 @@ "amount": 60 } }, + "components": { + "v": true, + "s": true + }, "duration": [ { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1, - "upTo": true - }, - "concentration": true + "type": "instant" } ], - "classes": { - "fromClassList": [ - { - "name": "Cleric", - "source": "PHB" - }, - { - "name": "Paladin", - "source": "PHB" - } - ] - }, "entries": [ - "You issue a divine order to another creature you can see within range that can hear and understand you, invoking divine authority to punish transgressions against the order. If the target creature violates the issued order, it takes {@damage 4d6} radiant damage. Creatures only take this damage if they intentionally violate the stated rule. Once a creature takes damage this way, they cannot take damage again from it until the start of your next turn.", - "Some examples of orders you can issue would include ordering the target to not take attacks, to not move, or to not breath. The order must be possible to attempt to obey, or the spell ends." + "You create a line of low brambles that erupts from a point you can see within range. This line is 30 feet long and 5 feet wide, made of up of six 5-foot squares of brambles. Each patch much connect to another patch and be placed on the ground. The bramble patches are difficult terrain and a creature that enters a square of brambles takes {@damage 4d4} piecing damage and must make a Constitution saving throw. On failure, their speed becomes 0 until the end of their turn.", + "The brambles wither and die after 1 day if the area isn't suitable for them to grow. Each 5-foot-square portion of brambles requires at least 1 minute to clear by hand, or can be cleared if they take 5 or more fire damage. The brambles crumble to dust immediately if you cast this spell again." ], - "source": "KibblesTasty:CC", - "components": { - "v": true, - "s": true - }, "entriesHigherLevel": [ { "type": "entries", "name": "At Higher Levels", "entries": [ - "When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th." + "When you cast this spell using a spell slot of 4th level or higher, you can create two additional 5-foot squares of brambles for each slot level above 3rd." ] } ], - "damageInflict": [ - "radiant" - ], - "areaTags": [ - "ST" - ], - "miscTags": [ - "SCL" + "savingThrow": [ + "constitution" ], - "fluff": { - "entries": [ + "classes": { + "fromClassList": [ { - "type": "inset", - "name": "Divine Rules", - "entries": [ - "Possible simply means something that creature could do, but can include rules that would be harmful to the creature and they are unlikely to obey. The spell mechanically assumes the target will take the damage rather than obey for the purposes of game balance." - ] + "name": "Druid", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" } ] } }, { - "name": "Compelled Convulsion", - "source": "KibblesTasty:BMS", - "otherSources": [ - { - "source": "KibblesTasty:CC" - } - ], - "level": 2, - "school": "N", + "name": "Bramble Binding", + "source": "KibblesTasty:CC", + "page": 14, + "level": 1, + "school": "T", "time": [ { "number": 1, @@ -2506,60 +2393,104 @@ "amount": 30 } }, + "components": { + "v": true, + "s": true + }, "duration": [ { "type": "instant" } ], - "classes": { - "fromClassList": [ - { - "name": "Wizard", - "source": "PHB" - }, - { - "name": "Sorcerer", - "source": "PHB" - } - ] - }, "entries": [ - "You attempt to briefly take control of the blood of a creature within range you can see. The target must make a Constitution saving throw. On failure, you can force the creature to use its reaction to move up to 10 feet (or its movement speed, whichever is less) and make a single weapon attack against a target of your choice within reach. Creatures without blood are immune to this effect." - ], - "subschools": [ - "blood magic" + "Brambles burst from your hand, lashing out at a target within range. The target must make a Dexterity saving throw. On failure, they take {@damage 4d4} piercing damage and, if the target is Large or smaller, it becomes entangled by brambles. While entangled by brambles, it can't move, but it can free itself as as an action (taking no additional damage) or rip itself free using half of its movement and taking an additional {@damage 2d4} piecing damage. On a successful save, they take half as much damage and aren't entangled by brambles." ], - "components": { - "s": true, - "m": { - "text": "a drop of your blood worth at least 2 hit points, which the spell consumes", - "consume": true - } - }, "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 an additional creature for each level above 2nd level." + "When you cast this spell using a spell slot of 2nd level or higher, both the initial damage and the damage taken ripping free of the brambles increases by {@damage 1d4} for each slot level above 1st." ] } ], "savingThrow": [ - "constitution" - ], - "areaTags": [ - "ST" + "dexterity" ], - "miscTags": [ - "FMV" + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + } + ] + } + }, + { + "name": "Brilliant Blade", + "level": 15, + "school": "V", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "radius", + "distance": { + "type": "feet", + "amount": 20 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Paladin", + "source": "PHB" + } + ] + }, + "entries": [ + "You brandish the weapon used in this spell's casting, holding it aloft as it flashes with brilliant light. All creatures within 20 feet of you must make a Constitution saving throw. On failure, they are {@condition blinded} until the end of your next turn. On success, they are {@condition blinded} until the end of your current turn." + ], + "source": "KibblesTasty:CC", + "components": { + "v": true, + "s": true, + "m": "a melee weapon worth at least 1 sp" + }, + "savingThrow": [ + "constitution" + ], + "areaTags": [ + "S" ] }, { - "name": "Create Pit", + "name": "Burial Barrage", "source": "KibblesTasty:CC", "page": 15, - "level": 1, + "otherSources": [ + { + "source": "Generic Elemental Spells", + "page": 10 + } + ], + "level": 5, "school": "T", "time": [ { @@ -2574,34 +2505,113 @@ "amount": 60 } }, - "components": { - "v": true, - "s": true - }, "duration": [ { "type": "instant" } ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Spellblade", + "source": "KSB" + }, + { + "name": "Warlock", + "source": "PHB" + } + ] + }, "entries": [ - "You choose a point on the ground in an area of dirt or natural stone you can see. The ground buckles and a 5-foot radius, 10-foot deep pit opens around that point. If the surface is not large enough to contain the pit, the spell fails. Creatures in the area must make a Dexterity saving throw. On success, they can move 5 feet outside the radius of the spell. Creatures that fail their saving throw fall to the bottom of the bit (taking {@damage 1d6} bludgeoning damage and falling {@condition prone}). The sides of the pit are rough, and can be climbed. The pit remains until filled. If a creature saves, but cannot move 5 feet, they fall prone, hanging from the edge of the pit, and cannot stand until they move out of the pit area or fall into it.", - { - "type": "inset", - "name": "Limitations", - "entries": [ - "The spell fails if the pit would breach another opening (such as a room or cavern below) as that would be failing to contain the pit. The GM has wide discretion on what surfaces would qualify for this spell." - ] - } + "You unearth and launch a barrage of five heavy chunks of earth or stone at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each hurled object. On hit, the target takes {@damage 1d12 + 1} bludgeoning damage, and if it is Large or smaller, it is knocked {@condition prone}. Attacks made as part of this spell have advantage against {@condition prone} targets, and ignore the normal disadvantage ranged attacks made from more than 5 feet away from a {@condition prone} target have." + ], + "components": { + "v": true, + "s": true + }, + "conditionInflict": [ + "prone" ], "entriesHigherLevel": [ { "type": "entries", "name": "At Higher Levels", "entries": [ - "When you cast this spell using a spell slot of 2nd level or higher, the pit is 5-feet deeper for each slot level about 1st (to a maximum of 20 feet deep)." + "When you cast this spell using a spell slot of 6th level or higher, you can hurl one additional object for each slot level above 5th." ] } ], + "damageInflict": [ + "bludgeoning" + ], + "spellAttack": [ + "R" + ], + "areaTags": [ + "MT" + ] + }, + { + "name": "Burn", + "source": "KibblesTasty:CC", + "page": 15, + "level": 0, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You ignite a brilliant flame around your hand that sears anything you touch. Make a melee spell attack against the target. On hit, the target takes {@damage 1d12} fire damage.", + "The spell's damage increases by {@dice 1d12} when you reach 5th level ({@dice 2d12}), 11th level ({@dice 3d12}), and 17th level ({@dice 4d12})." + ], + "scalingLevelDice": { + "label": "fire damage", + "scaling": { + "1": "1d12", + "5": "2d12", + "11": "3d12", + "17": "4d12" + } + }, + "damageInflict": [ + "fire" + ], + "spellAttack": [ + "M" + ], + "miscTags": [ + "SCL" + ], "classes": { "fromClassList": [ { @@ -2613,60 +2623,68 @@ "source": "PHB" }, { - "name": "Wizard", + "name": "Warlock", "source": "PHB" } ] } }, { - "name": "Crescent Wind Slash", + "name": "Burning Strike", "source": "KibblesTasty:CC", "page": 15, - "level": 3, - "school": "V", + "level": 2, + "school": "T", "time": [ { "number": 1, - "unit": "action" + "unit": "bonus" } ], "range": { "type": "point", "distance": { - "type": "feet", - "amount": 60 + "type": "touch" } }, "components": { + "v": true, "s": true, "m": { - "text": "a melee weapon worth at least 1 sp", - "cost": 10 + "text": "a piece of ammunition or weapon at least 1 cp", + "cost": 1 } }, "duration": [ { - "type": "instant" + "type": "timed", + "duration": { + "type": "round", + "amount": 1 + } } ], "entries": [ - "You make a series of three slashes, each one magically releasing a razor sharp blast of wind at a target within range. You can launch them at one target or several.", - "Make a weapon attack with the weapon used in the casting of this spell for each slash. On hit, the target takes {@damage 1d6} + your weapon attack modifier." + "You touch a piece of ammunition or weapon, imbuing it with licking magic flames. The first time you attack with the empowered item, it bursts into brilliant flames. On a hit, the target takes an additional {@damage 4d4} fire damage and begins to burn. On a miss, the target takes half as much damage and does not start to burn.", + "The burning target sheds bright light in a 10-foot radius and dim light for an additional 10 feet and takes {@damage 1d4} fire damage at the end of its turns unless a creature uses their action to put the flames out.", + "Once an attack has been made with the piece of ammunition or weapon, the spell ends. If you touch a weapon with the Light property, you can immediately make a single weapon attack with it as part of the same action as casting the spell." ], "entriesHigherLevel": [ { "type": "entries", "name": "At Higher Levels", "entries": [ - "When you cast this spell using a spell slot of 3rd level or higher, you can create one additional slash for each slot level above 2nd." + "When you cast this spell using a spell slot of 3rd level or higher, both the initial and ongoing burn damage are increased by {@damage 1d4} damage." ] } ], + "damageInflict": [ + "fire" + ], "classes": { "fromClassList": [ { - "name": "Bard", + "name": "Paladin", "source": "PHB" }, { @@ -2676,125 +2694,93 @@ { "name": "Spellblade", "source": "KSB" - }, - { - "name": "Sorcerer", - "source": "PHB" - }, - { - "name": "Wizard", - "source": "PHB" } ] } }, { - "name": "Crimson Poison", - "source": "KibblesTasty:BMS", - "otherSources": [ - { - "source": "KibblesTasty:CC" - } - ], - "level": 1, + "name": "Carnivorous Garden", + "source": "KibblesTasty:CC", + "page": 15, + "level": 4, "school": "T", "time": [ { "number": 1, - "unit": "bonus" + "unit": "action" } ], "range": { "type": "point", "distance": { - "type": "self" + "type": "feet", + "amount": 60 } }, + "components": { + "v": true, + "s": true, + "m": "a dried carnivorous plant" + }, "duration": [ { "type": "timed", "duration": { "type": "minute", "amount": 1 - } + }, + "concentration": true } ], - "classes": { - "fromClassList": [ - { - "name": "Sorcerer", - "source": "PHB" - }, - { - "name": "Warlock", - "source": "PHB" - }, - { - "name": "Wizard", - "source": "PHB" - } - ] - }, "entries": [ - "You sacrifice up to 5 hit points (included in the material components) and invest them into an ichorous crimson poison coating that coats a weapon you are holding. The next three times you deal damage with that weapon, it deals acid damage equal to the hit points invested. After dealing damage with the weapon three times, the spell ends. If the spell ends before dealing damage for a 3rd time, the blood dries, becoming non magical and harmless." - ], - "subschools": [ - "blood magic" + "Targeting four unoccupied spaces that you can see within range, rooted carnivorous plants erupt from the ground, filling a 5-foot cube each. The ground within 5 feet of them becomes difficult terrain. When the plants appear, they each attack a creature of your choice within 5 feet of them. Each plant makes a melee spell attack, dealing {@damage 2d8} piercing damage on hit. Make a separate attack roll for each plant.", + "If a creature ends their turn within 5 feet of one or more of the carnivorous plants, the plants automatically attack that creature unless you use your reaction to prevent them from doing so. The plants use your spell attack modifier, and deal {@damage 2d8} piercing damage on hit.", + "The plants have AC 14 and 30 hit points, and have vulnerability to fire and slashing damage. Each plant regains all its hit points at the start of your turn if it has at least 1 hit point. A plant dies if it is reduced to zero hit points. When the spell ends, the plants wither and die leaving behind difficult terrain unless they were killed be fire damage." ], - "components": { - "s": true, - "m": { - "text": "a melee weapon worth at least 1 sp and a splash of your blood worth up to 5 hit points", - "consume": true - } - }, "entriesHigherLevel": [ { "type": "entries", "name": "At Higher Levels", "entries": [ - "When you cast this spell using a spell slot of 3rd level or higher, you can invest up to 1 additional hit point in the casting for each slot level above 1st, up to a maximum of 10 hit points at 6th level." + "When you cast this spell using a spell slot of 5th level or higher, you can summon 1 additional carnivorous plant for each slot level above 4th." ] } ], "damageInflict": [ - "acid" + "piercing" ], - "miscTags": [ - "AAD", - "SCL" - ] + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + } + ] + } }, { - "name": "Crimson Tide", - "source": "KibblesTasty:BMS", - "otherSources": [ - { - "source": "KibblesTasty:CC" - } - ], - "level": 3, - "school": "C", + "name": "Chrono Conjunction", + "source": "KibblesTasty:CC", + "page": 16, + "level": 6, + "school": "T", "time": [ { "number": 1, - "unit": "action" + "unit": "reaction", + "condition": "which you take when a creature you can see within 60 feet rolls a save, ability check, or attack roll" } ], "range": { - "type": "radius", + "type": "point", "distance": { "type": "feet", - "amount": 15 + "amount": 60 } }, "duration": [ { - "type": "timed", - "duration": { - "type": "round", - "amount": 1 - } + "type": "instant" } ], "classes": { @@ -2802,42 +2788,40 @@ { "name": "Wizard", "source": "PHB" + }, + { + "name": "Occultist", + "source": "KT:O" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" } ] }, "entries": [ - "You unleash a sweeping tide of blood along the ground, transforming the terrain into difficult terrain for all creatures but yourself until the start of your next turn. Creatures in the area when you cast the spell must make a Dexterity saving throw. On failure, they take {@damage 6d6} necrotic damage, or half as much on a success.", - "At the start of your next turn, the tide recedes as the spell ends, collecting the blood and returning it to you, restoring the 10 hit points used to cast the spell." - ], - "subschools": [ - "blood magic" + "As a reaction to a creature rolling a save, ability check, or attack roll, you search all possible timelines and merge the outcome you desire with reality, selecting a value from 1 to 20 as the outcome of their roll. If the creature is an unwilling target of your temporal manipulation, they can attempt to resist it, making a Charisma saving throw. If the manipulation succeeds, you change the outcome to the selected outcome of the roll.", + "Once you cast this spell, you cannot cast it again until 24 hours have passed." ], "components": { + "v": true, "s": true, - "m": { - "text": "a splash of your blood worth at least 10 hit points, which the spell consumes", - "consume": true - } + "m": "something from the past or future" }, - "miscTags": [ - "DFT" - ], - "damageInflict": [ - "necrotic" - ], - "savingThrow": [ - "dexterity" - ], "areaTags": [ - "R" + "ST" ] }, { - "name": "Crippling Agony", + "name": "Clay Touch", "source": "KibblesTasty:CC", - "page": 14, - "level": 1, - "school": "N", + "page": 16, + "level": 2, + "school": "T", "time": [ { "number": 1, @@ -2847,14 +2831,15 @@ "range": { "type": "point", "distance": { - "type": "feet", - "amount": 60 + "type": "touch" } }, "components": { "v": true, "s": true, - "m": "a joint bone" + "m": { + "text": "a small clump of clay" + } }, "duration": [ { @@ -2867,33 +2852,65 @@ } ], "entries": [ - "You can inflict crippling agony on a foe. Choose one creature that you can see within range to make a Constitution saving throw. If the target fails, it becomes crippled with horrific pain. Whenever the creation moves more than half of it's movement speed or takes an action, the crippling pain causes it to take {@damage 1d6} necrotic damage.", - "It can repeat the saving throw at the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends." - ], - "damageInflict": [ - "necrotic" - ], - "savingThrow": [ - "constitution" - ], - "miscTags": [ - "SGT" + "You reach out to attempt to touch a creature within range. It must make a Dexterity saving throw. On failure, the target's armor (including natural or magical defenses) becomes soft and malleable, though retaining its form, and provides no protection against attacks reducing the target's AC to 10 + their dexterity for the duration of the spell.", + "Alternatively, you can touch a nonmagical object that isn't being warn or carried and is no larger than 2 feet in any dimension, reducing its AC and any Strength check required to break it to 5 for the duration of the spell.", + { + "type": "inset", + "name": "Part of a larger object?", + "entries": [ + "A GM has great leeway on determining what constitutes an object, such as if the bars of a prison would count as their own object or as part of the door. Generally I would rule generously on this. There are lower level spells that can get you out of barred cell." + ] + } ], "classes": { "fromClassList": [ { - "name": "Occultist", - "source": "KT:O" + "name": "Druid", + "source": "PHB" + }, + { + "name": "Artificer", + "source": "TCE" + }, + { + "name": "Artificer (Revised)", + "source": "KT:A" + }, + { + "name": "Inventor", + "source": "KibbleInventor" + }, + { + "name": "Spellblade", + "source": "KSB" + }, + { + "name": "Ranger", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" } ] } }, { - "name": "Cruel Puppetry", + "name": "Cold Snap", "source": "KibblesTasty:CC", - "page": 14, - "level": 3, - "school": "N", + "page": 16, + "otherSources": [ + { + "source": "Generic Elemental Spells", + "page": 6 + } + ], + "level": 2, + "school": "V", "time": [ { "number": 1, @@ -2904,89 +2921,65 @@ "type": "point", "distance": { "type": "feet", - "amount": 120 + "amount": 90 } }, "components": { - "v": true, - "s": true, - "m": { - "text": "a small humanoid doll worth at least 5 gp and something from the target creature (such as blood, hair, or scales) both of which the spell consumes", - "cost": 500, - "consume": true - } - }, - "meta": { - "ritual": true + "s": true }, "duration": [ { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - }, - "concentration": true + "type": "instant" } ], "entries": [ - "You attempt to bind a creatures soul to a doll, linking the creature to the doll in a sympathetic link. The target must make a Charisma saving throw. On failure, the creature becomes bound to the doll. On a successful save, the creature is not bound and the spell ends.", - "As part of casting the spell when the creature fails the save, and on subsequent turns using your action until the spell ends, you can perform one of the following actions:", - { - "type": "list", - "items": [ - "Hold the doll still, causing the creature to be {@condition Restrained} until start of your next turn.", - "Force the doll to move, causing the creature to move 15 feet in a direction of your choice that it can move.", - "Stab the doll, causing the creature take {@damage 4d6} piercing damage.", - "Rip the doll in half, ending the spell, destroying the doll, and dealing {@damage 4d12} necrotic damage to the creature." - ] - }, - "Each time after the first you use an action to manipulate the doll, after the effect takes place, the creature can repeat the Charisma with disadvantage, ending the effect on a successful save.", - "Once a creature has been targeted by this spell, they cannot be targeted again for 24 hours.", - { - "type": "inset", - "name": "Curse Spell Material Components", - "source": "KT:O", - "page": 6, - "entries": [ - "All curse spells require \"something from the target creature (such as blood, hair, or scales) which the spell consumes\" as the material component. This can be satisfied by either by having that material, or being in range to touch the creature while casting the spell." - ] - } + "A swirling burst of freezing wind erupts at a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Constitution saving throw. On a failed save, a creature takes {@damage 3d8} cold damage and becomes stuck in the ice, reducing their movement speed on their next turn by 10 feet. On a success, the target takes half as much damage and is not stuck in ice.", + "The ground in the area is covered with slick ice and snow, making it difficult terrain until the start of your next turn." ], "entriesHigherLevel": [ { "type": "entries", "name": "At Higher Levels", "entries": [ - "When cast with a 5th level spell slot or above, the range of the spell becomes unlimited, as long as the target is on the same plane as the caster." + "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by {@damage 1d8} for each slot level above 2nd." ] } ], - "conditionInflict": [ - "restrained" - ], "damageInflict": [ - "piercing", - "necrotic" + "cold" ], "savingThrow": [ - "charisma" + "constitution" + ], + "miscTags": [ + "SCL" + ], + "areaTags": [ + "S" ], "classes": { "fromClassList": [ { - "name": "Occultist", - "source": "KT:O" + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Spellblade", + "source": "KSB" + }, + { + "name": "Wizard", + "source": "PHB" } ] } }, { - "name": "Crushing Singularity", + "name": "Commandment", "source": "KibblesTasty:CC", - "page": 14, - "level": 3, - "school": "T", + "page": 16, + "level": 4, + "school": "E", "time": [ { "number": 1, @@ -3000,57 +2993,79 @@ "amount": 60 } }, - "components": { - "v": true, - "s": true - }, "duration": [ { "type": "timed", "duration": { - "type": "round", - "amount": 1 - } - } - ], - "entries": [ - "You create an overwhelming gravitational singularity at a point within range that lasts until the start of your next turn. When you cast this spell, any creature within 15 feet of the point must make a Strength saving throw. Creatures that fail their saving throw are moved to the closest available space adjacent to the singularity and take {@damage 6d6} bludgeoning damage. Creatures that pass their saving throw take half as much damage, and are not dragged to the center of the area.", - "While within 15 feet of the singularity, moving away from the singularity requires twice as much movement. If a creature ends its turn within 15 feet of the singularity, it must make a Strength saving throw. On failure, they take {@damage 2d6} bludgeoning damage are dragged back to the closest available spot to the center of the singularity." + "type": "minute", + "amount": 1, + "upTo": true + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Paladin", + "source": "PHB" + } + ] + }, + "entries": [ + "You issue a divine order to another creature you can see within range that can hear and understand you, invoking divine authority to punish transgressions against the order. If the target creature violates the issued order, it takes {@damage 4d6} radiant damage. Creatures only take this damage if they intentionally violate the stated rule. Once a creature takes damage this way, they cannot take damage again from it until the start of your next turn.", + "Some examples of orders you can issue would include ordering the target to not take attacks, to not move, or to not breath. The order must be possible to attempt to obey, or the spell ends." ], + "components": { + "v": true, + "s": true + }, "entriesHigherLevel": [ { "type": "entries", "name": "At Higher Levels", "entries": [ - "When you cast this spell using a spell slot of 4th level or higher, the damage increases by {@damage 1d6} for each level above 3rd." + "When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th." ] } ], "damageInflict": [ - "bludgeoning" + "radiant" ], - "savingThrow": [ - "strength" + "areaTags": [ + "ST" ], - "classes": { - "fromClassList": [ - { - "name": "Spellblade", - "source": "KSB" - }, + "miscTags": [ + "SCL" + ], + "fluff": { + "entries": [ { - "name": "Wizard", - "source": "PHB" + "type": "inset", + "name": "Divine Rules", + "entries": [ + "Possible simply means something that creature could do, but can include rules that would be harmful to the creature and they are unlikely to obey. The spell mechanically assumes the target will take the damage rather than obey for the purposes of game balance." + ] } ] } }, { - "name": "Curse of Impotence", + "name": "Crackle", "source": "KibblesTasty:CC", - "page": 14, - "level": 5, - "school": "E", + "page": 16, + "otherSources": [ + { + "source": "Generic Elemental Spells", + "page": 15 + } + ], + "level": 2, + "school": "V", "time": [ { "number": 1, @@ -3066,44 +3081,74 @@ }, "components": { "v": true, - "s": true, - "m": { - "text": "something from the target creature (such as blood, hair, or scales) which the spell consumes", - "consume": true - } + "s": true }, "duration": [ { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - }, - "concentration": true + "type": "instant" } ], "entries": [ - "You curse a target creature, causing an overwhelming sense of powerlessness to wash over it. Any time the target creature attempts to attack, cast a spell that deals damage, or use an action that deals damage, it must make a Wisdom saving throw. On success, they take their action as normal. On failure, they complete their action, but their action does no damage to any target.", + "You create three arcs of lightning striking targets in range. You can direct them at one target or several.", + "Make a ranged spell attack for each arc. On a hit, the target takes {@damage 1d12} lightning damage. If three or more arcs hit a single target, they must make a Constitution saving throw or become {@condition shocked}, {@condition stunned|PHB|stunning} them until the start of their next turn." + ], + "entriesHigherLevel": [ { - "type": "inset", - "name": "Curse Spell Material Components", - "source": "KT:O", - "page": 6, + "type": "entries", + "name": "At Higher Levels", "entries": [ - "All curse spells require \"something from the target creature (such as blood, hair, or scales) which the spell consumes\" as the material component. This can be satisfied by either by having that material, or being in range to touch the creature while casting the spell." + "When you cast this spell using a spell slot of 3rd level or higher, you create one additional arc for each slot level above 2nd." ] } ], + "damageInflict": [ + "lightning" + ], + "spellAttack": [ + "R" + ], "savingThrow": [ - "wisdom" - ] + "constitution" + ], + "miscTags": [ + "SCL" + ], + "areaTags": [ + "MT" + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + } }, { - "name": "Decaying Touch", + "name": "Crashing Wave", "source": "KibblesTasty:CC", - "page": 15, - "level": 0, - "school": "T", + "page": 17, + "otherSources": [ + { + "source": "Generic Elemental Spells", + "page": 19 + } + ], + "level": 1, + "school": "C", "time": [ { "number": 1, @@ -3111,15 +3156,15 @@ } ], "range": { - "type": "point", + "type": "cone", "distance": { - "type": "touch" + "type": "feet", + "amount": 20 } }, "components": { "v": true, - "s": true, - "m": "powdered remains of a dead animal" + "s": true }, "duration": [ { @@ -3127,27 +3172,33 @@ } ], "entries": [ - "You wreath your hand in necrotic decay that causes anything you touch to wither and die. Make a melee spell attack against the target. On hit, the targets takes {@damage 1d6} necrotic damage is starts to flake and decay. The first time they take damage from another source before the start of your next turn, they take an additional {@damage 1d6} necrotic damage. Targets immune to diseases are immune to this effect.", - "The both the initial and secondary damage of the spell increases by {@dice 1d6} when you reach 5th level ({@dice 2d6}), 11th level ({@dice 3d6}), and 17th level ({@dice 4d6})." + "A wave of water sweeps out from you. Each creature in a 15- foot cone must make a Strength saving throw. On a failed save, a creature takes {@damage 2d6} bludgeoning damage and is knocked 10 feet away from you. If a creature is knocked into a wall, another creature, or fails by 5 or more, it is additionally knocked {@condition prone}. On a successful save, the creature takes half as much damage and is not knocked back. If you have a source of water at least 5 cubic feet within 5 feet when you cast the spell, you can displace that water, increasing the range of the spell to a 25 foot cone." ], - "scalingLevelDice": { - "label": "necrotic damage", - "scaling": { - "1": "1d6", - "5": "2d6", - "11": "3d6", - "17": "4d6" + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell lot of 2nd level or higher, the damage increases by {@damage 1d6} for each level above 1st." + ] } - }, + ], "damageInflict": [ - "necrotic" + "bludgeoning" ], - "spellAttack": [ - "M" + "conditionInflict": [ + "prone" + ], + "savingThrow": [ + "strength" ], "miscTags": [ + "FMV", "SCL" ], + "areaTags": [ + "N" + ], "classes": { "fromClassList": [ { @@ -3155,18 +3206,32 @@ "source": "PHB" }, { - "name": "Warlock", + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Spellblade", + "source": "KSB" + }, + { + "name": "Wizard", "source": "PHB" } ] } }, { - "name": "Deglove Creature", + "name": "Create Pit", "source": "KibblesTasty:CC", - "page": 15, - "level": 5, - "school": "N", + "page": 17, + "otherSources": [ + { + "source": "Generic Elemental Spells", + "page": 8 + } + ], + "level": 1, + "school": "T", "time": [ { "number": 1, @@ -3182,8 +3247,7 @@ }, "components": { "v": true, - "s": true, - "m": "a finger bone" + "s": true }, "duration": [ { @@ -3191,30 +3255,47 @@ } ], "entries": [ - "You point at a creature within range, and attempt to make it's skeleton rip free of it's body. The creature must make a Constitution saving throw. The target takes {@damage 7d10 + 7} necrotic damage on a failed save, or half as much damage on a successful one.", - "If this damage kills the target creature, it's flesh sloughs of it's skeleton, collapsing a pile, and the skeleton becomes a {@creature Skeleton|MM}, hostile to all living creatures that attacks the closest target." - ], - "damageInflict": [ - "necrotic" + "You choose a point on the ground in an area of dirt or natural stone you can see. The ground buckles and a 5-foot radius, 10-foot deep pit opens around that point. If the surface is not large enough to contain the pit, the spell fails. Creatures in the area must make a Dexterity saving throw. On success, they can move 5 feet outside the radius of the spell. Creatures that fail their saving throw fall to the bottom of the bit (taking {@damage 1d6} bludgeoning damage and falling {@condition prone}). The sides of the pit are rough, and can be climbed. The pit remains until filled. If a creature saves, but cannot move 5 feet, they fall prone, hanging from the edge of the pit, and cannot stand until they move out of the pit area or fall into it.", + { + "type": "inset", + "name": "Limitations", + "entries": [ + "The spell fails if the pit would breach another opening (such as a room or cavern below) as that would be failing to contain the pit. The GM has wide discretion on what surfaces would qualify for this spell." + ] + } ], - "savingThrow": [ - "constitution" + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, the pit is 5-feet deeper for each slot level about 1st (to a maximum of 20 feet deep)." + ] + } ], "classes": { "fromClassList": [ { - "name": "Occultist", - "source": "KT:O" + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" } ] } }, { - "name": "Devour Shadow", + "name": "Crescent Wind Slash", "source": "KibblesTasty:CC", "page": 17, - "level": 4, - "school": "N", + "level": 3, + "school": "V", "time": [ { "number": 1, @@ -3229,46 +3310,46 @@ } }, "components": { - "v": true, - "s": true + "s": true, + "m": { + "text": "a melee weapon worth at least 1 sp", + "cost": 10 + } }, "duration": [ { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - }, - "concentration": true + "type": "instant" } ], "entries": [ - "Your shadow suddenly elongates into that of a horrifying devouring abomination and attempts to eat the shadow of a target creature in range. The target must make a Charisma saving throw. On failure, the target creature's shadow is devoured and they take {@damage 6d6} necrotic damage, and are magically weakened, subtracting {@dice 1d4} from the attack rolls, saving throws, and ability checks for the duration of the spell, while you can add {@dice 1d4} to your attack rolls, saving throws, and ability checks for the duration of the spell. On success, a large bite is taken from the shadow, and they take half as much damage and are not weakened.", - "If either you or the target has no shadow, the spell fails. If their shadow is consumed, they have no shadow until the spell ends." + "You make a series of three slashes, each one magically releasing a razor sharp blast of wind at a target within range. You can launch them at one target or several.", + "Make a weapon attack with the weapon used in the casting of this spell for each slash. On hit, the target takes {@damage 1d6} + your weapon attack modifier." ], "entriesHigherLevel": [ { "type": "entries", "name": "At Higher Levels", "entries": [ - "When you cast this spell with a 5th level spell slot or higher, you can target an additional creature for each spell slot level above 4th. The bonus you gain consuming shadows does not increase beyond 1d4, even if you consume multiple shadows." + "When you cast this spell using a spell slot of 3rd level or higher, you can create one additional slash for each slot level above 2nd." ] } ], - "damageInflict": [ - "necrotic" - ], - "savingThrow": [ - "charisma" - ], "classes": { "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + }, { "name": "Spellblade", "source": "KSB" }, { - "name": "Warlock", + "name": "Sorcerer", "source": "PHB" }, { @@ -3279,10 +3360,10 @@ } }, { - "name": "Devouring Darkness", + "name": "Crippling Agony", "source": "KibblesTasty:CC", - "page": 15, - "level": 5, + "page": 14, + "level": 1, "school": "N", "time": [ { @@ -3291,32 +3372,30 @@ } ], "range": { - "type": "radius", + "type": "point", "distance": { "type": "feet", - "amount": 20 + "amount": 60 } }, "components": { "v": true, - "s": true + "s": true, + "m": "a joint bone" }, "duration": [ { - "type": "instant" + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true } ], "entries": [ - "Dark tendrils burst out from you in all directions. Creatures of your choice within must make a Constitution saving throw. On failure, they take {@damage 6d8} necrotic damage, and you can move them in a straight line to within 5 feet of you if there is an empty space they can be pulled to. On success, they take half as much damage and are not moved. You regain hit points equal to one quarter (rounded down) of the necrotic damage taken by all targets effected by the 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 1d8 for each slot level above 5th." - ] - } + "You can inflict crippling agony on a foe. Choose one creature that you can see within range to make a Constitution saving throw. If the target fails, it becomes crippled with horrific pain. Whenever the creation moves more than half of it's movement speed or takes an action, the crippling pain causes it to take {@damage 1d6} necrotic damage.", + "It can repeat the saving throw at the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends." ], "damageInflict": [ "necrotic" @@ -3324,32 +3403,23 @@ "savingThrow": [ "constitution" ], + "miscTags": [ + "SGT" + ], "classes": { "fromClassList": [ { - "name": "Spellblade", - "source": "KSB" - }, - { - "name": "Warlock", - "source": "PHB" - }, - { - "name": "Wizard", - "source": "PHB" + "name": "Occultist", + "source": "KT:O" } ] } }, { - "name": "Devouring Mist", - "source": "KibblesTasty:BMS", - "otherSources": [ - { - "source": "KibblesTasty:CC" - } - ], - "level": 7, + "name": "Cruel Puppetry", + "source": "KibblesTasty:CC", + "page": 17, + "level": 3, "school": "N", "time": [ { @@ -3361,64 +3431,89 @@ "type": "point", "distance": { "type": "feet", - "amount": 60 + "amount": 120 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a small humanoid doll worth at least 5 gp and something from the target creature (such as blood, hair, or scales) both of which the spell consumes", + "cost": 500, + "consume": true } }, + "meta": { + "ritual": true + }, "duration": [ { "type": "timed", "duration": { - "type": "round", + "type": "minute", "amount": 1 - } + }, + "concentration": true } ], - "classes": { - "fromClassList": [ - { - "name": "Warlock", - "source": "PHB" - }, - { - "name": "Wizard", - "source": "PHB" - } - ] - }, "entries": [ - "You transform into a 15-foot radius swirling cloud of blood mist. While in this form, you have a 60-foot flying speed and you have resistance to all damage besides radiant, force, and psychic damage, but cannot take any actions.", - "The first time a creature is engulfed within the blood mist (including from your movement while transformed), it must make a Constitution saving throw. On failure, they take {@damage 6d8} necrotic damage, and you regain 10 hit points. On a success, they take half as much damage, and you regain only 5 hit points. You can regain a total of 50 hit points, after which you do not regain additional hit points from this effect.", - "At the start of your next turn, you reform into your previous form." - ], - "subschools": [ - "blood magic" + "You attempt to bind a creatures soul to a doll, linking the creature to the doll in a sympathetic link. The target must make a Charisma saving throw. On failure, the creature becomes bound to the doll. On a successful save, the creature is not bound and the spell ends.", + "As part of casting the spell when the creature fails the save, and on subsequent turns using your action until the spell ends, you can perform one of the following actions:", + { + "type": "list", + "items": [ + "Hold the doll still, causing the creature to be {@condition Restrained} until start of your next turn.", + "Force the doll to move, causing the creature to move 15 feet in a direction of your choice that it can move.", + "Stab the doll, causing the creature take {@damage 4d6} piercing damage.", + "Rip the doll in half, ending the spell, destroying the doll, and dealing {@damage 4d12} necrotic damage to the creature." + ] + }, + "Each time after the first you use an action to manipulate the doll, after the effect takes place, the creature can repeat the Charisma with disadvantage, ending the effect on a successful save.", + "Once a creature has been targeted by this spell, they cannot be targeted again for 24 hours.", + { + "type": "inset", + "name": "Curse Spell Material Components", + "source": "KT:O", + "page": 6, + "entries": [ + "All curse spells require \"something from the target creature (such as blood, hair, or scales) which the spell consumes\" as the material component. This can be satisfied by either by having that material, or being in range to touch the creature while casting the spell." + ] + } ], - "components": { - "s": true, - "m": { - "text": "a splash of your blood worth at least 15 hit points, which the spell consumes", - "consume": true + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When cast with a 5th level spell slot or above, the range of the spell becomes unlimited, as long as the target is on the same plane as the caster." + ] } - }, + ], + "conditionInflict": [ + "restrained" + ], "damageInflict": [ + "piercing", "necrotic" ], "savingThrow": [ - "constitution" - ], - "miscTags": [ - "HL" + "charisma" ], - "areaTags": [ - "S" - ] + "classes": { + "fromClassList": [ + { + "name": "Occultist", + "source": "KT:O" + } + ] + } }, { - "name": "Disorient", + "name": "Crushing Singularity", "source": "KibblesTasty:CC", - "page": 16, - "level": 2, - "school": "I", + "page": 18, + "level": 3, + "school": "T", "time": [ { "number": 1, @@ -3434,32 +3529,41 @@ }, "components": { "v": true, - "s": true, - "m": "a mobius strip" + "s": true }, "duration": [ { - "type": "instant" + "type": "timed", + "duration": { + "type": "round", + "amount": 1 + } } ], "entries": [ - "Targeting a creature with you can see, you flip their perception of reality. The target creature must pass a Wisdom saving throw or become disoriented. A disoriented creature has disadvantage on all attack rolls and at the start of their turn moves 10 feet (up to its speed) in a random direction before their speed becomes zero until the start of their next turn.", - "At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends, but if the target fails by 5 or more, it fails {@condition prone}." + "You create an overwhelming gravitational singularity at a point within range that lasts until the start of your next turn. When you cast this spell, any creature within 15 feet of the point must make a Strength saving throw. Creatures that fail their saving throw are moved to the closest available space adjacent to the singularity and take {@damage 6d6} bludgeoning damage. Creatures that pass their saving throw take half as much damage, and are not dragged to the center of the area.", + "While within 15 feet of the singularity, moving away from the singularity requires twice as much movement. If a creature ends its turn within 15 feet of the singularity, it must make a Strength saving throw. On failure, they take {@damage 2d6} bludgeoning damage are dragged back to the closest available spot to the center of the singularity." ], - "conditionInflict": [ - "prone" + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, the damage increases by {@damage 1d6} for each level above 3rd." + ] + } ], - "savingThrow": [ - "wisdom" + "damageInflict": [ + "bludgeoning" ], - "miscTags": [ - "SGT" + "savingThrow": [ + "strength" ], "classes": { "fromClassList": [ { - "name": "Bard", - "source": "PHB" + "name": "Spellblade", + "source": "KSB" }, { "name": "Wizard", @@ -3469,11 +3573,11 @@ } }, { - "name": "Dispel Construct", + "name": "Curse of Impotence", "source": "KibblesTasty:CC", - "page": 16, - "level": 3, - "school": "A", + "page": 18, + "level": 5, + "school": "E", "time": [ { "number": 1, @@ -3489,37 +3593,119 @@ }, "components": { "v": true, - "s": true + "s": true, + "m": { + "text": "something from the target creature (such as blood, hair, or scales) which the spell consumes", + "consume": true + } }, "duration": [ { - "type": "instant" + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true } ], "entries": [ - "You can attempt to purge the magic animating a construct within range, rendering it inert. The target takes {@damage 4d10} force damage and must succeed on a Constitution saving throw or become {@condition stunned} for 1 minute. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the spell ends on the target. If the target has less than 50 hit points remaining when it fails, it is reduced to zero hit points." + "You curse a target creature, causing an overwhelming sense of powerlessness to wash over it. Any time the target creature attempts to attack, cast a spell that deals damage, or use an action that deals damage, it must make a Wisdom saving throw. On success, they take their action as normal. On failure, they complete their action, but their action does no damage to any target.", + { + "type": "inset", + "name": "Curse Spell Material Components", + "source": "KT:O", + "page": 6, + "entries": [ + "All curse spells require \"something from the target creature (such as blood, hair, or scales) which the spell consumes\" as the material component. This can be satisfied by either by having that material, or being in range to touch the creature while casting the spell." + ] + } ], "savingThrow": [ - "constitution" - ], - "classes": { + "wisdom" + ] + }, + { + "name": "Dancing Objects (Animate Object)", + "source": "KibblesTasty:CC", + "page": 18, + "level": 2, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You bring a Tiny object to life. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet; if the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. The object has the following stats: HP: 20, AC: 18, Str: 4, Dex: 18. The object has an attack modifier equal to your spell attack modifier. It deals {@damage 1d4} + your Spellcasting modifier damage on hit. If it is a weapon, it uses the weapon's damage type, otherwise it deals bludgeoning damage.", + "As a bonus action, you can mentally command the animated object as long as it is within 60 feet of you. You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.", + "If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0. It has {@sense blindsight} with a radius of 30 feet and is {@condition blinded|PHB|blind} beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form." + ], + "classes": { "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, { "name": "Artificer", "source": "TCE" }, + { + "name": "Artificer (Revised)", + "source": "KT:A" + }, { "name": "Inventor", "source": "KibbleInventor" } ] - } + }, + "miscTags": [ + "UBA" + ] }, { - "name": "Dimension Cutter", + "name": "Dancing Wave", "source": "KibblesTasty:CC", - "page": 16, - "level": 4, + "page": 18, + "otherSources": [ + { + "source": "Generic Elemental Spells", + "page": 19 + } + ], + "level": 2, "school": "C", "time": [ { @@ -3528,39 +3714,53 @@ } ], "range": { - "type": "cone", + "type": "point", "distance": { "type": "feet", - "amount": 15 + "amount": 30 } }, "components": { "v": true, - "m": { - "text": "a melee weapon you are proficient with worth at least 1 cp", - "cost": 1 - } + "s": true }, "duration": [ { - "type": "instant" + "type": "timed", + "duration": { + "type": "minute", + "amount": 1, + "upTo": true + }, + "concentration": true } ], "entries": [ - "You flourish a weapon weapon you are proficient with used in the casting and sweep through the air, slashing apart the dimensional space. Each creature in a 15-foot cone take {@damage 6d6} force damage." + "You summon a surging mass of water into existence at a point on the ground within range. The mass of water remains cohesive filling a 5 foot radius, though only rises 3 feet from the ground. The area is difficult terrain for any creature without a swimming speed.", + "For the duration of the spell, as a bonus action you can move the wave of water up to 30 feet along a surface in any direction. The first time the wave enters any creature's space during your turn, they must make a Strength saving throw or take {@damage 2d6} bludgeoning damage and be knocked {@condition prone}. A creature automatically fails this saving throw if they are {@condition prone}." ], "damageInflict": [ - "force" + "bludgeoning" + ], + "conditionInflict": [ + "prone" + ], + "savingThrow": [ + "strength" + ], + "miscTags": [ + "SMN", + "UBA" ], "classes": { "fromClassList": [ { - "name": "Ranger", + "name": "Druid", "source": "PHB" }, { - "name": "Spellblade", - "source": "KSB" + "name": "Sorcerer", + "source": "PHB" }, { "name": "Wizard", @@ -3570,74 +3770,74 @@ } }, { - "name": "Divide Self", + "name": "Decaying Touch", "source": "KibblesTasty:CC", - "page": 16, - "level": 5, - "school": "I", + "page": 19, + "level": 0, + "school": "T", "time": [ { "number": 1, - "unit": "bonus" + "unit": "action" } ], "range": { "type": "point", "distance": { - "type": "self" + "type": "touch" } }, "components": { - "s": true + "v": true, + "s": true, + "m": "powdered remains of a dead animal" }, "duration": [ { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - }, - "concentration": true + "type": "instant" } ], "entries": [ - "You you create an exact duplicate of yourself in an empty space you can see within 30 feet of you. When you cast this spell at the start of each of your turns for the duration, you can switch places with your duplicate.", - "The duplicate has all of your stats, abilities, and equipment (including magic items). It acts on your initiative, and has its own actions, though it shares its concentration on this spell, and if either of you lose concentration, the spell ends.", - "Your current hit points are divided between you and the duplicate and shares all other resources and abilities with you (including limited use magic items), with any usage by either you or the duplicate depleting the resource for both of you.", - "Your duplicate can take any action you can take, but it can deal a maximum of 15 damage on its turn (any additional damage dealt deals no further damage, when dealing area of effect damage, damage is split between all targets equally up to the maximum).", - "If either you or the duplicate is reduced to zero hit points, the spell ends and you become the copy that was not reduced to zero hit points. When the spell ends, if both you and the duplicate are still present, decide which is you, and the other vanishes. Anything that was copied during the spell has the copied version vanish." + "You wreath your hand in necrotic decay that causes anything you touch to wither and die. Make a melee spell attack against the target. On hit, the targets takes {@damage 1d6} necrotic damage is starts to flake and decay. The first time they take damage from another source before the start of your next turn, they take an additional {@damage 1d6} necrotic damage. Targets immune to diseases are immune to this effect.", + "The both the initial and secondary damage of the spell increases by {@dice 1d6} when you reach 5th level ({@dice 2d6}), 11th level ({@dice 3d6}), and 17th level ({@dice 4d6})." ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell slot of 6th level or higher, the starting hit points of you and the duplicate both increase by 15 (up to a maximum of you and the duplicate starting with your current hit points) and the maximum damage the duplicate can do during its turn increases by 10 for each slot level above 5th" - ] + "scalingLevelDice": { + "label": "necrotic damage", + "scaling": { + "1": "1d6", + "5": "2d6", + "11": "3d6", + "17": "4d6" } + }, + "damageInflict": [ + "necrotic" + ], + "spellAttack": [ + "M" ], "miscTags": [ - "SGT" + "SCL" ], "classes": { "fromClassList": [ { - "name": "Sorcerer", + "name": "Druid", "source": "PHB" }, { - "name": "Wizard", + "name": "Warlock", "source": "PHB" } ] } }, { - "name": "Divine Judgement", + "name": "Deglove Creature", "source": "KibblesTasty:CC", - "page": 18, - "level": 2, - "school": "V", + "page": 19, + "level": 5, + "school": "N", "time": [ { "number": 1, @@ -3648,12 +3848,13 @@ "type": "point", "distance": { "type": "feet", - "amount": 30 + "amount": 60 } }, "components": { "v": true, - "s": true + "s": true, + "m": "a finger bone" }, "duration": [ { @@ -3661,47 +3862,30 @@ } ], "entries": [ - "A brilliant sword of radiant energy forms above the target point before slamming down in a explosion of divine power. Creatures in a 10-foot-radius, 30-foot-high cylinder centered on the target point must make a Dexterity saving throw. On failure, a creature takes {@damage 2d8} radiant damage, and {@damage 2d8} damage additional radiant damage if it is an undead or fiend. On a succesful save, the target takes half as much damage.", - { - "type": "inset", - "name": "Alignment Powers", - "entries": [ - "If your DM uses alignment for creatures, they can optionally rule that the bonus damage applies all creature types as long as the creature is of the opposite moral alignment of the caster (evil to good or good to evil). as not all settings use strict alignment, this is a variant rule at the GM's discretion." - ] - } - ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell slot of 3rd level or higher, the base damage increases by {@damage 1d8} for each slot level above 2nd." - ] - } + "You point at a creature within range, and attempt to make it's skeleton rip free of it's body. The creature must make a Constitution saving throw. The target takes {@damage 7d10 + 7} necrotic damage on a failed save, or half as much damage on a successful one.", + "If this damage kills the target creature, it's flesh sloughs of it's skeleton, collapsing a pile, and the skeleton becomes a {@creature Skeleton|MM}, hostile to all living creatures that attacks the closest target." ], "damageInflict": [ - "radiant" + "necrotic" ], "savingThrow": [ - "dexterity" + "constitution" ], "classes": { "fromClassList": [ { - "name": "Cleric", - "source": "PHB" - }, - { - "name": "Paladin", - "source": "PHB" + "name": "Occultist", + "source": "KT:O" } ] } }, { - "name": "Dragon Surge", - "level": 2, - "school": "T", + "name": "Devouring Darkness", + "source": "KibblesTasty:CC", + "page": 19, + "level": 5, + "school": "N", "time": [ { "number": 1, @@ -3712,20 +3896,38 @@ "type": "radius", "distance": { "type": "feet", - "amount": 0 + "amount": 20 } }, + "components": { + "v": true, + "s": true + }, "duration": [ { "type": "instant" } ], + "entries": [ + "Dark tendrils burst out from you in all directions. Creatures of your choice within must make a Constitution saving throw. On failure, they take {@damage 6d8} necrotic damage, and you can move them in a straight line to within 5 feet of you if there is an empty space they can be pulled to. On success, they take half as much damage and are not moved. You regain hit points equal to one quarter (rounded down) of the necrotic damage taken by all targets effected by the 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 1d8 for each slot level above 5th." + ] + } + ], + "damageInflict": [ + "necrotic" + ], + "savingThrow": [ + "constitution" + ], "classes": { "fromClassList": [ - { - "name": "Sorcerer", - "source": "PHB" - }, { "name": "Spellblade", "source": "KSB" @@ -3739,45 +3941,14 @@ "source": "PHB" } ] - }, - "entries": [ - "You channel elemental power to form draconic wings, selecting an element from acid, cold, fire, lightning, or poison. All creatures within 10 feet of you must make a Dexterity saving throw as the wings manifest in a surge of elemental power, taking {@damage 2d8} damage of that elemental type selected on a failed saving throw, or half as much on a successful save. You gain a flying speed of 30 until the end of your turn, after which the wings fade away once more." - ], + } + }, + { + "name": "Devour Shadow", "source": "KibblesTasty:CC", - "components": { - "v": true, - "s": true - }, - "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} and the flying speed increases by 10 feet for each slot level above 2nd." - ] - } - ], - "savingThrow": [ - "dexterity" - ], - "damageInflict": [ - "acid", - "cold", - "fire", - "lightning", - "poison" - ], - "areaTags": [ - "S" - ], - "miscTags": [ - "SCL" - ] - }, - { - "name": "Electric Arc", - "level": 0, - "school": "V", + "page": 19, + "level": 4, + "school": "N", "time": [ { "number": 1, @@ -3787,60 +3958,66 @@ "range": { "type": "point", "distance": { - "type": "self" + "type": "feet", + "amount": 60 } }, + "components": { + "v": true, + "s": true + }, "duration": [ { - "type": "instant" + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true } ], - "classes": { - "fromClassList": [ - { - "name": "Wizard", - "source": "PHB" - }, - { - "name": "Sorcerer", - "source": "PHB" - } - ] - }, "entries": [ - "You shoot a jolt of lightning at a creature you can see within range. Make a ranged spell attack against the target. On hit, the target takes {@dice 1d8} primary lightning damage and an arc of lightning jumps from the target to another creature within 15 feet, using the same attack roll, dealing {@dice 1d4} secondary lightning damage on hit." + "Your shadow suddenly elongates into that of a horrifying devouring abomination and attempts to eat the shadow of a target creature in range. The target must make a Charisma saving throw. On failure, the target creature's shadow is devoured and they take {@damage 6d6} necrotic damage, and are magically weakened, subtracting {@dice 1d4} from the attack rolls, saving throws, and ability checks for the duration of the spell, while you can add {@dice 1d4} to your attack rolls, saving throws, and ability checks for the duration of the spell. On success, a large bite is taken from the shadow, and they take half as much damage and are not weakened.", + "If either you or the target has no shadow, the spell fails. If their shadow is consumed, they have no shadow until the spell ends." ], - "source": "KibblesTasty:CC", "entriesHigherLevel": [ { "type": "entries", "name": "At Higher Levels", "entries": [ - "This spell's damage increases by {@dice 1d8} primary and {@damage 1d4} secondary damage when you reach 5th level ({@dice 2d8} and {@dice 2d4}), 11th level ({@dice 3d8} and {@dice 3d4}), and 17th level ({@dice 4d8} and {@dice 4d4})." + "When you cast this spell with a 5th level spell slot or higher, you can target an additional creature for each spell slot level above 4th. The bonus you gain consuming shadows does not increase beyond 1d4, even if you consume multiple shadows." ] } ], - "components": { - "v": true, - "s": true - }, "damageInflict": [ - "lightning" - ], - "spellAttack": [ - "R" + "necrotic" ], - "areaTags": [ - "ST" + "savingThrow": [ + "charisma" ], - "miscTags": [ - "AAD" - ] + "classes": { + "fromClassList": [ + { + "name": "Spellblade", + "source": "KSB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + } }, { - "name": "Elemental Orb", - "level": 1, - "school": "V", + "name": "Dimension Cutter", + "source": "KibblesTasty:CC", + "page": 19, + "level": 4, + "school": "C", "time": [ { "number": 1, @@ -3848,10 +4025,17 @@ } ], "range": { - "type": "point", + "type": "cone", "distance": { "type": "feet", - "amount": 90 + "amount": 15 + } + }, + "components": { + "v": true, + "m": { + "text": "a melee weapon you are proficient with worth at least 1 cp", + "cost": 1 } }, "duration": [ @@ -3859,62 +4043,33 @@ "type": "instant" } ], + "entries": [ + "You flourish a weapon weapon you are proficient with used in the casting and sweep through the air, slashing apart the dimensional space. Each creature in a 15-foot cone take {@damage 6d6} force damage." + ], + "damageInflict": [ + "force" + ], "classes": { "fromClassList": [ { - "name": "Sorcerer", + "name": "Ranger", "source": "PHB" }, { "name": "Spellblade", "source": "KSB" }, - { - "name": "Warlock", - "source": "PHB" - }, { "name": "Wizard", "source": "PHB" } ] - }, - "entries": [ - "You form an orb of power, forming it into an element of your choice. Select an element damage type from acid, cold, fire, lightning, or poison. Make a ranged spell attack against a target you can see within range. On hit, the target takes {@damage 3d8} damage of the selected elemental damage type." - ], - "source": "KibblesTasty:CC", - "components": { - "v": true, - "s": true - }, - "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": [ - "acid", - "cold", - "fire", - "lightning", - "poison" - ], - "spellAttack": [ - "R" - ], - "areaTags": [ - "ST" - ], - "miscTags": [ - "SCL" - ] + } }, { - "name": "Ethereal Immolation", + "name": "Divine Judgement", + "source": "KibblesTasty:CC", + "page": 19, "level": 2, "school": "V", "time": [ @@ -3927,57 +4082,62 @@ "type": "point", "distance": { "type": "feet", - "amount": 120 + "amount": 30 } }, + "components": { + "v": true, + "s": true + }, "duration": [ { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - }, - "concentration": true + "type": "instant" + } + ], + "entries": [ + "A brilliant sword of radiant energy forms above the target point before slamming down in a explosion of divine power. Creatures in a 10-foot-radius, 30-foot-high cylinder centered on the target point must make a Dexterity saving throw. On failure, a creature takes {@damage 2d8} radiant damage, and {@damage 2d8} damage additional radiant damage if it is an undead or fiend. On a succesful save, the target takes half as much damage.", + { + "type": "inset", + "name": "Alignment Powers", + "entries": [ + "If your DM uses alignment for creatures, they can optionally rule that the bonus damage applies all creature types as long as the creature is of the opposite moral alignment of the caster (evil to good or good to evil). as not all settings use strict alignment, this is a variant rule at the GM's discretion." + ] + } + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, the base damage increases by {@damage 1d8} for each slot level above 2nd." + ] } ], + "damageInflict": [ + "radiant" + ], + "savingThrow": [ + "dexterity" + ], "classes": { "fromClassList": [ { - "name": "Wizard", + "name": "Cleric", "source": "PHB" }, { - "name": "Spellblade", - "source": "KSB" + "name": "Paladin", + "source": "PHB" } ] - }, - "entries": [ - "You shroud a target in visible ethereal power that reacts violently to the presence of magic. For the duration of the spell, if the target casts a spell, it takes {@damage 2d4} force damage. This damage is increased by {@dice 1d4} for each spell level of the spell cast (no additional damage for cantrips).", - "Additionally, if the target ends their turn while {@status concentration||concentrating} on a spell, they take {@damage 1d4} force damage." - ], - "source": "KibblesTasty:CC", - "components": { - "v": true, - "s": true - }, - "damageInflict": [ - "force" - ], - "areaTags": [ - "ST" - ] + } }, { - "name": "Explode Heart", - "source": "KibblesTasty:BMS", - "otherSources": [ - { - "source": "KibblesTasty:CC" - } - ], - "level": 5, - "school": "N", + "name": "Disorient", + "source": "KibblesTasty:CC", + "page": 20, + "level": 2, + "school": "I", "time": [ { "number": 1, @@ -3988,22 +4148,36 @@ "type": "point", "distance": { "type": "feet", - "amount": 30 + "amount": 60 } }, + "components": { + "v": true, + "s": true, + "m": "a mobius strip" + }, "duration": [ { "type": "instant" } ], - "classes": { - "fromClassList": [ - { - "name": "Sorcerer", - "source": "PHB" - }, + "entries": [ + "Targeting a creature with you can see, you flip their perception of reality. The target creature must pass a Wisdom saving throw or become disoriented. A disoriented creature has disadvantage on all attack rolls and at the start of their turn moves 10 feet (up to its speed) in a random direction before their speed becomes zero until the start of their next turn.", + "At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends, but if the target fails by 5 or more, it fails {@condition prone}." + ], + "conditionInflict": [ + "prone" + ], + "savingThrow": [ + "wisdom" + ], + "miscTags": [ + "SGT" + ], + "classes": { + "fromClassList": [ { - "name": "Warlock", + "name": "Bard", "source": "PHB" }, { @@ -4011,59 +4185,105 @@ "source": "PHB" } ] - }, - "entries": [ - "You point at a creature and attempt to make their heart explode in a violent spasm. If the target creature has fewer than 20 hit points, their heart explodes and they die. If they have more than 20 hit points, the target must make a Constitution saving throw. On a failed saving throw it takes {@damage 10d6} necrotic damage and are {@condition stunned} until the start of your next turn. On a successful save, they take half as much damage and are not {@condition stunned}. If this damage reduces them to 0 hit points, they die.", - "Creatures without a heart are immune to effect, though at your GM's discretion similar organs or functions (such as a golem's magic core) may qualify as a heart." - ], - "subschools": [ - "blood magic" + } + }, + { + "name": "Dispel Construct", + "source": "KibblesTasty:CC", + "page": 20, + "level": 3, + "school": "A", + "time": [ + { + "number": 1, + "unit": "action" + } ], - "components": { - "s": true, - "m": { - "text": "a splash of your blood worth at least 6 hit points, which the spell consumes", - "consume": true + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 } }, - "damageInflict": [ - "necrotic" + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You can attempt to purge the magic animating a construct within range, rendering it inert. The target takes {@damage 4d10} force damage and must succeed on a Constitution saving throw or become {@condition stunned} for 1 minute. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the spell ends on the target. If the target has less than 50 hit points remaining when it fails, it is reduced to zero hit points." ], "savingThrow": [ "constitution" ], - "areaTags": [ - "ST" - ] + "classes": { + "fromClassList": [ + { + "name": "Artificer", + "source": "TCE" + }, + { + "name": "Inventor", + "source": "KibbleInventor" + } + ] + } }, { - "name": "Exsanguinate", - "source": "KibblesTasty:BMS", - "otherSources": [ - { - "source": "KibblesTasty:CC" - } - ], - "level": 4, + "name": "Divide Self", + "source": "KibblesTasty:CC", + "page": 20, + "level": 5, "school": "I", "time": [ { "number": 1, - "unit": "action" + "unit": "bonus" } ], "range": { "type": "point", "distance": { - "type": "feet", - "amount": 60 + "type": "self" } }, + "components": { + "s": true + }, "duration": [ { - "type": "instant" + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You you create an exact duplicate of yourself in an empty space you can see within 30 feet of you. When you cast this spell at the start of each of your turns for the duration, you can switch places with your duplicate.", + "The duplicate has all of your stats, abilities, and equipment (including magic items). It acts on your initiative, and has its own actions, though it shares its concentration on this spell, and if either of you lose concentration, the spell ends.", + "Your current hit points are divided between you and the duplicate and shares all other resources and abilities with you (including limited use magic items), with any usage by either you or the duplicate depleting the resource for both of you.", + "Your duplicate can take any action you can take, but it can deal a maximum of 15 damage on its turn (any additional damage dealt deals no further damage, when dealing area of effect damage, damage is split between all targets equally up to the maximum).", + "If either you or the duplicate is reduced to zero hit points, the spell ends and you become the copy that was not reduced to zero hit points. When the spell ends, if both you and the duplicate are still present, decide which is you, and the other vanishes. Anything that was copied during the spell has the copied version vanish." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 6th level or higher, the starting hit points of you and the duplicate both increase by 15 (up to a maximum of you and the duplicate starting with your current hit points) and the maximum damage the duplicate can do during its turn increases by 10 for each slot level above 5th" + ] } ], + "miscTags": [ + "SGT" + ], "classes": { "fromClassList": [ { @@ -4071,54 +4291,83 @@ "source": "PHB" }, { - "name": "Warlock", + "name": "Wizard", "source": "PHB" + } + ] + } + }, + { + "name": "Divine Descent", + "source": "KibblesTasty:CC", + "page": 22, + "level": 8, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "turn", + "amount": 3, + "upTo": true }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ { - "name": "Wizard", + "name": "Cleric", "source": "PHB" } ] }, "entries": [ - "You drain a creature of blood, causing it to burst forth from it. The target must make a Constitution saving throw. On failure, its current and maximum hit points are reduced by {@dice 6d6}. On success, their current hit points are reduced by half as much, and their maximum hit points are not reduced. If the target is bloodied, their current hit points are reduced by an additional {@dice 6d6} hit points (pass or fail).", - "Any reduction to maximum hit points is removed when they complete a long rest, or by the effects of the greater restoration spell. A creature without blood is immune to this spell." - ], - "subschools": [ - "blood magic" + "You call down an spectral angelic avatar that begins to descend from the sky. The avatar fills a 30-foot-radius, 60-foot high cylinder with bright light. When you cast the spell and at the start of your next turn, you can choose to either heal all creatures within the light, restoring {@dice 4d8} hit points to each creature that is not undead or a fiend within it, or burn all creatures within the light, forcing them to make a Constitution saving throw, taking {@damage 4d8} radiant damage on a failed save or half as much on a successful save.", + "At the start of your turn on the third and final turn of the spell, you make the same decision, but the effect is doubled, either restoring {@dice 8d8} hit points or dealing {@damage 8d8} radiant damage." ], "components": { "v": true, - "s": true, - "m": { - "text": "a splash of your blood worth at least 4 hit points, which the spell consumes", - "consume": true - } + "s": true }, - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell slot of 5th level or higher, the hit point reduction is increased by {@dice 1d6} for each level over 4th." - ] - } + "damageInflict": [ + "radiant" ], "savingThrow": [ "constitution" ], "areaTags": [ - "ST" + "Y" ], "miscTags": [ - "SCL", - "SGT" + "HL" ] }, { - "name": "Eyes of Immolation", - "level": 1, - "school": "V", + "name": "Dragon Surge", + "source": "KibblesTasty:CC", + "page": 20, + "otherSources": [ + { + "source": "Generic Elemental Spells", + "page": 23 + } + ], + "level": 2, + "school": "T", "time": [ { "number": 1, @@ -4126,10 +4375,10 @@ } ], "range": { - "type": "point", + "type": "radius", "distance": { "type": "feet", - "amount": 30 + "amount": 0 } }, "duration": [ @@ -4139,14 +4388,6 @@ ], "classes": { "fromClassList": [ - { - "name": "Wizard", - "source": "PHB" - }, - { - "name": "Druid", - "source": "PHB" - }, { "name": "Sorcerer", "source": "PHB" @@ -4158,14 +4399,18 @@ { "name": "Warlock", "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" } ] }, "entries": [ - "Your eyes glow with fiery light before focusing on a creature you can see within range, causing a beam of fire to shoot from your eyes. The target creature must make a Dexterity saving throw. On a failed save, it takes {@damage 3d6} fire damage and is set ablaze, taking {@damage 1d6} damage at the end of each of its turns until it or another creature within 5 feet of it spends an action to douse the flames. On a successful save, the creature takes half as much damage and is not set ablaze." + "You channel elemental power to form draconic wings, selecting an element from acid, cold, fire, lightning, or poison. All creatures within 10 feet of you must make a Dexterity saving throw as the wings manifest in a surge of elemental power, taking {@damage 2d8} damage of that elemental type selected on a failed saving throw, or half as much on a successful save. You gain a flying speed of 30 until the end of your turn, after which the wings fade away once more." ], - "source": "KibblesTasty:CC", "components": { + "v": true, "s": true }, "entriesHigherLevel": [ @@ -4173,26 +4418,39 @@ "type": "entries", "name": "At Higher Levels", "entries": [ - "hen you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by {@dice 1d6} for each slot level above 1st." + "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by {@dice 1d8} and the flying speed increases by 10 feet for each slot level above 2nd." ] } ], - "damageInflict": [ - "fire" - ], "savingThrow": [ "dexterity" ], + "damageInflict": [ + "acid", + "cold", + "fire", + "lightning", + "poison" + ], "areaTags": [ - "ST" + "S" + ], + "miscTags": [ + "SCL" ] }, { - "name": "Fall", + "name": "Dust Cyclone", "source": "KibblesTasty:CC", - "page": 18, - "level": 1, - "school": "T", + "page": 21, + "otherSources": [ + { + "source": "Generic Elemental Spells", + "page": 21 + } + ], + "level": 2, + "school": "C", "time": [ { "number": 1, @@ -4202,31 +4460,51 @@ "range": { "type": "point", "distance": { - "type": "self" + "type": "feet", + "amount": 60 } }, "components": { "v": true, - "s": true + "s": true, + "m": "a pinch of dust" }, "duration": [ { - "type": "instant" - } - ], - "entries": [ - "You alter gravity for yourself, causing you to reorient which way is down for you until the end of your turn. You can pick any direction to fall as if under the effect of gravity, falling up to 500 feet before the spell ends.", - "If you collide with something during this time, you take falling damage as normal, but you can control your fall as you could under normal conditions by holding onto objects or move along a surface according to your new orientation as normal until your turn ends and gravity returns to normal." + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "Choose a target point on the ground that you can see within range. A small cyclone whips up at the target point with a radius of 5 feet and a height of 30 feet.", + "Any creature that starts its turn within the radius of the dust devil or enters its radius for the first time during its turn must make a Strength saving throw. On a failed save, the creature takes {@damage 1d12} bludgeoning damage is pushed 5 feet away from the center. On a successful save, the creature takes half as much damage isn't pushed.", + "As a bonus action, you can move the dust devil up 30 feet in any direction. The first time you pass the dust devil's radius through a creature, that creature must make the saving throw against the dust devils's damage and are pushed out its way on failure. You can continue to move the dust devil, but its strength is exhausted until the end of your turn and subsequent creatures an unaffected by it passing through them.", + "If the dust devil moves over sand, dust, loose dirt, or small gravel, it sucks up the material and heavily obscures its radius until the start of your next turn." + ], + "damageInflict": [ + "bludgeoning" + ], + "savingThrow": [ + "strength" + ], + "miscTags": [ + "FMV", + "SGT", + "UBA" ], "classes": { "fromClassList": [ { - "name": "Artificer", - "source": "TCE" + "name": "Druid", + "source": "PHB" }, { - "name": "Inventor", - "source": "KibbleInventor" + "name": "Ranger", + "source": "PHB" }, { "name": "Sorcerer", @@ -4240,11 +4518,17 @@ } }, { - "name": "Field of Stars", + "name": "Earth Ripple", "source": "KibblesTasty:CC", - "page": 18, - "level": 5, - "school": "V", + "page": 21, + "otherSources": [ + { + "source": "Generic Elemental Spells", + "page": 9 + } + ], + "level": 2, + "school": "T", "time": [ { "number": 1, @@ -4252,7 +4536,7 @@ } ], "range": { - "type": "radius", + "type": "point", "distance": { "type": "feet", "amount": 60 @@ -4264,32 +4548,35 @@ }, "duration": [ { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - }, - "concentration": true + "type": "instant" } ], "entries": [ - "You cause 5 star-like motes of light to spring forth at points you can see within range. Each mote of light must be at least 10 feet from any other mote of light. Each mote of light sheds bright light in a 10 foot radius and dim light for an additional 10 feet. If a creature moves within a 5-foot radius of a mote of light or ends their turn within 5 feet of one, the mote explodes in a brilliant flash, dealing {@damage 4d12} radiant damage to all creatures within 5-feet of that mote before fading away.", - "For the duration of the spell, while you have any motes of light remaining, as an action you can rearrange the remaining motes, placing them anywhere within range (this movement cannot cause them to detonate)." - ], - "entriesHigherLevel": [ + "You cause the earth to deform and ripple, a target creature must make a Dexterity saving throw or suffer one of the following effects (your choice):", { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell slot of 6th level or higher, the range increases by 10 feet and you create an additional star-like mote of light for each slot level about 5th." + "type": "list", + "items": [ + "It is pulled into the earth, taking {@damage 1d8} bludgeoning damage and reducing its movement speed to zero until a creature spends an action to dig it free.", + "It is slammed 5 feet in a direction of your choice by a wave of earth, taking {@damage 2d8} bludgeoning damage and being knocked {@condition prone}.", + "It is impaled by a spike of earth, taking {@damage 4d8} piercing damage." ] } ], "damageInflict": [ - "radiant" + "bludgeoning", + "piercing" + ], + "conditionInflict": [ + "prone" + ], + "savingThrow": [ + "dexterity" ], "miscTags": [ - "SGT" + "FMV" + ], + "areaTags": [ + "ST" ], "classes": { "fromClassList": [ @@ -4297,6 +4584,10 @@ "name": "Druid", "source": "PHB" }, + { + "name": "Spellblade", + "source": "KSB" + }, { "name": "Sorcerer", "source": "PHB" @@ -4309,70 +4600,17 @@ } }, { - "name": "Fireburst Mine", + "name": "Echoing Lance", "source": "KibblesTasty:CC", - "page": 18, - "level": 3, - "school": "A", - "time": [ - { - "number": 1, - "unit": "minute" - } - ], - "range": { - "type": "point", - "distance": { - "type": "touch" - } - }, - "components": { - "v": true, - "s": true, - "m": { - "text": "Any tiny nonmagical item, which is destroyed by the activation of the spell", - "consume": true - } - }, - "duration": [ + "page": 21, + "otherSources": [ { - "type": "timed", - "duration": { - "type": "hour", - "amount": 8 - } + "source": "Generic Elemental Spells", + "page": 18 } ], - "entries": [ - "You can set a magical trap by infusing explosive magic into an item. You can set this item to detonate when someone comes within 5 feet of it, or by a verbal command using your reaction (one or more mines can be detonated).", - "When the magic trap detonates, each creature in a 20-foot radius sphere centered on the item must make a Dexterity saving throw. A creature takes {@damage 5d8} fire damage on a failed save, or half as much damage on a successful one. If a creature is in the area of effect of more than one fireburst mine during a turn, they take half damage from any mines beyond the first.", - "A magical mine must be set 5 feet or more from another mine, and cannot be moved once placed; any attempt to move it results in it detonating unless the caster that set it disarms it with an action." - ], - "damageInflict": [ - "fire" - ], - "classes": { - "fromClassList": [ - { - "name": "Artificer", - "source": "TCE" - }, - { - "name": "Inventor", - "source": "KibbleInventor" - } - ] - }, - "savingThrow": [ - "dexterity" - ] - }, - { - "name": "Fire Cyclone", - "source": "KibblesTasty:CC", - "page": 19, - "level": 3, - "school": "C", + "level": 4, + "school": "V", "time": [ { "number": 1, @@ -4388,47 +4626,49 @@ }, "components": { "v": true, - "s": true, - "m": "a pinch of ashes from a forest fire" + "s": true }, "duration": [ { "type": "timed", "duration": { "type": "minute", - "amount": 1 + "amount": 1, + "upTo": true }, "concentration": true } ], "entries": [ - "Targeting a point you can see, you cause a cyclone made of whipping flames with a radius of 5 feet and height of 30 feet to form.", - "When a creature starts its turn inside the cyclone's radius or enters it for the first time during a turn, it must make a Strength saving throw. On a failed saving throw, it takes {@damage 3d6} fire damage and, if it is entirely inside the cyclone's area, it's also flung 15 feet upwards and lands 15 feet in a randomly determined horizontal direction. On a successful save, the creature takes half as much damage and is not flung.", - "When a creature is not entirely inside the cyclone's radius but within 30 feet of its center at the start of its turn, it still feels the intense draw of the raging cyclone, and must spend 2 feet (or 3 feet if it is flying) of movement for every 1 foot it moves away from the cyclone. If a creature starts its turn outside of the cyclone's radius but within 10 feet of its center, it must make a Strength saving throw or be pulled 5 feet toward the center of it." + "You emit a targeted burst of intense sonic energy at a target within range. The target must make a Constitution saving throw. On failure, they take {@damage 3d8} thunder damage and become {@condition stunned} for the duration by the intense sound. On a successful save, the target takes half as much damage and is not {@condition stunned}.", + "At the end of each of its turns, the target can make another Constitution saving throw. On a success, the spell ends on the target; on failure they take an additional {@dice 1d8} thunder from the echoes within their mind." ], "entriesHigherLevel": [ { "type": "entries", "name": "At Higher Levels", "entries": [ - "When you cast this spell using a spell slot of 4th level or higher, the damage increases by {@damage 1d6} and the height of the cyclone as well as the distance a creature is thrown upward increases by 5 feet for each level above 3rd." + "When you cast this spell using a spell slot of 5th level or higher, the damage increases by {@damage 1d8} for each slot level above 4th." ] } ], "damageInflict": [ - "fire" + "thunder" + ], + "conditionInflict": [ + "deafened", + "stunned" ], "savingThrow": [ - "strength" + "constitution" ], - "miscTags": [ - "FMV", - "SGT" + "areaTags": [ + "ST" ], "classes": { "fromClassList": [ { - "name": "Druid", + "name": "Bard", "source": "PHB" }, { @@ -4447,15 +4687,21 @@ } }, { - "name": "Fists of Fire", + "name": "Electric Arc", "source": "KibblesTasty:CC", - "page": 19, + "page": 21, + "otherSources": [ + { + "source": "Generic Elemental Spells", + "page": 15 + } + ], "level": 0, - "school": "T", + "school": "V", "time": [ { "number": 1, - "unit": "bonus" + "unit": "action" } ], "range": { @@ -4464,136 +4710,74 @@ "type": "self" } }, - "components": { - "v": true, - "s": true - }, "duration": [ { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - } + "type": "instant" } ], - "entries": [ - "You cause your fists to erupt in flames. For the duration, your fists become a set of simple natural weapons that deal {@damage 1d6} fire damage. You are proficient in these weapons, and they have the Light property.", - "For the duration, any flammable object you attempt to hold catches fire. If you end your turn grappling another creature with your hands, it takes {@damage 1d4} fire damage.", - "You can end the spell early (no action required)." - ], - "damageInflict": [ - "fire" - ], "classes": { "fromClassList": [ { - "name": "Druid", + "name": "Wizard", "source": "PHB" }, - { - "name": "Spellblade", - "source": "KSB" - }, { "name": "Sorcerer", "source": "PHB" - }, - { - "name": "Warlock", - "source": "PHB" } ] - } - }, - { - "name": "Flamethrower", - "level": 3, - "school": "V", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "line", - "distance": { - "type": "feet", - "amount": 30 - } }, - "duration": [ + "entries": [ + "You shoot a jolt of lightning at a creature you can see within range. Make a ranged spell attack against the target. On hit, the target takes {@dice 1d8} primary lightning damage and an arc of lightning jumps from the target to another creature within 15 feet, using the same attack roll, dealing {@dice 1d4} secondary lightning damage on hit." + ], + "entriesHigherLevel": [ { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - }, - "concentration": true + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "This spell's damage increases by {@dice 1d8} primary and {@damage 1d4} secondary damage when you reach 5th level ({@dice 2d8} and {@dice 2d4}), 11th level ({@dice 3d8} and {@dice 3d4}), and 17th level ({@dice 4d8} and {@dice 4d4})." + ] } ], - "classes": { - "fromClassList": [ - { - "name": "Wizard", - "source": "PHB" - }, - { - "name": "Sorcerer", - "source": "PHB" - }, - { - "name": "Warlock", - "source": "PHB" - } - ] - }, - "entries": [ - "You release a stream of fire from your hands, targeting a line that is 30 feet long and 10 feet wide, filling it with a continual stream of fire. Any creature that is in the area when you cast the spell or enters the area before the start of your next turn must make a Dexterity saving throw, taking {@damage 4d6} fire damage on a failure, or half as much on a success.", - "On each subsequent turn for the duration, you can use your action to release a new line of fire with the same effect." - ], - "source": "KibblesTasty:CC", "components": { "v": true, "s": true }, - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell slot of 4th level or higher, the damage increases by {@dice 1d6} for each slot level above 3rd." - ] - } - ], "damageInflict": [ - "fire" + "lightning" ], - "savingThrow": [ - "dexterity" + "spellAttack": [ + "R" ], "areaTags": [ - "L" + "ST" + ], + "miscTags": [ + "AAD" ] }, { - "name": "Fling", + "name": "Electrify", "source": "KibblesTasty:CC", - "page": 19, - "level": 2, - "school": "T", + "page": 21, + "otherSources": [ + { + "source": "Generic Elemental Spells", + "page": 15 + } + ], + "level": 1, + "school": "V", "time": [ { "number": 1, - "unit": "action" + "unit": "bonus" } ], "range": { "type": "point", "distance": { - "type": "feet", - "amount": 30 + "type": "self" } }, "components": { @@ -4602,24 +4786,35 @@ }, "duration": [ { - "type": "instant" + "type": "timed", + "duration": { + "type": "round", + "amount": 1 + } } ], "entries": [ - "You manipulate gravity around one large or smaller creature. The target creature makes a Strength saving throw. On failure, you can fling them 40 feet straight up or 20 feet in any direction.", - "If you fling them straight up they immediately fall, taking {@damage 4d6} damage falling damage, and fall {@condition prone}. If you fling them any other direction, they take {@damage 2d6} damage and fall {@condition prone}. If their movement would be stopped early by a creature or object, both the target and creature or object takes {@damage 3d6} bludgeoning damage." + "You channel lightning into your hands. The next time you hit a creature with a melee attack (including a melee spell attack) before the start of your next turn, the target takes {@damage 1d12} lightning damage and must make a Constitution saving throw. On a failed save, the target becomes {@condition stunned} until the start of their next turn.", + "The spell ends after dealing damage, or at the start of your next turn, whichever occurs first." ], "damageInflict": [ - "bludgeoning" + "lightning" ], "conditionInflict": [ - "prone" + "stunned" ], "savingThrow": [ - "strength" + "constitution" + ], + "areaTags": [ + "ST" ], "classes": { "fromClassList": [ + { + "name": "Ranger", + "source": "PHB" + }, { "name": "Spellblade", "source": "KSB" @@ -4636,47 +4831,77 @@ } }, { - "name": "Form of Familiar", + "name": "Electrocute", "source": "KibblesTasty:CC", - "page": 20, - "level": 2, - "school": "T", + "page": 22, + "otherSources": [ + { + "source": "Generic Elemental Spells", + "page": 15 + } + ], + "level": 3, + "school": "V", "time": [ { "number": 1, - "unit": "minute" + "unit": "action" } ], "range": { "type": "point", "distance": { - "type": "self" + "type": "feet", + "amount": 60 } }, "components": { "v": true, - "s": true, - "m": { - "text": "a piece of fur, feather, or scale from your familiar, which the spell consumes", - "consume": true - } + "s": true }, "duration": [ { - "type": "timed", - "duration": { - "type": "hour", - "amount": 1 - } + "type": "instant" } ], "entries": [ - "You assume the form of the familiar that provided the material component to the spell. The transformation lasts for the duration, or until you drop to 0 hit points or die. Your game Statistics are replaced by the Statistics of the chosen creature, though you retain your Alignment and Intelligence, Wisdom, and Charisma scores.", - "You assume the Hit Points and Hit Dice of the new form. When you revert to your normal, you return to the number of Hit Points you had before you transformed. If you revert as a result of Dropping to 0 Hit Points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 Hit Points, you aren't knocked Unconscious. You can use an action to revert to your normal form at any time.", - "You are limited in the actions you can perform by the nature of your new form, and you can't speak, cast spells, or take any other action that requires hands or speech. Your gear melds into the new form. You cannot activate, use, wield, or otherwise benefit from any of your equipment." + "A massive arc of lightning leaps from your hand to a target you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes {@damage 4d12} lightning damage and is {@condition stunned} until the start of your next turn. On a successful save, the target takes half as much damage and isn't {@condition stunned}." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, the damage increases by {@damage 1d12} for each slot level above 3rd." + ] + } + ], + "damageInflict": [ + "lightning" + ], + "conditionInflict": [ + "stunned" + ], + "savingThrow": [ + "constitution" + ], + "miscTags": [ + "SCL", + "SGT" + ], + "areaTags": [ + "ST" ], "classes": { "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Spellblade", + "source": "KSB" + }, { "name": "Wizard", "source": "PHB" @@ -4685,11 +4910,17 @@ } }, { - "name": "Freeze", + "name": "Elemental Orb", "source": "KibblesTasty:CC", - "page": 21, - "level": 0, - "school": "T", + "page": 22, + "otherSources": [ + { + "source": "Generic Elemental Spells", + "page": 23 + } + ], + "level": 1, + "school": "V", "time": [ { "number": 1, @@ -4699,121 +4930,166 @@ "range": { "type": "point", "distance": { - "type": "touch" + "type": "feet", + "amount": 90 } }, - "components": { - "v": true, - "s": true - }, "duration": [ { "type": "instant" } ], - "entries": [ - "You instill a deadly chill into your hand. Make a melee spell attack against the target. On hit, the target takes {@damage 1d8} cold damage, and the target's movement speed is reduced by 10 feet until the end of their turn.", - "The spell's damage increases by {@dice 1d8} when you reach 5th level ({@dice 2d8}), 11th level ({@dice 3d8}), and 17th level ({@dice 4d8})." - ], - "scalingLevelDice": { - "label": "cold damage", - "scaling": { - "1": "1d8", - "5": "2d8", - "11": "3d8", - "17": "4d8" - } - }, - "damageInflict": [ - "cold" - ], - "spellAttack": [ - "M" - ], - "miscTags": [ - "SCL" - ], "classes": { "fromClassList": [ { - "name": "Druid", + "name": "Sorcerer", "source": "PHB" }, { - "name": "Sorcerer", - "source": "PHB" + "name": "Spellblade", + "source": "KSB" }, { "name": "Warlock", "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" } ] - } + }, + "entries": [ + "You form an orb of power, forming it into an element of your choice. Select an element damage type from acid, cold, fire, lightning, or poison. Make a ranged spell attack against a target you can see within range. On hit, the target takes {@damage 3d8} damage of the selected elemental damage type." + ], + "components": { + "v": true, + "s": true + }, + "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": [ + "acid", + "cold", + "fire", + "lightning", + "poison" + ], + "spellAttack": [ + "R" + ], + "areaTags": [ + "ST" + ], + "miscTags": [ + "SCL" + ] }, { - "name": "Gale Shot", + "name": "Entomb", "source": "KibblesTasty:CC", - "page": 21, - "level": 4, + "page": 22, + "otherSources": [ + { + "source": "Generic Elemental Spells", + "page": 6 + } + ], + "level": 1, "school": "T", "time": [ { "number": 1, - "unit": "bonus" + "unit": "action" } ], "range": { "type": "point", "distance": { - "type": "touch" + "type": "feet", + "amount": 60 } }, "components": { "v": true, - "s": true, - "m": { - "text": "a piece of ammunition or weapon with the thrown property worth at least 1 cp", - "cost": 1 - } + "s": true }, "duration": [ { "type": "timed", "duration": { - "type": "round", - "amount": 1 - } - } - ], + "type": "minute", + "amount": 1, + "upTo": true + }, + "concentration": true + } + ], "entries": [ - "You touch a piece of ammunition or weapon with the thrown property, imbuing it with the power of a hurricane for the duration. The first time you attack with the empowered item, unleashes a blasting galeforce, greatly empowering the shot. On a hit, the target takes an additional {@damage 4d8} damage from the attack, and is knocked backwards 30 feet. Any creature the target is knocked into by this movement takes {@damage 2d8} bludgeoning damage. On a miss, the target takes half as much damage and is not knocked back.", - "Once an attack has been made with the piece of ammunition or weapon, the spell ends." + "You attempt to encase a Medium or smaller creature you can see within ice. The creature must make a Strength saving throw or become {@condition restrained} by ice for the duration. At the end of each of its turns, the target takes {@damage 1d8} cold damage and can make another Strength saving throw. On success, the spell ends on the target.", + "If the creature takes more than 5 fire or bludgeoning damage from a single damage roll while {@condition restrained}, the ice breaks and the target is freed, ending the spell for the target." ], "entriesHigherLevel": [ { "type": "entries", "name": "At Higher Levels", "entries": [ - "When you cast this spell using a spell slot of 5th level, the shot deals an additional {@damage 1d8} damage and the target is knocked backwards an additional 10 feet." + "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by {@damage 1d8} for each slot level above 1st." ] } ], "damageInflict": [ - "bludgeoning" + "cold" + ], + "conditionInflict": [ + "restrained" + ], + "savingThrow": [ + "strength" + ], + "miscTags": [ + "SCL", + "SGT" + ], + "areaTags": [ + "ST" ], "classes": { "fromClassList": [ { - "name": "Ranger", + "name": "Spellblade", + "source": "KSB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", "source": "PHB" } ] } }, { - "name": "Ghost Step", - "level": 3, - "school": "T", + "name": "Ethereal Immolation", + "source": "KibblesTasty:CC", + "page": 22, + "otherSources": [ + { + "source": "Generic Elemental Spells", + "page": 14 + } + ], + "level": 2, + "school": "V", "time": [ { "number": 1, @@ -4823,16 +5099,18 @@ "range": { "type": "point", "distance": { - "type": "self" + "type": "feet", + "amount": 120 } }, "duration": [ { "type": "timed", "duration": { - "type": "round", + "type": "minute", "amount": 1 - } + }, + "concentration": true } ], "classes": { @@ -4844,33 +5122,36 @@ { "name": "Spellblade", "source": "KSB" - }, - { - "name": "Sorcerer", - "source": "PHB" - }, - { - "name": "Warlock", - "source": "PHB" } ] }, "entries": [ - "You become briefly ethereal and intangible. For the duration, you can move in any direction and do not fall. You can move through creatures, objects, walls, terrain, and effects as if they were not there. You can only pass through magical objects if they do not block ethereal transit. While you are intangible, you are immune to all damage besides force damage.", - "At the start of your next turn, you once more become tangible, manifesting in your current space. If the space is occupied, you are shunted to the nearest unoccupied space, take force damage equal to twice the number of feet you are forced to move. If the space you manifest is not on the ground and you cannot fly, you fall to the ground." + "You shroud a target in visible ethereal power that reacts violently to the presence of magic. For the duration of the spell, if the target casts a spell, it takes {@damage 2d4} force damage. This damage is increased by {@dice 1d4} for each spell level of the spell cast (no additional damage for cantrips).", + "Additionally, if the target ends their turn while {@status concentration||concentrating} on a spell, they take {@damage 1d4} force damage." ], - "source": "KibblesTasty:CC", "components": { "v": true, "s": true - } + }, + "damageInflict": [ + "force" + ], + "areaTags": [ + "ST" + ] }, { - "name": "Gravity Surge", + "name": "Erode", "source": "KibblesTasty:CC", - "page": 21, - "level": 2, - "school": "T", + "page": 22, + "otherSources": [ + { + "source": "Generic Elemental Spells", + "page": 5 + } + ], + "level": 3, + "school": "C", "time": [ { "number": 1, @@ -4881,7 +5162,7 @@ "type": "point", "distance": { "type": "feet", - "amount": 60 + "amount": 20 } }, "components": { @@ -4894,16 +5175,28 @@ } ], "entries": [ - "You create a crushing field of gravity in a 15 radius sphere. Any creature within the area of effect must make a Strength saving throw. On failure, creatures take {@damage 2d6} bludgeoning damage and falls {@condition prone}. On success, creatures take half as much damage are not knocked {@condition prone}. Creatures that are not on the ground make this save with disadvantage." + "You blast a target with a glob of acid. The target must make a Dexterity saving throw. On failure, the target takes {@damage 8d4} acid damage immediately and becomes covered in acid. On a success, the target takes half as much damage and is not covered in acid. While covered in acid, the target takes {@damage 2d4} acid damage at the end of each of its turns. The target or a creature within 5 feet of it can end this damage by using its action to clear away the acid." ], - "damageInflict": [ - "bludgeoning" + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, the damage (both initial and later) increases by {@damage 1d4} for each slot level above 3rd." + ] + } ], - "conditionInflict": [ - "prone" + "damageInflict": [ + "acid" ], "savingThrow": [ - "strength" + "dexterity" + ], + "miscTags": [ + "SCL" + ], + "areaTags": [ + "ST" ], "classes": { "fromClassList": [ @@ -4919,11 +5212,17 @@ } }, { - "name": "Grip of the Dead", + "name": "Eyes of Immolation", "source": "KibblesTasty:CC", "page": 22, + "otherSources": [ + { + "source": "Generic Elemental Spells", + "page": 12 + } + ], "level": 1, - "school": "N", + "school": "V", "time": [ { "number": 1, @@ -4933,61 +5232,68 @@ "range": { "type": "point", "distance": { - "type": "touch" + "type": "feet", + "amount": 30 } }, - "components": { - "v": true, - "s": true - }, "duration": [ { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - }, - "concentration": true + "type": "instant" } ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Spellblade", + "source": "KSB" + }, + { + "name": "Warlock", + "source": "PHB" + } + ] + }, "entries": [ - "You channel unholy strength into you hand, and reach out to grab a creature. The creature must make a Strength saving throw or become {@condition restrained} by your deathly iron grasp. As an action on its turn, the creature can attempt to escape using a Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check against your Spell Save DC.", - "At the start of the creatures turn while you maintain the grip and the spell, it takes {@damage 1d8} necrotic damage as you drain the life from it, and regain hit points equal to half the damage dealt." + "Your eyes glow with fiery light before focusing on a creature you can see within range, causing a beam of fire to shoot from your eyes. The target creature must make a Dexterity saving throw. On a failed save, it takes {@damage 3d6} fire damage and is set ablaze, taking {@damage 1d6} damage at the end of each of its turns until it or another creature within 5 feet of it spends an action to douse the flames. On a successful save, the creature takes half as much damage and is not set ablaze." ], + "components": { + "s": true + }, "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." + "hen you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by {@dice 1d6} for each slot level above 1st." ] } ], "damageInflict": [ - "necrotic" - ], - "conditionInflict": [ - "restrained" + "fire" ], "savingThrow": [ - "strength" + "dexterity" ], - "classes": { - "fromClassList": [ - { - "name": "Occultist", - "source": "KT:O" - } - ] - }, - "miscTags": [ - "HL" + "areaTags": [ + "ST" ] }, { - "name": "Grasping Roots", + "name": "Fall", "source": "KibblesTasty:CC", - "page": 22, + "page": 23, "level": 1, "school": "T", "time": [ @@ -4999,8 +5305,7 @@ "range": { "type": "point", "distance": { - "type": "feet", - "amount": 30 + "type": "self" } }, "components": { @@ -5013,36 +5318,35 @@ } ], "entries": [ - "A twisting burst of roots launch from your hand, reaching to grab a Large or smaller target. The target must make a Strength saving throw. On success, the target is moved 5 feet in a direction of your choice. On a failure, the target is moved 20 feet in a direction of your choice. A creature can choose to fail this save." - ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell slot of 2nd level or higher, you move a creature an additional 5 feet for each slot level above 1st." - ] - } - ], - "savingThrow": [ - "strength" + "You alter gravity for yourself, causing you to reorient which way is down for you until the end of your turn. You can pick any direction to fall as if under the effect of gravity, falling up to 500 feet before the spell ends.", + "If you collide with something during this time, you take falling damage as normal, but you can control your fall as you could under normal conditions by holding onto objects or move along a surface according to your new orientation as normal until your turn ends and gravity returns to normal." ], "classes": { "fromClassList": [ { - "name": "Druid", + "name": "Artificer", + "source": "TCE" + }, + { + "name": "Inventor", + "source": "KibbleInventor" + }, + { + "name": "Sorcerer", "source": "PHB" }, { - "name": "Ranger", + "name": "Wizard", "source": "PHB" } ] } }, { - "name": "Heavenly Ray", - "level": 4, + "name": "Field of Stars", + "source": "KibblesTasty:CC", + "page": 23, + "level": 5, "school": "V", "time": [ { @@ -5051,61 +5355,74 @@ } ], "range": { - "type": "point", + "type": "radius", "distance": { "type": "feet", "amount": 60 } }, + "components": { + "v": true, + "s": true + }, "duration": [ { "type": "timed", "duration": { "type": "minute", - "amount": 1, - "upTo": true + "amount": 1 }, "concentration": true } ], - "classes": { - "fromClassList": [ - { - "name": "Cleric", - "source": "PHB" - } - ] - }, "entries": [ - "A golden pillar of celestial radiance shines down in a 10-foot radius, 60-foot-high cylinder centered on a point within range. Until the spell ends, bright light fills the cylinder, and sheds dim light for 10 feet in all directions from it.", - "When a creature enters the spell's area for the first time on a turn or starts its turn there, the celestial radiance infuses its body with positive energy. If the creature is not an undead or construct, it regains {@dice 2d8} hit points and {@dice 2d8} temporary hit points. If the creature is a construct, the light has no effect, and if the creature is undead, it instead takes {@damage 2d8} radiant damage.", - "Any subsequent time a creature gains hit points from this spell after the first, they cannot gain hit points above half their maximum hit points, but still gain the temporary hit points.", - "On each of your turns after you cast this spell, you can use a bonus action to move the beam up to 60 feet in any direction." + "You cause 5 star-like motes of light to spring forth at points you can see within range. Each mote of light must be at least 10 feet from any other mote of light. Each mote of light sheds bright light in a 10 foot radius and dim light for an additional 10 feet. If a creature moves within a 5-foot radius of a mote of light or ends their turn within 5 feet of one, the mote explodes in a brilliant flash, dealing {@damage 4d12} radiant damage to all creatures within 5-feet of that mote before fading away.", + "For the duration of the spell, while you have any motes of light remaining, as an action you can rearrange the remaining motes, placing them anywhere within range (this movement cannot cause them to detonate)." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 6th level or higher, the range increases by 10 feet and you create an additional star-like mote of light for each slot level about 5th." + ] + } ], - "source": "KibblesTasty:CC", - "components": { - "v": true, - "s": true - }, "damageInflict": [ "radiant" ], - "areaTags": [ - "Y" - ], "miscTags": [ - "HL", - "LGT", - "THP", - "UBA" - ] + "SGT" + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + } }, { - "name": "Hellfire Pit", + "name": "Fire Cyclone", "source": "KibblesTasty:CC", - "page": 24, - "level": 7, - "school": "T", + "page": 23, + "otherSources": [ + { + "source": "Generic Elemental Spells", + "page": 12 + } + ], + "level": 3, + "school": "C", "time": [ { "number": 1, @@ -5121,7 +5438,8 @@ }, "components": { "v": true, - "s": true + "s": true, + "m": "a pinch of ashes from a forest fire" }, "duration": [ { @@ -5134,34 +5452,41 @@ } ], "entries": [ - "You open a pit to hell beneath the feet of your foes. A supernatural void opens in a 10-foot radius, 10-foot deep pit opens around a point you can see within range.", - "Creatures in the area must make a Dexterity saving throw. On success, they can move 5 feet outside the radius of the spell. If they cannot move 5 feet out of the radius of the spell (such as having no path or insufficient movement speed), they automatically fail the saving throw. Creatures that fall their saving throw fall to the bottom of the bit (taking {@damage 1d6} bludgeoning damage and falling {@condition prone}). The floor of the pit is a blazing inferno of hell. Creatures that start their turn in the pit take {@damage 4d6} fire damage and {@damage 4d6} necrotic damage.", - "The pit is difficult to escape, voraciously drawing creatures caught in to the depths of hell with strong winds, roaring fires, and infernal chains. A creature can 20 feet of movement (or 10 if they a flying or climbing speed) to attempt to escape the pit, making a Strength saving throw against your spell save DC. On success, they escape. On failure, fall back to the floor of the pit and their movement speed becomes zero until the start of their next turn.", - "When the spell ends, the supernatural void to hell closes, and all creatures in the pit are deposited on the ground where the pit opened {@condition prone}.", + "Targeting a point you can see, you cause a cyclone made of whipping flames with a radius of 5 feet and height of 30 feet to form.", + "When a creature starts its turn inside the cyclone's radius or enters it for the first time during a turn, it must make a Strength saving throw. On a failed saving throw, it takes {@damage 3d6} fire damage and, if it is entirely inside the cyclone's area, it's also flung 15 feet upwards and lands 15 feet in a randomly determined horizontal direction. On a successful save, the creature takes half as much damage and is not flung.", + "When a creature is not entirely inside the cyclone's radius but within 30 feet of its center at the start of its turn, it still feels the intense draw of the raging cyclone, and must spend 2 feet (or 3 feet if it is flying) of movement for every 1 foot it moves away from the cyclone. If a creature starts its turn outside of the cyclone's radius but within 10 feet of its center, it must make a Strength saving throw or be pulled 5 feet toward the center of it." + ], + "entriesHigherLevel": [ { - "type": "inset", - "name": "Variant: Spells of Damnnation", + "type": "entries", + "name": "At Higher Levels", "entries": [ - "At your GM's discretion, creatures reduced to zero hit points by Hellfire Pit or Infernal Shackles die and have their soul trapped in the planes of hell. Consult with your GM about the potential cosmological and moral side effects of using spells fueled by infernal energy of damnation." + "When you cast this spell using a spell slot of 4th level or higher, the damage increases by {@damage 1d6} and the height of the cyclone as well as the distance a creature is thrown upward increases by 5 feet for each level above 3rd." ] } ], "damageInflict": [ - "bludgeoning", - "fire", - "necrotic" + "fire" ], "savingThrow": [ - "dexterity", "strength" ], - "areaTags": [ - "ST" + "miscTags": [ + "FMV", + "SGT" ], "classes": { "fromClassList": [ { - "name": "Warlock", + "name": "Druid", + "source": "PHB" + }, + { + "name": "Spellblade", + "source": "KSB" + }, + { + "name": "Sorcerer", "source": "PHB" }, { @@ -5172,94 +5497,76 @@ } }, { - "name": "Hungering Void", + "name": "Fireburst Mine", "source": "KibblesTasty:CC", - "page": 25, + "page": 23, "level": 3, - "school": "C", + "school": "A", "time": [ { "number": 1, - "unit": "action" + "unit": "minute" } ], "range": { "type": "point", "distance": { - "type": "feet", - "amount": 120 + "type": "touch" } }, "components": { "v": true, - "s": true + "s": true, + "m": { + "text": "Any tiny nonmagical item, which is destroyed by the activation of the spell", + "consume": true + } }, "duration": [ { "type": "timed", "duration": { - "type": "minute", - "amount": 1 - }, - "concentration": true + "type": "hour", + "amount": 8 + } } ], "entries": [ - "You create a point pure void which swallows a 20-foot radius sphere of space, plunging it into magical darkness and forming a life devouring freezing void. A creature with {@sense darkvision} can't see through this darkness, and nonmagical light can't illuminate it unless it comes from a spell of higher level than this one.", - "A creature that starts their turn within the void must make a Constitution saving throw. On failure, they take {@damage 2d6} cold damage and {@damage 2d6} necrotic damage, and their speed is reduced by 5 feet. The reduction to their speed lasts until they start not inside the area of the void, and can stack with itself, up to a maximum effect of reducing a creature's speed to 5 feet. On a success, they take half as much damage and their speed is not reduced.", - { - "type": "inset", - "name": "A Note", - "entries": [ - "If this seems somewhat familiar to other spells that create a void of hungry darkness, I will note that other spells of that nature are not in the SRD and not available to OGL products and VTTs.", - "Spells created to stand in the roles of others will no longer mirror alternative spells as closely, as it causes more confusion than it resolves, and there is an opportunity to improve and streamline available." - ] - } - ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a 5th level spell slot or higher, the necrotic and cold damage both increase be 1d6, and the speed reduction increases to 10 feet on a failed save (with the same minimum speed limitation)." - ] - } + "You can set a magical trap by infusing explosive magic into an item. You can set this item to detonate when someone comes within 5 feet of it, or by a verbal command using your reaction (one or more mines can be detonated).", + "When the magic trap detonates, each creature in a 20-foot radius sphere centered on the item must make a Dexterity saving throw. A creature takes {@damage 5d8} fire damage on a failed save, or half as much damage on a successful one. If a creature is in the area of effect of more than one fireburst mine during a turn, they take half damage from any mines beyond the first.", + "A magical mine must be set 5 feet or more from another mine, and cannot be moved once placed; any attempt to move it results in it detonating unless the caster that set it disarms it with an action." ], "damageInflict": [ - "cold", - "necrotic" - ], - "savingThrow": [ - "constitution" - ], - "areaTags": [ - "ST" + "fire" ], "classes": { "fromClassList": [ { - "name": "Spellblade", - "source": "KSB" - }, - { - "name": "Sorcerer", - "source": "PHB" - }, - { - "name": "Warlock", - "source": "PHB" + "name": "Artificer", + "source": "TCE" }, { - "name": "Wizard", - "source": "PHB" + "name": "Inventor", + "source": "KibbleInventor" } ] - } + }, + "savingThrow": [ + "dexterity" + ] }, { - "name": "Ice Arrow", - "level": 1, - "school": "V", + "name": "Fissure", + "source": "KibblesTasty:CC", + "page": 23, + "otherSources": [ + { + "source": "Generic Elemental Spells", + "page": 10 + } + ], + "level": 5, + "school": "T", "time": [ { "number": 1, @@ -5267,65 +5574,62 @@ } ], "range": { - "type": "point", + "type": "line", "distance": { "type": "feet", - "amount": 120 + "amount": 60 } }, + "components": { + "v": true, + "s": true + }, "duration": [ { "type": "instant" } ], + "entries": [ + "You rend asunder the earth in a 60-foot-long 5-foot-wide line, targeting an area of dirt, sand, or rock at least 10 feet deep.", + "Creatures in that line must make a Dexterity saving throw. On a failure, a creature falls into a suddenly opened crevice in the ground, falling into it before it snaps shut, crushing them. Creatures that fail the saving throw take {@damage 6d10} bludgeoning damage from the fall and crushing. The creature is buried in 10 feet of rubble, and creatures without a burrowing speed require 25 feet of movement to extract themselves from the loose rubble to return to where they failed the saving throw. If they end their turn while buried, they take an additional {@damage 1d10} bludgeoning damage." + ], + "damageInflict": [ + "bludgeoning" + ], + "savingThrow": [ + "dexterity" + ], + "miscTags": [ + "FMV" + ], + "areaTags": [ + "L" + ], "classes": { "fromClassList": [ { - "name": "Wizard", + "name": "Druid", "source": "PHB" }, { - "name": "Druid", - "source": "PHB" + "name": "Spellblade", + "source": "KSB" }, { "name": "Sorcerer", "source": "PHB" }, { - "name": "Spellblade", - "source": "KSB" + "name": "Wizard", + "source": "PHB" } ] - }, - "entries": [ - "You conjure a shard of ice before hurling it at a target you can see within range. Make a ranged spell attack. On hit, the target takes {@damage 2d8} + your spellcasting ability modifier cold damage." - ], - "source": "KibblesTasty:CC", - "components": { - "v": true, - "s": true - }, - "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 level above 1st." - ] - } - ], - "damageInflict": [ - "cold" - ], - "spellAttack": [ - "R" - ] + } }, { - "name": "Ice Weapon", + "name": "Fists of Fire", "source": "KibblesTasty:CC", - "page": 22, + "page": 24, "level": 0, "school": "T", "time": [ @@ -5342,8 +5646,7 @@ }, "components": { "v": true, - "s": true, - "m": "a drop of water that was once snow" + "s": true }, "duration": [ { @@ -5355,49 +5658,12 @@ } ], "entries": [ - "You conjure a weapon formed from magical ice from the air.", - "You have proficiency with this weapon. When you form it and as a bonus action while wielding it, you can morph the weapon into different forms that take on the following properties. If you lose or discard the weapon, you can reform it in your hand as a bonus action.", - { - "type": "table", - "colLabels": [ - "Weapon", - "Damage", - "Properties" - ], - "colStyles": [ - "col-3 text-center", - "col-3 text-center", - "col-8 text-left" - ], - "rows": [ - [ - "Ice Spear", - "{@damage 1d6}", - "Thrown (30/90)" - ], - [ - "Ice Sword", - "{@damage 1d6}", - "Versatile ({@damage 1d8})" - ], - [ - "Ice Lance", - "{@damage 1d8}", - "Two-Handed, Reach" - ], - [ - "Ice Hammer", - "{@damage 1d10}", - "Two-Handed, Heavy" - ], - [ - "Ice Dagger", - "{@damage 1d4}", - "Finesse, Thrown (30/90)" - ] - ] - }, - "Regardless of its form, the weapon deals cold damage. You can end the spell early, letting the weapon melt to a harmless splash of water (no action required). You can have up to three ice weapons formed from this spell at a time. After forming a fourth, the first created one melts away." + "You cause your fists to erupt in flames. For the duration, your fists become a set of simple natural weapons that deal {@damage 1d6} fire damage. You are proficient in these weapons, and they have the Light property.", + "For the duration, any flammable object you attempt to hold catches fire. If you end your turn grappling another creature with your hands, it takes {@damage 1d4} fire damage.", + "You can end the spell early (no action required)." + ], + "damageInflict": [ + "fire" ], "classes": { "fromClassList": [ @@ -5406,29 +5672,32 @@ "source": "PHB" }, { - "name": "Warlock", + "name": "Spellblade", + "source": "KSB" + }, + { + "name": "Sorcerer", "source": "PHB" }, { - "name": "Wizard", + "name": "Warlock", "source": "PHB" } ] - }, - "miscTags": [ - "UBA" - ] + } }, { - "name": "Ichorous Blood", - "source": "KibblesTasty:BMS", + "name": "Flamethrower", + "source": "KibblesTasty:CC", + "page": 24, "otherSources": [ { - "source": "KibblesTasty:CC" + "source": "Generic Elemental Spells", + "page": 12 } ], - "level": 4, - "school": "N", + "level": 3, + "school": "V", "time": [ { "number": 1, @@ -5436,9 +5705,10 @@ } ], "range": { - "type": "point", + "type": "line", "distance": { - "type": "self" + "type": "feet", + "amount": 30 } }, "duration": [ @@ -5446,62 +5716,66 @@ "type": "timed", "duration": { "type": "minute", - "amount": 10 - } + "amount": 1 + }, + "concentration": true } ], "classes": { "fromClassList": [ { - "name": "Sorcerer", + "name": "Wizard", "source": "PHB" }, { - "name": "Warlock", + "name": "Sorcerer", "source": "PHB" }, { - "name": "Wizard", + "name": "Warlock", "source": "PHB" } ] }, "entries": [ - "You transmute your blood into sluggish black ichor, which forms a layer of armor as you bleed. You gain 8 temporary hit points, and for the duration of the spell, you reduce any bludgeoning, piercing, or slashing damage you take by 4 (to a minimum of 1 damage), and any time you are hit with a melee attack, the attacker takes {@damage 4} acid damage." - ], - "subschools": [ - "blood magic" + "You release a stream of fire from your hands, targeting a line that is 30 feet long and 10 feet wide, filling it with a continual stream of fire. Any creature that is in the area when you cast the spell or enters the area before the start of your next turn must make a Dexterity saving throw, taking {@damage 4d6} fire damage on a failure, or half as much on a success.", + "On each subsequent turn for the duration, you can use your action to release a new line of fire with the same effect." ], "components": { - "s": true, - "m": { - "text": "a splash of your blood worth at least 4 hit points, which the spell consumes", - "consume": true - } + "v": true, + "s": true }, "entriesHigherLevel": [ { "type": "entries", "name": "At Higher Levels", "entries": [ - "When you cast this spell with a 5th level or higher spell slot, the damage reduction and acid damage dealt to attackers increases by 1 for each level over 4th." + "When you cast this spell using a spell slot of 4th level or higher, the damage increases by {@dice 1d6} for each slot level above 3rd." ] } ], "damageInflict": [ - "acid" + "fire" ], - "miscTags": [ - "SCL", - "THP" + "savingThrow": [ + "dexterity" + ], + "areaTags": [ + "L" ] }, { - "name": "Impact", + "name": "Flash Freeze", "source": "KibblesTasty:CC", - "page": 23, - "level": 0, - "school": "T", + "page": 24, + "otherSources": [ + { + "source": "Generic Elemental Spells", + "page": 7 + } + ], + "level": 3, + "school": "V", "time": [ { "number": 1, @@ -5509,9 +5783,10 @@ } ], "range": { - "type": "point", + "type": "cone", "distance": { - "type": "touch" + "type": "feet", + "amount": 30 } }, "components": { @@ -5524,50 +5799,55 @@ } ], "entries": [ - "You impart great force into a target you touch. Make a melee spell attack against the target. On hit, the target takes {@damage 1d10} bludgeoning damage, and is knocked 5 feet directly away from you.", - "The spell's damage increases by {@dice 1d10} when you reach 5th level ({@dice 2d10}), 11th level ({@dice 3d10}), and 17th level ({@dice 4d10})." + "A freezing wind ripples outward. Each creature in a 30-foot cone must make a Constitution saving throw. On a fail save, a creature takes {@damage 4d8} cold damage and is {@condition restrained} by ice until the start of your next turn. On a successful save, the target takes half as much damage and isn't {@condition restrained}." ], - "scalingLevelDice": { - "label": "force damage", - "scaling": { - "1": "1d10", - "5": "2d10", - "11": "3d10", - "17": "4d10" + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, the damage increases by {@damage 1d8} for each slot level above 3rd." + ] } - }, + ], "damageInflict": [ - "bludgeoning" + "cold" ], - "spellAttack": [ - "M" + "conditionInflict": [ + "restrained" + ], + "savingThrow": [ + "constitution" ], "miscTags": [ "SCL" ], + "areaTags": [ + "N" + ], "classes": { "fromClassList": [ { - "name": "Druid", + "name": "Sorcerer", "source": "PHB" }, { - "name": "Sorcerer", - "source": "PHB" + "name": "Spellblade", + "source": "KSB" }, { - "name": "Warlock", + "name": "Wizard", "source": "PHB" } ] } }, { - "name": "Imbue Luck", + "name": "Flickering Strikes", "source": "KibblesTasty:CC", - "page": 23, - "level": 2, - "school": "A", + "page": 24, + "level": 5, + "school": "C", "time": [ { "number": 1, @@ -5575,48 +5855,52 @@ } ], "range": { - "type": "point", + "type": "radius", "distance": { - "type": "touch" + "type": "feet", + "amount": 30 } }, - "components": { - "v": true, - "s": true, - "m": "a four leaf clover" - }, "duration": [ { - "type": "timed", - "duration": { - "type": "hour", - "amount": 1 - } + "type": "instant" } ], - "entries": [ - "You touch a weapon or worn item and imbue luck into it. If imbued on a weapon, for the duration, on an attack roll, the wielder can roll an additional {@dice d20} (they can choose to do this after they roll, but before the outcome is determined). The creature can choose which of the {@dice d20}s is used for the attack roll.", - "If imbued into a worn item, they can roll a {@dice d20} when attacked, then choose whether the attack uses the attacker's roll or theirs.", - "With either use, the spell immediately ends upon rolling the extra {@dice d20}." - ], "classes": { "fromClassList": [ { - "name": "Artificer", - "source": "TCE" + "name": "Wizard", + "source": "PHB" }, { - "name": "Inventor", - "source": "KibbleInventor" + "name": "Ranger", + "source": "PHB" } ] - } + }, + "entries": [ + "You flourish a weapon you are proficient with used in the casting and then vanish, instantly teleporting to and striking up to 5 targets within range. Make a weapon attack against each target. On hit, a target takes the weapon damage from the attack{@damage + 6d6} force damage.", + "You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed." + ], + "components": { + "v": true, + "m": "a melee weapon you are proficient with worth at least 1 sp" + }, + "damageInflict": [ + "force" + ], + "areaTags": [ + "MT" + ], + "miscTags": [ + "TP" + ] }, { - "name": "Immutability", + "name": "Fling", "source": "KibblesTasty:CC", - "page": 23, - "level": 3, + "page": 24, + "level": 2, "school": "T", "time": [ { @@ -5627,7 +5911,8 @@ "range": { "type": "point", "distance": { - "type": "self" + "type": "feet", + "amount": 30 } }, "components": { @@ -5636,23 +5921,30 @@ }, "duration": [ { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - }, - "concentration": true + "type": "instant" } ], "entries": [ - "You assume an immutable form. You become immune to other transmutation spells or magical effects that would alter your form.", - "If you don't move during your turn, you gain advantage on Strength or Constitution saving throws made before the start of your next turn, and cannot be moved or knocked down against your will.", - "While the spell is active, as a reaction to taking bludgeoning, piercing, or slashing damage you can gain resistance to that damage type until the end of your next turn, but your movement speed becomes zero until the end of your next turn." + "You manipulate gravity around one large or smaller creature. The target creature makes a Strength saving throw. On failure, you can fling them 40 feet straight up or 20 feet in any direction.", + "If you fling them straight up they immediately fall, taking {@damage 4d6} damage falling damage, and fall {@condition prone}. If you fling them any other direction, they take {@damage 2d6} damage and fall {@condition prone}. If their movement would be stopped early by a creature or object, both the target and creature or object takes {@damage 3d6} bludgeoning damage." + ], + "damageInflict": [ + "bludgeoning" + ], + "conditionInflict": [ + "prone" + ], + "savingThrow": [ + "strength" ], "classes": { "fromClassList": [ { - "name": "Cleric", + "name": "Spellblade", + "source": "KSB" + }, + { + "name": "Sorcerer", "source": "PHB" }, { @@ -5660,55 +5952,77 @@ "source": "PHB" } ] - }, - "miscTags": [ - "ADV" - ] + } }, { - "name": "Induce Headache", + "name": "Force Blade", "source": "KibblesTasty:CC", - "page": 23, - "level": 1, - "school": "V", - "time": [ + "page": 24, + "otherSources": [ + { + "source": "Generic Elemental Spells", + "page": 14 + } + ], + "level": 4, + "school": "V", + "time": [ { "number": 1, - "unit": "action" + "unit": "bonus" } ], "range": { "type": "point", "distance": { "type": "feet", - "amount": 60 + "amount": 5 } }, "components": { "v": true, - "s": true, - "m": "a bad pun written on a scrap of parchment" + "s": true }, "duration": [ { "type": "timed", "duration": { "type": "minute", - "amount": 1 + "amount": 1, + "upTo": true }, "concentration": true } ], "entries": [ - "Targeting a creature with 6 or more intelligence, you inflict an instantaneous headache on it. The target takes 1 psychic damage at the start of its turn, and has disadvantage on Constitution saving throws to maintain Concentration or Intelligence ability checks." + "You create an oversized blade of pure scintillating force energy in your hand. For the duration of the spell, as an action, you can sweep the blade through up to two creatures within reach, dealing {@damage 2d12} force damage to each." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast it using a 5th- or 6th-level spell slot, the damage increases to {@damage 3d12}. When you cast it using a spell slot of 7th level or higher, the damage increases to {@damage 4d12}." + ] + } ], "damageInflict": [ - "psychic" + "force" + ], + "areaTags": [ + "ST" + ], + "miscTags": [ + "SCL" ], "classes": { "fromClassList": [ { - "name": "Bard", + "name": "Spellblade", + "source": "KSB" + }, + { + "name": "Sorcerer", "source": "PHB" }, { @@ -5719,11 +6033,17 @@ } }, { - "name": "Infernal Shackles", + "name": "Force Bolt", "source": "KibblesTasty:CC", - "page": 27, - "level": 2, - "school": "C", + "page": 25, + "otherSources": [ + { + "source": "Generic Elemental Spells", + "page": 14 + } + ], + "level": 0, + "school": "V", "time": [ { "number": 1, @@ -5734,51 +6054,39 @@ "type": "point", "distance": { "type": "feet", - "amount": 60 + "amount": 120 } }, "components": { "v": true, - "s": true, - "m": { - "text": "a link from a chain burned in a fire that killed at least one creature" - } + "s": true }, "duration": [ { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - }, - "concentration": true + "type": "instant" } ], "entries": [ - "Chains of burning black iron spring from the ground and attempt bind a creature you can see within range. The target creature must make a Strength saving throw. On failure, it takes {@damage 3d6} fire damage and its movement speed is reduced to zero for the duration of the spell. On success, they take half as much damage and are not bound.", - "At the end of each of their turns, the target repeats its saving throw. On a success, the chains broken and the spell ends for that target. On a failure, it remains bound and takes an additional {@damage 2d6} fire damage as it is seared by the chains.", - { - "type": "inset", - "name": "Variant: Spells of Damnnation", - "entries": [ - "At your GM's discretion, creatures reduced to zero hit points by Hellfire Pit or Infernal Shackles die and have their soul trapped in the planes of hell. Consult with your GM about the potential cosmological and moral side effects of using spells fueled by infernal energy of damnation." - ] - } + "You hurl a mote of arcane energy at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes {@damage 2d4} force damage.", + "This spell's damage increases by {@damage 2d4} when you reach 5th level ({@damage 4d4}), 11th level ({@damage 6d4}), and 17th level ({@damage 8d4})." ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell with a 3rd level spell slot or higher, you can target an additional creature for each spell slot level above 2nd." - ] + "scalingLevelDice": { + "label": "force damage", + "scaling": { + "1": "2d4", + "5": "4d4", + "11": "6d4", + "17": "8d4" } - ], + }, "damageInflict": [ - "fire" + "force" ], - "savingThrow": [ - "strength" + "spellAttack": [ + "R" + ], + "miscTags": [ + "SCL" ], "areaTags": [ "ST" @@ -5790,155 +6098,128 @@ "source": "KSB" }, { - "name": "Warlock", - "source": "PHB" - }, - { - "name": "Wizard", + "name": "Sorcerer", "source": "PHB" } ] } }, { - "name": "Instant Bulwark", - "level": 3, + "name": "Form of Familiar", + "source": "KibblesTasty:CC", + "page": 25, + "level": 2, "school": "T", "time": [ { "number": 1, - "unit": "reaction", - "condition": "which you can take when a creature within range takes damage from a ranged attack or area of effect." + "unit": "minute" } ], "range": { "type": "point", "distance": { - "type": "feet", - "amount": 60 + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a piece of fur, feather, or scale from your familiar, which the spell consumes", + "consume": true } }, "duration": [ { - "type": "instant" + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } } ], + "entries": [ + "You assume the form of the familiar that provided the material component to the spell. The transformation lasts for the duration, or until you drop to 0 hit points or die. Your game Statistics are replaced by the Statistics of the chosen creature, though you retain your Alignment and Intelligence, Wisdom, and Charisma scores.", + "You assume the Hit Points and Hit Dice of the new form. When you revert to your normal, you return to the number of Hit Points you had before you transformed. If you revert as a result of Dropping to 0 Hit Points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 Hit Points, you aren't knocked Unconscious. You can use an action to revert to your normal form at any time.", + "You are limited in the actions you can perform by the nature of your new form, and you can't speak, cast spells, or take any other action that requires hands or speech. Your gear melds into the new form. You cannot activate, use, wield, or otherwise benefit from any of your equipment." + ], "classes": { "fromClassList": [ - { - "name": "Druid", - "source": "PHB" - }, - { - "name": "Sorcerer", - "source": "PHB" - }, - { - "name": "Spellblade", - "source": "KSB" - }, { "name": "Wizard", "source": "PHB" } ] - }, - "entries": [ - "You cause a 15-foot-long, 10-foot-tall, several inch thick wall of earth to erupt on the ground, granting total cover and blocking any damage that originates from the far side of the wall until the wall breaks. This blocks ranged attacks, and areas of effects that have a point of origin on the far side of the wall (for example, the center point of a radius spell or the source of a cone or line).", - "All damage the wall blocks is applied to the wall, even if that damage normally only affects creatures, but it takes the blocked damage only once, even if blocking the same damage against multiple creatures. The wall has {@dice 4d10} + your spellcasting modifier hit points, and crumbles to dust when it is reduced to 0 hit points. Any damage remaining after the wall is destroyed is dealt as normal. If the wall is not destroyed, it crumbles at the start of your next turn." - ], + } + }, + { + "name": "Form of Fire", "source": "KibblesTasty:CC", - "components": { - "v": true, - "s": true - }, - "entriesHigherLevel": [ + "page": 25, + "otherSources": [ { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell slot of 4th level or higher, the wall has {@dice 1d10} additional hit points and is 5 feet longer for each level above 3rd." - ] + "source": "Generic Elemental Spells", + "page": 13 } ], - "areaTags": [ - "W" - ] - }, - { - "name": "Instant Counter", - "source": "KibblesTasty:CC", - "page": 23, - "level": 2, - "school": "C", + "level": 6, + "school": "T", "time": [ { "number": 1, - "unit": "reaction", - "condition": "which you take in response to being damaged by a creature within 30 feet of you that you can see" + "unit": "action" } ], "range": { "type": "point", "distance": { - "type": "feet", - "amount": 30 + "type": "self" } }, "components": { "v": true, - "s": true, - "m": { - "text": "a melee weapon worth at least 1 sp", - "cost": 10 - } + "s": true }, "duration": [ { - "type": "instant" + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true } ], "entries": [ - "You vanish, teleporting to an empty space within 5 feet of the creature that damaged you, and immediately make a weapon attack against them with the weapon used in the spell's casting.", + "You become elemental fire, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Until the spell ends, you gain the following benefits:", { - "type": "inset", - "name": "Damage Order", - "entries": [ - "This does not prevent damage from the triggering attack, as the trigger is taking the damage and it does not change the outcome of the trigger." + "type": "list", + "items": [ + "You are immune to fire damage.", + "You can move through the space of other creatures and ignore difficult terrain. The first time on your turn you enter the space of another creature, it takes {@damage 1d6} fire damage.", + "If a creature within 5 feet hits you with a melee attack, it takes {@damage 1d6} fire damage.", + "You can use your action to create a line of fire 30 feet long and 5 feet wide extending from you in a direction of your choice. Each creature in the line must make a Dexterity saving throw. A creature takes {@damage 6d6} fire damage on a failed save, or half as much damage on a successful one.", + "During your turn, if you roll fire damage, you can maximize one die of the damage dealt." ] } ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell slot of 3rd level or higher, you deal {@damage 1d8} bonus force damage on the hit for each slot level above 2nd." - ] - } + "damageInflict": [ + "fire" ], - "miscTags": [ - "SGT", - "TP" + "savingThrow": [ + "dexterity" ], "classes": { "fromClassList": [ { - "name": "Bard", - "source": "PHB" - }, - { - "name": "Ranger", + "name": "Druid", "source": "PHB" }, { "name": "Sorcerer", "source": "PHB" }, - { - "name": "Spellblade", - "source": "KSB" - }, { "name": "Warlock", "source": "PHB" @@ -5951,10 +6232,16 @@ } }, { - "name": "Iron Garden", + "name": "Form of Ice", "source": "KibblesTasty:CC", - "page": 27, - "level": 4, + "page": 25, + "otherSources": [ + { + "source": "Generic Elemental Spells", + "page": 7 + } + ], + "level": 6, "school": "T", "time": [ { @@ -5963,10 +6250,9 @@ } ], "range": { - "type": "radius", + "type": "point", "distance": { - "type": "feet", - "amount": 20 + "type": "self" } }, "components": { @@ -5975,30 +6261,45 @@ }, "duration": [ { - "type": "instant" + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true } ], "entries": [ - "Iron spikes lance upwards from the ground in all directions around you, impaling creatures within 20 feet of you. Creatures in the target area must succeed a Dexterity saving throw, or take 6d8 piercing damage, and their movement speed drops to zero until the end of their next turn. On a success, they take half as much damage, and their movement speed is not reduced to zero.", - "Until the start of your next turn, when a creature moves into or within the area, it takes 1d8 piercing damage for every 5 feet it travels. At the start of your next turn, the spikes rust away to dust." - ], - "entriesHigherLevel": [ + "You freeze over, becoming a form of elemental ice. Until the spell ends, you gain the following benefits:", { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When cast with a 5th level or higher spell slot, the damage increases by 1d10 for each level spell slot level above 4th." + "type": "list", + "items": [ + "You are immune to cold damage.", + "You can move across difficult terrain created by ice or snow without spending extra movement.", + "The ground in a 10-foot radius around you is icy and is difficult terrain for creatures other than you. The radius moves with you.", + "You can use your action to create a 30-foot cone of freezing wind extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes {@damage 4d8} cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn.", + "During your turn, if you roll cold damage, you gain temporary hit points equal to one die rolled (your choice)." ] } ], + "damageInflict": [ + "cold" + ], + "savingThrow": [ + "constitution" + ], "miscTags": [ - "SCL" + "THP" ], "classes": { "fromClassList": [ { - "name": "Spellblade", - "source": "KSB" + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" }, { "name": "Warlock", @@ -6012,11 +6313,17 @@ } }, { - "name": "Iron Wind Strike", + "name": "Form of Stone", "source": "KibblesTasty:CC", - "page": 23, - "level": 2, - "school": "C", + "page": 25, + "otherSources": [ + { + "source": "Generic Elemental Spells", + "page": 11 + } + ], + "level": 6, + "school": "T", "time": [ { "number": 1, @@ -6024,61 +6331,78 @@ } ], "range": { - "type": "radius", + "type": "point", "distance": { - "type": "feet", - "amount": 15 + "type": "self" } }, "components": { "v": true, - "s": true, - "m": { - "text": "a melee weapon you are proficient with worth at least 1 cp", - "cost": 1 - } + "s": true }, "duration": [ { - "type": "instant" + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true } ], "entries": [ - "You flourish a weapon weapon you are proficient with used in the casting and then vanish to strike like the wind. Choose up to three creatures you can see within range. Make a melee weapon attack against each target. On a hit, a target takes {@damage 3d8} damage of the weapon's damage type.", - "You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed." - ], - "entriesHigherLevel": [ + "You become made of stone. Until the spell ends, 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, it deals an additional {@damage 1d8} damage to each target on hit for each slot level above 2nd." + "type": "list", + "items": [ + "You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.", + "You can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid earth or stone as if it was air and without destabilizing it, but you can't end your movement there. If you do so, you are ejected to the nearest unoccupied space, this spell ends, and you are {@condition stunned} until the end of your next turn.", + "You can use your action to call spikes of stone to raise from the ground. All creatures of your choice within 15 feet of you must make a Dexterity saving throw. A creature takes {@damage 4d8} piercing damage on a failed save, or half as much on a successful one. Their space becomes difficult terrain either way." ] } ], - "miscTags": [ - "SGT", - "TP" + "damageInflict": [ + "piercing" + ], + "conditionInflict": [ + "stunned" + ], + "savingThrow": [ + "dexterity" ], "classes": { "fromClassList": [ { - "name": "Ranger", + "name": "Druid", "source": "PHB" }, { - "name": "Spellblade", - "source": "KSB" + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" } ] } }, { - "name": "Illusionary Dart", + "name": "Form of the Elements", "source": "KibblesTasty:CC", - "page": 28, - "level": 0, - "school": "I", + "page": 26, + "otherSources": [ + { + "source": "Generic Elemental Spells", + "page": 23 + } + ], + "level": 9, + "school": "T", "time": [ { "number": 1, @@ -6088,8 +6412,7 @@ "range": { "type": "point", "distance": { - "type": "feet", - "amount": 60 + "type": "self" } }, "components": { @@ -6098,36 +6421,29 @@ }, "duration": [ { - "type": "instant" + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true } ], "entries": [ - "You create and throw an illusionary dart at a creature you can see within range. Make a ranged spell attack. On hit, they take {@damage 1d8} psychic damage. The number of darts you can throw with this spell increases when you reach 5th level (2 darts), 11th (3 darts), and 17th level (4 darts). You can direct the dart at the same target or at different ones. Make a separate attack roll for each dart." - ], - "damageInflict": [ - "psychic" - ], - "spellAttack": [ - "R" - ], - "miscTags": [ - "SGT" - ], - "areaTags": [ - "MT" + "For the duration of the spell, you gain the benefits of the {@spell form of fire|kibblestasty:gs}, {@spell form of ice|kibblestasty:gs}, {@spell form of stone|kibblestasty:gs}, {@spell form of water|kibblestasty:gs}, and {@spell form of wind|kibblestasty:gs} spells." ], "classes": { "fromClassList": [ { - "name": "Bard", + "name": "Druid", "source": "PHB" }, { - "name": "Spellblade", - "source": "KSB" + "name": "Sorcerer", + "source": "PHB" }, { - "name": "Sorcerer", + "name": "Warlock", "source": "PHB" }, { @@ -6138,11 +6454,17 @@ } }, { - "name": "Illusionary Fireball", + "name": "Form of Wind", "source": "KibblesTasty:CC", - "page": 28, - "level": 3, - "school": "I", + "page": 26, + "otherSources": [ + { + "source": "Generic Elemental Spells", + "page": 23 + } + ], + "level": 6, + "school": "T", "time": [ { "number": 1, @@ -6152,50 +6474,50 @@ "range": { "type": "point", "distance": { - "type": "feet", - "amount": 120 + "type": "self" } }, "components": { "v": true, - "s": true, - "m": { - "text": "something that looks like bat guano" - } + "s": true }, "duration": [ { - "type": "instant" + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true } ], "entries": [ - "A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an illusionary explosion of flame. Each creature of your choice within a 20-foot radius sphere centered on that point must make a Wisdom saving throw. A target takes {@damage 6d6} psychic damage on a failed save. A creature that passes their saves realizes the fire is illusionary and takes no damage.", - "You can make the illusory effect an explosion of ice, lightning, or pure force energy.", - { - "type": "inset", - "name": "Targets of your choice", - "entries": [ - "Unlike a fireball of actual fire, the illusionary version only hits targets of your choice, making it safe to use among allies, though it deals less damage and does no damage on a passed save (as the target realizes its illusory nature)." - ] - } - ], - "entriesHigherLevel": [ + "You become a gust of elemental wind. Until the spell ends, 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 1d6 for each slot level above 3rd." + "type": "list", + "items": [ + "You have a flying speed of 60 feet.", + "You can move through and occupy the space of other creatures, and you ignore difficult terrain.", + "You are {@condition invisible}.", + "You can use your action to unleash a powerful blast of wind in a 30 foot cone. Each creature in the cone must make a Strength saving throw. A creature takes {@damage 4d8} bludgeoning damage is knocked 15 feet away from you on a failed save, or half as much damage isn't knocked backward on a successful one." ] } ], "damageInflict": [ - "psychic" + "bludgeoning" + ], + "conditionInflict": [ + "invisible" ], "savingThrow": [ - "wisdom" + "strength" ], "classes": { "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, { "name": "Sorcerer", "source": "PHB" @@ -6212,11 +6534,17 @@ } }, { - "name": "Illusory Pit", + "name": "Form of Water", "source": "KibblesTasty:CC", - "page": 28, - "level": 1, - "school": "I", + "page": 26, + "otherSources": [ + { + "source": "Generic Elemental Spells", + "page": 20 + } + ], + "level": 6, + "school": "T", "time": [ { "number": 1, @@ -6226,8 +6554,7 @@ "range": { "type": "point", "distance": { - "type": "feet", - "amount": 60 + "type": "self" } }, "components": { @@ -6239,31 +6566,35 @@ "type": "timed", "duration": { "type": "minute", - "amount": 1 + "amount": 10 }, "concentration": true } ], "entries": [ - "You create a 5 foot radius illusory pit at a point you can see on the ground. Creatures within the radius when the spell is cast must make a Wisdom saving throw. A creature that fails their saving throw, believes they have fallen into the pit, and falls {@condition prone}, cannot stand up, and is {@condition blinded} beyond 5 feet of the illusory pit. A creature can spend its action to attempt to climb out of the pit, repeating its Wisdom saving throw. On success, it spends all of its movement to stand up, and realizes the pit is an illusion, ending the spell for them. On failure, it cannot get out of the pit and continues to believe it is stuck in a pit. A creature can move within the spaces covered by the pit while under the effect.", - "Creatures with a flying speed are unaffected. Each time a creature under the effect takes damage, the target can make another Wisdom saving throw." - ], - "entriesHigherLevel": [ + "You become a surge of elemental water. Until the spell ends, you gain the following benefits:", { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast the spell using a spell slot of 2nd level or higher, the radius of the pit increases by 5 feet for each level above 1st, to a maximum of a 20 foot radius with a 4th level spell slot." + "type": "list", + "items": [ + "You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.", + "You can move through the space of other creatures and ignore difficult terrain; the first time you move through a Large or smaller creature, it must pass a Strength saving throw or be knocked {@condition prone}.", + "You can use your action to unleash a blast of water 15 feet long and 5 feet wide extending from you in a direction your choice. Each creature in the line must make a Strength saving throw. A creature takes {@damage 5d6} bludgeoning damage and is knocked {@condition prone} on a failed save, or half as much and isn't knocked {@condition prone} on a successful one." ] } ], - "savingThrow": [ - "wisdom" + "damageInflict": [ + "bludgeoning" + ], + "conditionInflict": [ + "prone" + ], + "savingThrow": [ + "strength" ], "classes": { "fromClassList": [ { - "name": "Bard", + "name": "Druid", "source": "PHB" }, { @@ -6282,11 +6613,11 @@ } }, { - "name": "Karmic Reflection", + "name": "Freeze", "source": "KibblesTasty:CC", - "page": 29, - "level": 1, - "school": "E", + "page": 26, + "level": 0, + "school": "T", "time": [ { "number": 1, @@ -6296,56 +6627,69 @@ "range": { "type": "point", "distance": { - "type": "feet", - "amount": 30 + "type": "touch" } }, "components": { "v": true, - "s": true, - "m": { - "text": "a broken shard of a mirror" - } + "s": true }, "duration": [ { - "type": "timed", - "duration": { - "type": "round", - "amount": 1 - } + "type": "instant" } ], "entries": [ - "You place a binding on a creature you can see within range. Until the start of your next turn, any time that creature deals damage with its action, bonus action, or reaction, they take radiant damage equal to the damage dealt. The target is aware of the effect of this spell while affected. After reflecting 10 damage, spell ends." + "You instill a deadly chill into your hand. Make a melee spell attack against the target. On hit, the target takes {@damage 1d8} cold damage, and the target's movement speed is reduced by 10 feet until the end of their turn.", + "The spell's damage increases by {@dice 1d8} when you reach 5th level ({@dice 2d8}), 11th level ({@dice 3d8}), and 17th level ({@dice 4d8})." ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell slot of 2nd level or higher, the maximum damage increases by 10 for each spell slot level above 2nd." - ] + "scalingLevelDice": { + "label": "cold damage", + "scaling": { + "1": "1d8", + "5": "2d8", + "11": "3d8", + "17": "4d8" } - ], + }, "damageInflict": [ - "radiant" + "cold" + ], + "spellAttack": [ + "M" + ], + "miscTags": [ + "SCL" ], "classes": { "fromClassList": [ { - "name": "Cleric", + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", "source": "PHB" } ] } }, { - "name": "Killing Curse", + "name": "Gale Bolt", "source": "KibblesTasty:CC", - "page": 24, - "level": 5, - "school": "N", + "page": 26, + "otherSources": [ + { + "source": "Generic Elemental Spells", + "page": 21 + } + ], + "level": 1, + "school": "V", "time": [ { "number": 1, @@ -6356,90 +6700,59 @@ "type": "point", "distance": { "type": "feet", - "amount": 60 + "amount": 120 } }, "components": { "v": true, - "s": true, - "m": { - "text": "something from the target creature (such as blood, hair, or scales) which the spell consumes", - "consume": true - } + "s": true }, "duration": [ { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - }, - "concentration": true + "type": "instant" } ], "entries": [ - "You curse a target to die. The targets current and maximum hit points is reduced by {@dice 3d10 + 10}. If this causes a creatures to have zero hit points, the creature dies.", - "For the duration of the spell, the target cannot regain hit points unless from a spell cast using a spell slot of higher level than the spell slot this curse was cast with, and any death saving throw they roll is automatically considered a 1.", - "At the start of a creatures turn while they are under the effect of this spell, they make a Charisma saving throw. On failure, their current and maximum hit points is reduced by {@dice 1d10 + 10}. On a successful save, the spell ends. A creature's maximum hit points are restored when it takes a long rest.", + "A blast of concentrated wind streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes {@damage 2d8} bludgeoning damage and if it is Large or smaller is knocked 10 feet away from you." + ], + "entriesHigherLevel": [ { - "type": "inset", - "name": "Curse Spell Material Components", - "source": "KT:O", - "page": 6, + "type": "entries", + "name": "At Higher Levels", "entries": [ - "All curse spells require \"something from the target creature (such as blood, hair, or scales) which the spell consumes\" as the material component. This can be satisfied by either by having that material, or being in range to touch the creature while casting the spell." + "When you cast this spell using a spell lot of 2nd level or higher, the damage increases by {@damage 1d8} for each level above 1st." ] } ], - "savingThrow": [ - "charisma" + "damageInflict": [ + "bludgeoning" ], - "miscTags": [ - "HL" - ] - }, - { - "name": "Life Link", - "source": "KibblesTasty:BMS", - "otherSources": [ - { - "source": "KibblesTasty:CC" - } + "spellAttack": [ + "R" ], - "level": 5, - "school": "A", - "time": [ - { - "number": 1, - "unit": "action" - } + "miscTags": [ + "FMV", + "SCL" ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 30 - } - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1, - "upTo": true - }, - "concentration": true - } + "areaTags": [ + "ST" ], "classes": { "fromClassList": [ { - "name": "Cleric", + "name": "Druid", "source": "PHB" }, { - "name": "Warlock", + "name": "Spellblade", + "source": "KSB" + }, + { + "name": "Ranger", + "source": "PHB" + }, + { + "name": "Sorcerer", "source": "PHB" }, { @@ -6447,86 +6760,129 @@ "source": "PHB" } ] - }, - "entries": [ - "You link the life of two creatures you can see within range for the duration of the spell, selecting either an life link or inverse life link, with the following effects based on which option you select:", + } + }, + { + "name": "Gale Shot", + "source": "KibblesTasty:CC", + "page": 31, + "level": 4, + "school": "T", + "time": [ { - "type": "list", - "items": [ - "{@bold Life Link.} When one target regains hit points so does the other target, and one target takes damage, the other target takes an equal amount of damage as necrotic damage.", - "{@bold Inverse Life Link.} When one target loses hit points the other gains and equal number of hit points, when one target regains hit points (other than from this effect), the other takes an equal amount of necrotic damage." - ] - }, - "Regardless of the option, the link lasts until the spell ends, or the link has transfered 40 hit points of healing or damage to the other target." - ], - "subschools": [ - "blood magic" + "number": 1, + "unit": "bonus" + } ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, "components": { + "v": true, "s": true, "m": { - "text": "a splash of your blood worth at least 5 hit points, which the spell consumes", - "consume": true + "text": "a piece of ammunition or weapon with the thrown property worth at least 1 cp", + "cost": 1 } }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "round", + "amount": 1 + } + } + ], + "entries": [ + "You touch a piece of ammunition or weapon with the thrown property, imbuing it with the power of a hurricane for the duration. The first time you attack with the empowered item, unleashes a blasting galeforce, greatly empowering the shot. On a hit, the target takes an additional {@damage 4d8} damage from the attack, and is knocked backwards 30 feet. Any creature the target is knocked into by this movement takes {@damage 2d8} bludgeoning damage. On a miss, the target takes half as much damage and is not knocked back.", + "Once an attack has been made with the piece of ammunition or weapon, the spell ends." + ], "entriesHigherLevel": [ { "type": "entries", "name": "At Higher Levels", "entries": [ - "When you cast this spell with a 6th level spell slot or higher, the number of hit points the link can transfer increases by 10 for each level above 5th." + "When you cast this spell using a spell slot of 5th level, the shot deals an additional {@damage 1d8} damage and the target is knocked backwards an additional 10 feet." ] } ], "damageInflict": [ - "necrotic" - ], - "miscTags": [ - "HL" + "bludgeoning" ], - "areaTags": [ - "MT" - ] + "classes": { + "fromClassList": [ + { + "name": "Ranger", + "source": "PHB" + } + ] + } }, { - "name": "Life Support", - "source": "KibblesTasty:BMS", + "name": "Geyser", + "source": "KibblesTasty:CC", + "page": 27, "otherSources": [ { - "source": "KibblesTasty:CC" + "source": "Generic Elemental Spells", + "page": 20 } ], - "level": 5, - "school": "N", + "level": 4, + "school": "C", "time": [ { "number": 1, - "unit": "reaction", - "condition": "which you can take when a creature is reduced to 0 hit points within range." + "unit": "action" } ], "range": { "type": "point", "distance": { "type": "feet", - "amount": 60 + "amount": 120 } }, + "components": { + "v": true, + "s": true + }, "duration": [ { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1, - "upTo": true - }, - "concentration": true + "type": "instant" } ], + "entries": [ + "You cause a massive eruption of water to blast upwards from the ground at a point within range. Creatures within 10 feet of the point must make a Dexterity saving throw or take {@damage 4d6} bludgeoning damage and be knocked 60 feet into the air. On a successful save, creatures take half as much damage, and are instead knocked their choice of 10 feet away from the point or 10 feet upward." + ], + "damageInflict": [ + "bludgeoning" + ], + "savingThrow": [ + "dexterity" + ], + "miscTags": [ + "FMV" + ], + "areaTags": [ + "S" + ], "classes": { "fromClassList": [ { - "name": "Cleric", + "name": "Druid", + "source": "PHB" + }, + { + "name": "Spellblade", + "source": "KSB" + }, + { + "name": "Sorcerer", "source": "PHB" }, { @@ -6534,48 +6890,24 @@ "source": "PHB" } ] - }, - "entries": [ - "When a creature is reduced to 0 hit points, you can forge a link to them, bolstering their life force with your own. For the duration of the spell, they do not fall {@condition unconscious} from being at 0 hit points and can act normally, and any damage they take is instead transferred to you.", - "If a creature regains hit points and is no longer at 0 hit points, the spell ends." - ], - "subschools": [ - "blood magic" - ], - "components": { - "s": true, - "m": { - "text": "a splash of your blood worth at least 5 hit points, which the spell consumes" - } - }, - "areaTags": [ - "ST" - ] + } }, { - "name": "Lightning Shot", + "name": "Ghost Step", "source": "KibblesTasty:CC", - "page": 24, + "page": 27, "level": 3, "school": "T", "time": [ { "number": 1, - "unit": "bonus" + "unit": "action" } ], "range": { "type": "point", "distance": { - "type": "touch" - } - }, - "components": { - "v": true, - "s": true, - "m": { - "text": "a piece of ammunition or weapon with the thrown property worth at least 1 cp", - "cost": 1 + "type": "self" } }, "duration": [ @@ -6587,39 +6919,41 @@ } } ], - "entries": [ - "You touch a piece of ammunition or weapon with the thrown property, imbuing it with crackling lightning energy for the duration.", - "The first time you attack with the empowered item, it transforms into a bolt of lightning, and when fired blasts out from you in a line 100 feet long and 5 feet wide. Make the weapon's attack roll against each creature in that line, (Using the same roll against each creature) dealing {@damage 4d8} lightning damage on hit, and half as much on a miss. This damage roll does not add any modifiers or bonus associated to weapon attacks. The lightning ignites flammable objects in the area that aren't being worn or carried.", - "Once an attack has been made with the piece of ammunition or weapon, the spell ends." - ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell slot of 4th level or higher, the damage increases by {@dice 1d8} for each level above 3rd, up to a maximum of {@dice 6d8} at 5th level." - ] - } - ], "classes": { "fromClassList": [ { - "name": "Ranger", + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Spellblade", + "source": "KSB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", "source": "PHB" } ] + }, + "entries": [ + "You become briefly ethereal and intangible. For the duration, you can move in any direction and do not fall. You can move through creatures, objects, walls, terrain, and effects as if they were not there. You can only pass through magical objects if they do not block ethereal transit. While you are intangible, you are immune to all damage besides force damage.", + "At the start of your next turn, you once more become tangible, manifesting in your current space. If the space is occupied, you are shunted to the nearest unoccupied space, take force damage equal to twice the number of feet you are forced to move. If the space you manifest is not on the ground and you cannot fly, you fall to the ground." + ], + "components": { + "v": true, + "s": true } }, { - "name": "Macabre Marionette", - "source": "KibblesTasty:BMS", - "otherSources": [ - { - "source": "KibblesTasty:CC" - } - ], - "level": 4, - "school": "N", + "name": "Glacial Crash", + "source": "KibblesTasty:CC", + "page": 27, + "level": 7, + "school": "V", "time": [ { "number": 1, @@ -6630,67 +6964,58 @@ "type": "point", "distance": { "type": "feet", - "amount": 60 + "amount": 300 } }, "duration": [ { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1, - "upTo": true - }, - "concentration": true + "type": "instant" } ], "classes": { "fromClassList": [ { - "name": "Sorcerer", + "name": "Wizard", "source": "PHB" }, { - "name": "Warlock", + "name": "Druid", "source": "PHB" }, { - "name": "Wizard", + "name": "Sorcerer", "source": "PHB" } ] }, "entries": [ - "You attempt to control a creature's movements by using the blood to marionette them to your commands. The target must make a Wisdom saving throw. If the target fails their saving throw, for the duration of the spell you can use your bonus action force them to spend their reaction to move up to 20 feet (or their movement speed, whichever is less) and make a single weapon attack.", - "Until the target breaks free of the spell, they cannot use their own reaction. At the end of each of the target's turns, they can repeat the saving throw against the spell, ending it on success." - ], - "subschools": [ - "blood magic" + "A huge chunk of ice appears in the sky before crashing down at a point within range before shattering into an explosion of ice. Creatures within 30 feet of the point must make a Dexterity saving throw. On failure, a creature takes {@damage 6d6} cold damage, and if it was within 10 feet of the target point, it takes an additional {@damage 6d8} bludgeoning damage. On success, a creature takes half as much cold damage, and half as much bludgeoning damage (if applicable).", + "The spell's area of effect becomes difficult terrain until the end of your next turn." ], "components": { - "s": true, - "m": { - "text": "a splash of your blood worth at least 4 hit points, which the spell consumes", - "consume": true - } + "v": true, + "s": true }, - "savingThrow": [ - "wisdom" + "damageInflict": [ + "bludgeoning", + "cold" ], - "areaTags": [ - "ST" + "savingThrow": [ + "dexterity" ], "miscTags": [ - "FMV", - "UBA" + "DFT" + ], + "areaTags": [ + "S" ] }, { - "name": "Manipulate Fate", + "name": "Gravity Surge", "source": "KibblesTasty:CC", - "page": 25, - "level": 9, - "school": "D", + "page": 27, + "level": 2, + "school": "T", "time": [ { "number": 1, @@ -6700,13 +7025,65 @@ "range": { "type": "point", "distance": { - "type": "self" + "type": "feet", + "amount": 60 } }, "components": { "v": true, - "s": true, - "m": "a spool of silk thread" + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You create a crushing field of gravity in a 15 radius sphere. Any creature within the area of effect must make a Strength saving throw. On failure, creatures take {@damage 2d6} bludgeoning damage and falls {@condition prone}. On success, creatures take half as much damage are not knocked {@condition prone}. Creatures that are not on the ground make this save with disadvantage." + ], + "damageInflict": [ + "bludgeoning" + ], + "conditionInflict": [ + "prone" + ], + "savingThrow": [ + "strength" + ], + "classes": { + "fromClassList": [ + { + "name": "Spellblade", + "source": "KSB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + } + }, + { + "name": "Grip of the Dead", + "source": "KibblesTasty:CC", + "page": 27, + "level": 1, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true }, "duration": [ { @@ -6719,128 +7096,44 @@ } ], "entries": [ - "You reach out and grasp the imperceptible threads of fate, subtly manipulating them. Whenever a creature within 60 feet of you makes an attack roll, saving throw, or ability check, you can use your reaction to tweak their fate, altering the value of the roll. You can choose to manipulate fate after the die is rolled, but before the outcome is determined.", - "You can alter the roll of the die to an adjacent number to the number rolled (outcomes listed on the table below).", + "You channel unholy strength into you hand, and reach out to grab a creature. The creature must make a Strength saving throw or become {@condition restrained} by your deathly iron grasp. As an action on its turn, the creature can attempt to escape using a Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check against your Spell Save DC.", + "At the start of the creatures turn while you maintain the grip and the spell, it takes {@damage 1d8} necrotic damage as you drain the life from it, and regain hit points equal to half the damage dealt." + ], + "entriesHigherLevel": [ { - "type": "table", - "colLabels": [ - "{@dice d20}", - "Tweaked Fates" - ], - "colStyles": [ - "col-4 text-center", - "col-8 text-left" - ], - "rows": [ - [ - "1", - "7, 13, or 19" - ], - [ - "2", - "12, 18, or 20" - ], - [ - "3", - "17, 16, or 19" - ], - [ - "4", - "11, 14, or 18" - ], - [ - "5", - "13, 15, or 18" - ], - [ - "6", - "9, 14, or 16" - ], - [ - "7", - "1, 15, or 17" - ], - [ - "8", - "10, 16, or 20" - ], - [ - "9", - "6, 11, or 19" - ], - [ - "10", - "8, 12, or 17" - ], - [ - "11", - "4, 9, or 13" - ], - [ - "12", - "2, 10, or 15" - ], - [ - "13", - "1, 5, or 11" - ], - [ - "14", - "4, 6, or 20" - ], - [ - "15", - "5, 7, 12" - ], - [ - "16", - "3, 6, or 8" - ], - [ - "17", - "3, 7, or 10" - ], - [ - "18", - "2, 4, or 5" - ], - [ - "19", - "1, 3, or 9" - ], - [ - "20", - "2, 8, or 14" - ] - ] - }, - "When you alter a roll, you can choose to cast aside subtlety and yank the thread of fate, and select any value of the {@dice d20} as the outcome of the result, but the backlash causes you to take a number {@dice d6} equal to the difference in the value selected from the value rolled in necrotic damage. The spell immediately ends after the result is changed in this more drastic way.", - { - "type": "inset", - "name": "Editor's Note", + "type": "entries", + "name": "At Higher Levels", "entries": [ - "The numbers you can pick are the adjacent sides of a d20 to the number rolled. This represents literally nudging the die of fate." + "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by {@dice 1d8} for each slot level above 1st." ] } ], + "damageInflict": [ + "necrotic" + ], + "conditionInflict": [ + "restrained" + ], + "savingThrow": [ + "strength" + ], "classes": { "fromClassList": [ { - "name": "Wizard", - "source": "PHB" + "name": "Occultist", + "source": "KT:O" } ] - } + }, + "miscTags": [ + "HL" + ] }, { - "name": "Morbid Puppet", - "source": "KibblesTasty:BMS", - "otherSources": [ - { - "source": "KibblesTasty:CC" - } - ], - "level": 2, + "name": "Grasping Roots", + "source": "KibblesTasty:CC", + "page": 27, + "level": 1, "school": "T", "time": [ { @@ -6852,69 +7145,52 @@ "type": "point", "distance": { "type": "feet", - "amount": 60 + "amount": 30 } }, + "components": { + "v": true, + "s": true + }, "duration": [ { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - } + "type": "instant" } ], - "classes": { - "fromClassList": [ - { - "name": "Sorcerer", - "source": "PHB" - }, - { - "name": "Warlock", - "source": "PHB" - }, - { - "name": "Wizard", - "source": "PHB" - } - ] - }, "entries": [ - "You can seize control of the blood within a freshly (within the last minute) deceased Medium or smaller sized corpse or {@condition unconscious} creature. For the duration, as a bonus action you can make the corpse or creature move up to 20 feet, and make a single melee attack, using your spell casting modifier for the attack roll. If the corpse is carrying a weapon or has a natural weapon, it deals the weapon's damage (not gaining any special modifiers to that damage the living creature may have had with that weapon). Otherwise it makes a slam attack dealing {@dice 1d6} (or 1 for a Tiny sized creature) + your spellcasting modifier damage.", - "If a creature that was {@condition unconscious} regains consciousness during the duration of the spell, they can make a Charisma saving throw at the end of each of their turns to regain control of their body. You can end this spell at any time (no action required)." - ], - "subschools": [ - "blood magic" + "A twisting burst of roots launch from your hand, reaching to grab a Large or smaller target. The target must make a Strength saving throw. On success, the target is moved 5 feet in a direction of your choice. On a failure, the target is moved 20 feet in a direction of your choice. A creature can choose to fail this save." ], - "components": { - "s": true, - "m": { - "text": "a drop of your blood worth at least 2 hit points, which the spell consumes", - "consume": true - } - }, "entriesHigherLevel": [ { "type": "entries", "name": "At Higher Levels", "entries": [ - "When you cast this spell with a 4th or higher level spell slot, you can target a Large sized corpse." + "When you cast this spell using a spell slot of 2nd level or higher, you move a creature an additional 5 feet for each slot level above 1st." ] } ], "savingThrow": [ - "charisma" + "strength" ], - "miscTags": [ - "FMV", - "SCL" - ] + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + } + ] + } }, { - "name": "Mounting Paranoia", - "level": 3, - "school": "I", + "name": "Heavenly Ray", + "source": "KibblesTasty:CC", + "page": 28, + "level": 4, + "school": "V", "time": [ { "number": 1, @@ -6924,7 +7200,8 @@ "range": { "type": "point", "distance": { - "type": "self" + "type": "feet", + "amount": 60 } }, "duration": [ @@ -6941,97 +7218,110 @@ "classes": { "fromClassList": [ { - "name": "Warlock", - "source": "PHB" - }, - { - "name": "Wizard", + "name": "Cleric", "source": "PHB" } ] }, "entries": [ - "You shroud the mind of a creature you can see within range in shadow, twisting their view of the world around them. Everything more than 15 feet from the target becomes wreathed in shadow and indistinct noises, distorting how they perceive it. If the target attempts to target a creature wreathed in shadow in this way with an attack or spell, it must pass a Wisdom saving throw, or it instead targets a random different target within range. When the target creature becomes able to see a creature that was previously wreathed in shadow, it must pass a Wisdom saving throw, or become {@condition frightened} of that creature until the start of its next turn.", - "At the end of each of the creatures turns, it makes a Wisdom saving throw. On failure, the shadows draw 5 feet closer, closing off the distance the target can see clearly. If the target's entire vision becomes shrouded with shadows (after making 3 failures), they become {@condition paralyzed} with fear until they pass the saving throw against the spell. If the target passes their saving throw, the spell ends." + "A golden pillar of celestial radiance shines down in a 10-foot radius, 60-foot-high cylinder centered on a point within range. Until the spell ends, bright light fills the cylinder, and sheds dim light for 10 feet in all directions from it.", + "When a creature enters the spell's area for the first time on a turn or starts its turn there, the celestial radiance infuses its body with positive energy. If the creature is not an undead or construct, it regains {@dice 2d8} hit points and {@dice 2d8} temporary hit points. If the creature is a construct, the light has no effect, and if the creature is undead, it instead takes {@damage 2d8} radiant damage.", + "Any subsequent time a creature gains hit points from this spell after the first, they cannot gain hit points above half their maximum hit points, but still gain the temporary hit points.", + "On each of your turns after you cast this spell, you can use a bonus action to move the beam up to 60 feet in any direction." ], - "source": "KibblesTasty:CC", "components": { "v": true, "s": true }, - "conditionInflict": [ - "frightened" + "damageInflict": [ + "radiant" ], - "savingThrow": [ - "wisdom" + "areaTags": [ + "Y" ], "miscTags": [ - "OBS", - "SGT" + "HL", + "THP", + "LGT", + "UBA" ] }, { - "name": "Multishot", + "name": "Hellfire Pit", "source": "KibblesTasty:CC", - "page": 25, - "level": 1, - "school": "V", + "page": 28, + "level": 7, + "school": "T", "time": [ { "number": 1, - "unit": "bonus" + "unit": "action" } ], "range": { "type": "point", "distance": { - "type": "touch" + "type": "feet", + "amount": 60 } }, "components": { "v": true, - "s": true, - "m": { - "text": "a piece of ammunition or weapon with the thrown property worth at least 1 cp", - "cost": 1 - } + "s": true }, "duration": [ { "type": "timed", "duration": { - "type": "round", + "type": "minute", "amount": 1 - } + }, + "concentration": true } ], "entries": [ - "You touch a piece of ammunition or weapon with the thrown property, giving it a magical duplicate superimposed over it until the end of your next turn. The first time you attack with the empowered item before the end of your next turn, select a second target within range of the weapon for the attack, making a separate ranged weapon attack roll for the magically duplicated projectile. On hit, the target takes {@damage 2d8} force damage. This damage roll does not add any modifiers or bonus associated to weapon attacks.", - "Once an attack has been made with the piece of ammunition or weapon, the spell ends." - ], - "entriesHigherLevel": [ + "You open a pit to hell beneath the feet of your foes. A supernatural void opens in a 10-foot radius, 10-foot deep pit opens around a point you can see within range.", + "Creatures in the area must make a Dexterity saving throw. On success, they can move 5 feet outside the radius of the spell. If they cannot move 5 feet out of the radius of the spell (such as having no path or insufficient movement speed), they automatically fail the saving throw. Creatures that fall their saving throw fall to the bottom of the bit (taking {@damage 1d6} bludgeoning damage and falling {@condition prone}). The floor of the pit is a blazing inferno of hell. Creatures that start their turn in the pit take {@damage 4d6} fire damage and {@damage 4d6} necrotic damage.", + "The pit is difficult to escape, voraciously drawing creatures caught in to the depths of hell with strong winds, roaring fires, and infernal chains. A creature can 20 feet of movement (or 10 if they a flying or climbing speed) to attempt to escape the pit, making a Strength saving throw against your spell save DC. On success, they escape. On failure, fall back to the floor of the pit and their movement speed becomes zero until the start of their next turn.", + "When the spell ends, the supernatural void to hell closes, and all creatures in the pit are deposited on the ground where the pit opened {@condition prone}.", { - "type": "entries", - "name": "At Higher Levels", + "type": "inset", + "name": "Variant: Spells of Damnnation", "entries": [ - "When you cast this spell using a spell slot of 2nd Level or higher, you can select one additional target for each slot level above 1st." + "At your GM's discretion, creatures reduced to zero hit points by Hellfire Pit or Infernal Shackles die and have their soul trapped in the planes of hell. Consult with your GM about the potential cosmological and moral side effects of using spells fueled by infernal energy of damnation." ] } ], + "damageInflict": [ + "bludgeoning", + "fire", + "necrotic" + ], + "savingThrow": [ + "dexterity", + "strength" + ], + "areaTags": [ + "ST" + ], "classes": { "fromClassList": [ { - "name": "Ranger", + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", "source": "PHB" } ] } }, { - "name": "Martial Steel Wind Strike", + "name": "Hungering Void", "source": "KibblesTasty:CC", - "page": 26, - "level": 5, + "page": 28, + "level": 3, "school": "C", "time": [ { @@ -7040,44 +7330,69 @@ } ], "range": { - "type": "radius", + "type": "point", "distance": { "type": "feet", - "amount": 30 + "amount": 120 } }, "components": { "v": true, - "s": true, - "m": { - "text": "a melee weapon you are proficient with worth at least 1 cp", - "cost": 1 - } + "s": true }, "duration": [ { - "type": "instant" + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true } ], "entries": [ - "You flourish a weapon weapon you are proficient with used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee {@b weapon} attack against each target. On a hit, a target takes {@damage 6d10} damage of the weapon's damage type.", - "You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.", + "You create a point pure void which swallows a 20-foot radius sphere of space, plunging it into magical darkness and forming a life devouring freezing void. A creature with {@sense darkvision} can't see through this darkness, and nonmagical light can't illuminate it unless it comes from a spell of higher level than this one.", + "A creature that starts their turn within the void must make a Constitution saving throw. On failure, they take {@damage 2d6} cold damage and {@damage 2d6} necrotic damage, and their speed is reduced by 5 feet. The reduction to their speed lasts until they start not inside the area of the void, and can stack with itself, up to a maximum effect of reducing a creature's speed to 5 feet. On a success, they take half as much damage and their speed is not reduced.", { "type": "inset", - "name": "Caius' Notes: Steel Wind Strike", + "name": "A Note", "entries": [ - "I have long been confused by {@spell Steel Wind Strike} - clearly a spell meant for Martials but one that they cannot seemingly use. As usual, the culprit was meddlesome Wizards, you have tweaked the spell to suit them, leaving it rather unsuitable for its intended audience. Fortunately, I have been able to reconstruct it's true form." + "If this seems somewhat familiar to other spells that create a void of hungry darkness, I will note that other spells of that nature are not in the SRD and not available to OGL products and VTTs.", + "Spells created to stand in the roles of others will no longer mirror alternative spells as closely, as it causes more confusion than it resolves, and there is an opportunity to improve and streamline available." ] } ], - "miscTags": [ - "SGT", - "TP" + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a 5th level spell slot or higher, the necrotic and cold damage both increase be 1d6, and the speed reduction increases to 10 feet on a failed save (with the same minimum speed limitation)." + ] + } + ], + "damageInflict": [ + "cold", + "necrotic" + ], + "savingThrow": [ + "constitution" + ], + "areaTags": [ + "ST" ], "classes": { "fromClassList": [ { - "name": "Ranger", + "name": "Spellblade", + "source": "KSB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", "source": "PHB" }, { @@ -7088,11 +7403,17 @@ } }, { - "name": "Martial Transformation", + "name": "Hurricane Slash", "source": "KibblesTasty:CC", - "page": 26, - "level": 6, - "school": "T", + "page": 28, + "otherSources": [ + { + "source": "Generic Elemental Spells", + "page": 21 + } + ], + "level": 2, + "school": "V", "time": [ { "number": 1, @@ -7100,57 +7421,63 @@ } ], "range": { - "type": "point", + "type": "line", "distance": { - "type": "self" + "type": "feet", + "amount": 30 } }, "components": { "v": true, - "s": true, - "m": "a few hairs from a bull" + "s": true }, "duration": [ { - "type": "timed", - "duration": { - "type": "minute", - "amount": 10 - } + "type": "instant" } ], "entries": [ - "You endow yourself with endurance and martial prowess fueled by magic. Until the spell ends, you can't cast spells or concentrate them, and you gain the following benefits:", - { - "type": "list", - "items": [ - "You gain 50 temporary hit points. If any of these remain when the spell ends, they are lost.", - "You have advantage on attack rolls that you make with simple and martial weapons.", - "When you hit a target with a weapon attack, that target takes an extra {@damage 2d12} force damage.", - "You have proficiency with all armor, shields, simple weapons, and martial weapons.", - "You have proficiency in Strength and Constitution saving throws.", - "You can attack twice, instead of once, when you take the {@action Attack} action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks.", - "You can conjure and equip (as part of the action used to cast the spell) and set of heavy or medium armor and any simple or martial weapon of your choice. These items have no strength requirements and are magical in nature though have the same properties as their nonmagical counterparts, vanishing when the spell ends." - ] - }, - "Immediately after the spell ends, you must succeed on a DC 15 Constitution saving throw or suffer one level of {@condition exhaustion}.", + "You condense wind into a razor sharp blast that shreds a 30- foot-long 5-foot-wide line. Creatures in the area must make a Dexterity saving throw. A creature takes {@damage 3d8} slashing damage on a failed save or half as much on a success." + ], + "entriesHigherLevel": [ { - "type": "inset", - "name": "Caius' Notes: The Lost True Version", + "type": "entries", + "name": "At Higher Levels", "entries": [ - "Another example of a {@spell tenser's transformation|XGE|great wizard's spell} being tragically incompletely copied from the ancient sources that clearly forgot to include the lines the equip the Wizard with gear to fit their transformation." + "When you cast this spell using a spell slot of 3rd level or higher, you can create an additional line of effect. A creature in the area of more than one slash is affected only once." ] } ], "damageInflict": [ - "force" + "slashing" + ], + "savingThrow": [ + "dexterity" ], "miscTags": [ - "ADV", - "THP" + "SCL" + ], + "areaTags": [ + "L" ], "classes": { "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Spellblade", + "source": "KSB" + }, + { + "name": "Ranger", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, { "name": "Wizard", "source": "PHB" @@ -7159,9 +7486,17 @@ } }, { - "name": "Melt", - "level": 6, - "school": "T", + "name": "Ice Arrow", + "source": "KibblesTasty:CC", + "page": 29, + "otherSources": [ + { + "source": "Generic Elemental Spells", + "page": 6 + } + ], + "level": 1, + "school": "V", "time": [ { "number": 1, @@ -7172,7 +7507,7 @@ "type": "point", "distance": { "type": "feet", - "amount": 60 + "amount": 120 } }, "duration": [ @@ -7186,48 +7521,55 @@ "name": "Wizard", "source": "PHB" }, + { + "name": "Druid", + "source": "PHB" + }, { "name": "Sorcerer", "source": "PHB" + }, + { + "name": "Spellblade", + "source": "KSB" } ] }, "entries": [ - "You point at a creature or Large or smaller object that is not being worn or carried within range, and attempt to make it melt into a puddle of slag. If the target is a creature, it makes a Constitution saving throw. On a failure, it takes {@damage 10d10} fire damage. On a success, it takes half as much damage.", - "If the target is an object, it takes {@damage 20d10} fire damage. If this reduces it to 0 hit points, it is melted into a puddle of slag." + "You conjure a shard of ice before hurling it at a target you can see within range. Make a ranged spell attack. On hit, the target takes {@damage 2d8} + your spellcasting ability modifier cold damage." ], - "source": "KibblesTasty:CC", "components": { - "v": true + "v": true, + "s": true }, "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 1d10} for each slot level above 6th." + "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by {@dice 1d8} for each level above 1st." ] } ], "damageInflict": [ - "fire" - ], - "savingThrow": [ - "constitution" - ], - "areaTags": [ - "ST" + "cold" ], - "miscTags": [ - "OBJ" + "spellAttack": [ + "R" ] }, { - "name": "Melting Glob", + "name": "Ice Spike", "source": "KibblesTasty:CC", - "page": 32, - "level": 1, - "school": "C", + "page": 28, + "otherSources": [ + { + "source": "Generic Elemental Spells", + "page": 7 + } + ], + "level": 4, + "school": "V", "time": [ { "number": 1, @@ -7247,52 +7589,40 @@ }, "duration": [ { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - } + "type": "instant" } ], "entries": [ - "You hurl a glob of acid at a creature within range, making a ranged spell attack. On hit, the creature takes {@damage 4d4} acid damage, and starts to be melted by acid. For 1 minute, at the end of each of its turns, it takes {@damage 1d4} acid damage. A creature can end the effect early by using its action to clear off the acid." + "You create a lance of ice that shoot up from the ground to impale a creature within range. The target must make a Dexterity saving throw. The target takes {@damage 4d8} piercing damage and {@damage 4d8} cold damage on a failed save. The target takes only the {@damage 4d8} cold damage on a successful save." ], "entriesHigherLevel": [ { "type": "entries", "name": "At Higher Levels", "entries": [ - "When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 2d4 for each slot level above 1st." + "When you cast this spell using a spell slot of 6th or 7th level, you can create a second spike. When you cast this spell using a spell slot of 8th or 9th level, you can create a third spike. Additional spikes can target the same or different creatures." ] } ], - "spellAttack": [ - "R" - ], "damageInflict": [ - "acid" + "cold", + "piercing" + ], + "savingThrow": [ + "dexterity" + ], + "areaTags": [ + "ST" ], "classes": { "fromClassList": [ - { - "name": "Artificer", - "source": "TCE" - }, - { - "name": "Inventor", - "source": "KibbleInventor" - }, - { - "name": "Spellblade", - "source": "KSB" - }, { "name": "Sorcerer", "source": "PHB" }, { - "name": "Warlock", - "source": "PHB" + "name": "Spellblade", + "source": "KSB" }, { "name": "Wizard", @@ -7302,15 +7632,15 @@ } }, { - "name": "Mutate", + "name": "Ice Weapon", "source": "KibblesTasty:CC", - "page": 26, - "level": 3, + "page": 29, + "level": 0, "school": "T", "time": [ { "number": 1, - "unit": "action" + "unit": "bonus" } ], "range": { @@ -7322,48 +7652,61 @@ "components": { "v": true, "s": true, - "m": "something from an extinct animal" + "m": "a drop of water that was once snow" }, "duration": [ { "type": "timed", "duration": { "type": "minute", - "amount": 10 - }, - "concentration": true + "amount": 1 + } } ], "entries": [ - "You manipulate the nature of your body with magic temporarily giving it new properties. You can select three of the following properties:", + "You conjure a weapon formed from magical ice from the air.", + "You have proficiency with this weapon. When you form it and as a bonus action while wielding it, you can morph the weapon into different forms that take on the following properties. If you lose or discard the weapon, you can reform it in your hand as a bonus action.", { - "type": "list", - "items": [ - "Your body becomes malleable and amorphous. You have advantage on saves and checks against grapples and the {@condition restrained} condition, you do not suffer disadvantage from squeezing into smaller spaces, and you can squeeze through openings two sizes smaller than you.", - "You grow one additional appendage. This appendage serves as arm and a hand, though it can take the shape an arm, tentacle, or similar appendage.", - "You extend the length of your limbs, increasing the reach on melee attacks, touch spells, and object interactions by 5 feet.", - "Your flesh hardens, your base AC becomes 14 + your dexterity modifier if it is not already higher.", - "You grow more resilient, adapting against one external threat. You gain advantage on one type of saving throw of your choice.", - "You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.", - "Your body grows ablative armor. You gain temporary hit points equal to your spellcasting ability modifier at the start of each of your turns.", - "You can grow one size larger or smaller.", - "You sprout wings. You gain a flying speed of 30 feet.", - "You grow a natural weapon; this weapon can have the statistics of any martial melee weapon without the thrown property, and takes on a form vaguely reminiscent of it. You have proficiency with this weapon, and are considered to be holding it. You can use your spellcasting modifier in place of your Strength or Dexterity modifier for attack and damage rolls with this natural weapon. The natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it." + "type": "table", + "colLabels": [ + "Weapon", + "Damage", + "Properties" + ], + "colStyles": [ + "col-3 text-center", + "col-3 text-center", + "col-8 text-left" + ], + "rows": [ + [ + "Ice Spear", + "{@damage 1d6}", + "Thrown (30/90)" + ], + [ + "Ice Sword", + "{@damage 1d6}", + "Versatile ({@damage 1d8})" + ], + [ + "Ice Lance", + "{@damage 1d8}", + "Two-Handed, Reach" + ], + [ + "Ice Hammer", + "{@damage 1d10}", + "Two-Handed, Heavy" + ], + [ + "Ice Dagger", + "{@damage 1d4}", + "Finesse, Thrown (30/90)" + ] ] }, - "For the duration of the spell, you can use an action to change one or all of the properties, losing the benefits of your previously selected properties and gaining the benefits of the new selected properties." - ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell slot of 4th or higher, you can select one additional property from the list of options, with one additional property per spell level above 3rd." - ] - } - ], - "conditionInflict": [ - "restrained" + "Regardless of its form, the weapon deals cold damage. You can end the spell early, letting the weapon melt to a harmless splash of water (no action required). You can have up to three ice weapons formed from this spell at a time. After forming a fourth, the first created one melts away." ], "classes": { "fromClassList": [ @@ -7371,10 +7714,6 @@ "name": "Druid", "source": "PHB" }, - { - "name": "Sorcerer", - "source": "PHB" - }, { "name": "Warlock", "source": "PHB" @@ -7386,13 +7725,15 @@ ] }, "miscTags": [ - "ADV" + "UBA" ] }, { - "name": "Pillar of Fire", - "level": 4, - "school": "V", + "name": "Imbue Luck", + "source": "KibblesTasty:CC", + "page": 29, + "level": 2, + "school": "A", "time": [ { "number": 1, @@ -7402,68 +7743,47 @@ "range": { "type": "point", "distance": { - "type": "feet", - "amount": 120 + "type": "touch" } }, + "components": { + "v": true, + "s": true, + "m": "a four leaf clover" + }, "duration": [ { - "type": "instant" + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } } ], + "entries": [ + "You touch a weapon or worn item and imbue luck into it. If imbued on a weapon, for the duration, on an attack roll, the wielder can roll an additional {@dice d20} (they can choose to do this after they roll, but before the outcome is determined). The creature can choose which of the {@dice d20}s is used for the attack roll.", + "If imbued into a worn item, they can roll a {@dice d20} when attacked, then choose whether the attack uses the attacker's roll or theirs.", + "With either use, the spell immediately ends upon rolling the extra {@dice d20}." + ], "classes": { "fromClassList": [ { - "name": "Wizard", - "source": "PHB" - }, - { - "name": "Sorcerer", - "source": "PHB" - }, - { - "name": "Spellblade", - "source": "KSB" + "name": "Artificer", + "source": "TCE" }, { - "name": "Warlock", - "source": "PHB" + "name": "Inventor", + "source": "KibbleInventor" } ] - }, - "entries": [ - "A pillar of fire in a 5-foot-radius, 30-foot-high cylinder centered on a point within range. Each creature in the cylinder in the must make a Dexterity saving throw. A creature takes {@damage 10d6} fire damage on a failed save, or half as much on a successful save." - ], - "source": "KibblesTasty:CC", - "components": { - "v": true, - "s": true - }, - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell slot of 5th level or higher, the damage increases by {@dice 1d6} for each slot level above 4th." - ] - } - ], - "damageInflict": [ - "fire" - ], - "savingThrow": [ - "dexterity" - ], - "areaTags": [ - "Y" - ] + } }, { - "name": "Platinum Lances", + "name": "Immutability", "source": "KibblesTasty:CC", - "page": 33, - "level": 6, - "school": "V", + "page": 29, + "level": 3, + "school": "T", "time": [ { "number": 1, @@ -7473,8 +7793,7 @@ "range": { "type": "point", "distance": { - "type": "feet", - "amount": 150 + "type": "self" } }, "components": { @@ -7483,36 +7802,38 @@ }, "duration": [ { - "type": "instant" + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true } ], "entries": [ - "You conjure four giant lances of radiant energy that plummet down at four different points you can see. Each creature in a 10-foot-radius, 100-foot-high cylinder centered on each point must make a Dexterity saving throw.", - "On a failed save, a creature takes {@damage 8d8} radiant damage and is knocked {@condition prone}. On a successful save, they take half as much damage and are not knocked prone.", - "A creature in the area of more than one lance is affected only once." - ], - "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 1d8 for each slot level above 6th." - ] - } + "You assume an immutable form. You become immune to other transmutation spells or magical effects that would alter your form.", + "If you don't move during your turn, you gain advantage on Strength or Constitution saving throws made before the start of your next turn, and cannot be moved or knocked down against your will.", + "While the spell is active, as a reaction to taking bludgeoning, piercing, or slashing damage you can gain resistance to that damage type until the end of your next turn, but your movement speed becomes zero until the end of your next turn." ], "classes": { "fromClassList": [ { "name": "Cleric", "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" } ] } }, { - "name": "Power Torrent", - "level": 1, - "school": "V", + "name": "Impact", + "source": "KibblesTasty:CC", + "page": 29, + "level": 0, + "school": "T", "time": [ { "number": 1, @@ -7520,56 +7841,65 @@ } ], "range": { - "type": "line", + "type": "point", "distance": { - "type": "feet", - "amount": 60 + "type": "touch" } }, + "components": { + "v": true, + "s": true + }, "duration": [ { "type": "instant" } ], + "entries": [ + "You impart great force into a target you touch. Make a melee spell attack against the target. On hit, the target takes {@damage 1d10} bludgeoning damage, and is knocked 5 feet directly away from you.", + "The 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": "force damage", + "scaling": { + "1": "1d10", + "5": "2d10", + "11": "3d10", + "17": "4d10" + } + }, + "damageInflict": [ + "bludgeoning" + ], + "spellAttack": [ + "M" + ], + "miscTags": [ + "SCL" + ], "classes": { "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, { "name": "Sorcerer", "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" } ] - }, - "entries": [ - "You unleash a massive torrent of raw arcane energy, blasting a line 60 feet long and 15 feet wide with overwhelmingly raw power. This spell passes through all obstacles, walls, and all other non-magical barriers. All creatures in the area take {@damage 4d12 + 4} force damage.", - "All spells of 1st level or lower on creatures that take this damage are dispelled, and Constitution saving throws to maintain {@status concentration} on spells triggered by this damage are made with disadvantage." - ], - "source": "KibblesTasty:CC", - "components": { - "v": true, - "s": true - }, - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell slot of 7th level or higher, the damage is increases by {@dice 1d12 + 1} for each slot level above 6th." - ] - } - ], - "damageInflict": [ - "force" - ], - "areaTags": [ - "L" - ] + } }, { - "name": "Prismatic Flash", + "name": "Infernal Shackles", "source": "KibblesTasty:CC", - "page": 33, - "level": 1, - "school": "I", + "page": 30, + "level": 2, + "school": "C", "time": [ { "number": 1, @@ -7577,39 +7907,58 @@ } ], "range": { - "type": "cone", + "type": "point", "distance": { "type": "feet", - "amount": 15 + "amount": 60 } }, "components": { "v": true, "s": true, - "m": "a prism" + "m": { + "text": "a link from a chain burned in a fire that killed at least one creature" + } }, "duration": [ { "type": "timed", "duration": { - "type": "round", + "type": "minute", "amount": 1 - } + }, + "concentration": true } ], "entries": [ - "A vivid rainbow of prismatic lights springs shoots from your hand. Each creature in a 15-foot cone must make a Constitution saving throw. On a failure, creatures are {@condition blinded} and dazed until the end of your next turn. While they are dazed in this way they are unable to take reactions and their movement speed is halved. If a creature fails by 10 or more, it is additionally {@condition stunned} for the duration. On a successful save, a creature is not blinded but is momentarily disoriented by the brilliant flash and has disadvantage on attack rolls until the end of your turn.", - "Creatures that are already blinded or cannot see you aren't effected as they do not see the burst." + "Chains of burning black iron spring from the ground and attempt bind a creature you can see within range. The target creature must make a Strength saving throw. On failure, it takes {@damage 3d6} fire damage and its movement speed is reduced to zero for the duration of the spell. On success, they take half as much damage and are not bound.", + "At the end of each of their turns, the target repeats its saving throw. On a success, the chains broken and the spell ends for that target. On a failure, it remains bound and takes an additional {@damage 2d6} fire damage as it is seared by the chains.", + { + "type": "inset", + "name": "Variant: Spells of Damnnation", + "entries": [ + "At your GM's discretion, creatures reduced to zero hit points by Hellfire Pit or Infernal Shackles die and have their soul trapped in the planes of hell. Consult with your GM about the potential cosmological and moral side effects of using spells fueled by infernal energy of damnation." + ] + } ], "entriesHigherLevel": [ { "type": "entries", "name": "At Higher Levels", "entries": [ - "When you cast this spell using a spell slot of 2nd level or higher, the size of the cone expands by 5 additional feet." + "When you cast this spell with a 3rd level spell slot or higher, you can target an additional creature for each spell slot level above 2nd." ] } ], + "damageInflict": [ + "fire" + ], + "savingThrow": [ + "strength" + ], + "areaTags": [ + "ST" + ], "classes": { "fromClassList": [ { @@ -7617,7 +7966,7 @@ "source": "KSB" }, { - "name": "Sorcerer", + "name": "Warlock", "source": "PHB" }, { @@ -7628,9 +7977,11 @@ } }, { - "name": "Pseudopod Slam", - "level": 2, - "school": "C", + "name": "Induce Headache", + "source": "KibblesTasty:CC", + "page": 30, + "level": 1, + "school": "V", "time": [ { "number": 1, @@ -7641,30 +7992,34 @@ "type": "point", "distance": { "type": "feet", - "amount": 10 + "amount": 60 } }, + "components": { + "v": true, + "s": true, + "m": "a bad pun written on a scrap of parchment" + }, "duration": [ { - "type": "instant" + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true } ], + "entries": [ + "Targeting a creature with 6 or more intelligence, you inflict an instantaneous headache on it. The target takes 1 psychic damage at the start of its turn, and has disadvantage on Constitution saving throws to maintain Concentration or Intelligence ability checks." + ], + "damageInflict": [ + "psychic" + ], "classes": { "fromClassList": [ { - "name": "Druid", - "source": "PHB" - }, - { - "name": "Sorcerer", - "source": "PHB" - }, - { - "name": "Spellblade", - "source": "KSB" - }, - { - "name": "Warlock", + "name": "Bard", "source": "PHB" }, { @@ -7672,52 +8027,32 @@ "source": "PHB" } ] - }, - "entries": [ - "You conjure a pseudopod of acidic ooze that slams a creature or object within range. Make a melee spell attack. On hit, the target takes {@damage 8d4} acid damage and is moved 5 feet in a direction of your choice." - ], + } + }, + { + "name": "Instant Bulwark", "source": "KibblesTasty:CC", - "components": { - "v": true, - "s": true - }, - "entriesHigherLevel": [ + "page": 30, + "otherSources": [ { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell slot of 3rd level or higher, the amount of damage blocked increases by {@dice 2d4} for each slot level above 2nd." - ] + "source": "Generic Elemental Spells", + "page": 9 } ], - "damageInflict": [ - "acid" - ], - "spellAttack": [ - "M" - ], - "areaTags": [ - "ST" - ], - "miscTags": [ - "FMV" - ] - }, - { - "name": "Pyroclastic Lance", - "level": 5, - "school": "C", + "level": 3, + "school": "T", "time": [ { "number": 1, - "unit": "action" + "unit": "reaction", + "condition": "which you can take when a creature within range takes damage from a ranged attack or area of effect." } ], "range": { "type": "point", "distance": { "type": "feet", - "amount": 120 + "amount": 60 } }, "duration": [ @@ -7727,6 +8062,10 @@ ], "classes": { "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, { "name": "Sorcerer", "source": "PHB" @@ -7742,88 +8081,104 @@ ] }, "entries": [ - "You conjure a lance of blazing lava before hurling it at target within range. Make a ranged spell attack. On hit, the target takes {@damage 8d6} fire damage. Hit or miss, the lance then explodes in a 10 foot radius sphere of heavily obscuring pyroclastic ash around the target until the start of your next turn. Any creature that start their turn within the ash cloud must make a Constitution saving throw or take {@damage 4d6} fire damage and be {@condition blinded} until the start of their next turn." + "You cause a 15-foot-long, 10-foot-tall, several inch thick wall of earth to erupt on the ground, granting total cover and blocking any damage that originates from the far side of the wall until the wall breaks. This blocks ranged attacks, and areas of effects that have a point of origin on the far side of the wall (for example, the center point of a radius spell or the source of a cone or line).", + "All damage the wall blocks is applied to the wall, even if that damage normally only affects creatures, but it takes the blocked damage only once, even if blocking the same damage against multiple creatures. The wall has {@dice 4d10} + your spellcasting modifier hit points, and crumbles to dust when it is reduced to 0 hit points. Any damage remaining after the wall is destroyed is dealt as normal. If the wall is not destroyed, it crumbles at the start of your next turn." ], - "source": "KibblesTasty:CC", "components": { "v": true, "s": true }, - "conditionInflict": [ - "blinded" - ], "entriesHigherLevel": [ { "type": "entries", "name": "At Higher Levels", "entries": [ - "When you cast this spell using a spell slot of 6th level or higher, the initial damage increases by {@dice 1d6} for each slot level above 5th." + "When you cast this spell using a spell slot of 4th level or higher, the wall has {@dice 1d10} additional hit points and is 5 feet longer for each level above 3rd." ] } ], - "damageInflict": [ - "fire" - ], - "spellAttack": [ - "R" - ], - "savingThrow": [ - "constitution" - ], "areaTags": [ - "S" - ], - "miscTags": [ - "OBS" + "W" ] }, { - "name": "Quick Sand", + "name": "Instant Counter", "source": "KibblesTasty:CC", - "page": 34, - "level": 3, - "school": "T", + "page": 30, + "level": 2, + "school": "C", "time": [ { "number": 1, - "unit": "action" + "unit": "reaction", + "condition": "which you take in response to being damaged by a creature within 30 feet of you that you can see" } ], "range": { "type": "point", "distance": { "type": "feet", - "amount": 60 + "amount": 30 } }, "components": { "v": true, "s": true, - "m": "a pinch of sand" + "m": { + "text": "a melee weapon worth at least 1 sp", + "cost": 10 + } }, "duration": [ { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - }, - "concentration": true + "type": "instant" } ], "entries": [ - "You cause the ground in a 20-foot radius centered on a point you can see to turn to quicksand for the duration of the spell. A creature moving through or out of the area must spend 4 feet of movement for every 1 foot it moves. A creature that ends their turn must make a Strength saving throw. On failure, they fall {@condition prone}." + "You vanish, teleporting to an empty space within 5 feet of the creature that damaged you, and immediately make a weapon attack against them with the weapon used in the spell's casting.", + { + "type": "inset", + "name": "Damage Order", + "entries": [ + "This does not prevent damage from the triggering attack, as the trigger is taking the damage and it does not change the outcome of the trigger." + ] + } + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, you deal {@damage 1d8} bonus force damage on the hit for each slot level above 2nd." + ] + } + ], + "miscTags": [ + "SGT", + "TP" ], "classes": { "fromClassList": [ { - "name": "Druid", + "name": "Bard", + "source": "PHB" + }, + { + "name": "Ranger", "source": "PHB" }, { "name": "Sorcerer", "source": "PHB" }, + { + "name": "Spellblade", + "source": "KSB" + }, + { + "name": "Warlock", + "source": "PHB" + }, { "name": "Wizard", "source": "PHB" @@ -7832,9 +8187,9 @@ } }, { - "name": "Quicksilver Steps", + "name": "Iron Garden", "source": "KibblesTasty:CC", - "page": 34, + "page": 31, "level": 4, "school": "T", "time": [ @@ -7844,9 +8199,10 @@ } ], "range": { - "type": "point", + "type": "radius", "distance": { - "type": "self" + "type": "feet", + "amount": 20 } }, "components": { @@ -7855,42 +8211,33 @@ }, "duration": [ { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - }, - "concentration": true + "type": "instant" } ], "entries": [ - "For the duration of the spell your movement does not provoke attacks of opportunity, and you can move up to 10 feet each time another creature you can see or hear ends their turn (no action required), up to 4 times, regaining all uses at the start of your turn. The first attack against you after each time you move have disadvantage." + "Iron spikes lance upwards from the ground in all directions around you, impaling creatures within 20 feet of you. Creatures in the target area must succeed a Dexterity saving throw, or take 6d8 piercing damage, and their movement speed drops to zero until the end of their next turn. On a success, they take half as much damage, and their movement speed is not reduced to zero.", + "Until the start of your next turn, when a creature moves into or within the area, it takes 1d8 piercing damage for every 5 feet it travels. At the start of your next turn, the spikes rust away to dust." ], "entriesHigherLevel": [ { "type": "entries", "name": "At Higher Levels", "entries": [ - "When you cast this spell using a spell slot of 5th level or higher, the number of times you can move at the end of another creature's turn increases by 1, equaling the level of the spell slot used." + "When cast with a 5th level or higher spell slot, the damage increases by 1d10 for each level spell slot level above 4th." ] } ], + "miscTags": [ + "SCL" + ], "classes": { "fromClassList": [ - { - "name": "Bard", - "source": "PHB" - }, - { - "name": "Ranger", - "source": "PHB" - }, { "name": "Spellblade", "source": "KSB" }, { - "name": "Sorcerer", + "name": "Warlock", "source": "PHB" }, { @@ -7901,57 +8248,122 @@ } }, { - "name": "Rain of Spiders", + "name": "Iron Wind Strike", "source": "KibblesTasty:CC", - "page": 28, - "level": 3, + "page": 31, + "level": 2, "school": "C", "time": [ { "number": 1, - "unit": "bonus" + "unit": "action" } ], "range": { - "type": "point", + "type": "radius", "distance": { "type": "feet", - "amount": 60 + "amount": 15 } }, "components": { "v": true, "s": true, - "m": "a spider leg" + "m": { + "text": "a melee weapon you are proficient with worth at least 1 cp", + "cost": 1 + } }, "duration": [ { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - }, - "concentration": true + "type": "instant" } ], "entries": [ - "A vertical column of spiders begins to rain down in 20 foot radius, 40 foot high cylinder, centered on a location you specify. A {@creature Swarm of Spiders|MM} descends onto each creature within the cylinder when the spell is cast.", - "This swarm is considered to be climbing on the target creature and moves with it, even if they leave the affected area, and takes its turn immediately after that creature's turn.", - "A creature can make use its action to attempt to get it off, making a Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check against the spell save DC of the caster.", - "A swarm will attack the creature it fell on if it can, or move to chase it if it has been knocked off of it. Any spiders that remain when the spell ends disappear." + "You flourish a weapon weapon you are proficient with used in the casting and then vanish to strike like the wind. Choose up to three creatures you can see within range. Make a melee weapon attack against each target. On a hit, a target takes {@damage 3d8} damage of the weapon's damage type.", + "You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd Level or higher, it deals an additional {@damage 1d8} damage to each target on hit for each slot level above 2nd." + ] + } + ], + "miscTags": [ + "SGT", + "TP" ], "classes": { "fromClassList": [ { - "name": "Druid", + "name": "Ranger", "source": "PHB" }, { - "name": "Sorcerer", + "name": "Spellblade", + "source": "KSB" + } + ] + } + }, + { + "name": "Illusionary Dart", + "source": "KibblesTasty:CC", + "page": 31, + "level": 0, + "school": "I", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You create and throw an illusionary dart at a creature you can see within range. Make a ranged spell attack. On hit, they take {@damage 1d8} psychic damage. The number of darts you can throw with this spell increases when you reach 5th level (2 darts), 11th (3 darts), and 17th level (4 darts). You can direct the dart at the same target or at different ones. Make a separate attack roll for each dart." + ], + "damageInflict": [ + "psychic" + ], + "spellAttack": [ + "R" + ], + "miscTags": [ + "SGT" + ], + "areaTags": [ + "MT" + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", "source": "PHB" }, { - "name": "Warlock", + "name": "Spellblade", + "source": "KSB" + }, + { + "name": "Sorcerer", "source": "PHB" }, { @@ -7962,11 +8374,11 @@ } }, { - "name": "Repair", + "name": "Illusionary Fireball", "source": "KibblesTasty:CC", - "page": 28, - "level": 4, - "school": "T", + "page": 31, + "level": 3, + "school": "I", "time": [ { "number": 1, @@ -7976,12 +8388,16 @@ "range": { "type": "point", "distance": { - "type": "touch" + "type": "feet", + "amount": 120 } }, "components": { "v": true, - "s": true + "s": true, + "m": { + "text": "something that looks like bat guano" + } }, "duration": [ { @@ -7989,40 +8405,54 @@ } ], "entries": [ - "You touch a construct or inanimate object, causing it to regain {@dice 10d6} hit points. This causes any parts or material that has broken away from the construct or object to reattach, repairing it to the condition it was in before losing those hit points.", - "If the construct or object damaged state is the result of age, you can instead repair to the condition it was in {@dice 10d6} years ago, if it was previously in a better condition during that time (the condition can only improve or not change)." + "A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an illusionary explosion of flame. Each creature of your choice within a 20-foot radius sphere centered on that point must make a Wisdom saving throw. A target takes {@damage 6d6} psychic damage on a failed save. A creature that passes their saves realizes the fire is illusionary and takes no damage.", + "You can make the illusory effect an explosion of ice, lightning, or pure force energy.", + { + "type": "inset", + "name": "Targets of your choice", + "entries": [ + "Unlike a fireball of actual fire, the illusionary version only hits targets of your choice, making it safe to use among allies, though it deals less damage and does no damage on a passed save (as the target realizes its illusory nature)." + ] + } ], "entriesHigherLevel": [ { "type": "entries", "name": "At Higher Levels", "entries": [ - "The hit points restored increases by {@dice 2d6} (or the years restored) for each slot above 4th." + "When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd." ] } ], + "damageInflict": [ + "psychic" + ], + "savingThrow": [ + "wisdom" + ], "classes": { "fromClassList": [ { - "name": "Artificer", - "source": "TCE" + "name": "Sorcerer", + "source": "PHB" }, { - "name": "Inventor", - "source": "KibbleInventor" + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" } ] - }, - "miscTags": [ - "HL" - ] + } }, { - "name": "Dust Cyclone", + "name": "Illusory Pit", "source": "KibblesTasty:CC", - "page": 28, - "level": 2, - "school": "C", + "page": 31, + "level": 1, + "school": "I", "time": [ { "number": 1, @@ -8038,8 +8468,7 @@ }, "components": { "v": true, - "s": true, - "m": "a pinch of dust" + "s": true }, "duration": [ { @@ -8052,34 +8481,33 @@ } ], "entries": [ - "Choose a target point on the ground that you can see within range. A small cyclone whips up at the target point with a radius of 5 feet and a height of 30 feet.", - "Any creature that starts its turn within the radius of the dust devil or enters its radius for the first time during its turn must make a Strength saving throw. On a failed save, the creature takes {@damage 1d12} bludgeoning damage is pushed 5 feet away from the center. On a successful save, the creature takes half as much damage isn't pushed.", - "As a bonus action, you can move the dust devil up 30 feet in any direction. The first time you pass the dust devil's radius through a creature, that creature must make the saving throw against the dust devils's damage and are pushed out its way on failure. You can continue to move the dust devil, but its strength is exhausted until the end of your turn and subsequent creatures an unaffected by it passing through them.", - "If the dust devil moves over sand, dust, loose dirt, or small gravel, it sucks up the material and heavily obscures its radius until the start of your next turn." + "You create a 5 foot radius illusory pit at a point you can see on the ground. Creatures within the radius when the spell is cast must make a Wisdom saving throw. A creature that fails their saving throw, believes they have fallen into the pit, and falls {@condition prone}, cannot stand up, and is {@condition blinded} beyond 5 feet of the illusory pit. A creature can spend its action to attempt to climb out of the pit, repeating its Wisdom saving throw. On success, it spends all of its movement to stand up, and realizes the pit is an illusion, ending the spell for them. On failure, it cannot get out of the pit and continues to believe it is stuck in a pit. A creature can move within the spaces covered by the pit while under the effect.", + "Creatures with a flying speed are unaffected. Each time a creature under the effect takes damage, the target can make another Wisdom saving throw." ], - "damageInflict": [ - "bludgeoning" + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast the spell using a spell slot of 2nd level or higher, the radius of the pit increases by 5 feet for each level above 1st, to a maximum of a 20 foot radius with a 4th level spell slot." + ] + } ], "savingThrow": [ - "strength" - ], - "miscTags": [ - "FMV", - "SGT", - "UBA" + "wisdom" ], "classes": { "fromClassList": [ { - "name": "Druid", + "name": "Bard", "source": "PHB" }, { - "name": "Ranger", + "name": "Sorcerer", "source": "PHB" }, { - "name": "Sorcerer", + "name": "Warlock", "source": "PHB" }, { @@ -8090,11 +8518,17 @@ } }, { - "name": "Rock Slam", + "name": "Jumping Jolt", "source": "KibblesTasty:CC", - "page": 35, - "level": 0, - "school": "T", + "page": 32, + "otherSources": [ + { + "source": "Generic Elemental Spells", + "page": 16 + } + ], + "level": 4, + "school": "V", "time": [ { "number": 1, @@ -8105,7 +8539,7 @@ "type": "point", "distance": { "type": "feet", - "amount": 30 + "amount": 60 } }, "components": { @@ -8118,23 +8552,40 @@ } ], "entries": [ - "You fling a rock a creature you can see within range. Make a ranged spell attack. On hit, the target takes {@damage 1d10} bludgeoning damage. On a critical hit, the target is knocked {@damage prone} or 10 feet backwards (your choice).", - "The spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10)." + "You release an arc of lighting at a creature within range. Make a ranged spell attack roll against the target. On hit, the target takes {@damage 4d12} lightning damage, and you can cause the spell to jump to another target within 20 feet of the first target making a new attack roll for each target. The spell cannot hit the same target twice, or jump to a target out of the spells range. The spell can jump a maximum of five times.", + "On a miss, the target takes half as much damage and the spell does not jump to a new target." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 5th level or higher, the starting damage increases by {@damage 1d12} for each slot level above 4th." + ] + } + ], + "damageInflict": [ + "lightning" + ], + "spellAttack": [ + "R" + ], + "miscTags": [ + "SCL" + ], + "areaTags": [ + "MT" ], "classes": { "fromClassList": [ { - "name": "Druid", + "name": "Sorcerer", "source": "PHB" }, { "name": "Spellblade", "source": "KSB" }, - { - "name": "Sorcerer", - "source": "PHB" - }, { "name": "Wizard", "source": "PHB" @@ -8143,11 +8594,11 @@ } }, { - "name": "Rotting Curse", + "name": "Karmic Reflection", "source": "KibblesTasty:CC", - "page": 28, + "page": 32, "level": 1, - "school": "N", + "school": "E", "time": [ { "number": 1, @@ -8158,109 +8609,54 @@ "type": "point", "distance": { "type": "feet", - "amount": 60 + "amount": 30 } }, "components": { "v": true, "s": true, "m": { - "text": "something from the target creature (such as blood, hair, or scales) which the spell consumes", - "consume": true + "text": "a broken shard of a mirror" } }, "duration": [ { "type": "timed", "duration": { - "type": "minute", + "type": "round", "amount": 1 - }, - "concentration": true + } } ], "entries": [ - "You inflicting a rotting decay on a creature, causing it to to begin to rot. For the duration of the spell, every time the creature takes damage, it takes an additional {@damage 1d4} necrotic damage, and the effect of all healing on the creature is reduced by half.", - "The target creature has disadvantage on any Charisma checks for social interaction during the effect of the spell.", + "You place a binding on a creature you can see within range. Until the start of your next turn, any time that creature deals damage with its action, bonus action, or reaction, they take radiant damage equal to the damage dealt. The target is aware of the effect of this spell while affected. After reflecting 10 damage, spell ends." + ], + "entriesHigherLevel": [ { - "type": "inset", - "name": "Curse Spell Material Components", - "source": "KT:O", - "page": 6, + "type": "entries", + "name": "At Higher Levels", "entries": [ - "All curse spells require \"something from the target creature (such as blood, hair, or scales) which the spell consumes\" as the material component. This can be satisfied by either by having that material, or being in range to touch the creature while casting the spell." + "When you cast this spell using a spell slot of 2nd level or higher, the maximum damage increases by 10 for each spell slot level above 2nd." ] } ], "damageInflict": [ - "necrotic" - ], - "miscTags": [ - "HL" - ] - }, - { - "name": "Sanctified Charge", - "level": 2, - "school": "T", - "time": [ - { - "number": 1, - "unit": "bonus" - } - ], - "range": { - "type": "line", - "distance": { - "type": "feet", - "amount": 20 - } - }, - "duration": [ - { - "type": "instant" - } + "radiant" ], "classes": { "fromClassList": [ { "name": "Cleric", "source": "PHB" - }, - { - "name": "Paladin", - "source": "PHB" - }, - { - "name": "Shaman", - "source": "LLSH" } ] - }, - "entries": [ - "Fueled by a burst of divine strength, you move up to 20 feet in a straight line in a swift burst of movement, ending your charge early if you collide with a creature. A creature you collide with must make a Strength saving throw. On failure, they take {@damage 2d6} radiant damage and are knocked {@condition prone}, or half as much damage on a successful save." - ], - "source": "KibblesTasty:CC", - "components": { - "v": true, - "s": true - }, - "damageInflict": [ - "radiant" - ], - "savingThrow": [ - "strength" - ] + } }, { - "name": "Sanguine Doom", - "source": "KibblesTasty:BMS", - "otherSources": [ - { - "source": "KibblesTasty:CC" - } - ], - "level": 6, + "name": "Killing Curse", + "source": "KibblesTasty:CC", + "page": 32, + "level": 5, "school": "N", "time": [ { @@ -8272,71 +8668,60 @@ "type": "point", "distance": { "type": "feet", - "amount": 120 - } - }, - "duration": [ - { - "type": "instant" + "amount": 60 } - ], - "classes": { - "fromClassList": [ - { - "name": "Cleric", - "source": "PHB" - }, - { - "name": "Sorcerer", - "source": "PHB" - }, - { - "name": "Warlock", - "source": "PHB" - }, - { - "name": "Wizard", - "source": "PHB" - } - ] }, - "entries": [ - "You target a point within range. Darkness washes over an a 30 foot radius area extinguishing all lights (including lights caused by magical effects of a lower level spell) as blood rains down from above over the area. Creatures and objects that are not being worn or carried within the area take {@damage 4d6} acid damage, and creatures must make a Wisdom saving throw against being cursed with doom.", - "On failure, the creature gains the doomed curse, and the next time they are hit with an attack roll, that attack becomes a critical hit. On success, they suffer no further effect." - ], - "subschools": [ - "blood magic" - ], "components": { + "v": true, "s": true, "m": { - "text": "a splash of your blood worth at least 6 hit points, which the spell consumes", + "text": "something from the target creature (such as blood, hair, or scales) which the spell consumes", "consume": true } }, - "damageInflict": [ - "acid" - ], - "miscTags": [ - "OBJ" + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } ], - "areaTags": [ - "S" + "entries": [ + "You curse a target to die. The targets current and maximum hit points is reduced by {@dice 3d10 + 10}. If this causes a creatures to have zero hit points, the creature dies.", + "For the duration of the spell, the target cannot regain hit points unless from a spell cast using a spell slot of higher level than the spell slot this curse was cast with, and any death saving throw they roll is automatically considered a 1.", + "At the start of a creatures turn while they are under the effect of this spell, they make a Charisma saving throw. On failure, their current and maximum hit points is reduced by {@dice 1d10 + 10}. On a successful save, the spell ends. A creature's maximum hit points are restored when it takes a long rest.", + { + "type": "inset", + "name": "Curse Spell Material Components", + "source": "KT:O", + "page": 6, + "entries": [ + "All curse spells require \"something from the target creature (such as blood, hair, or scales) which the spell consumes\" as the material component. This can be satisfied by either by having that material, or being in range to touch the creature while casting the spell." + ] + } ], "savingThrow": [ - "wisdom" + "charisma" + ], + "miscTags": [ + "HL" ] }, { - "name": "Sanguine Spears", - "source": "KibblesTasty:BMS", + "name": "Lightning Charged", + "source": "KibblesTasty:CC", + "page": 32, "otherSources": [ { - "source": "KibblesTasty:CC" + "source": "Generic Elemental Spells", + "page": 15 } ], - "level": 3, - "school": "T", + "level": 2, + "school": "V", "time": [ { "number": 1, @@ -8346,133 +8731,66 @@ "range": { "type": "point", "distance": { - "type": "feet", - "amount": 60 + "type": "touch" } }, + "components": { + "v": true, + "s": true, + "m": "a piece of once used lightning rod" + }, "duration": [ { - "type": "instant" + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + } } ], - "classes": { - "fromClassList": [ - { - "name": "Sorcerer", - "source": "PHB" - }, - { - "name": "Warlock", - "source": "PHB" - }, - { - "name": "Wizard", - "source": "PHB" - } - ] - }, "entries": [ - "You transform some of your blood into three floating spears of crimson power. While you have one or more spear remaining, you can use an action or bonus action to launch one of the spears at a creature within range making a range spell attack. On hit, the target takes {@damage 2d6} piercing damage and {@damage 2d6} necrotic damage, and you regain 5 hit points." - ], - "subschools": [ - "blood magic" + "You channel lightning energy into a creature. The energy is harmless to the creature, but escapes in dangerous bursts to other nearby creatures.", + "Every time that creature strikes another creature with a melee attack, a spell with a range of touch, is struck by another creature with a melee attack, or ends their turn while grappling or being {@condition grappled} by another creature, they deal {@damage 1d6} lightning damage to that creature.", + "Once this spell has discharged 6 times (dealing up to {@damage 6d6} damage), the spell ends." ], - "components": { - "s": true, - "m": { - "text": "a splash of your blood worth at least 6 hit points, which the spell consumes", - "consume": true - } - }, "entriesHigherLevel": [ { "type": "entries", "name": "At Higher Levels", "entries": [ - "When you cast this spell using a spell slot of 4th level or higher, for each spell slot level above 3rd, you can sacrifice 2 additional hit points to create an additional spear." + "The spell can discharge damage 2 additional times (dealing {@damage 2d6} more total damage) before the spell ends for each slot level above 2nd." ] } ], - "spellAttack": [ - "R" - ], "damageInflict": [ - "necrotic", - "piercing" - ], - "areaTags": [ - "ST" + "lightning" ], "miscTags": [ - "HL", - "SCL", - "UBA" - ] - }, - { - "name": "Seeking Orb", - "level": 2, - "school": "V", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 5 - } - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - }, - "concentration": true - } + "SCL" ], "classes": { "fromClassList": [ { - "name": "Wizard", - "source": "PHB" + "name": "Artificer", + "source": "TCE" }, { - "name": "Sorcerer", - "source": "PHB" + "name": "Inventor", + "source": "KibbleInventor" } ] - }, - "entries": [ - "You create a Tiny orb of pure arcane energy that hovers within range, and designate a target creature within 120 feet. For the duration of the spell, at the end of each of your turns, the orb grows larger and moves 30 feet directly toward the creature. If the orb reaches the target, it detonates dealing {@damage 6d4} force damage and an additional {@damage 2d4} damage for each round since you cast the spell to the target up to a maximum of {@dice 10d4}. The spell ends after it deals damage. If the orb does not reach the target before the spell ends, it fades away without dealing damage." - ], - "source": "KibblesTasty:CC", - "components": { - "v": true, - "s": true - }, - "damageInflict": [ - "force" - ], - "areaTags": [ - "ST" - ] + } }, { - "name": "Seeking Projectile", + "name": "Lightning Shot", "source": "KibblesTasty:CC", - "page": 29, - "level": 1, + "page": 32, + "level": 3, "school": "T", "time": [ { "number": 1, - "unit": "action" + "unit": "bonus" } ], "range": { @@ -8493,14 +8811,24 @@ { "type": "timed", "duration": { - "type": "minute", - "amount": 10 - }, - "concentration": true + "type": "round", + "amount": 1 + } } ], "entries": [ - "You touch a piece of ammunition or weapon with the thrown property imbuing it with the property of seeking its target. When a ranged attack roll is made with that weapon, the attack roll can add your spell casting modifier to the value on the dice. If that makes the value on the die a 20 or more, the attack is a critical hit as if a 20 was rolled. After making the attack roll, the spell ends." + "You touch a piece of ammunition or weapon with the thrown property, imbuing it with crackling lightning energy for the duration.", + "The first time you attack with the empowered item, it transforms into a bolt of lightning, and when fired blasts out from you in a line 100 feet long and 5 feet wide. Make the weapon's attack roll against each creature in that line, (Using the same roll against each creature) dealing {@damage 4d8} lightning damage on hit, and half as much on a miss. This damage roll does not add any modifiers or bonus associated to weapon attacks. The lightning ignites flammable objects in the area that aren't being worn or carried.", + "Once an attack has been made with the piece of ammunition or weapon, the spell ends." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, the damage increases by {@dice 1d8} for each level above 3rd, up to a maximum of {@dice 6d8} at 5th level." + ] + } ], "classes": { "fromClassList": [ @@ -8512,58 +8840,84 @@ } }, { - "name": "Seismic Wave", + "name": "Lightning Tendril", "source": "KibblesTasty:CC", - "page": 36, - "level": 3, - "school": "T", + "page": 33, + "otherSources": [ + { + "source": "Generic Elemental Spells", + "page": 16 + } + ], + "level": 1, + "school": "V", "time": [ { "number": 1, - "unit": "action" + "unit": "bonus" } ], "range": { - "type": "cone", + "type": "radius", "distance": { "type": "feet", - "amount": 30 + "amount": 20 } }, "components": { "v": true, - "s": true + "s": true, + "m": "a twig from a tree that has been struck by lightning" }, "duration": [ { - "type": "instant" + "type": "timed", + "duration": { + "type": "minute", + "amount": 1, + "upTo": true + }, + "concentration": true } ], "entries": [ - "You release a seismic wave, slamming the ground in front of you causing the earth to explode violently in a 30 foot cone in front of you. Creatures touching the ground in the area must make a Strength saving throw. On failure, they take {@damage 4d10} bludgeoning damage and fall {condition prone}. On success, they take half as much damage and do not fall prone. Large or larger objects and structures in the area of effect automatically fail the save and take double damage. The ground becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand." + "Crackling beams of blue energy leap from your hands. For the duration of the spell, as an action, you can direct them toward a creature within range, dealing {@damage 1d12} lightning damage to that creature." ], "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 1d10 for each slot level above 2nd." + "When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to {@damage 2d12} and the range increases to 30 feet. When you cast it using a 5th- or 6th-level spell slot, the damage increases to {@damage 3d12} and the range increases to 60 feet. When you cast it using a spell slot of 7th level or higher, the damage increases to {@damage 4d12} and the range increases to 120 feet." ] } ], + "damageInflict": [ + "lightning" + ], + "miscTags": [ + "SCL" + ], + "areaTags": [ + "ST" + ], "classes": { "fromClassList": [ { "name": "Druid", "source": "PHB" }, + { + "name": "Spellblade", + "source": "KSB" + }, { "name": "Sorcerer", "source": "PHB" }, { - "name": "Spellblade", - "source": "KSB" + "name": "Warlock", + "source": "PHB" }, { "name": "Wizard", @@ -8573,14 +8927,10 @@ } }, { - "name": "Sense Blood", - "source": "KibblesTasty:BMS", - "otherSources": [ - { - "source": "KibblesTasty:CC" - } - ], - "level": 1, + "name": "Manipulate Fate", + "source": "KibblesTasty:CC", + "page": 33, + "level": 9, "school": "D", "time": [ { @@ -8594,64 +8944,141 @@ "type": "self" } }, + "components": { + "v": true, + "s": true, + "m": "a spool of silk thread" + }, "duration": [ { "type": "timed", "duration": { - "type": "hour", - "amount": 1, - "upTo": true + "type": "minute", + "amount": 1 }, "concentration": true } ], + "entries": [ + "You reach out and grasp the imperceptible threads of fate, subtly manipulating them. Whenever a creature within 60 feet of you makes an attack roll, saving throw, or ability check, you can use your reaction to tweak their fate, altering the value of the roll. You can choose to manipulate fate after the die is rolled, but before the outcome is determined.", + "You can alter the roll of the die to an adjacent number to the number rolled (outcomes listed on the table below).", + { + "type": "table", + "colLabels": [ + "{@dice d20}", + "Tweaked Fates" + ], + "colStyles": [ + "col-1 text-center", + "col-11 text-left" + ], + "rows": [ + [ + "1", + "7, 13, or 19" + ], + [ + "2", + "12, 18, or 20" + ], + [ + "3", + "17, 16, or 19" + ], + [ + "4", + "11, 14, or 18" + ], + [ + "5", + "13, 15, or 18" + ], + [ + "6", + "9, 14, or 16" + ], + [ + "7", + "1, 15, or 17" + ], + [ + "8", + "10, 16, or 20" + ], + [ + "9", + "6, 11, or 19" + ], + [ + "10", + "8, 12, or 17" + ], + [ + "11", + "4, 9, or 13" + ], + [ + "12", + "2, 10, or 15" + ], + [ + "13", + "1, 5, or 11" + ], + [ + "14", + "4, 6, or 20" + ], + [ + "15", + "5, 7, 12" + ], + [ + "16", + "3, 6, or 8" + ], + [ + "17", + "3, 7, or 10" + ], + [ + "18", + "2, 4, or 5" + ], + [ + "19", + "1, 3, or 9" + ], + [ + "20", + "2, 8, or 14" + ] + ] + }, + "When you alter a roll, you can choose to cast aside subtlety and yank the thread of fate, and select any value of the {@dice d20} as the outcome of the result, but the backlash causes you to take a number {@dice d6} equal to the difference in the value selected from the value rolled in necrotic damage. The spell immediately ends after the result is changed in this more drastic way.", + { + "type": "inset", + "name": "Editor's Note", + "entries": [ + "The numbers you can pick are the adjacent sides of a d20 to the number rolled. This represents literally nudging the die of fate." + ] + } + ], "classes": { "fromClassList": [ - { - "name": "Sorcerer", - "source": "PHB" - }, - { - "name": "Warlock", - "source": "PHB" - }, { "name": "Wizard", "source": "PHB" } ] - }, - "entries": [ - "You gain the ability to sense the blood of other creatures. For the duration, you gain advantage on your Wisdom (Perception) and Wisdom (Insight) ability checks against living creatures with blood." - ], - "subschools": [ - "blood magic" - ], - "components": { - "s": true, - "m": { - "text": "a drop of your blood worth at least 1 hit point, which the spell consumes", - "consume": true - } - }, - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell slot of 3rd or 4th level, the duration becomes 8 hours. When you use a spell slot of 5th level or higher, the duration becomes 24 hours." - ] - } - ], - "miscTags": [ - "ADV", - "SCL" - ] + } }, { - "name": "Shadow Bind", - "level": 1, - "school": "I", + "name": "Martial Transformation", + "source": "KibblesTasty:CC", + "page": 33, + "level": 6, + "school": "T", "time": [ { "number": 1, @@ -8661,139 +9088,73 @@ "range": { "type": "point", "distance": { - "type": "feet", - "amount": 60 + "type": "self" } }, + "components": { + "v": true, + "s": true, + "m": "a few hairs from a bull" + }, "duration": [ { "type": "timed", "duration": { "type": "minute", - "amount": 1, - "upTo": true - }, - "concentration": true + "amount": 10 + } } ], - "classes": { - "fromClassList": [ - { - "name": "Spellblade", - "source": "KSB" - }, - { - "name": "Warlock", - "source": "PHB" - }, - { - "name": "Wizard", - "source": "PHB" - }, - { - "name": "Shaman", - "source": "LLSH" - } - ] - }, "entries": [ - "You cause solidified tendrils of shadow to leap spring from a Medium or smaller creature's shadow and bind it. The target must make a Strength saving throw or become {@condition restrained} for the duration of the spell. A {@condition restrained} creature can repeat its saving throw at the end of each of its turns, ending the effect on a successful save." - ], - "source": "KibblesTasty:CC", - "components": { - "v": true, - "s": true - }, - "conditionInflict": [ - "restrained" - ], - "entriesHigherLevel": [ + "You endow yourself with endurance and martial prowess fueled by magic. Until the spell ends, you can't cast spells or concentrate them, and you gain the following benefits:", { - "type": "entries", - "name": "At Higher Levels", + "type": "list", + "items": [ + "You gain 50 temporary hit points. If any of these remain when the spell ends, they are lost.", + "You have advantage on attack rolls that you make with simple and martial weapons.", + "When you hit a target with a weapon attack, that target takes an extra {@damage 2d12} force damage.", + "You have proficiency with all armor, shields, simple weapons, and martial weapons.", + "You have proficiency in Strength and Constitution saving throws.", + "You can attack twice, instead of once, when you take the {@action Attack} action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks.", + "You can conjure and equip (as part of the action used to cast the spell) and set of heavy or medium armor and any simple or martial weapon of your choice. These items have no strength requirements and are magical in nature though have the same properties as their nonmagical counterparts, vanishing when the spell ends." + ] + }, + "Immediately after the spell ends, you must succeed on a DC 15 Constitution saving throw or suffer one level of {@condition exhaustion}.", + { + "type": "inset", + "name": "Caius' Notes: The Lost True Version", "entries": [ - "When you cast this spell using a spell slot of 2nd level or higher, you can target either one additional creature or a creature of one size category larger than medium for each slot level above 1st." + "Another example of a {@spell tenser's transformation|XGE|great wizard's spell} being tragically incompletely copied from the ancient sources that clearly forgot to include the lines the equip the Wizard with gear to fit their transformation." ] } ], - "savingThrow": [ - "strength" - ], - "areaTags": [ - "ST" + "damageInflict": [ + "force" ], "miscTags": [ - "SCL" - ] - }, - { - "name": "Shattering Shield", - "level": 2, - "school": "V", - "time": [ - { - "number": 1, - "unit": "reaction", - "condition": "which you can take when a creature within range is hit by a melee attack." - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 60 - } - }, - "duration": [ - { - "type": "instant" - } + "THP" ], "classes": { "fromClassList": [ { - "name": "Sorcerer", - "source": "PHB" - }, - { - "name": "Druid", - "source": "PHB" - }, - { - "name": "Spellblade", - "source": "KSB" - }, - { - "name": "Warlock", + "name": "Wizard", "source": "PHB" } ] - }, - "entries": [ - "You cause a shield of ice to erupt blocking the attack. The damage of the attack is reduced by {@dice 1d8} + your spellcasting modifier. If the attack damage is not completely blocked, the shield shatters, dealing the amount of blocked damage as cold damage to the attacking creature. If the shield is not broken, it melts away after blocking the damage." - ], + } + }, + { + "name": "Melt", "source": "KibblesTasty:CC", - "components": { - "v": true, - "s": true - }, - "entriesHigherLevel": [ + "page": 34, + "otherSources": [ { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell slot of 3rd level or higher, the amount of damage blocked increases by {@dice 1d8} for each slot level above 2nd." - ] + "source": "Generic Elemental Spells", + "page": 13 } ], - "damageInflict": [ - "cold" - ] - }, - { - "name": "Shadow Lash", - "level": 0, - "school": "I", + "level": 6, + "school": "T", "time": [ { "number": 1, @@ -8804,7 +9165,7 @@ "type": "point", "distance": { "type": "feet", - "amount": 10 + "amount": 60 } }, "duration": [ @@ -8819,50 +9180,63 @@ "source": "PHB" }, { - "name": "Warlock", + "name": "Sorcerer", "source": "PHB" - }, - { - "name": "Shaman", - "source": "LLSH" } ] }, "entries": [ - "You form a whip of shadows that lashes out toward a creature within range. Make a melee spell attack, on hit, the target takes {@damage 2d4} psychic damage. In addition, if the target is in dim light or darkness, you make the attack roll with advantage.", - "The spell's damage increases by {@dice 2d4} when you reach 5th level ({@dice 4d4}), 11th level ({@dice 6d4}), and 17th level ({@dice 8d4})." + "You point at a creature or Large or smaller object that is not being worn or carried within range, and attempt to make it melt into a puddle of slag. If the target is a creature, it makes a Constitution saving throw. On a failure, it takes {@damage 10d10} fire damage. On a success, it takes half as much damage.", + "If the target is an object, it takes {@damage 20d10} fire damage. If this reduces it to 0 hit points, it is melted into a puddle of slag." ], - "source": "KibblesTasty:CC", "components": { - "v": true, - "s": true + "v": true }, + "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 1d10} for each slot level above 6th." + ] + } + ], "damageInflict": [ - "psychic" + "fire" ], - "spellAttack": [ - "M" + "savingThrow": [ + "constitution" ], "areaTags": [ "ST" + ], + "miscTags": [ + "OBJ" ] }, { - "name": "Spelltrap", + "name": "Melting Glob", "source": "KibblesTasty:CC", - "page": 29, - "level": 2, - "school": "A", + "page": 34, + "otherSources": [ + { + "source": "Generic Elemental Spells", + "page": 5 + } + ], + "level": 1, + "school": "C", "time": [ { "number": 1, - "unit": "minute" + "unit": "action" } ], "range": { "type": "point", "distance": { - "type": "self" + "type": "feet", + "amount": 60 } }, "components": { @@ -8873,36 +9247,42 @@ { "type": "timed", "duration": { - "type": "hour", - "amount": 8 + "type": "minute", + "amount": 1 } } ], "entries": [ - "You create a spelltrap, marking it on yourself, typically as a small glowing mark on your skin. The first time you have to make a saving throw against a 1st level or below spell, the spell is absorbed by the spell trap and none of the effects of the spell take place.", - "On your next turn, you can cast the spell absorbed the spell trap without expending a spell slot. If you do not cast the spell during your next turn, the spell trap fades and trapped spell is lost.", - { - "type": "inset", - "name": "Note:", - "entries": [ - "Spelltrap absorbs the first spell you have to save against that qualifies it for the criteria." - ] - } + "You hurl a glob of acid at a creature within range, making a ranged spell attack. On hit, the creature takes {@damage 4d4} acid damage, and starts to be melted by acid. For 1 minute, at the end of each of its turns, it takes {@damage 1d4} acid damage. A creature can end the effect early by using its action to clear off the acid." ], "entriesHigherLevel": [ { "type": "entries", "name": "At Higher Levels", "entries": [ - "When you cast this spell using a spell slot of 3rd level or higher, the level of the spell it can absorb increases by 1 for each slot level above 2nd." + "When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 2d4 for each slot level above 1st." ] } ], + "spellAttack": [ + "R" + ], + "damageInflict": [ + "acid" + ], "classes": { "fromClassList": [ { - "name": "Bard", - "source": "PHB" + "name": "Artificer", + "source": "TCE" + }, + { + "name": "Inventor", + "source": "KibbleInventor" + }, + { + "name": "Spellblade", + "source": "KSB" }, { "name": "Sorcerer", @@ -8920,82 +9300,65 @@ } }, { - "name": "Stirge Swarm", - "source": "KibblesTasty:BMS", - "otherSources": [ - { - "source": "KibblesTasty:CC" - } - ], - "level": 6, - "school": "C", + "name": "Meteor Jump", + "source": "KibblesTasty:CC", + "page": 34, + "level": 3, + "school": "T", "time": [ { "number": 1, - "unit": "action" + "unit": "bonus" } ], "range": { "type": "point", "distance": { - "type": "feet", - "amount": 60 + "type": "self" } }, "duration": [ { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1, - "upTo": true - }, - "concentration": true + "type": "instant" } ], "classes": { "fromClassList": [ { - "name": "Warlock", + "name": "Wizard", "source": "PHB" }, { - "name": "Wizard", + "name": "Sorcerer", "source": "PHB" + }, + { + "name": "Spellblade", + "source": "KSB" } ] }, "entries": [ - "You conjure a swirling swarm of magical Stirges that swirl around within 20 foot radius of the target point. Creatures with blood other than the caster that start their turn within the area or enter it for the first time during a turn must make a Dexterity saving throw. On failure, they are drained of their blood by the swirling storm of Stirges, reducing their hit points by {@damage 4d4 + 12} damage and restoring 4 hit points to the caster. On a successful save, they half as much damage and restore 2 hit points to caster.", - "As a bonus action on each of their turns for the duration of the spell, the caster and move the swirling swarm of Stirges up to 30 feet in any direction." - ], - "subschools": [ - "blood magic" + "You drastically reduce your weight, tripling your jump distance and allowing you to immediately jump up to your maximum jumping distance without spending your movement. When you reach the height of your jump, your weight and density are rapidly increased, causing you to crash down with great force. You take no falling damage provided you fell less than 100 feet from where you started your movement, and all creatures within 10 feet of where you land must succeed a Strength saving throw, or take {@damage 2d10} bludgeoning damage and be knocked {@condition prone}. On successful save, creatures take half as much damage and not knocked {@condition prone}." ], "components": { - "s": true, - "m": { - "text": "a splash of your blood worth at least 10 hit points, which the spell consumes", - "consume": true - } + "v": true, + "s": true }, - "savingThrow": [ - "dexterity" - ], - "areaTags": [ - "S" + "conditionInflict": [ + "prone" ], - "miscTags": [ - "HL", - "UBA" + "damageInflict": [ + "bludgeoning" + ], + "savingThrow": [ + "strength" ] }, { - "name": "Stone Coffin", - "source": "KibblesTasty:CC", - "page": 38, + "name": "Mirror Army", "level": 4, - "school": "T", + "school": "I", "time": [ { "number": 1, @@ -9006,42 +9369,32 @@ "type": "point", "distance": { "type": "feet", - "amount": 60 + "amount": 30 } }, - "components": { - "v": true, - "s": true - }, "duration": [ { "type": "timed", "duration": { "type": "minute", "amount": 1 - }, - "concentration": true - } - ], - "entries": [ - "You cause a surge of stone to attempt to engulf a Large or smaller creature in stone. The target must make a Dexterity saving throw. On a failure, they become {@condition restrained} and {@condition blinded} in the stone coffin. A creature can choose to fail their save. While trapped within the coffin, they have total cover against all sources. The coffin has an AC of 15 and 50 hit points, and resistance to all damage beside bludgeoning and thunder damage. When the spell ends or the coffin is reduced to 0 hit points, it crumbles to fragments and the creature within is no longer restrained and blinded.", - "For the duration of the spell you can use your bonus action to attempt to crush a creature encased in the coffin, dealing {@damage 1d10} bludgeoning damage." - ], - "entriesHigherLevel": [ - { - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell slot of 5th level or higher, the stone coffin gains 10 additional hit points for each level above 5th." - ], - "type": "entries" + } } ], "classes": { "fromClassList": [ { - "name": "Druid", + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Bard", "source": "PHB" }, + { + "name": "Occultist", + "source": "KT:O" + }, { "name": "Sorcerer", "source": "PHB" @@ -9051,29 +9404,49 @@ "source": "PHB" } ] - } + }, + "entries": [ + "An illusory duplicate of every allied creature of your choice within 30 feet appears. Until the spell ends, the duplicates move with the creature they are a duplicate of and mimic their actions, making it impossible to track which is real. ", + "Each time a creature targets an affected creature with an attack during the spell's duration, roll a {@dice d20} to determine whether attack instead targets the duplicate. With a roll of 11 or higher, the duplicate is targeted.", + "A duplicate AC equals 10 + the affected creature's Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all duplicates are destroyed.", + "A creature unaffected by this spell if it can't see, if it relies on senses other than sight, such as {@sense blindsight}, or if it can perceive illusions as false as with {@sense truesight}." + ], + "source": "KibblesTasty:CC", + "page": 34, + "components": { + "v": true, + "s": true + }, + "miscTags": [ + "SGT" + ] }, { - "name": "Stone Forming", + "name": "Martial Steel Wind Strike", "source": "KibblesTasty:CC", - "page": 30, - "level": 0, - "school": "T", + "page": 41, + "level": 5, + "school": "C", "time": [ { "number": 1, - "unit": "bonus" + "unit": "action" } ], "range": { - "type": "point", + "type": "radius", "distance": { - "type": "touch" + "type": "feet", + "amount": 30 } }, "components": { "v": true, - "s": true + "s": true, + "m": { + "text": "a melee weapon you are proficient with worth at least 1 cp", + "cost": 1 + } }, "duration": [ { @@ -9081,31 +9454,39 @@ } ], "entries": [ - "You touch a stone surface or the ground, and call forth stone that shapes itself to your command. You can make any roughly shaped Small or Tiny item from the stone, including functional simple or martial melee weapons (for Medium or smaller creatures). Items made this way lose any magical durability after one hour, and become easily broken if they would not normally be functional in that shape." + "You flourish a weapon weapon you are proficient with used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee {@b weapon} attack against each target. On a hit, a target takes {@damage 6d10} damage of the weapon's damage type.", + "You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.", + { + "type": "inset", + "name": "Caius' Notes: Steel Wind Strike", + "entries": [ + "I have long been confused by {@spell Steel Wind Strike} - clearly a spell meant for Martials but one that they cannot seemingly use. As usual, the culprit was meddlesome Wizards, you have tweaked the spell to suit them, leaving it rather unsuitable for its intended audience. Fortunately, I have been able to reconstruct it's true form." + ] + } + ], + "miscTags": [ + "SGT", + "TP" ], "classes": { "fromClassList": [ { - "name": "Druid", - "source": "PHB" - }, - { - "name": "Sorcerer", + "name": "Ranger", "source": "PHB" }, { - "name": "Warlock", + "name": "Wizard", "source": "PHB" } ] } }, { - "name": "Sprout Tree", + "name": "Mounting Paranoia", "source": "KibblesTasty:CC", - "page": 30, - "level": 2, - "school": "T", + "page": 34, + "level": 3, + "school": "I", "time": [ { "number": 1, @@ -9115,94 +9496,114 @@ "range": { "type": "point", "distance": { - "type": "feet", - "amount": 30 + "type": "self" } }, - "components": { - "v": true, - "s": true - }, "duration": [ { - "type": "instant" + "type": "timed", + "duration": { + "type": "minute", + "amount": 1, + "upTo": true + }, + "concentration": true } ], - "entries": [ - "Targeting a 5-foot square on the ground that you can see within range, you cause a tree to sprout from the ground, growing rapidly to 20 feet tall with a 2-foot-radius trunk. This spell can only target a surface through with a tree could grow (for example, you can't target solid rock). At the DM's discretion, it can burst through up to 6 inches of most material.", - "A Large or smaller creature in this space must make a Dexterity saving throw. On a failure, they are lifted 20 feet into the air in the branches of the tree. On a success, they move 5 feet to an occupied space of their choice (if there is no space they can move, they automatically fail). A Large or smaller creature can choose to fail their saving throw. A Huge or large creature automatically succeeds on their save. The tree stops growing if it would hit a ceiling or other object when growing.", - "The tree provides as half cover to any creature within its branches, and three-quarters cover from effects originating on the other side of its trunk. The tree has an AC 13 and 50 hit points.", - "The tree remains there, but may die rapidly if sprouted in an unsuitable location or environment. Its wood is flammable only when dried, and serves no useful purpose other than firewood." - ], - "savingThrow": [ - "dexterity" - ], "classes": { "fromClassList": [ { - "name": "Druid", + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", "source": "PHB" } ] - } + }, + "entries": [ + "You shroud the mind of a creature you can see within range in shadow, twisting their view of the world around them. Everything more than 15 feet from the target becomes wreathed in shadow and indistinct noises, distorting how they perceive it. If the target attempts to target a creature wreathed in shadow in this way with an attack or spell, it must pass a Wisdom saving throw, or it instead targets a random different target within range. When the target creature becomes able to see a creature that was previously wreathed in shadow, it must pass a Wisdom saving throw, or become {@condition frightened} of that creature until the start of its next turn.", + "At the end of each of the creatures turns, it makes a Wisdom saving throw. On failure, the shadows draw 5 feet closer, closing off the distance the target can see clearly. If the target's entire vision becomes shrouded with shadows (after making 3 failures), they become {@condition paralyzed} with fear until they pass the saving throw against the spell. If the target passes their saving throw, the spell ends." + ], + "components": { + "v": true, + "s": true + }, + "conditionInflict": [ + "frightened" + ], + "savingThrow": [ + "wisdom" + ], + "miscTags": [ + "SGT", + "OBS" + ] }, { - "name": "Spiritual Consultation", + "name": "Multishot", "source": "KibblesTasty:CC", - "page": 31, + "page": 35, "level": 1, - "school": "N", + "school": "V", "time": [ { "number": 1, - "unit": "minute" + "unit": "bonus" } ], "range": { "type": "point", "distance": { - "type": "self" + "type": "touch" } }, "components": { "v": true, "s": true, "m": { - "text": "1 gp worth of incense, which the spell consumes", - "cost": 100, - "consume": true + "text": "a piece of ammunition or weapon with the thrown property worth at least 1 cp", + "cost": 1 } }, "duration": [ { "type": "timed", "duration": { - "type": "minute", - "amount": 10 + "type": "round", + "amount": 1 } } ], "entries": [ - "You call forth a spirit that is proficient in a skill from {@skill Arcana}, {@skill Animal Handling}, {@skill History}, {@skill Investigation}, {@skill Medicine}, {@skill Nature}, {@skill Perception}, {@skill Religion}, or {@skill Survival}. The spirit is ethereal and ephemeral and cannot interact with physical objects, but can provide guidance on matters relating to the skill selected when you summon it.", - "You can treat any check you make in the skill as if you have proficiency with it so long as the spirit can communicate with you. Alternatively, if the ability check is an Intelligence or Wisdom check you can have the spirit make the check, and it has a +8 modifier for the skill was summoned for.", - "The spirit will follow you and cannot stray more than 5 feet from you. You can choose to release it early, dismissing it back from whence it came." + "You touch a piece of ammunition or weapon with the thrown property, giving it a magical duplicate superimposed over it until the end of your next turn. The first time you attack with the empowered item before the end of your next turn, select a second target within range of the weapon for the attack, making a separate ranged weapon attack roll for the magically duplicated projectile. On hit, the target takes {@damage 2d8} force damage. This damage roll does not add any modifiers or bonus associated to weapon attacks.", + "Once an attack has been made with the piece of ammunition or weapon, the spell ends." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd Level or higher, you can select one additional target for each slot level above 1st." + ] + } ], "classes": { "fromClassList": [ { - "name": "Occultist", - "source": "KT:O" + "name": "Ranger", + "source": "PHB" } ] - }, - "miscTags": [ - "SMN" - ] + } }, { - "name": "Static Field", + "name": "Mutate", + "source": "KibblesTasty:CC", + "page": 35, "level": 3, - "school": "V", + "school": "T", "time": [ { "number": 1, @@ -9212,91 +9613,139 @@ "range": { "type": "point", "distance": { - "type": "feet", - "amount": 60 + "type": "self" } }, + "components": { + "v": true, + "s": true, + "m": "something from an extinct animal" + }, "duration": [ { "type": "timed", "duration": { "type": "minute", - "amount": 1 + "amount": 10 }, "concentration": true } ], + "entries": [ + "You manipulate the nature of your body with magic temporarily giving it new properties. You can select three of the following properties:", + { + "type": "list", + "items": [ + "Your body becomes malleable and amorphous. You have advantage on saves and checks against grapples and the {@condition restrained} condition, you do not suffer disadvantage from squeezing into smaller spaces, and you can squeeze through openings two sizes smaller than you.", + "You grow one additional appendage. This appendage serves as arm and a hand, though it can take the shape an arm, tentacle, or similar appendage.", + "You extend the length of your limbs, increasing the reach on melee attacks, touch spells, and object interactions by 5 feet.", + "Your flesh hardens, your base AC becomes 14 + your dexterity modifier if it is not already higher.", + "You grow more resilient, adapting against one external threat. You gain advantage on one type of saving throw of your choice.", + "You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.", + "Your body grows ablative armor. You gain temporary hit points equal to your spellcasting ability modifier at the start of each of your turns.", + "You can grow one size larger or smaller.", + "You sprout wings. You gain a flying speed of 30 feet.", + "You grow a natural weapon; this weapon can have the statistics of any martial melee weapon without the thrown property, and takes on a form vaguely reminiscent of it. You have proficiency with this weapon, and are considered to be holding it. You can use your spellcasting modifier in place of your Strength or Dexterity modifier for attack and damage rolls with this natural weapon. The natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it." + ] + }, + "For the duration of the spell, you can use an action to change one or all of the properties, losing the benefits of your previously selected properties and gaining the benefits of the new selected properties." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 4th or higher, you can select one additional property from the list of options, with one additional property per spell level above 3rd." + ] + } + ], + "conditionInflict": [ + "restrained" + ], "classes": { "fromClassList": [ { - "name": "Wizard", + "name": "Druid", "source": "PHB" }, { - "name": "Inventor", - "source": "KibbleInventor" + "name": "Sorcerer", + "source": "PHB" }, { - "name": "Artificer", - "source": "TCE" - }, - { - "name": "Sorcerer", + "name": "Warlock", "source": "PHB" }, { - "name": "Spellblade", - "source": "KSB" - }, - { - "name": "Warlock", + "name": "Wizard", "source": "PHB" } ] - }, - "entries": [ - "A visible field of static energy crackles to life in a 20 foot radius around a point you can see within range. If a creature takes an action, reaction, or moves 5 feet or more within the field, they take {@damage 1d12} lightning damage. A creature can take damage from each trigger once per turn (taking an action, a reaction, or moving)." - ], - "source": "KibblesTasty:CC", - "components": { - "v": true, - "s": true - }, - "damageInflict": [ - "lightning" - ], - "areaTags": [ - "S" - ] + } }, { - "name": "Stone Pillar", - "level": 2, - "school": "T", + "name": "Nauseating Poison", + "source": "KibblesTasty:CC", + "page": 35, + "otherSources": [ + { + "source": "Generic Elemental Spells", + "page": 17 + } + ], + "level": 1, + "school": "N", "time": [ { "number": 1, - "unit": "action" + "unit": "bonus" } ], "range": { "type": "point", "distance": { - "type": "feet", - "amount": 60 + "type": "self" } }, + "components": { + "v": true, + "s": true + }, "duration": [ { - "type": "instant" + "type": "timed", + "duration": { + "type": "round", + "amount": 1 + } } ], + "entries": [ + "You shroud your hand, a weapon you are holding, or a natural weapon in dark ichorous miasma. The next time you hit a creature with a melee attack (including a melee spell attack) before the start of your next turn, the attack deals an extra {@damage 1d12} poison damage and the target must succeed on a Constitution saving throw or be {@condition poisoned} until the end of your next turn.", + "The spell ends after dealing damage, or at the start of your next turn, whichever occurs first." + ], + "damageInflict": [ + "poison" + ], + "conditionInflict": [ + "poisoned" + ], + "savingThrow": [ + "constitution" + ], + "areaTags": [ + "ST" + ], "classes": { "fromClassList": [ { "name": "Druid", "source": "PHB" }, + { + "name": "Shaman", + "source": "LLSH" + }, { "name": "Sorcerer", "source": "PHB" @@ -9306,42 +9755,90 @@ "source": "PHB" } ] - }, - "entries": [ - "You cause a pillar of stone to rise from the ground in a space you can see. The pillar of stone has a diameter of 5 feet and raises up to 30 feet into the air. The ground where a pillar appears must be wide enough for its diameter, and you can target the ground under a creature if that creature is Medium or smaller.", - "If a pillar is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the pillar. A creature can choose to fail their save. If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes {@damage 3d8} bludgeoning damage and is {@condition restrained}, pinched between the pillar and the obstacle. The {@condition restrained} creature can use an action to make a Strength or Dexterity check (the creature's choice) against the spell save DC. On a success, the creature is no longer {@condition restrained} and must either move off the pillar or fall off it.", - "The pillar has AC 5 and 30 hit points. When reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of difficult terrain with a 10-foot radius that lasts until the rubble is cleared. Each 5-foot-diameter portion of the area requires at least 1 minute to clear by hand." - ], + } + }, + { + "name": "Orbital Stones", "source": "KibblesTasty:CC", + "page": 36, + "otherSources": [ + { + "source": "Generic Elemental Spells", + "page": 9 + } + ], + "level": 4, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, "components": { "v": true, "s": true }, - "conditionInflict": [ - "restrained" + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1, + "upTo": true + }, + "concentration": true + } + ], + "entries": [ + "You lift three inanimate Small or Medium sized rocks or similar objects from within 10 feet of you, causing them to defy gravity and slowly circle you. With all three stones orbiting, you have three quarters cover. With at least one stone remaining, you have half cover.", + "As a bonus action while at least one stone remains in orbit, you can magically fling a stone at target within 60 feet. Make a ranged spell attack roll. On hit, the target takes {@damage 3d10} bludgeoning damage and is knocked backward 5 feet." ], "damageInflict": [ "bludgeoning" ], - "abilityCheck": [ - "strength", - "dexterity" - ], - "areaTags": [ - "ST", - "Y" + "spellAttack": [ + "R" ], "miscTags": [ - "DFT", - "FMV" - ] + "FMV", + "UBA" + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + } }, { - "name": "Summon Archon", + "name": "Pillar of Fire", "source": "KibblesTasty:CC", - "page": 31, - "level": 2, - "school": "C", + "page": 36, + "otherSources": [ + { + "source": "Generic Elemental Spells", + "page": 13 + } + ], + "level": 4, + "school": "V", "time": [ { "number": 1, @@ -9352,38 +9849,28 @@ "type": "point", "distance": { "type": "feet", - "amount": 90 - } - }, - "components": { - "v": true, - "s": true, - "m": { - "text": "an ornate relic worth at least 200 gp", - "cost": 20000 + "amount": 120 } }, "duration": [ { - "type": "timed", - "duration": { - "type": "hour", - "amount": 1, - "upTo": true - }, - "concentration": true + "type": "instant" } ], "classes": { "fromClassList": [ { - "name": "Cleric", + "name": "Wizard", "source": "PHB" }, { - "name": "Paladin", + "name": "Sorcerer", "source": "PHB" }, + { + "name": "Spellblade", + "source": "KSB" + }, { "name": "Warlock", "source": "PHB" @@ -9391,29 +9878,37 @@ ] }, "entries": [ - "You call forth a minor celestial archon. It manifests in an unoccupied space that you can see within range. It takes the form of the {@creature archon spirit|KibblesTasty:CC} stat block. When you cast the spell, choose Hound, Lantern, or Trumpet. The creature resembles the Archon of your choice, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.", - "The creature is allied to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). if you don't issue any, it takes the {@action Dodge} action and uses its move to avoid danger." + "A pillar of fire in a 5-foot-radius, 30-foot-high cylinder centered on a point within range. Each creature in the cylinder in the must make a Dexterity saving throw. A creature takes {@damage 10d6} fire damage on a failed save, or half as much on a successful save." ], + "components": { + "v": true, + "s": true + }, "entriesHigherLevel": [ { + "type": "entries", "name": "At Higher Levels", "entries": [ - "When you cast this spell using a spell slot of 3rd level or higher, use the higher level whenever the spell's level appears in the stat block." - ], - "type": "entries" + "When you cast this spell using a spell slot of 5th level or higher, the damage increases by {@dice 1d6} for each slot level above 4th." + ] } ], - "miscTags": [ - "SCL", - "SMN" + "damageInflict": [ + "fire" + ], + "savingThrow": [ + "dexterity" + ], + "areaTags": [ + "Y" ] }, { - "name": "Summon Dragon", + "name": "Platinum Lances", "source": "KibblesTasty:CC", - "page": 32, - "level": 5, - "school": "C", + "page": 36, + "level": 6, + "school": "V", "time": [ { "number": 1, @@ -9424,127 +9919,1849 @@ "type": "point", "distance": { "type": "feet", - "amount": 90 + "amount": 150 } }, + "components": { + "v": true, + "s": true + }, "duration": [ { - "type": "timed", - "duration": { - "type": "hour", - "amount": 1, - "upTo": true - }, - "concentration": true + "type": "instant" } ], - "components": { - "v": true, - "s": true, - "m": { - "text": "a dragon statuette worth at least 500 gp", - "cost": 50000 + "entries": [ + "You conjure four giant lances of radiant energy that plummet down at four different points you can see. Each creature in a 10-foot-radius, 100-foot-high cylinder centered on each point must make a Dexterity saving throw.", + "On a failed save, a creature takes {@damage 8d8} radiant damage and is knocked {@condition prone}. On a successful save, they take half as much damage and are not knocked prone.", + "A creature in the area of more than one lance is affected only once." + ], + "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 1d8 for each slot level above 6th." + ] } - }, + ], "classes": { "fromClassList": [ { - "name": "Wizard", + "name": "Cleric", "source": "PHB" - }, + } + ] + } + }, + { + "name": "Poison Dart", + "source": "KibblesTasty:CC", + "page": 36, + "otherSources": [ + { + "source": "Generic Elemental Spells", + "page": 17 + } + ], + "level": 2, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You conjure a dart of pure poison and hurl it at a creature you can see within range. Make a ranged spell attack. On a hit, the target takes {@damage 3d12} poison damage and must succeed a Constitution saving throw or become {@condition poisoned} until the start of your next turn." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by {@damage 1d12} for each slot level above 2nd." + ] + } + ], + "damageInflict": [ + "poison" + ], + "conditionInflict": [ + "poisoned" + ], + "spellAttack": [ + "R" + ], + "savingThrow": [ + "constitution" + ], + "miscTags": [ + "SGT" + ], + "areaTags": [ + "ST" + ], + "classes": { + "fromClassList": [ + { + "name": "Shaman", + "source": "LLSH" + }, + { + "name": "Spellblade", + "source": "KSB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + } + }, + { + "name": "Poison Puff", + "source": "KibblesTasty:CC", + "page": 36, + "otherSources": [ + { + "source": "Generic Elemental Spells", + "page": 18 + } + ], + "level": 4, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "cone", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "round", + "amount": 1 + } + } + ], + "entries": [ + "You exhale a cloud of poison that magically expands to fill a 30 foot cone. Creatures in that area must make a Constitution saving throw. On a failure, they take {@damage 4d12} poison damage and become {@condition poisoned} until the start of their next turn. On a success, the target takes half as much damage and is not {@condition poisoned}.", + "The area is lightly obscured until the start of your turn, and any creature that ends their turn within the area takes {@damage 2d4} poison damage." + ], + "damageInflict": [ + "poison" + ], + "conditionInflict": [ + "poisoned" + ], + "savingThrow": [ + "constitution" + ], + "areaTags": [ + "N" + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Shaman", + "source": "LLSH" + }, + { + "name": "Spellblade", + "source": "KSB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + } + }, + { + "name": "Power Torrent", + "source": "KibblesTasty:CC", + "page": 36, + "otherSources": [ + { + "source": "Generic Elemental Spells", + "page": 15 + } + ], + "level": 1, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "line", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + } + ] + }, + "entries": [ + "You unleash a massive torrent of raw arcane energy, blasting a line 60 feet long and 15 feet wide with overwhelmingly raw power. This spell passes through all obstacles, walls, and all other non-magical barriers. All creatures in the area take {@damage 4d12 + 4} force damage.", + "All spells of 1st level or lower on creatures that take this damage are dispelled, and Constitution saving throws to maintain {@status concentration} on spells triggered by this damage are made with disadvantage." + ], + "components": { + "v": true, + "s": true + }, + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 7th level or higher, the damage is increases by {@dice 1d12 + 1} for each slot level above 6th." + ] + } + ], + "damageInflict": [ + "force" + ], + "areaTags": [ + "L" + ] + }, + { + "name": "Preservation", + "source": "KibblesTasty:CC", + "page": 37, + "level": 0, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 5 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "day", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Occultist", + "source": "KT:O" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Spellblade", + "source": "KSB" + }, + { + "name": "Warlock", + "source": "PHB" + } + ] + }, + "entries": [ + "You touch a Small or smaller object or container that contains objects, slowing the passage of time for that object to half its usual pace. Food takes twice as long to spoil, a torch burns twice as long, a lamp consumes 1/2 as much oil, ice melts half as fast, etc. This effect lasts until you use the effect again, until the object changes state (such as food being eaten), or 1 day passes (at which time you can use the spell again to maintain it). This does not affect the items interactions with the world (such as a weapon being preserved in this way would not swing slower)." + ], + "components": { + "v": true, + "s": true + }, + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "This spell's effect increases to slowing time to 1/3 its usually pace when you reach 5th level, 1/4 its usual pace when you reach 11th level, and 1/5 its usual pace when you reach 17th level." + ] + } + ], + "miscTags": [ + "SCL", + "OBJ" + ] + }, + { + "name": "Pressure Cutter", + "source": "KibblesTasty:CC", + "page": 37, + "otherSources": [ + { + "source": "Generic Elemental Spells", + "page": 20 + } + ], + "level": 5, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "line", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You unleash a blast of highly pressurized water in a 60-foot long 15-foot-wide line, slashing through everything in its path. Each creature in the line must make a Dexterity saving throw, taking {@damage 10d6} slashing damage on a failure. On a successful save, a creature takes half as much damage." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell lot of 6th level or higher, the damage increases by {@damage 1d6} for each level above 5th." + ] + } + ], + "damageInflict": [ + "slashing" + ], + "savingThrow": [ + "dexterity" + ], + "miscTags": [ + "SCL" + ], + "areaTags": [ + "L" + ], + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Spellblade", + "source": "KSB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + } + }, + { + "name": "Prismatic Flash", + "source": "KibblesTasty:CC", + "page": 37, + "level": 1, + "school": "I", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "cone", + "distance": { + "type": "feet", + "amount": 15 + } + }, + "components": { + "v": true, + "s": true, + "m": "a prism" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "round", + "amount": 1 + } + } + ], + "entries": [ + "A vivid rainbow of prismatic lights springs shoots from your hand. Each creature in a 15-foot cone must make a Constitution saving throw. On a failure, creatures are {@condition blinded} and dazed until the end of your next turn. While they are dazed in this way they are unable to take reactions and their movement speed is halved. If a creature fails by 10 or more, it is additionally {@condition stunned} for the duration. On a successful save, a creature is not blinded but is momentarily disoriented by the brilliant flash and has disadvantage on attack rolls until the end of your turn.", + "Creatures that are already blinded or cannot see you aren't effected as they do not see the burst." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, the size of the cone expands by 5 additional feet." + ] + } + ], + "classes": { + "fromClassList": [ + { + "name": "Spellblade", + "source": "KSB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + } + }, + { + "name": "Pseudopod Slam", + "source": "KibblesTasty:CC", + "page": 37, + "otherSources": [ + { + "source": "Generic Elemental Spells", + "page": 5 + } + ], + "level": 2, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 10 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Spellblade", + "source": "KSB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "You conjure a pseudopod of acidic ooze that slams a creature or object within range. Make a melee spell attack. On hit, the target takes {@damage 8d4} acid damage and is moved 5 feet in a direction of your choice." + ], + "components": { + "v": true, + "s": true + }, + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, the amount of damage blocked increases by {@dice 2d4} for each slot level above 2nd." + ] + } + ], + "damageInflict": [ + "acid" + ], + "spellAttack": [ + "M" + ], + "areaTags": [ + "ST" + ], + "miscTags": [ + "FMV" + ] + }, + { + "name": "Pyroclastic Lance", + "source": "KibblesTasty:CC", + "page": 37, + "otherSources": [ + { + "source": "Generic Elemental Spells", + "page": 13 + } + ], + "level": 5, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Spellblade", + "source": "KSB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "You conjure a lance of blazing lava before hurling it at target within range. Make a ranged spell attack. On hit, the target takes {@damage 8d6} fire damage. Hit or miss, the lance then explodes in a 10 foot radius sphere of heavily obscuring pyroclastic ash around the target until the start of your next turn. Any creature that start their turn within the ash cloud must make a Constitution saving throw or take {@damage 4d6} fire damage and be {@condition blinded} until the start of their next turn." + ], + "components": { + "v": true, + "s": true + }, + "conditionInflict": [ + "blinded" + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 6th level or higher, the initial damage increases by {@dice 1d6} for each slot level above 5th." + ] + } + ], + "damageInflict": [ + "fire" + ], + "spellAttack": [ + "R" + ], + "savingThrow": [ + "constitution" + ], + "areaTags": [ + "S" + ], + "miscTags": [ + "OBS" + ] + }, + { + "name": "Quick Sand", + "source": "KibblesTasty:CC", + "page": 37, + "otherSources": [ + { + "source": "Generic Elemental Spells", + "page": 9 + } + ], + "level": 3, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": "a pinch of sand" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You cause the ground in a 20-foot radius centered on a point you can see to turn to quicksand for the duration of the spell. A creature moving through or out of the area must spend 4 feet of movement for every 1 foot it moves. A creature that ends their turn must make a Strength saving throw. On failure, they fall {@condition prone}." + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + } + }, + { + "name": "Quicksilver Steps", + "source": "KibblesTasty:CC", + "page": 38, + "level": 4, + "school": "T", + "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": [ + "For the duration of the spell your movement does not provoke attacks of opportunity, and you can move up to 10 feet each time another creature you can see or hear ends their turn (no action required), up to 4 times, regaining all uses at the start of your turn. The first attack against you after each time you move have disadvantage." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 5th level or higher, the number of times you can move at the end of another creature's turn increases by 1, equaling the level of the spell slot used." + ] + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + }, + { + "name": "Spellblade", + "source": "KSB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + } + }, + { + "name": "Rain of Spiders", + "source": "KibblesTasty:CC", + "page": 38, + "level": 3, + "school": "C", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": "a spider leg" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "A vertical column of spiders begins to rain down in 20 foot radius, 40 foot high cylinder, centered on a location you specify. A {@creature Swarm of Spiders|MM} descends onto each creature within the cylinder when the spell is cast.", + "This swarm is considered to be climbing on the target creature and moves with it, even if they leave the affected area, and takes its turn immediately after that creature's turn.", + "A creature can make use its action to attempt to get it off, making a Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check against the spell save DC of the caster.", + "A swarm will attack the creature it fell on if it can, or move to chase it if it has been knocked off of it. Any spiders that remain when the spell ends disappear." + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + } + }, + { + "name": "Rain of Swords", + "source": "KibblesTasty:CC", + "page": 38, + "level": 7, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1, + "upTo": true + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + } + ] + }, + "entries": [ + "A rain of swords begins to fall in a 20-foot-radius, 40-foot high cylinder centered on a point within range. Creatures that start their turn in the area or enter it for the first time on their turn, they must make a Dexterity saving throw. On failure, they take {@damage 6d10} slashing damage. On a successful save, the creature takes half as much damage.", + "The swords remain plunged into the ground and can be removed and used by anyone within 5 feet of the radius, and are normal longswords. All swords are vanish when the spell ends." + ], + "components": { + "v": true, + "s": true + }, + "damageInflict": [ + "slashing" + ], + "savingThrow": [ + "dexterity" + ], + "areaTags": [ + "Y" + ] + }, + { + "name": "Repair", + "source": "KibblesTasty:CC", + "page": 38, + "level": 4, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You touch a construct or inanimate object, causing it to regain {@dice 10d6} hit points. This causes any parts or material that has broken away from the construct or object to reattach, repairing it to the condition it was in before losing those hit points.", + "If the construct or object damaged state is the result of age, you can instead repair to the condition it was in {@dice 10d6} years ago, if it was previously in a better condition during that time (the condition can only improve or not change)." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "The hit points restored increases by {@dice 2d6} (or the years restored) for each slot above 4th." + ] + } + ], + "classes": { + "fromClassList": [ + { + "name": "Artificer", + "source": "TCE" + }, + { + "name": "Inventor", + "source": "KibbleInventor" + } + ] + }, + "miscTags": [ + "HL" + ] + }, + { + "name": "Returning Weapon", + "level": 1, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 24 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Inventor", + "source": "KibbleInventor" + } + ] + }, + "entries": [ + "You touch a weapon granting it the throwing 20/60 property. If it already has the thrown property, it's range increases by 20/60. It also gains the \"returning\" property. After being thrown it automatically reappears in the throwers hand." + ], + "source": "KibblesTasty:CC", + "page": 38, + "components": { + "v": true, + "s": true + }, + "miscTags": [ + "OBJ" + ] + }, + { + "name": "Reverberating Dash", + "source": "KibblesTasty:CC", + "page": 38, + "level": 2, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 5 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + } + ] + }, + "entries": [ + "You imbue a resonating note of magic into a melee weapon you are holding. When you do so, you can immediately make a weapon attack against a creature within 5 feet, the blow releases a loud resonant note and deals an additional {@damage 1d8} thunder damage, and you can immediately move up to 15 feet in a straight line in any direction without provoking attacks of opportunity.", + "If this movement leaves you within 5 feet of a creature you have not hit with the casting of this spell, you can make an attack roll against them with the imbued weapon as part of the same action, dealing the weapon damage plus the bonus thunder damage to the on hit. If you hit, you can dash again, repeating the process. Each time you dash this way, the volume and tempo of the note increases, increasing the thunder damage dealt by {@dice 1d8}. You can dash and attack a maximum of 2 times after the first attack, after which, or if you dash to a place you cannot reach a target, the spell ends." + ], + "components": { + "v": true, + "s": true, + "m": "a melee weapon worth at least 1 sp" + }, + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, the initial thunder damage increases by {@dice 1d8} and you can dash and attack an additional time for each slot level above 2nd, up to a maximum of five dashes with a 5th level spell slot." + ] + } + ], + "damageInflict": [ + "thunder" + ], + "areaTags": [ + "ST", + "MT" + ], + "miscTags": [ + "AAD" + ] + }, + { + "name": "Ribcage", + "source": "KibblesTasty:CC", + "page": 39, + "level": 4, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1, + "upTo": true + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Occultist", + "source": "KT:O" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + } + ] + }, + "entries": [ + "You cause a series of rib bones burst from the earth surrounding a 10-foot radius area within range, trapping all creatures in the area in a hemispheric cage of bone. Small or larger creatures and attacks that deal slashing or bludgeoning damage cannot pass through the cage, while it serves as half cover against all other attacks or spells passing through it.", + "The cage has an AC of 13, and 40 hit points, with a vulnerability to bludgeoning damage. If it is reduced to 0 hit points, the cage crumbles to dust and the spell ends." + ], + "components": { + "v": true, + "s": true, + "m": "a rib bone" + }, + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When cast with a 5th level or higher spell slot, the cage has an additional 10 hit points for each level above 4th." + ] + } + ], + "areaTags": [ + "H" + ], + "miscTags": [ + "SCL" + ] + }, + { + "name": "Rock Slam", + "source": "KibblesTasty:CC", + "page": 39, + "otherSources": [ + { + "source": "Generic Elemental Spells", + "page": 8 + } + ], + "level": 0, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You fling a rock a creature you can see within range. Make a ranged spell attack. On hit, the target takes {@damage 1d10} bludgeoning damage. On a critical hit, the target is knocked {@damage prone} or 10 feet backwards (your choice).", + "The spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10)." + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Spellblade", + "source": "KSB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + } + }, + { + "name": "Rotting Curse", + "source": "KibblesTasty:CC", + "page": 39, + "level": 1, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "something from the target creature (such as blood, hair, or scales) which the spell consumes", + "consume": true + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You inflicting a rotting decay on a creature, causing it to to begin to rot. For the duration of the spell, every time the creature takes damage, it takes an additional {@damage 1d4} necrotic damage, and the effect of all healing on the creature is reduced by half.", + "The target creature has disadvantage on any Charisma checks for social interaction during the effect of the spell.", + { + "type": "inset", + "name": "Curse Spell Material Components", + "source": "KT:O", + "page": 6, + "entries": [ + "All curse spells require \"something from the target creature (such as blood, hair, or scales) which the spell consumes\" as the material component. This can be satisfied by either by having that material, or being in range to touch the creature while casting the spell." + ] + } + ], + "damageInflict": [ + "necrotic" + ], + "miscTags": [ + "HL" + ] + }, + { + "name": "Sanctified Charge", + "source": "KibblesTasty:CC", + "page": 49, + "level": 2, + "school": "T", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "line", + "distance": { + "type": "feet", + "amount": 20 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Paladin", + "source": "PHB" + }, + { + "name": "Shaman", + "source": "LLSH" + } + ] + }, + "entries": [ + "Fueled by a burst of divine strength, you move up to 20 feet in a straight line in a swift burst of movement, ending your charge early if you collide with a creature. A creature you collide with must make a Strength saving throw. On failure, they take {@damage 2d6} radiant damage and are knocked {@condition prone}, or half as much damage on a successful save." + ], + "components": { + "v": true, + "s": true + }, + "damageInflict": [ + "radiant" + ], + "savingThrow": [ + "strength" + ] + }, + { + "name": "Seeking Orb", + "source": "KibblesTasty:CC", + "page": 39, + "otherSources": [ + { + "source": "Generic Elemental Spells", + "page": 14 + } + ], + "level": 2, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 5 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + } + ] + }, + "entries": [ + "You create a Tiny orb of pure arcane energy that hovers within range, and designate a target creature within 120 feet. For the duration of the spell, at the end of each of your turns, the orb grows larger and moves 30 feet directly toward the creature. If the orb reaches the target, it detonates dealing {@damage 6d4} force damage and an additional {@damage 2d4} damage for each round since you cast the spell to the target up to a maximum of {@dice 10d4}. The spell ends after it deals damage. If the orb does not reach the target before the spell ends, it fades away without dealing damage." + ], + "components": { + "v": true, + "s": true + }, + "damageInflict": [ + "force" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Seeking Projectile", + "source": "KibblesTasty:CC", + "page": 39, + "level": 1, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a piece of ammunition or weapon with the thrown property worth at least 1 cp", + "cost": 1 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "entries": [ + "You touch a piece of ammunition or weapon with the thrown property imbuing it with the property of seeking its target. When a ranged attack roll is made with that weapon, the attack roll can add your spell casting modifier to the value on the dice. If that makes the value on the die a 20 or more, the attack is a critical hit as if a 20 was rolled. After making the attack roll, the spell ends." + ], + "classes": { + "fromClassList": [ + { + "name": "Ranger", + "source": "PHB" + } + ] + } + }, + { + "name": "Seismic Wave", + "source": "KibblesTasty:CC", + "page": 39, + "otherSources": [ + { + "source": "Generic Elemental Spells", + "page": 9 + } + ], + "level": 3, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "cone", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You release a seismic wave, slamming the ground in front of you causing the earth to explode violently in a 30 foot cone in front of you. Creatures touching the ground in the area must make a Strength saving throw. On failure, they take {@damage 4d10} bludgeoning damage and fall {condition prone}. On success, they take half as much damage and do not fall prone. Large or larger objects and structures in the area of effect automatically fail the save and take double damage. The ground becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand." + ], + "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 1d10 for each slot level above 2nd." + ] + } + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Spellblade", + "source": "KSB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + } + }, + { + "name": "Shadow Bind", + "source": "KibblesTasty:CC", + "page": 40, + "level": 1, + "school": "I", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1, + "upTo": true + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Spellblade", + "source": "KSB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Shaman", + "source": "LLSH" + } + ] + }, + "entries": [ + "You cause solidified tendrils of shadow to leap spring from a Medium or smaller creature's shadow and bind it. The target must make a Strength saving throw or become {@condition restrained} for the duration of the spell. A {@condition restrained} creature can repeat its saving throw at the end of each of its turns, ending the effect on a successful save." + ], + "components": { + "v": true, + "s": true + }, + "conditionInflict": [ + "restrained" + ], + "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 either one additional creature or a creature of one size category larger than medium for each slot level above 1st." + ] + } + ], + "savingThrow": [ + "strength" + ], + "areaTags": [ + "ST" + ], + "miscTags": [ + "SCL" + ] + }, + { + "name": "Shadow Lash", + "source": "KibblesTasty:CC", + "page": 40, + "level": 0, + "school": "I", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 10 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Shaman", + "source": "LLSH" + } + ] + }, + "entries": [ + "You form a whip of shadows that lashes out toward a creature within range. Make a melee spell attack, on hit, the target takes {@damage 2d4} psychic damage. In addition, if the target is in dim light or darkness, you make the attack roll with advantage.", + "The spell's damage increases by {@dice 2d4} when you reach 5th level ({@dice 4d4}), 11th level ({@dice 6d4}), and 17th level ({@dice 8d4})." + ], + "components": { + "v": true, + "s": true + }, + "damageInflict": [ + "psychic" + ], + "spellAttack": [ + "M" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Shattering Shield", + "source": "KibblesTasty:CC", + "page": 40, + "otherSources": [ + { + "source": "Generic Elemental Spells", + "page": 6 + } + ], + "level": 2, + "school": "V", + "time": [ + { + "number": 1, + "unit": "reaction", + "condition": "which you can take when a creature within range is hit by a melee attack." + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ { "name": "Sorcerer", "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Spellblade", + "source": "KSB" + }, + { + "name": "Warlock", + "source": "PHB" } ] }, "entries": [ - "You call forth a magical {@creature dragon spirit|KibblesTasty:CC}. It manifests in an unoccupied space that you can see within range. It takes the form of the dragon spirit stat block. When you cast the spell choose a color from the table below. The creature resembles a dragon of that color, which determines certain traits in its stat block based on its color as per the Dragon Table below where listed in traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.", - "The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. If obeys your verbal commands (no action required by you). If you don't issue any, it takes the {@action Dodge} action and uses its move to avoid danger.", + "You cause a shield of ice to erupt blocking the attack. The damage of the attack is reduced by {@dice 1d8} + your spellcasting modifier. If the attack damage is not completely blocked, the shield shatters, dealing the amount of blocked damage as cold damage to the attacking creature. If the shield is not broken, it melts away after blocking the damage." + ], + "components": { + "v": true, + "s": true + }, + "entriesHigherLevel": [ { - "type": "table", - "caption": "Dragon Table", - "colLabels": [ - "Dragon", - "Elemental Damage", - "Breath Weapon Area" - ], - "colStyles": [ - "text-center col-2", - "text-center col-4", - "text-center col-6" - ], - "rows": [ - [ - "Black", - "Acid", - "5 by 60 ft. line (Dex. save)" - ], - [ - "Blue", - "Lightning", - "5 by 60 ft. line (Dex. save)" - ], - [ - "Brass", - "Fire", - "5 by 60 ft. line (Dex. save)" - ], - [ - "Bronze", - "Lightning", - "5 by 60 ft. line (Dex. save)" - ], - [ - "Copper", - "Acid", - "5 by 60 ft. line (Dex. save)" - ], - [ - "Gold", - "Fire", - "30 ft. cone (Dex. save)" - ], - [ - "Green", - "Poison", - "30 ft. cone (Con. save)" - ], - [ - "Red", - "Fire", - "30 ft. cone (Dex. save)" - ], - [ - "Silver", - "Cold", - "30 ft. cone (Con. save)" - ], - [ - "White", - "Cold", - "30 ft. cone (Con. save)" - ] + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, the amount of damage blocked increases by {@dice 1d8} for each slot level above 2nd." + ] + } + ], + "damageInflict": [ + "cold" + ] + }, + { + "name": "Sky Burst", + "source": "KibblesTasty:CC", + "page": 40, + "otherSources": [ + { + "source": "Generic Elemental Spells", + "page": 16 + } + ], + "level": 5, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "Five bolts of lightning strike five points of your choice that you can see within range. Each creature within 5 feet of a chosen point must make a Dexterity saving throw. A creature takes {@damage 4d12 + 4} lightning damage on a failed save, or half as much on a successful one. A creature in the area of more than one lightning burst is affected only once." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 6th level or higher, you can call down an additional bolt of lightning targeting another point within range for each slot level above 5th." ] } ], + "damageInflict": [ + "lightning" + ], + "savingThrow": [ + "dexterity" + ], + "miscTags": [ + "SCL", + "SGT" + ], + "areaTags": [ + "MT" + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Spellblade", + "source": "KSB" + } + ] + } + }, + { + "name": "Sonic Shriek", + "source": "KibblesTasty:CC", + "page": 40, + "otherSources": [ + { + "source": "Generic Elemental Spells", + "page": 18 + } + ], + "level": 5, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "cone", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You emit a sonic blast covering a huge area. Each creature in a 120-foot cone must make a Constitution saving throw. On a failed save, a creature takes {@damage 6d8} thunder damage. On a successful save, a creature takes half as much damage. A creature automatically succeed on its saving throw if it is more than 60 feet from you." + ], "entriesHigherLevel": [ { + "type": "entries", "name": "At Higher Levels", "entries": [ - "When you cast this spell using a spell slot of 3rd level or higher, use the higher level whenever the spell's level appears in the stat block." - ], - "type": "entries" + "When you cast this spell using a spell slot of 6th level or higher, the damage increases by {@damage 1d8} for each slot level above 5th." + ] } ], + "savingThrow": [ + "constitution" + ], "miscTags": [ - "SCL", - "SMN" - ] + "SCL" + ], + "areaTags": [ + "N" + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Spellblade", + "source": "KSB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + } }, { - "name": "Summon Monstrosity", - "level": 3, + "name": "Spatial Swap", + "source": "KibblesTasty:CC", + "page": 40, + "level": 4, "school": "C", "time": [ { @@ -9556,124 +11773,132 @@ "type": "point", "distance": { "type": "feet", - "amount": 90 + "amount": 120 } }, "duration": [ { - "type": "timed", - "duration": { - "type": "hour", - "amount": 1, - "upTo": true - }, - "concentration": true + "type": "instant" } ], "classes": { "fromClassList": [ { - "name": "Sorcerer", + "name": "Wizard", "source": "PHB" }, { - "name": "Wizard", + "name": "Occultist", + "source": "KT:O" + }, + { + "name": "Sorcerer", "source": "PHB" } ] }, "entries": [ - "You call forth a magical {@creature monstrosity spirit|KibblesTasty:CC}. It manifests in an occupied space that you can see within range. The corporeal form uses the Monstrosity Spirit stat block. When you cast the spell, choose Blinker, Burrower, or Displacer. The creature resembles the creature of your choice, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.", - "The creature is an ally to your and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal comments (no action required by you). If you don't issue any, it takes the {@action Dodge} action and uses its move to avoid danger." + "You switch positions with a creature you can see. If there is insufficient space for either creature at the location of the other, the spell fails. If the target is an unwilling creature, the target must make a Charisma saving throw. On success, the spell fails." ], - "source": "KibblesTasty:CC", - "page": 33, "components": { "v": true, - "s": true, - "m": { - "text": "a statuette carved from a monster bone or fang worth at least 300 gp", - "cost": 30000 - } + "s": true }, - "entriesHigherLevel": [ - { - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell slot of 4th level or higher, use the higher level whenever the spell's level appears in the stat block." - ], - "type": "entries" - } + "savingThrow": [ + "charisma" + ], + "areaTags": [ + "ST" + ], + "miscTags": [ + "TP", + "FMV" ] }, { - "name": "Summon Ooze", - "level": 1, - "school": "C", + "name": "Spelltrap", + "source": "KibblesTasty:CC", + "page": 41, + "level": 2, + "school": "A", "time": [ { "number": 1, - "unit": "action" + "unit": "minute" } ], "range": { "type": "point", "distance": { - "type": "feet", - "amount": 30 + "type": "self" } }, + "components": { + "v": true, + "s": true + }, "duration": [ { "type": "timed", "duration": { "type": "hour", - "amount": 1, - "upTo": true - }, - "concentration": true + "amount": 8 + } + } + ], + "entries": [ + "You create a spelltrap, marking it on yourself, typically as a small glowing mark on your skin. The first time you have to make a saving throw against a 1st level or below spell, the spell is absorbed by the spell trap and none of the effects of the spell take place.", + "On your next turn, you can cast the spell absorbed the spell trap without expending a spell slot. If you do not cast the spell during your next turn, the spell trap fades and trapped spell is lost.", + { + "type": "inset", + "name": "Note:", + "entries": [ + "Spelltrap absorbs the first spell you have to save against that qualifies it for the criteria." + ] + } + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, the level of the spell it can absorb increases by 1 for each slot level above 2nd." + ] } ], "classes": { "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, { "name": "Wizard", "source": "PHB" } ] - }, - "entries": [ - "You call forth a magical ooze. It manifests in an unoccupied space that you can see within range. This corporeal form uses the {@creature Ooze Spirit|KibblesTasty:CC} stat block. When you cast the spell, choose from Green, Red, or Yellow. The creature resembles the creature of your choice, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.", - "The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the {@action Dodge} action and uses its move to avoid danger." - ], + } + }, + { + "name": "Spider Bite", "source": "KibblesTasty:CC", - "page": 33, - "components": { - "v": true, - "s": true, - "m": { - "text": "a gold vial worth at least 100 gp", - "cost": 10000 - } - }, - "entriesHigherLevel": [ + "page": 41, + "otherSources": [ { - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell of 2nd level or higher, use the higher level whenever the spell's level appears in the stat block." - ], - "type": "entries" + "source": "Generic Elemental Spells", + "page": 17 } ], - "miscTags": [ - "SCL", - "SMN" - ] - }, - { - "name": "Summon Plant", "level": 3, - "school": "C", + "school": "T", "time": [ { "number": 1, @@ -9683,21 +11908,46 @@ "range": { "type": "point", "distance": { - "type": "feet", - "amount": 90 + "type": "touch" } }, + "components": { + "v": true, + "s": true + }, "duration": [ { - "type": "timed", - "duration": { - "type": "hour", - "amount": 1, - "upTo": true - }, - "concentration": true + "type": "instant" + } + ], + "entries": [ + "You prick a target with a tiny magical fang of venom. Make a melee spell attack against a creature within reach. On a hit, the target takes {@damage 4d12} poison damage and must succeed on a Constitution saving throw or becoming {@condition poisoned} for 1 minute. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the target is no longer {@condition poisoned}.", + "If you miss your melee attack roll, you can concentrate (as if concentrating on a spell) to maintain the attack for another attempt until the end of your next turn. (You may make subsequent attempts until you hit or lose concentration)" + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, the damage increases by {@damage 1d12} for each slot level above 3rd." + ] } ], + "damageInflict": [ + "poison" + ], + "conditionInflict": [ + "poisoned" + ], + "spellAttack": [ + "M" + ], + "savingThrow": [ + "constitution" + ], + "areaTags": [ + "ST" + ], "classes": { "fromClassList": [ { @@ -9705,61 +11955,43 @@ "source": "PHB" }, { - "name": "Ranger", + "name": "Spellblade", + "source": "KSB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", "source": "PHB" } ] - }, - "entries": [ - "You call forth a magical plant. It manifests in an unoccupied space that you can see within range. This corporeal form uses the {@creature Plant Spirit|KibblesTasty:CC} stat block. When you cast the spell, choose Dryad, Shambling Mound, or Treant. The creature resembles the creature of your choice, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.", - "The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the {@action Dodge} action and uses its move to avoid danger." - ], - "source": "KibblesTasty:CC", - "page": 34, - "components": { - "v": true, - "s": true, - "m": { - "text": "a carved wooden figurine worth at least 300 gp", - "cost": 30000 - } - }, - "entriesHigherLevel": [ - { - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell of 4th level or higher, use the higher level whenever the spell's level appears in the stat block." - ], - "type": "entries" - } - ], - "miscTags": [ - "SCL", - "SMN" - ] + } }, { - "name": "Summon Swarm", + "name": "Spirit Echo", + "source": "KibblesTasty:CC", + "page": 41, "level": 2, "school": "C", "time": [ { "number": 1, - "unit": "action" + "unit": "bonus" } ], "range": { "type": "point", "distance": { - "type": "feet", - "amount": 90 + "type": "self" } }, "duration": [ { "type": "timed", "duration": { - "type": "hour", + "type": "minute", "amount": 1, "upTo": true }, @@ -9769,67 +12001,54 @@ "classes": { "fromClassList": [ { - "name": "Druid", + "name": "Wizard", "source": "PHB" }, { - "name": "Wizard", + "name": "Ranger", "source": "PHB" + }, + { + "name": "Occultist", + "source": "KT:O" } ] }, "entries": [ - "You call forth a magical swarm. It manifests in an unoccupied space that you can see within range. This corporeal form uses the {@creature Swarm Spirit|KibblesTasty:CC} stat block. When you cast the spell, choose from Quippers, Spiders, or Wasps. The creature resembles the creature of your choice, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.", - "The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the {@action Dodge} action and uses its move to avoid danger." + "You summon a ghostly echo of yourself. It shares your space and acts automatically on your intents. For the duration of the spell, the first time on your turn you make an attack, it attacks the same target. It makes a separate attack roll, but otherwise uses your statistics for the weapon attack and damage roll, besides that on a hit the target takes force damage equal to half the damage that it would have taken from your attack." ], - "source": "KibblesTasty:CC", - "page": 35, "components": { "v": true, - "s": true, - "m": { - "text": "a golden insect worth at least 200 gp", - "cost": 20000 - } + "s": true }, - "entriesHigherLevel": [ - { - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell slot of 3rd level or higher, use the higher level whenever the spell's level appears in the stat block." - ], - "type": "entries" - } - ], - "miscTags": [ - "SCL", - "SMN" + "damageInflict": [ + "force" ] }, { - "name": "Swapping Curse", + "name": "Spiritual Consultation", "source": "KibblesTasty:CC", - "page": 36, - "level": 5, - "school": "E", + "page": 41, + "level": 1, + "school": "N", "time": [ { "number": 1, - "unit": "action" + "unit": "minute" } ], "range": { "type": "point", "distance": { - "type": "feet", - "amount": 60 + "type": "self" } }, "components": { "v": true, "s": true, "m": { - "text": "something from each creature (such blood, hair, or scales) the spell is targeting, which the spell consumes.", + "text": "1 gp worth of incense, which the spell consumes", + "cost": 100, "consume": true } }, @@ -9838,94 +12057,101 @@ "type": "timed", "duration": { "type": "minute", - "amount": 1 - }, - "concentration": true + "amount": 10 + } } ], "entries": [ - "You cast a curse targeting two individuals. Both targets must make a Charisma saving throw (which they can choose to fail). If both targets fail their saving throws, for the duration of the spell their souls are swapped. A soul controls the body it inhabits. It gains any ability score or action the body had (besides legendary actions or legendary resistance), but retains it's own spell casting (if it has the spellcasting, innate or otherwise), and has disadvantage on all attack rolls and strength, dexterity, and constitution saving throws for {@dice 1d4} turns after swapping bodies.", - "At the end of a swapped creatures turn, it can choose to repeat the saving throw, ending the effect on a successful save. It its CR (or character level if it has no CR) is higher than the body of the creature it is, it has advantage on the save.", - "If a creature dies while while it's soul is swapped, the souls return to their original bodies. If a soul was in a dying creature that returns to a living body, that creature takes {@damage 5d10} necrotic damage.", - { - "type": "inset", - "name": "Curse Spell Material Components", - "source": "KT:O", - "page": 6, - "entries": [ - "All curse spells require \"something from the target creature (such as blood, hair, or scales) which the spell consumes\" as the material component. This can be satisfied by either by having that material, or being in range to touch the creature while casting the spell." - ] - } - ], - "damageInflict": [ - "necrotic" + "You call forth a spirit that is proficient in a skill from {@skill Arcana}, {@skill Animal Handling}, {@skill History}, {@skill Investigation}, {@skill Medicine}, {@skill Nature}, {@skill Perception}, {@skill Religion}, or {@skill Survival}. The spirit is ethereal and ephemeral and cannot interact with physical objects, but can provide guidance on matters relating to the skill selected when you summon it.", + "You can treat any check you make in the skill as if you have proficiency with it so long as the spirit can communicate with you. Alternatively, if the ability check is an Intelligence or Wisdom check you can have the spirit make the check, and it has a +8 modifier for the skill was summoned for.", + "The spirit will follow you and cannot stray more than 5 feet from you. You can choose to release it early, dismissing it back from whence it came." ], - "savingThrow": [ - "charisma" + "classes": { + "fromClassList": [ + { + "name": "Occultist", + "source": "KT:O" + } + ] + }, + "miscTags": [ + "SMN" ] }, { - "name": "Thunderburst Mine", + "name": "Split Timeline", "source": "KibblesTasty:CC", - "page": 36, - "level": 2, - "school": "A", + "page": 41, + "level": 4, + "school": "T", "time": [ { "number": 1, - "unit": "minute" + "unit": "action" } ], "range": { "type": "point", "distance": { - "type": "touch" + "type": "feet", + "amount": 60 } }, - "components": { - "v": true, - "s": true, - "m": "Any tiny nonmagical item, which is destroyed by the activation of the spell" - }, "duration": [ { "type": "timed", "duration": { - "type": "hour", - "amount": 8 + "type": "round", + "amount": 1 } } ], - "entries": [ - "You can set a magical trap by infusing explosive magic into an item. You can set this item to detonate when someone comes within 5 feet of it, or by a verbal command using your reaction (one or more mines can be detonated).", - "When the magic trap detonates, each creature in a 10-foot radius sphere centered on the item must make a Constitution saving throw. A creature takes {@damage 3d8} thunder damage on a failed save, or half as much damage on a successful one. If a creature is in the area of effect of more than one thunderburst mine during a turn, they take half damage from any subsequent effects of the mines.", - "A magical mine must be set 5 feet or more from another mine, and cannot be moved once placed; any attempt to move it results in it detonating unless the spellcaster that set it disarms it with an action." - ], - "damageInflict": [ - "thunder" - ], - "savingThrow": [ - "constitution" - ], "classes": { "fromClassList": [ { - "name": "Artificer", - "source": "TCE" + "name": "Wizard", + "source": "PHB" }, { - "name": "Inventor", - "source": "KibbleInventor" + "name": "Occultist", + "source": "KT:O" + }, + { + "name": "Sorcerer", + "source": "PHB" } ] - } + }, + "entries": [ + "You split a willing creature's timeline in two. At the start of that creature's next turn, a temporal duplicate of them appears, lasting until the end of their turn or it drops to 0 hit points (whichever comes first). Their temporal duplicate is an exact duplicate, sharing all stats, abilities, and resources, and under the control of the character it is a duplicate of as when it splits from them. Any limited use abilities, items, or spells it uses are depleted from the character it is a duplicate of.", + "At the end of that character's turn, the temporal duplicate disappears." + ], + "components": { + "v": true, + "s": true + }, + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When cast with a 5th level or higher spell slot, the temporal duplicate lasts for 1 additional turn for each level above 4th." + ] + } + ], + "areaTags": [ + "ST" + ], + "miscTags": [ + "SMN" + ] }, { - "name": "Thunder Note", + "name": "Sprout Tree", "source": "KibblesTasty:CC", - "page": 36, - "level": 0, - "school": "V", + "page": 42, + "level": 2, + "school": "T", "time": [ { "number": 1, @@ -9936,7 +12162,7 @@ "type": "point", "distance": { "type": "feet", - "amount": 60 + "amount": 30 } }, "components": { @@ -9949,46 +12175,29 @@ } ], "entries": [ - "You emit a crashing bang with a localized point of intensity targeting a creature within range. The target must succeed on a Constitution saving throw or take {@damage 1d8} thunder damage and become {@condition deafened} until the start of their next turn. Constitution saving throws to maintain concentration on spells triggered by this damage are made with disadvantage.", - "The spell's damage increases by {@dice 1d8} when you reach 5th level ({@dice 2d8}), 11th level ({@dice 3d8}), and 17th level ({@dice 4d8})." - ], - "scalingLevelDice": { - "label": "thunder damage", - "scaling": { - "1": "1d8", - "5": "2d8", - "11": "3d8", - "17": "4d8" - } - }, - "damageInflict": [ - "thunder" + "Targeting a 5-foot square on the ground that you can see within range, you cause a tree to sprout from the ground, growing rapidly to 20 feet tall with a 2-foot-radius trunk. This spell can only target a surface through with a tree could grow (for example, you can't target solid rock). At the DM's discretion, it can burst through up to 6 inches of most material.", + "A Large or smaller creature in this space must make a Dexterity saving throw. On a failure, they are lifted 20 feet into the air in the branches of the tree. On a success, they move 5 feet to an occupied space of their choice (if there is no space they can move, they automatically fail). A Large or smaller creature can choose to fail their saving throw. A Huge or large creature automatically succeeds on their save. The tree stops growing if it would hit a ceiling or other object when growing.", + "The tree provides as half cover to any creature within its branches, and three-quarters cover from effects originating on the other side of its trunk. The tree has an AC 13 and 50 hit points.", + "The tree remains there, but may die rapidly if sprouted in an unsuitable location or environment. Its wood is flammable only when dried, and serves no useful purpose other than firewood." ], "savingThrow": [ - "constitution" - ], - "miscTags": [ - "SCL" + "dexterity" ], "classes": { "fromClassList": [ { - "name": "Bard", + "name": "Druid", "source": "PHB" } ] } }, { - "name": "Transfuse Life", - "source": "KibblesTasty:BMS", - "otherSources": [ - { - "source": "KibblesTasty:CC" - } - ], - "level": 1, - "school": "N", + "name": "Starfall", + "source": "KibblesTasty:CC", + "page": 42, + "level": 4, + "school": "V", "time": [ { "number": 1, @@ -9996,68 +12205,75 @@ } ], "range": { - "type": "point", + "type": "radius", "distance": { - "type": "touch" + "type": "feet", + "amount": 60 } }, "duration": [ { - "type": "instant" + "type": "timed", + "duration": { + "type": "minute", + "amount": 1, + "upTo": true + }, + "concentration": true } ], "classes": { "fromClassList": [ { - "name": "Sorcerer", + "name": "Wizard", "source": "PHB" }, { - "name": "Warlock", + "name": "Druid", "source": "PHB" }, { - "name": "Wizard", + "name": "Occultist", + "source": "KT:O" + }, + { + "name": "Sorcerer", "source": "PHB" } ] }, "entries": [ - "You infuse a creature you touch with life divested from the blood used in the material component of the spell, causing the target to regain twice the hit points expended." - ], - "subschools": [ - "blood magic" + "A false sky of a starry night swirls above you, which begins to rain down stars from above. When you cast the spell, 3 stars immediately fall, with 1 additional star falling at the start of your turn for the duration of the spell. For each star that falls, choose a creature within 60 feet of you. That creature must make a Dexterity saving throw, taking {@damage 4d8} radiant damage on failure, or half as much on a successful save. A creature cannot be targeted by more than one falling star per turn." ], "components": { - "s": true, - "m": { - "text": "a splash of your blood worth 5 hit points, which the spell consumes", - "consume": true - } + "v": true, + "s": true }, "entriesHigherLevel": [ { "type": "entries", "name": "At Higher Levels", "entries": [ - "When you cast this spell using a spell slot of 2nd level or higher, the amount of hit points consumed by the spell increases by 5 (and the amount of hit points restored increases by a corresponding amount)." + "When cast with a 5th level or higher spell slot, the number of falling stars of the initial cast and subsequent turns increases by 1 for each level above 4th." ] } ], - "areaTags": [ - "ST" + "damageInflict": [ + "radiant" ], - "miscTags": [ - "HL", - "SCL" + "savingThrow": [ + "dexterity" + ], + "areaTags": [ + "MT" ] }, { - "name": "Twisting Eruption", + "name": "Star Dust", "source": "KibblesTasty:CC", - "page": 37, - "level": 7, - "school": "C", + "page": 42, + "level": 2, + "school": "V", "time": [ { "number": 1, @@ -10065,61 +12281,53 @@ } ], "range": { - "type": "point", + "type": "cone", "distance": { "type": "feet", - "amount": 120 + "amount": 30 } }, "components": { "v": true, - "s": true, - "m": "a handful of dead plants" + "s": true }, "duration": [ { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - }, - "concentration": true + "type": "instant" } ], "entries": [ - "You target a point and call forth tendrils, twisted vines, and gnarled roots of dark energy that erupt from the ground in a 60 foot radius. All creatures of your choice must make a Dexterity saving throw or be {@condition restrained} as the shadowy plant tendrils grasp and drain the life from it.", - "At start of a creature's turn, if it is {@condition restrained} by the spell, it takes {@damage 2d10} bludgeoning damage, and {@damage 2d10} necrotic damage. Each time a creature takes necrotic damage from this spell, the caster regains {@dice 1d4} hit points.", - "A creature {@condition restrained} by the tendrils can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself. A tendril can be destroyed, freeing a creature from its grasp. They have an AC of 10, 20 hit point, and are immune to all damage besides radiant and fire. Spells that deal radiant or fire damage to creatures in an area of effect also affect tendrils in that area.", - "Creatures that end their turn within the radius while not {@condition restrained} must make a Dexterity saving throw or become {@condition restrained} by the tendrils." + "You evoke a burst of brilliant particles of force energy sweeping out in a 30-cone originating from you. Creatures in the radius take {@damage 3d4} force damage and the next attack roll made against them before the start of your next turn has advantage." ], "damageInflict": [ - "bludgeoning", - "necrotic" - ], - "conditionInflict": [ - "restrained" - ], - "savingThrow": [ - "dexterity" + "force" ], - "miscTags": [ - "HL" + "areaTags": [ + "N" ], "classes": { "fromClassList": [ { - "name": "Occultist", - "source": "KT:O" + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Spellblade", + "source": "KSB" + }, + { + "name": "Wizard", + "source": "PHB" } ] } }, { - "name": "Unburden", + "name": "Star Scry", "source": "KibblesTasty:CC", - "page": 37, - "level": 1, - "school": "T", + "page": 42, + "level": 2, + "school": "D", "time": [ { "number": 1, @@ -10129,44 +12337,55 @@ "range": { "type": "point", "distance": { - "type": "touch" + "type": "self" } }, - "components": { - "v": true, - "s": true - }, "duration": [ { - "type": "timed", - "duration": { - "type": "hour", - "amount": 1 - } + "type": "instant" } ], - "entries": [ - "A creature you touch no longer suffers the penalties to movement speed or to their Dexterity ({@skill Stealth}) checks while wearing medium or heavy armor, and is no longer encumbered from carry weight unless they are carrying more than twice the weight that would encumber them." - ], "classes": { "fromClassList": [ { - "name": "Artificer", - "source": "TCE" + "name": "Wizard", + "source": "PHB" }, { - "name": "Inventor", - "source": "KibbleInventor" + "name": "Druid", + "source": "PHB" + }, + { + "name": "Occultist", + "source": "KT:O" + }, + { + "name": "Sorcerer", + "source": "PHB" } ] + }, + "entries": [ + "You describe a location, person, or object during the casting of the spell. On completion of the spell, an illusion of a starry night sky forms above you ahead, showing the night sky at midnight above the target described. You can then make an Intelligence (Navigator's Tools) check to determine the general regional location of the described target, with the DC being 10 if you've been in the location before, 15 if you've been within 100 miles of the location, and 20 if you've never seen within 100 miles of the location.", + "If you give an inaccurate description or false name of the target, the spell fails to manifest any night sky. Once cast on a target, casting it on the same target again within 24 hours fails to manifest any night sky." + ], + "components": { + "v": true, + "s": true } }, { - "name": "Unholy Wave", + "name": "Static Field", "source": "KibblesTasty:CC", - "page": 46, - "level": 2, - "school": "N", + "page": 43, + "otherSources": [ + { + "source": "Generic Elemental Spells", + "page": 16 + } + ], + "level": 3, + "school": "V", "time": [ { "number": 1, @@ -10174,16 +12393,12 @@ } ], "range": { - "type": "cone", + "type": "point", "distance": { "type": "feet", - "amount": 30 + "amount": 60 } }, - "components": { - "v": true, - "s": true - }, "duration": [ { "type": "timed", @@ -10194,51 +12409,71 @@ "concentration": true } ], - "entries": [ - "A wave of necrotic energy crashes out from your outstretch hand in a 30-foot-cone. Creatures in the area must make a Constitution saving throw, or be burned by unholy fire. On a failed saving throw, they take {@damage 4d6} necrotic damage, and wreathed in consuming unholy fire for the duration of the spell. Once per turn, if they are hit by an attack while wreathed the unholy fire their wounds are consumed by the flames, and they take an additional {@damage 1d6} necrotic damage. On a successful save, they take half as much damage and are not wreathed in radiant fire." - ], - "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 {@damage 1d6} for each slot level above 2nd." - ] - } - ], - "savingThrow": [ - "constitution" - ], "classes": { "fromClassList": [ { - "name": "Cleric", + "name": "Wizard", "source": "PHB" }, { - "name": "Paladin", + "name": "Inventor", + "source": "KibbleInventor" + }, + { + "name": "Artificer", + "source": "TCE" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Spellblade", + "source": "KSB" + }, + { + "name": "Warlock", "source": "PHB" } ] - } + }, + "entries": [ + "A visible field of static energy crackles to life in a 20 foot radius around a point you can see within range. If a creature takes an action, reaction, or moves 5 feet or more within the field, they take {@damage 1d12} lightning damage. A creature can take damage from each trigger once per turn (taking an action, a reaction, or moving)." + ], + "components": { + "v": true, + "s": true + }, + "damageInflict": [ + "lightning" + ], + "areaTags": [ + "S" + ] }, { - "name": "Vacuum Pull", + "name": "Stinging Swarm", "source": "KibblesTasty:CC", - "page": 37, - "level": 2, - "school": "V", + "page": 42, + "otherSources": [ + { + "source": "Generic Elemental Spells", + "page": 18 + } + ], + "level": 4, + "school": "C", "time": [ { "number": 1, - "unit": "bonus" + "unit": "action" } ], "range": { "type": "point", "distance": { "type": "feet", - "amount": 30 + "amount": 60 } }, "components": { @@ -10247,29 +12482,27 @@ }, "duration": [ { - "type": "instant" + "type": "timed", + "duration": { + "type": "minute", + "amount": 1, + "upTo": true + }, + "concentration": true } ], "entries": [ - "You cause a sudden savage burst of wind to howl toward you, attempting to pull a Huge or smaller creature within range that you can see toward you. The target must succeed a Strength saving throw or be yanked off their feet and flung toward you, landing within 5 feet of you and falling {@condition prone}. Flying creatures make the Strength save with disadvantage." - ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell lot of 3rd level or higher, the range of the spell increases by 10 feet." - ] - } + "You conjure a magical swarm of flying insects that fill a 5 foot cube within range. For the duration of the spell, the swarm is magically replenished and cannot be destroyed. As a bonus action, you can direct the swarm to move up to 30 feet. If the swarm enters another creature's space, it stops and swarms them, stinging repeatedly, and cannot be moved until the start of your next turn. The creature takes {@damage 2d4} piercing damage and must make a Constitution saving throw, taking {@damage 6d4} poison damage on failure." ], - "conditionInflict": [ - "prone" + "damageInflict": [ + "piercing", + "poison" ], "savingThrow": [ - "strength" + "constitution" ], - "miscTags": [ - "SGT" + "areaTags": [ + "ST" ], "classes": { "fromClassList": [ @@ -10278,94 +12511,98 @@ "source": "PHB" }, { - "name": "Ranger", - "source": "PHB" - }, - { - "name": "Sorcerer", + "name": "Warlock", "source": "PHB" }, - { - "name": "Spellblade", - "source": "KSB" - }, { "name": "Wizard", "source": "PHB" } ] - } + }, + "miscTags": [ + "UBA" + ] }, { - "name": "Vampiric Blade", - "source": "KibblesTasty:BMS", + "name": "Stone Coffin", + "source": "KibblesTasty:CC", + "page": 43, "otherSources": [ { - "source": "KibblesTasty:CC" + "source": "Generic Elemental Spells", + "page": 10 } ], - "level": 3, - "school": "N", + "level": 4, + "school": "T", "time": [ { "number": 1, - "unit": "bonus" + "unit": "action" } ], "range": { "type": "point", "distance": { - "type": "self" + "type": "feet", + "amount": 60 } }, + "components": { + "v": true, + "s": true + }, "duration": [ { "type": "timed", "duration": { "type": "minute", - "amount": 10 - } + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You cause a surge of stone to attempt to engulf a Large or smaller creature in stone. The target must make a Dexterity saving throw. On a failure, they become {@condition restrained} and {@condition blinded} in the stone coffin. A creature can choose to fail their save. While trapped within the coffin, they have total cover against all sources. The coffin has an AC of 15 and 50 hit points, and resistance to all damage beside bludgeoning and thunder damage. When the spell ends or the coffin is reduced to 0 hit points, it crumbles to fragments and the creature within is no longer restrained and blinded.", + "For the duration of the spell you can use your bonus action to attempt to crush a creature encased in the coffin, dealing {@damage 1d10} bludgeoning damage." + ], + "entriesHigherLevel": [ + { + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 5th level or higher, the stone coffin gains 10 additional hit points for each level above 5th." + ], + "type": "entries" } ], "classes": { "fromClassList": [ { - "name": "Sorcerer", + "name": "Druid", "source": "PHB" }, { - "name": "Warlock", + "name": "Sorcerer", "source": "PHB" }, { - "name": "Wizard", + "name": "Warlock", "source": "PHB" } ] - }, - "entries": [ - "You drain your own life essence to empower the weapon used in the casing of the spell with life drinking power. You sacrifice up to 10 hit points (included in the material components). When you do so, your weapon attacks deal an additional {@damage 1d8} necrotic damage, and you regain hit points equal to the necrotic damage dealt, until you have dealt necrotic damage equal to twice the hit points invested." - ], - "subschools": [ - "blood magic" - ], - "components": { - "s": true, - "m": { - "text": "a melee weapon worth at least 1 sp and a splash of your blood worth up to 10 hit points, which the spell consumes", - "consume": true - } - }, - "damageInflict": [ - "necrotic" - ], - "miscTags": [ - "AAD", - "HL" - ] + } }, { - "name": "Violent Updraft", + "name": "Stone Fist", + "source": "KibblesTasty:CC", + "page": 43, + "otherSources": [ + { + "source": "Generic Elemental Spells", + "page": 8 + } + ], "level": 1, "school": "T", "time": [ @@ -10377,15 +12614,47 @@ "range": { "type": "point", "distance": { - "type": "feet", - "amount": 120 + "type": "self" } }, + "components": { + "v": true, + "s": true + }, "duration": [ { - "type": "instant" + "type": "timed", + "duration": { + "type": "round", + "amount": 1 + } + } + ], + "entries": [ + "You turn your hand and forearm (or similar appendage) to stone until the start of your next turn. As part of casting the spell, you can make a melee spell attack against one creature you can reach. On a hit, the target takes {@damage 2d10} bludgeoning damage.", + "Until the start of your next turn, you can use your reaction when you take slashing or piercing damage from an attack to gain resistance to damage from that attack." + ], + "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 {@damage 1d10} for each slot level above 1st." + ] } ], + "damageInflict": [ + "bludgeoning" + ], + "spellAttack": [ + "M" + ], + "miscTags": [ + "SCL" + ], + "areaTags": [ + "ST" + ], "classes": { "fromClassList": [ { @@ -10396,10 +12665,6 @@ "name": "Sorcerer", "source": "PHB" }, - { - "name": "Spellblade", - "source": "KSB" - }, { "name": "Warlock", "source": "PHB" @@ -10409,107 +12674,66 @@ "source": "PHB" } ] - }, - "entries": [ - "You create a violent upburst of wind attempting to toss a Large or smaller creature into the air. The target must make a Strength saving throw, which it can choose to fail. On failure they are knocked 20 feet straight up into the air. If the target cannot hold onto anything or fly, they immediately fall taking {@damage 2d6} bludgeoning damage and falling {@condition prone}." - ], + } + }, + { + "name": "Stone Forming", "source": "KibblesTasty:CC", - "components": { - "v": true, - "s": true - }, - "entriesHigherLevel": [ + "page": 43, + "otherSources": [ { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell slot of 2nd level or higher, the target is knocked feet additional foot higher second slot level above 1st." - ] + "source": "Generic Elemental Spells", + "page": 8 } ], - "damageInflict": [ - "bludgeoning" - ], - "savingThrow": [ - "strength" - ], - "areaTags": [ - "ST" - ], - "miscTags": [ - "FMV" - ] - }, - { - "name": "Vital Surge", - "level": 4, + "level": 0, "school": "T", "time": [ { "number": 1, - "unit": "minute" + "unit": "bonus" } ], "range": { "type": "point", "distance": { - "type": "feet", - "amount": 30 + "type": "touch" } }, + "components": { + "v": true, + "s": true + }, "duration": [ { - "type": "timed", - "duration": { - "type": "hour", - "amount": 8 - } + "type": "instant" } ], + "entries": [ + "You touch a stone surface or the ground, and call forth stone that shapes itself to your command. You can make any roughly shaped Small or Tiny item from the stone, including functional simple or martial melee weapons (for Medium or smaller creatures). Items made this way lose any magical durability after one hour, and become easily broken if they would not normally be functional in that shape." + ], "classes": { "fromClassList": [ { - "name": "Cleric", + "name": "Druid", "source": "PHB" }, { - "name": "Druid", + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", "source": "PHB" } ] - }, - "entries": [ - "You infuse a vital surge of life into up to 4 creatures of your choice within range. Once during the duration of the spell, they can trigger this vital surge as a bonus action, regaining {@dice 4d8} hit points. When they trigger this surge, they can expend up to a number of hit dice equal to half the level of the spell slot used to cast this spell, rolling them as they normally would and adding the amount of hit points restored to the effect of this surge.", - "Once a creature triggers this healing surge, the spell ends for that creature." - ], - "source": "KibblesTasty:CC", - "components": { - "v": true, - "s": true - }, - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th." - ] - } - ], - "areaTags": [ - "MT" - ], - "miscTags": [ - "HL", - "SCL", - "UBA" - ] + } }, { - "name": "Volcanic Burst", + "name": "Stone Pillar", "source": "KibblesTasty:CC", - "page": 47, - "level": 6, + "page": 43, + "level": 2, "school": "T", "time": [ { @@ -10521,14 +12745,7 @@ "type": "point", "distance": { "type": "feet", - "amount": 120 - } - }, - "components": { - "v": true, - "s": true, - "m": { - "text": "a piece of obsidian" + "amount": 60 } }, "duration": [ @@ -10536,40 +12753,55 @@ "type": "instant" } ], - "entries": [ - "You call fiery forces from below the earth to erupt upwards violently, causing the rocks beneath a point to melt and erupt into magma. The ground in a 10 foot radius explodes in a shower of fire and magma, raining down in a 20 foot radius. Creatures within the area must make a Dexterity saving throw. On failure, they take {@damage 4d10} bludgeoning damage and {@damage 4d6} fire damage. If a creature is within the 10-foot inner radius, then they are additionally flung 10 feet into the air, taking {@damage 1d6} bludgeoning damage and falling {@condition prone} when they land. On a successful save, a creature takes half damage, and suffers no additional effects.", - "The center 10 foot radius becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand." - ], "classes": { "fromClassList": [ { "name": "Druid", "source": "PHB" }, - { - "name": "Shaman", - "source": "LLSH" - }, { "name": "Sorcerer", "source": "PHB" }, - { - "name": "Warlock", - "source": "PHB" - }, { "name": "Wizard", "source": "PHB" } ] - } + }, + "entries": [ + "You cause a pillar of stone to rise from the ground in a space you can see. The pillar of stone has a diameter of 5 feet and raises up to 30 feet into the air. The ground where a pillar appears must be wide enough for its diameter, and you can target the ground under a creature if that creature is Medium or smaller.", + "If a pillar is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the pillar. A creature can choose to fail their save. If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes {@damage 3d8} bludgeoning damage and is {@condition restrained}, pinched between the pillar and the obstacle. The {@condition restrained} creature can use an action to make a Strength or Dexterity check (the creature's choice) against the spell save DC. On a success, the creature is no longer {@condition restrained} and must either move off the pillar or fall off it.", + "The pillar has AC 5 and 30 hit points. When reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of difficult terrain with a 10-foot radius that lasts until the rubble is cleared. Each 5-foot-diameter portion of the area requires at least 1 minute to clear by hand." + ], + "components": { + "v": true, + "s": true + }, + "conditionInflict": [ + "restrained" + ], + "damageInflict": [ + "bludgeoning" + ], + "abilityCheck": [ + "strength", + "dexterity" + ], + "areaTags": [ + "ST", + "Y" + ], + "miscTags": [ + "FMV", + "DFT" + ] }, { - "name": "Vorpal Shot", + "name": "Storm Shot", "source": "KibblesTasty:CC", - "page": 37, - "level": 5, + "page": 44, + "level": 4, "school": "T", "time": [ { @@ -10583,14 +12815,6 @@ "type": "touch" } }, - "components": { - "v": true, - "s": true, - "m": { - "text": "a piece of ammunition or weapon with the thrown property worth at least 1 cp", - "cost": 1 - } - }, "duration": [ { "type": "timed", @@ -10600,32 +12824,53 @@ } } ], - "entries": [ - "You touch a piece of ammunition or weapon with the thrown property, imbuing it with the ultimate edge. The first time you attack with the empowered item, it adds +3 to attack and damage rolls, and pierces all resistances and immunities to the weapons damage type. On a hit, the creature takes {@damage 6d8} additional damage. If this damage reduces the target to zero hit points, it is killed by a mortal wound.", - "Once an attack has been made with the piece of ammunition or weapon, the spell ends." - ], "classes": { "fromClassList": [ - { - "name": "Artificer", - "source": "TCE" - }, - { - "name": "Inventor", - "source": "KibbleInventor" - }, { "name": "Ranger", "source": "PHB" } ] - } + }, + "entries": [ + "You touch a piece of ammunition or weapon with the thrown property, imbuing it with the power of a hurricane for the duration. The first time you attack with the empowered item, it unleashes a blasting galeforce, greatly empowering the shot. On a hit, the target takes an additional {@damage 4d8} damage from the attack, and is knocked backwards 30 feet. Any creature the target is knocked into by this movement takes {@damage 2d8} bludgeoning damage. On a miss, the target takes half as much damage and is not knocked back.", + "Once an attack has been made with the piece of ammunition or weapon, the spell ends." + ], + "components": { + "v": true, + "s": true, + "m": "a piece of ammunition or weapon with the thrown property worth at least 1 cp" + }, + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 5th level, the shot deals an additional {@damage 1d8} damage and the target is knocked backwards an additional 10 feet." + ] + } + ], + "damageInflict": [ + "bludgeoning" + ], + "miscTags": [ + "SCL", + "FMV", + "UBA", + "AAD" + ] }, { - "name": "Vorpal Weapon", + "name": "Suffocate", "source": "KibblesTasty:CC", - "page": 38, - "level": 5, + "page": 44, + "otherSources": [ + { + "source": "Generic Elemental Spells", + "page": 22 + } + ], + "level": 4, "school": "T", "time": [ { @@ -10636,7 +12881,8 @@ "range": { "type": "point", "distance": { - "type": "touch" + "type": "feet", + "amount": 60 } }, "components": { @@ -10647,33 +12893,50 @@ { "type": "timed", "duration": { - "type": "hour", - "amount": 1 + "type": "minute", + "amount": 1, + "upTo": true }, "concentration": true } ], "entries": [ - "You touch a weapon and imbue it with power. Until the spell ends, the weapon becomes indescribably sharp, ignoring resistance to slashing damage, and gains the Siege property, dealing double damage to inanimate objects such as structures. If a weapon has a modifier of less than +3 to attack and damage rolls, its modifier becomes +3 to attack and damage rolls for the duration of the spell.", - "Additionally, if a critical strike of this weapon would leave a creature with less than 50 hitpoints, the target creature is decapitated, killing it." + "You create a whirling sphere of air around a target that causes them to struggle to breathe. The target must make a Constitution saving throw. On a failure, the target loses {@dice 5d8} hit points due to lack of air, has disadvantage on all ability checks, and cannot speak. On a success, the target takes half as much damage and suffers no other effects. For the duration, as an action, you can force the creation to make a saving throw against the ability again.", + "If a target fails their saving throw against this spell 3 times in a row, they become {@condition incapacitated} until they succeed on a save or the spell ends. If you don't use your action to force the target to make a save, it counts as a success.", + "A creature that does not need to breathe is unaffected by this spell." + ], + "conditionInflict": [ + "incapacitated" + ], + "savingThrow": [ + "constitution" + ], + "areaTags": [ + "ST" ], "classes": { "fromClassList": [ { - "name": "Artificer", - "source": "TCE" + "name": "Spellblade", + "source": "KSB" }, { - "name": "Inventor", - "source": "KibbleInventor" + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" } ] } }, { - "name": "Wasp Barrage", - "level": 3, - "school": "C", + "name": "Sudden Hazards", + "source": "KibblesTasty:CC", + "page": 44, + "level": 5, + "school": "I", "time": [ { "number": 1, @@ -10681,202 +12944,332 @@ } ], "range": { - "type": "cone", + "type": "cube", "distance": { "type": "feet", - "amount": 40 + "amount": 60 } }, "duration": [ { - "type": "instant" + "type": "timed", + "duration": { + "type": "minute", + "amount": 1, + "upTo": true + }, + "concentration": true } ], "classes": { "fromClassList": [ { - "name": "Druid", + "name": "Wizard", "source": "PHB" }, { - "name": "Ranger", + "name": "Bard", "source": "PHB" }, { - "name": "Sorcerer", - "source": "PHB" + "name": "Occultist", + "source": "KT:O" }, { - "name": "Spellblade", - "source": "KSB" - }, + "name": "Sorcerer", + "source": "PHB" + } + ] + }, + "entries": [ + "You cause illusions of deadly traps or sudden hazards spring up filling a 60 foot cube originating from you. Blades swing on chains, spikes erupt from the ground, darts shoot unseen spots, lava spouting from the ground, vicious man eating plants, and other phantom hazards fill the mind of each creature of your choice within the area. An affected creature can move at half speed to evade the dangers, or move at their normal speed taking {@damage 1d8} psychic damage for each 5 feet they move within the area. Any affected creature that ends their turn in the area makes a Dexterity saving throw. On a failed save, they take {@damage 5d8} psychic damage, or half as much on a successful save.", + "Each time a creature takes damage from ending their turn in the effect, they can make a Wisdom saving throw. On a success, they realize the traps are fake, and the area ceases to deal damage to them or impede their movement, as all the traps become faint transparent images. Creatures that are not chosen to be affected by the caster see traps as faint transparent images." + ], + "components": { + "v": true, + "s": true + }, + "damageInflict": [ + "psychic" + ], + "savingThrow": [ + "wisdom" + ], + "areaTags": [ + "C" + ] + }, + { + "name": "Supernova", + "source": "KibblesTasty:CC", + "page": 44, + "level": 9, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "sight" + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ { - "name": "Warlock", + "name": "Wizard", "source": "PHB" }, { - "name": "Wizard", + "name": "Sorcerer", "source": "PHB" } ] }, "entries": [ - "You conjure a swarm of magical wasps zip out to sting creatures of your choice within a 40 foot cone. Make a ranged spell attack against each chosen target. On a hit, a target takes {@damage 1} piercing damage{@damage + 4d12} poison damage. After they attack, the magic wasps fade away." + "You form a fist sized point of light at a point you can see within range, that then explodes into a stellar supernova unleashing cataclysmic stellar energy. All creatures within a 60 foot radius of the point must make a Constitution saving throw. On a failure, a creature takes {@damage 30d8} radiant damage and becomes {@condition blinded} for 1 minute. On a success, creatures take half as much damage and are not {@condition blinded}. Blinded creatures can repeat their saving throw at the end of each of their turns, ending the effect on a success." ], - "source": "KibblesTasty:CC", "components": { "v": true, - "s": true + "s": true, + "m": "metal forged from a star" }, - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell slot of 4th level or higher, the poison damage increases by {@dice 1d12} for each second slot level above 3nd." - ] - } + "conditionInflict": [ + "blinded" ], "damageInflict": [ - "piercing", - "poison" + "radiant" ], - "spellAttack": [ - "R" + "savingThrow": [ + "constitution" ], "areaTags": [ - "N" + "S" + ], + "miscTags": [ + "SGT" ] }, { - "name": "Wind Cutter", + "name": "Summon Archon", "source": "KibblesTasty:CC", - "page": 38, + "page": 44, "level": 2, - "school": "T", + "school": "C", "time": [ { "number": 1, - "unit": "bonus" + "unit": "action" } ], "range": { "type": "point", "distance": { - "type": "self" + "type": "feet", + "amount": 90 } }, "components": { "v": true, "s": true, "m": { - "text": "a melee weapon that deals damage worth at least 1 cp", - "cost": 1 + "text": "an ornate relic worth at least 200 gp", + "cost": 20000 } }, "duration": [ { "type": "timed", "duration": { - "type": "minute", - "amount": 1 + "type": "hour", + "amount": 1, + "upTo": true }, "concentration": true } ], - "entries": [ - "You infuse the weapon used in the spell's casting with tempestuous power. For the duration, when you make an attack during your turn with the weapon, the weapon used in the spell's casting gains a reach of 30 feet, releasing slashes of razor sharp wind against foes beyond your normal reach; the weapon deals slashing damage when damaging targets beyond your normal reach.", - "For the duration, when you deal damage to a creature with the weapon used in the spell's casting, you can deal {@damage 1d4} slashing damage to up to two other creatures within 5 feet of the target as they are cut by the razor winds released by your attack." - ], - "damageInflict": [ - "slashing" - ], "classes": { "fromClassList": [ { - "name": "Artificer", - "source": "TCE" - }, - { - "name": "Inventor", - "source": "KibbleInventor" - }, - { - "name": "Druid", + "name": "Cleric", "source": "PHB" }, { - "name": "Spellblade", - "source": "KSB" - }, - { - "name": "Ranger", + "name": "Paladin", "source": "PHB" }, { - "name": "Wizard", + "name": "Warlock", "source": "PHB" } ] - } + }, + "entries": [ + "You call forth a minor celestial archon. It manifests in an unoccupied space that you can see within range. It takes the form of the {@creature archon spirit|KibblesTasty:CC} stat block. When you cast the spell, choose Hound, Lantern, or Trumpet. The creature resembles the Archon of your choice, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.", + "The creature is allied to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). if you don't issue any, it takes the {@action Dodge} action and uses its move to avoid danger." + ], + "entriesHigherLevel": [ + { + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, use the higher level whenever the spell's level appears in the stat block." + ], + "type": "entries" + } + ], + "miscTags": [ + "SCL", + "SMN" + ] }, { - "name": "Windsense", + "name": "Summon Dragon", "source": "KibblesTasty:CC", - "page": 39, - "level": 2, - "school": "T", + "page": 45, + "level": 5, + "school": "C", "time": [ { "number": 1, - "unit": "bonus" + "unit": "action" } ], "range": { "type": "point", "distance": { - "type": "self" + "type": "feet", + "amount": 90 } }, - "components": { - "v": true - }, "duration": [ { "type": "timed", "duration": { - "type": "round", - "amount": 1 - } + "type": "hour", + "amount": 1, + "upTo": true + }, + "concentration": true } ], - "entries": [ - "You cast your sense into the wind. Until the start of your next turn, you gain a {@sense blindsight} of 60 feet, and you gain advantage on Wisdom ({@skill Perception}) checks. Your passive {@skill Perception} gains +5, revealing any creature to you that is revealed by your elevated passive {@skill Perception}.", - "For the duration, when you make a ranged weapon attack, you do not require line of sight as long as it is in the range of your {@sense blindsight}, and the target creature does not benefit from cover, as you can send your shots in twisting impossible lines riding the flow of the winds that only you can see." - ], - "miscTags": [ - "ADV", - "SGT" - ], + "components": { + "v": true, + "s": true, + "m": { + "text": "a dragon statuette worth at least 500 gp", + "cost": 50000 + } + }, "classes": { "fromClassList": [ { - "name": "Druid", + "name": "Wizard", "source": "PHB" }, { - "name": "Ranger", + "name": "Sorcerer", "source": "PHB" } ] - } + }, + "entries": [ + "You call forth a magical {@creature dragon spirit|KibblesTasty:CC}. It manifests in an unoccupied space that you can see within range. It takes the form of the dragon spirit stat block. When you cast the spell choose a color from the table below. The creature resembles a dragon of that color, which determines certain traits in its stat block based on its color as per the Dragon Table below where listed in traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.", + "The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. If obeys your verbal commands (no action required by you). If you don't issue any, it takes the {@action Dodge} action and uses its move to avoid danger.", + { + "type": "table", + "caption": "Dragon Table", + "colLabels": [ + "Dragon", + "Elemental Damage", + "Breath Weapon Area" + ], + "colStyles": [ + "text-center col-2", + "text-center col-4", + "text-center col-6" + ], + "rows": [ + [ + "Black", + "Acid", + "5 by 60 ft. line (Dex. save)" + ], + [ + "Blue", + "Lightning", + "5 by 60 ft. line (Dex. save)" + ], + [ + "Brass", + "Fire", + "5 by 60 ft. line (Dex. save)" + ], + [ + "Bronze", + "Lightning", + "5 by 60 ft. line (Dex. save)" + ], + [ + "Copper", + "Acid", + "5 by 60 ft. line (Dex. save)" + ], + [ + "Gold", + "Fire", + "30 ft. cone (Dex. save)" + ], + [ + "Green", + "Poison", + "30 ft. cone (Con. save)" + ], + [ + "Red", + "Fire", + "30 ft. cone (Dex. save)" + ], + [ + "Silver", + "Cold", + "30 ft. cone (Con. save)" + ], + [ + "White", + "Cold", + "30 ft. cone (Con. save)" + ] + ] + } + ], + "entriesHigherLevel": [ + { + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, use the higher level whenever the spell's level appears in the stat block." + ], + "type": "entries" + } + ], + "miscTags": [ + "SCL", + "SMN" + ] }, { - "name": "Whirling Conflagration", + "name": "Summon Monstrosity", "source": "KibblesTasty:CC", - "page": 39, + "page": 46, "level": 3, - "school": "T", + "school": "C", "time": [ { "number": 1, @@ -10884,54 +13277,63 @@ } ], "range": { - "type": "radius", + "type": "point", "distance": { "type": "feet", - "amount": 15 - } - }, - "components": { - "v": true, - "m": { - "text": "a melee weapon you are proficient with worth at least 1 cp", - "cost": 1 + "amount": 90 } }, "duration": [ { - "type": "instant" + "type": "timed", + "duration": { + "type": "hour", + "amount": 1, + "upTo": true + }, + "concentration": true } ], + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, "entries": [ - "You flourish the weapon used in the casting and then whirl it around, igniting it in whirling conflagration. Make a melee weapon attack against each creature within 15 feet. (Using the same roll against each creature) Each target takes {@damage 6d6} fire damage on hit, or half as much on a miss" + "You call forth a magical {@creature monstrosity spirit|KibblesTasty:CC}. It manifests in an occupied space that you can see within range. The corporeal form uses the Monstrosity Spirit stat block. When you cast the spell, choose Blinker, Burrower, or Displacer. The creature resembles the creature of your choice, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.", + "The creature is an ally to your and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal comments (no action required by you). If you don't issue any, it takes the {@action Dodge} action and uses its move to avoid danger." ], + "components": { + "v": true, + "s": true, + "m": { + "text": "a statuette carved from a monster bone or fang worth at least 300 gp", + "cost": 30000 + } + }, "entriesHigherLevel": [ { - "type": "entries", "name": "At Higher Levels", "entries": [ - "When you cast this spell using a spell slot of 4th Level or higher, it deals an additional {@damage 1d6} damage to each target on hit for each slot level above 3rd." - ] + "When you cast this spell using a spell slot of 4th level or higher, use the higher level whenever the spell's level appears in the stat block." + ], + "type": "entries" } - ], - "damageInflict": [ - "fire" - ], - "classes": { - "fromClassList": [ - { - "name": "Ranger", - "source": "PHB" - } - ] - } + ] }, { - "name": "Wither", + "name": "Summon Ooze", "source": "KibblesTasty:CC", - "page": 39, - "level": 3, - "school": "N", + "page": 46, + "level": 1, + "school": "C", "time": [ { "number": 1, @@ -10942,67 +13344,58 @@ "type": "point", "distance": { "type": "feet", - "amount": 60 + "amount": 30 } }, - "components": { - "v": true, - "s": true, - "m": "a pinch of powdered bone and sand" - }, "duration": [ { "type": "timed", "duration": { - "type": "round", - "amount": 1 - } - } - ], - "entries": [ - "Dark energy tears the moisture from a body, sapping of life and vitality from a creature within range. The target must make a Constitution saving throw. The target takes {@damage 4d10+4} necrotic damage on a failed save and becomes withered until the start of your next turn, or half as much on a successful one and does not become withered. A withered creature gains vulnerability to fire damage if they are not resistant to it, or loses their resistance to fire if they were resistant to fire." - ], - "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 5th." - ] + "type": "hour", + "amount": 1, + "upTo": true + }, + "concentration": true } ], - "damageVulnerable": [ - "fire" - ], - "damageInflict": [ - "necrotic" - ], - "savingThrow": [ - "constitution" - ], "classes": { "fromClassList": [ { - "name": "Spellblade", - "source": "KSB" - }, - { - "name": "Warlock", + "name": "Wizard", "source": "PHB" } ] - } - }, - { - "name": "Erode", - "source": "KibblesTasty:GS", - "page": 4, - "otherSources": [ + }, + "entries": [ + "You call forth a magical ooze. It manifests in an unoccupied space that you can see within range. This corporeal form uses the {@creature Ooze Spirit|KibblesTasty:CC} stat block. When you cast the spell, choose from Green, Red, or Yellow. The creature resembles the creature of your choice, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.", + "The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the {@action Dodge} action and uses its move to avoid danger." + ], + "components": { + "v": true, + "s": true, + "m": { + "text": "a gold vial worth at least 100 gp", + "cost": 10000 + } + }, + "entriesHigherLevel": [ { - "source": "KibblesTasty:CC", - "page": 18 + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell of 2nd level or higher, use the higher level whenever the spell's level appears in the stat block." + ], + "type": "entries" } ], + "miscTags": [ + "SCL", + "SMN" + ] + }, + { + "name": "Summon Plant", + "source": "KibblesTasty:CC", + "page": 47, "level": 3, "school": "C", "time": [ @@ -11015,66 +13408,63 @@ "type": "point", "distance": { "type": "feet", - "amount": 20 + "amount": 90 } }, - "components": { - "v": true, - "s": true - }, "duration": [ { - "type": "instant" - } - ], - "entries": [ - "You blast a target with a glob of acid. The target must make a Dexterity saving throw. On failure, the target takes {@damage 8d4} acid damage immediately and becomes covered in acid. On a success, the target takes half as much damage and is not covered in acid. While covered in acid, the target takes {@damage 2d4} acid damage at the end of each of its turns. The target or a creature within 5 feet of it can end this damage by using its action to clear away the acid." - ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell slot of 4th level or higher, the damage (both initial and later) increases by {@damage 1d4} for each slot level above 3rd." - ] + "type": "timed", + "duration": { + "type": "hour", + "amount": 1, + "upTo": true + }, + "concentration": true } ], - "damageInflict": [ - "acid" - ], - "savingThrow": [ - "dexterity" - ], - "miscTags": [ - "SCL" - ], - "areaTags": [ - "ST" - ], "classes": { "fromClassList": [ { - "name": "Spellblade", - "source": "KSB" + "name": "Druid", + "source": "PHB" }, { - "name": "Wizard", + "name": "Ranger", "source": "PHB" } ] - } - }, - { - "name": "Acid Rain", - "source": "KibblesTasty:GS", - "page": 4, - "otherSources": [ + }, + "entries": [ + "You call forth a magical plant. It manifests in an unoccupied space that you can see within range. This corporeal form uses the {@creature Plant Spirit|KibblesTasty:CC} stat block. When you cast the spell, choose Dryad, Shambling Mound, or Treant. The creature resembles the creature of your choice, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.", + "The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the {@action Dodge} action and uses its move to avoid danger." + ], + "components": { + "v": true, + "s": true, + "m": { + "text": "a carved wooden figurine worth at least 300 gp", + "cost": 30000 + } + }, + "entriesHigherLevel": [ { - "source": "KibblesTasty:CC", - "page": 7 + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell of 4th level or higher, use the higher level whenever the spell's level appears in the stat block." + ], + "type": "entries" } ], - "level": 5, + "miscTags": [ + "SCL", + "SMN" + ] + }, + { + "name": "Summon Swarm", + "source": "KibblesTasty:CC", + "page": 47, + "level": 2, "school": "C", "time": [ { @@ -11086,66 +13476,64 @@ "type": "point", "distance": { "type": "feet", - "amount": 300 + "amount": 90 } }, - "components": { - "v": true, - "s": true - }, "duration": [ { "type": "timed", "duration": { - "type": "minute", + "type": "hour", "amount": 1, "upTo": true }, "concentration": true } ], - "entries": [ - "Acid rain begins falling within a 40-foot-radius 60-foot-high cylinder centered on a point you choose within range. When a creature moves into the spell's area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take {@damage 8d4} acid damage, and becomes covered in acid.", - "A creature takes {@damage 3d4} acid damage if it ends its turn while covered with acid. A creature can clear the acid with an action." - ], - "damageInflict": [ - "acid" - ], - "savingThrow": [ - "dexterity" - ], - "areaTags": [ - "Y" - ], "classes": { "fromClassList": [ { "name": "Druid", "source": "PHB" }, - { - "name": "Spellblade", - "source": "KSB" - }, { "name": "Wizard", "source": "PHB" } ] - } - }, - { - "name": "Arctic Breath", - "source": "KibblesTasty:GS", - "page": 4, - "otherSources": [ + }, + "entries": [ + "You call forth a magical swarm. It manifests in an unoccupied space that you can see within range. This corporeal form uses the {@creature Swarm Spirit|KibblesTasty:CC} stat block. When you cast the spell, choose from Quippers, Spiders, or Wasps. The creature resembles the creature of your choice, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.", + "The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the {@action Dodge} action and uses its move to avoid danger." + ], + "components": { + "v": true, + "s": true, + "m": { + "text": "a golden insect worth at least 200 gp", + "cost": 20000 + } + }, + "entriesHigherLevel": [ { - "source": "KibblesTasty:CC", - "page": 8 + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, use the higher level whenever the spell's level appears in the stat block." + ], + "type": "entries" } ], - "level": 1, - "school": "C", + "miscTags": [ + "SCL", + "SMN" + ] + }, + { + "name": "Swapping Curse", + "source": "KibblesTasty:CC", + "page": 48, + "level": 5, + "school": "E", "time": [ { "number": 1, @@ -11153,159 +13541,112 @@ } ], "range": { - "type": "line", + "type": "point", "distance": { "type": "feet", - "amount": 30 + "amount": 60 } }, "components": { "v": true, - "s": true + "s": true, + "m": { + "text": "something from each creature (such blood, hair, or scales) the spell is targeting, which the spell consumes.", + "consume": true + } }, "duration": [ { - "type": "instant" + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true } ], "entries": [ - "A line of freezing arctic wind 30 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. On a failed save, a creature takes {@damage 2d8} cold damage and their movement speed is reduced by 10 feet until the end of their next turn. On a successful save, a creature takes half as much damage and isn't slowed." - ], - "entriesHigherLevel": [ + "You cast a curse targeting two individuals. Both targets must make a Charisma saving throw (which they can choose to fail). If both targets fail their saving throws, for the duration of the spell their souls are swapped. A soul controls the body it inhabits. It gains any ability score or action the body had (besides legendary actions or legendary resistance), but retains it's own spell casting (if it has the spellcasting, innate or otherwise), and has disadvantage on all attack rolls and strength, dexterity, and constitution saving throws for {@dice 1d4} turns after swapping bodies.", + "At the end of a swapped creatures turn, it can choose to repeat the saving throw, ending the effect on a successful save. It its CR (or character level if it has no CR) is higher than the body of the creature it is, it has advantage on the save.", + "If a creature dies while while it's soul is swapped, the souls return to their original bodies. If a soul was in a dying creature that returns to a living body, that creature takes {@damage 5d10} necrotic damage.", { - "type": "entries", - "name": "At Higher Levels", + "type": "inset", + "name": "Curse Spell Material Components", + "source": "KT:O", + "page": 6, "entries": [ - "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by {@damage 1d8} for each slot level above 1st." + "All curse spells require \"something from the target creature (such as blood, hair, or scales) which the spell consumes\" as the material component. This can be satisfied by either by having that material, or being in range to touch the creature while casting the spell." ] } ], "damageInflict": [ - "cold" + "necrotic" ], "savingThrow": [ - "dexterity" - ], - "miscTags": [ - "SCL" - ], - "areaTags": [ - "L" - ], - "classes": { - "fromClassList": [ - { - "name": "Druid", - "source": "PHB" - }, - { - "name": "Sorcerer", - "source": "PHB" - }, - { - "name": "Wizard", - "source": "PHB" - } - ] - } + "charisma" + ] }, { - "name": "Entomb", - "source": "KibblesTasty:GS", - "page": 4, - "otherSources": [ - { - "source": "KibblesTasty:CC", - "page": 18 - } - ], - "level": 1, - "school": "T", + "name": "Thunderburst Mine", + "source": "KibblesTasty:CC", + "page": 48, + "level": 2, + "school": "A", "time": [ { "number": 1, - "unit": "action" + "unit": "minute" } ], "range": { "type": "point", "distance": { - "type": "feet", - "amount": 60 + "type": "touch" } }, "components": { "v": true, - "s": true + "s": true, + "m": "Any tiny nonmagical item, which is destroyed by the activation of the spell" }, "duration": [ { "type": "timed", - "duration": { - "type": "minute", - "amount": 1, - "upTo": true - }, - "concentration": true + "duration": { + "type": "hour", + "amount": 8 + } } ], "entries": [ - "You attempt to encase a Medium or smaller creature you can see within ice. The creature must make a Strength saving throw or become {@condition restrained} by ice for the duration. At the end of each of its turns, the target takes {@damage 1d8} cold damage and can make another Strength saving throw. On success, the spell ends on the target.", - "If the creature takes more than 5 fire or bludgeoning damage from a single damage roll while {@condition restrained}, the ice breaks and the target is freed, ending the spell for the target." - ], - "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 {@damage 1d8} for each slot level above 1st." - ] - } + "You can set a magical trap by infusing explosive magic into an item. You can set this item to detonate when someone comes within 5 feet of it, or by a verbal command using your reaction (one or more mines can be detonated).", + "When the magic trap detonates, each creature in a 10-foot radius sphere centered on the item must make a Constitution saving throw. A creature takes {@damage 3d8} thunder damage on a failed save, or half as much damage on a successful one. If a creature is in the area of effect of more than one thunderburst mine during a turn, they take half damage from any subsequent effects of the mines.", + "A magical mine must be set 5 feet or more from another mine, and cannot be moved once placed; any attempt to move it results in it detonating unless the spellcaster that set it disarms it with an action." ], "damageInflict": [ - "cold" - ], - "conditionInflict": [ - "restrained" + "thunder" ], "savingThrow": [ - "strength" - ], - "miscTags": [ - "SCL", - "SGT" - ], - "areaTags": [ - "ST" + "constitution" ], "classes": { "fromClassList": [ { - "name": "Spellblade", - "source": "KSB" - }, - { - "name": "Sorcerer", - "source": "PHB" + "name": "Artificer", + "source": "TCE" }, { - "name": "Wizard", - "source": "PHB" + "name": "Inventor", + "source": "KibbleInventor" } ] } }, { - "name": "Cold Snap", - "source": "KibblesTasty:GS", - "page": 4, - "otherSources": [ - { - "source": "KibblesTasty:CC", - "page": 13 - } - ], - "level": 2, + "name": "Thunder Note", + "source": "KibblesTasty:CC", + "page": 49, + "level": 0, "school": "V", "time": [ { @@ -11317,10 +13658,11 @@ "type": "point", "distance": { "type": "feet", - "amount": 90 + "amount": 60 } }, "components": { + "v": true, "s": true }, "duration": [ @@ -11329,20 +13671,20 @@ } ], "entries": [ - "A swirling burst of freezing wind erupts at a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Constitution saving throw. On a failed save, a creature takes {@damage 3d8} cold damage and becomes stuck in the ice, reducing their movement speed on their next turn by 10 feet. On a success, the target takes half as much damage and is not stuck in ice.", - "The ground in the area is covered with slick ice and snow, making it difficult terrain until the start of your next turn." + "You emit a crashing bang with a localized point of intensity targeting a creature within range. The target must succeed on a Constitution saving throw or take {@damage 1d8} thunder damage and become {@condition deafened} until the start of their next turn. Constitution saving throws to maintain concentration on spells triggered by this damage are made with disadvantage.", + "The spell's damage increases by {@dice 1d8} when you reach 5th level ({@dice 2d8}), 11th level ({@dice 3d8}), and 17th level ({@dice 4d8})." ], - "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 {@damage 1d8} for each slot level above 2nd." - ] + "scalingLevelDice": { + "label": "thunder damage", + "scaling": { + "1": "1d8", + "5": "2d8", + "11": "3d8", + "17": "4d8" } - ], + }, "damageInflict": [ - "cold" + "thunder" ], "savingThrow": [ "constitution" @@ -11350,34 +13692,23 @@ "miscTags": [ "SCL" ], - "areaTags": [ - "S" - ], "classes": { "fromClassList": [ { - "name": "Sorcerer", - "source": "PHB" - }, - { - "name": "Spellblade", - "source": "KSB" - }, - { - "name": "Wizard", + "name": "Bard", "source": "PHB" } ] } }, { - "name": "Flash Freeze", - "source": "KibblesTasty:GS", - "page": 4, + "name": "Thunder Pulse", + "source": "KibblesTasty:CC", + "page": 49, "otherSources": [ { - "source": "KibblesTasty:CC", - "page": 19 + "source": "Generic Elemental Spells", + "page": 18 } ], "level": 3, @@ -11392,7 +13723,7 @@ "type": "cone", "distance": { "type": "feet", - "amount": 30 + "amount": 15 } }, "components": { @@ -11401,31 +13732,36 @@ }, "duration": [ { - "type": "instant" + "type": "timed", + "duration": { + "type": "minute", + "amount": 1, + "upTo": true + }, + "concentration": true } ], "entries": [ - "A freezing wind ripples outward. Each creature in a 30-foot cone must make a Constitution saving throw. On a fail save, a creature takes {@damage 4d8} cold damage and is {@condition restrained} by ice until the start of your next turn. On a successful save, the target takes half as much damage and isn't {@condition restrained}." + "You gather sonic energy and can expel as a shockwave in a 15 foot cone. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes {@damage 3d8} thunder damage is knocked 10 feet away. On a successful save, the creature takes half as much damage and not being knocked away.", + "You can create a new shockwave as your action on subsequent turn until the spell ends." ], "entriesHigherLevel": [ { "type": "entries", "name": "At Higher Levels", "entries": [ - "When you cast this spell using a spell slot of 4th level or higher, the damage increases by {@damage 1d8} for each slot level above 3rd." + "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by {@damage 1d8} for each slot level above 2nd." ] } ], "damageInflict": [ - "cold" - ], - "conditionInflict": [ - "restrained" + "thunder" ], "savingThrow": [ "constitution" ], "miscTags": [ + "FMV", "SCL" ], "areaTags": [ @@ -11434,12 +13770,16 @@ "classes": { "fromClassList": [ { - "name": "Sorcerer", + "name": "Bard", "source": "PHB" }, { - "name": "Spellblade", - "source": "KSB" + "name": "Shaman", + "source": "LLSH" + }, + { + "name": "Sorcerer", + "source": "PHB" }, { "name": "Wizard", @@ -11449,21 +13789,17 @@ } }, { - "name": "Form of Ice", - "source": "KibblesTasty:GS", - "page": 5, + "name": "Thunder Punch", + "source": "KibblesTasty:CC", + "page": 49, "otherSources": [ { - "source": "KibblesTasty:CC", - "page": 20 - }, - { - "source": "KibblesTasty:EFS", - "page": 2 + "source": "Generic Elemental Spells", + "page": 18 } ], - "level": 6, - "school": "T", + "level": 1, + "school": "V", "time": [ { "number": 1, @@ -11473,7 +13809,7 @@ "range": { "type": "point", "distance": { - "type": "self" + "type": "touch" } }, "components": { @@ -11482,48 +13818,46 @@ }, "duration": [ { - "type": "timed", - "duration": { - "type": "minute", - "amount": 10 - }, - "concentration": true + "type": "instant" } ], "entries": [ - "You freeze over, becoming a form of elemental ice. Until the spell ends, you gain the following benefits:", + "You charge your hand (or similar appendage) with thunder power. Make a melee spell attack against the target. On a hit, there is a thunderous crash audible from up to 300 feet of you and the target takes {@damage 3d8} thunder damage, and is knocked 10 feet away from you." + ], + "entriesHigherLevel": [ { - "type": "list", - "items": [ - "You are immune to cold damage.", - "You can move across difficult terrain created by ice or snow without spending extra movement.", - "The ground in a 10-foot radius around you is icy and is difficult terrain for creatures other than you. The radius moves with you.", - "You can use your action to create a 30-foot cone of freezing wind extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes {@damage 4d8} cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn.", - "During your turn, if you roll cold damage, you gain temporary hit points equal to one die rolled (your choice)." + "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 {@damage 1d8} for each slot level above 1st." ] } ], "damageInflict": [ - "cold" + "thunder" ], - "savingThrow": [ - "constitution" + "spellAttack": [ + "M" ], "miscTags": [ - "THP" + "FMV", + "SCL" + ], + "areaTags": [ + "ST" ], "classes": { "fromClassList": [ { - "name": "Druid", + "name": "Bard", "source": "PHB" }, { - "name": "Sorcerer", - "source": "PHB" + "name": "Shaman", + "source": "LLSH" }, { - "name": "Warlock", + "name": "Sorcerer", "source": "PHB" }, { @@ -11534,17 +13868,11 @@ } }, { - "name": "Ice Spike", - "source": "KibblesTasty:GS", - "page": 5, - "otherSources": [ - { - "source": "KibblesTasty:CC", - "page": 22 - } - ], - "level": 4, - "school": "V", + "name": "Time Anchor", + "source": "KibblesTasty:CC", + "page": 49, + "level": 8, + "school": "T", "time": [ { "number": 1, @@ -11558,137 +13886,115 @@ "amount": 60 } }, - "components": { - "v": true, - "s": true - }, "duration": [ { "type": "instant" } ], - "entries": [ - "You create a lance of ice that shoot up from the ground to impale a creature within range. The target must make a Dexterity saving throw. The target takes {@damage 4d8} piercing damage and {@damage 4d8} cold damage on a failed save. The target takes only the {@damage 4d8} cold damage on a successful save." - ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell slot of 6th or 7th level, you can create a second spike. When you cast this spell using a spell slot of 8th or 9th level, you can create a third spike. Additional spikes can target the same or different creatures." - ] - } - ], - "damageInflict": [ - "cold", - "piercing" - ], - "savingThrow": [ - "dexterity" - ], - "areaTags": [ - "ST" - ], "classes": { "fromClassList": [ { - "name": "Sorcerer", + "name": "Wizard", "source": "PHB" }, { - "name": "Spellblade", - "source": "KSB" + "name": "Occultist", + "source": "KT:O" }, { - "name": "Wizard", + "name": "Sorcerer", "source": "PHB" } ] - } + }, + "entries": [ + "You place a temporal marker on an object. For the duration of the spell, you can activate that marker, bringing it forward in time to the hand of your presence self. When you do so, no events of the current time are changed, beyond that object disappears from where it previously was, and appears in your hand. The object appears even if it was consumed or destroyed in the intervening time.", + "The object appears in the condition it was in at the time the spell was cast, including its condition, charges, and status.", + "Once cast on an object, this spell can never be cast on the same object again." + ], + "components": { + "v": true, + "s": true, + "m": "something from the past or future" + }, + "areaTags": [ + "ST" + ], + "miscTags": [ + "OBJ" + ] }, { - "name": "Become Stone", - "source": "KibblesTasty:GS", - "page": 5, - "otherSources": [ - { - "source": "KibblesTasty:CC", - "page": 11 - }, - { - "source": "KibblesTasty:EFS", - "page": 1 - } - ], - "level": 2, + "name": "Time Bubble", + "source": "KibblesTasty:CC", + "page": 49, + "level": 8, "school": "T", "time": [ { "number": 1, - "unit": "bonus" + "unit": "action" } ], "range": { "type": "point", "distance": { - "type": "self" + "type": "feet", + "amount": 60 } }, - "components": { - "v": true, - "s": true - }, "duration": [ { - "type": "timed", - "duration": { - "type": "round", - "amount": 1 - } + "type": "special" } ], - "entries": [ - "You solidify into a stone. Until the start of your next turn, you are {@condition petrified}. Your AC becomes 20 and you gain 10 temporary hit points. Any remaining temporary hit points fade when the spell ends." - ], - "conditionInflict": [ - "petrified" - ], - "miscTags": [ - "MAC", - "THP" - ], "classes": { "fromClassList": [ { - "name": "Druid", - "source": "PHB" - }, - { - "name": "Sorcerer", + "name": "Wizard", "source": "PHB" }, { - "name": "Warlock", - "source": "PHB" + "name": "Occultist", + "source": "KT:O" }, { - "name": "Wizard", + "name": "Sorcerer", "source": "PHB" } ] - } - }, - { - "name": "Earth Ripple", - "source": "KibblesTasty:GS", - "page": 5, - "otherSources": [ + }, + "entries": [ + "You create a 20-foot radius bubble of accelerated time around a point you can see within range. When you cast the spell, initiative (including your current turn) is interrupted and all creatures within it can take an additional turn in their initiative order immediately, but nothing they do inside the bubble can reach beyond or affect creatures outside the bubble (all attacks that pass through it miss, all spells that pass through it fail), and if they move outside the bubble, their additional turn immediately ends.", + "If any creature is intersected by the edge of the bubble (meaning it is not entirely inside or outside the bubble), the spell fails.", + "After all creatures inside the bubble have acted, the spell ends and initiative continues as normal." + ], + "components": { + "v": true, + "s": true, + "m": "something from the past or future" + }, + "entriesHigherLevel": [ { - "source": "KibblesTasty:CC", - "page": 17 + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell with a spell slot of 9th level, all creatures inside the bubble complete a second round of turns before the spell ends." + ] } ], - "level": 2, + "areaTags": [ + "S" + ], + "miscTags": [ + "SCL" + ] + }, + { + "name": "Time Loop", + "source": "KibblesTasty:CC", + "page": 49, + "level": 4, "school": "T", "time": [ { @@ -11703,74 +14009,59 @@ "amount": 60 } }, - "components": { - "v": true, - "s": true - }, "duration": [ { - "type": "instant" - } - ], - "entries": [ - "You cause the earth to deform and ripple, a target creature must make a Dexterity saving throw or suffer one of the following effects (your choice):", - { - "type": "list", - "items": [ - "It is pulled into the earth, taking {@damage 1d8} bludgeoning damage and reducing its movement speed to zero until a creature spends an action to dig it free.", - "It is slammed 5 feet in a direction of your choice by a wave of earth, taking {@damage 2d8} bludgeoning damage and being knocked {@condition prone}.", - "It is impaled by a spike of earth, taking {@damage 4d8} piercing damage." - ] + "type": "timed", + "duration": { + "type": "round", + "amount": 1 + } } ], - "damageInflict": [ - "bludgeoning", - "piercing" - ], - "conditionInflict": [ - "prone" - ], - "savingThrow": [ - "dexterity" - ], - "miscTags": [ - "FMV" - ], - "areaTags": [ - "ST" - ], "classes": { "fromClassList": [ { - "name": "Druid", + "name": "Wizard", "source": "PHB" }, { - "name": "Spellblade", - "source": "KSB" + "name": "Occultist", + "source": "KT:O" }, { "name": "Sorcerer", "source": "PHB" - }, - { - "name": "Wizard", - "source": "PHB" } ] - } - }, - { - "name": "Fissure", - "source": "KibblesTasty:GS", - "page": 5, - "otherSources": [ + }, + "entries": [ + "You force a creature within range to repeat its last turn. The target must make a Wisdom saving throw or have its personal timeline adjusted so that it repeats its last action in a preordained loop on its next turn. As the rest of the world may have changed, it attempts to repeat its last action to the best of its ability, including moving the same distance in the same direction, attacking the same target, or taking the same action it previously took.", + "Where these conflict, the caster decides which part of the action takes precedence. While a creature is compelled to take this action, it cannot be compelled to move into obvious danger (such as walk off a cliff).", { - "source": "KibblesTasty:CC", - "page": 19 + "type": "inset", + "name": "Note Taking", + "entries": [ + " Unlike most material components, for convenience sake, this spell's material components is required by the player in addition to their character (whose detailed list does not need to by a physical object, simply the knowledge of their target's actions), and consequently requires some preparation and attention to detail on the player's part to avoid making the DM having to keep track of such details." + ] } ], - "level": 5, + "components": { + "v": true, + "s": true, + "m": "a detailed list of the actions and movement that the target creature took on its last turn, which the spell consumes" + }, + "areaTags": [ + "ST" + ], + "miscTags": [ + "FMV" + ] + }, + { + "name": "Time Skip", + "source": "KibblesTasty:CC", + "page": 50, + "level": 2, "school": "T", "time": [ { @@ -11779,73 +14070,70 @@ } ], "range": { - "type": "line", + "type": "point", "distance": { - "type": "feet", - "amount": 60 + "type": "touch" } }, - "components": { - "v": true, - "s": true - }, "duration": [ { - "type": "instant" + "type": "timed", + "duration": { + "type": "round", + "amount": 1 + } } ], - "entries": [ - "You rend asunder the earth in a 60-foot-long 5-foot-wide line, targeting an area of dirt, sand, or rock at least 10 feet deep.", - "Creatures in that line must make a Dexterity saving throw. On a failure, a creature falls into a suddenly opened crevice in the ground, falling into it before it snaps shut, crushing them. Creatures that fail the saving throw take {@damage 6d10} bludgeoning damage from the fall and crushing. The creature is buried in 10 feet of rubble, and creatures without a burrowing speed require 25 feet of movement to extract themselves from the loose rubble to return to where they failed the saving throw. If they end their turn while buried, they take an additional {@damage 1d10} bludgeoning damage." - ], - "damageInflict": [ - "bludgeoning" - ], - "savingThrow": [ - "dexterity" - ], - "miscTags": [ - "FMV" - ], - "areaTags": [ - "L" - ], "classes": { "fromClassList": [ { - "name": "Druid", + "name": "Wizard", "source": "PHB" }, { - "name": "Spellblade", - "source": "KSB" + "name": "Occultist", + "source": "KT:O" }, { "name": "Sorcerer", "source": "PHB" }, { - "name": "Wizard", + "name": "Spellblade", + "source": "KSB" + }, + { + "name": "Warlock", "source": "PHB" } ] - } - }, - { - "name": "Form of Stone", - "source": "KibblesTasty:GS", - "page": 6, - "otherSources": [ - { - "source": "KibblesTasty:CC", - "page": 21 - }, + }, + "entries": [ + "You touch a willing creature, sending them a step into the future. That creature vanishes, before reappearing at the same location (or the nearest unoccupied space) at the start of their next turn." + ], + "components": { + "v": true, + "s": true, + "m": "a small symbol made up of two connected triangles" + }, + "entriesHigherLevel": [ { - "source": "KibblesTasty:EFS", - "page": 2 + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell with a 3rd level or higher spell slot, you can send them one additional round into the future for each spell slot level above 2nd. If you cast this spell with a 9th level spell slot, the target is sent 24 hours into the future instead." + ] } ], - "level": 6, + "areaTags": [ + "ST" + ] + }, + { + "name": "Time Trap", + "source": "KibblesTasty:CC", + "page": 50, + "level": 2, "school": "T", "time": [ { @@ -11856,75 +14144,70 @@ "range": { "type": "point", "distance": { - "type": "self" + "type": "feet", + "amount": 60 } }, - "components": { - "v": true, - "s": true - }, "duration": [ { "type": "timed", "duration": { - "type": "minute", - "amount": 10 - }, - "concentration": true - } - ], - "entries": [ - "You become made of stone. Until the spell ends, you gain the following benefits:", - { - "type": "list", - "items": [ - "You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.", - "You can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid earth or stone as if it was air and without destabilizing it, but you can't end your movement there. If you do so, you are ejected to the nearest unoccupied space, this spell ends, and you are {@condition stunned} until the end of your next turn.", - "You can use your action to call spikes of stone to raise from the ground. All creatures of your choice within 15 feet of you must make a Dexterity saving throw. A creature takes {@damage 4d8} piercing damage on a failed save, or half as much on a successful one. Their space becomes difficult terrain either way." - ] + "type": "hour", + "amount": 1 + } } ], - "damageInflict": [ - "piercing" - ], - "conditionInflict": [ - "stunned" - ], - "savingThrow": [ - "dexterity" - ], "classes": { "fromClassList": [ { - "name": "Druid", + "name": "Wizard", "source": "PHB" }, + { + "name": "Occultist", + "source": "KT:O" + }, { "name": "Sorcerer", "source": "PHB" }, { - "name": "Warlock", - "source": "PHB" + "name": "Spellblade", + "source": "KSB" }, { - "name": "Wizard", + "name": "Warlock", "source": "PHB" } ] - } + }, + "entries": [ + "You place a snarl in time in an empty a 5-foot cube. The first time a creature enters the square, they must make a Wisdom saving throw. On a failure, a medium or smaller creature that is completely engulfed in the cube becomes {@condition stunned} until the start of their next turn, while a Large or larger creature becomes {@condition restrained} as part of their body becomes frozen in time for the same duration. On a success, the creature's speed is halved instead. Once activated, the trap does not activate again and the spell ends at the start of the trapped creature's next turn.", + "The trapped area is subtly distorted, and any creature that can't see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to detect the trap." + ], + "components": { + "v": true, + "s": true, + "m": "a handful of sand from an hourglass" + }, + "conditionInflict": [ + "restrained" + ], + "areaTags": [ + "C" + ] }, { - "name": "Orbital Stones", - "source": "KibblesTasty:GS", - "page": 6, + "name": "Tornado", + "source": "KibblesTasty:CC", + "page": 50, "otherSources": [ { - "source": "KibblesTasty:CC", - "page": 27 + "source": "Generic Elemental Spells", + "page": 22 } ], - "level": 4, + "level": 5, "school": "T", "time": [ { @@ -11935,7 +14218,8 @@ "range": { "type": "point", "distance": { - "type": "self" + "type": "feet", + "amount": 120 } }, "components": { @@ -11954,25 +14238,33 @@ } ], "entries": [ - "You lift three inanimate Small or Medium sized rocks or similar objects from within 10 feet of you, causing them to defy gravity and slowly circle you. With all three stones orbiting, you have three quarters cover. With at least one stone remaining, you have half cover.", - "As a bonus action while at least one stone remains in orbit, you can magically fling a stone at target within 60 feet. Make a ranged spell attack roll. On hit, the target takes {@damage 3d10} bludgeoning damage and is knocked backward 5 feet." + "A whirling tornado erupts, filling a 20-foot-radius, 40-foot high cylinder centered on a point within range.", + "Any creature that starts its turn within the tornado must make a Strength saving throw. On a failed save, the creature takes {@damage 4d8} bludgeoning damage and is pushed 10 feet away and 40 feet up. On a successful save, the creature takes half as much damage and isn't pushed.", + "As a bonus action, you can move the tornado up to 30 feet in any direction. Any ranged weapon attack against a target within 20 feet of the tornado has disadvantage, and any ranged attack that passes through it automatically misses." ], "damageInflict": [ "bludgeoning" ], - "spellAttack": [ - "R" + "savingThrow": [ + "strength" ], "miscTags": [ "FMV", "UBA" ], + "areaTags": [ + "Y" + ], "classes": { "fromClassList": [ { "name": "Druid", "source": "PHB" }, + { + "name": "Spellblade", + "source": "KSB" + }, { "name": "Sorcerer", "source": "PHB" @@ -11985,21 +14277,15 @@ } }, { - "name": "Stone Fist", - "source": "KibblesTasty:GS", - "page": 6, - "otherSources": [ - { - "source": "KibblesTasty:CC", - "page": 30 - } - ], + "name": "Tranquil Moment", + "source": "KibblesTasty:CC", + "page": 50, "level": 1, "school": "T", "time": [ { "number": 1, - "unit": "action" + "unit": "bonus" } ], "range": { @@ -12008,91 +14294,120 @@ "type": "self" } }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Occultist", + "source": "KT:O" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Spellblade", + "source": "KSB" + } + ] + }, + "entries": [ + "You increase your mental perception of time, giving you time to think. You can make a Wisdom or Intelligence ability check that would normally require an action without requiring an action (such as the Search action), and if that action would have disadvantage imposed on it by circumstances of time or pressure, you would not have disadvantage on the check." + ], "components": { "v": true, "s": true }, + "miscTags": [ + "UBA" + ] + }, + { + "name": "Twisting Eruption", + "source": "KibblesTasty:CC", + "page": 50, + "level": 7, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true, + "m": "a handful of dead plants" + }, "duration": [ { "type": "timed", "duration": { - "type": "round", + "type": "minute", "amount": 1 - } + }, + "concentration": true } ], "entries": [ - "You turn your hand and forearm (or similar appendage) to stone until the start of your next turn. As part of casting the spell, you can make a melee spell attack against one creature you can reach. On a hit, the target takes {@damage 2d10} bludgeoning damage.", - "Until the start of your next turn, you can use your reaction when you take slashing or piercing damage from an attack to gain resistance to damage from that attack." - ], - "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 {@damage 1d10} for each slot level above 1st." - ] - } + "You target a point and call forth tendrils, twisted vines, and gnarled roots of dark energy that erupt from the ground in a 60 foot radius. All creatures of your choice must make a Dexterity saving throw or be {@condition restrained} as the shadowy plant tendrils grasp and drain the life from it.", + "At start of a creature's turn, if it is {@condition restrained} by the spell, it takes {@damage 2d10} bludgeoning damage, and {@damage 2d10} necrotic damage. Each time a creature takes necrotic damage from this spell, the caster regains {@dice 1d4} hit points.", + "A creature {@condition restrained} by the tendrils can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself. A tendril can be destroyed, freeing a creature from its grasp. They have an AC of 10, 20 hit point, and are immune to all damage besides radiant and fire. Spells that deal radiant or fire damage to creatures in an area of effect also affect tendrils in that area.", + "Creatures that end their turn within the radius while not {@condition restrained} must make a Dexterity saving throw or become {@condition restrained} by the tendrils." ], "damageInflict": [ - "bludgeoning" + "bludgeoning", + "necrotic" ], - "spellAttack": [ - "M" + "conditionInflict": [ + "restrained" ], - "miscTags": [ - "SCL" + "savingThrow": [ + "dexterity" ], - "areaTags": [ - "ST" + "miscTags": [ + "HL" ], "classes": { "fromClassList": [ { - "name": "Druid", - "source": "PHB" - }, - { - "name": "Sorcerer", - "source": "PHB" - }, - { - "name": "Warlock", - "source": "PHB" - }, - { - "name": "Wizard", - "source": "PHB" + "name": "Occultist", + "source": "KT:O" } ] } }, { - "name": "Become Fire", - "source": "KibblesTasty:GS", - "page": 6, - "otherSources": [ - { - "source": "KibblesTasty:CC", - "page": 11 - }, - { - "source": "KibblesTasty:EFS", - "page": 1 - } - ], - "level": 2, + "name": "Unburden", + "source": "KibblesTasty:CC", + "page": 51, + "level": 1, "school": "T", "time": [ { "number": 1, - "unit": "bonus" + "unit": "action" } ], "range": { "type": "point", "distance": { - "type": "self" + "type": "touch" } }, "components": { @@ -12103,62 +14418,33 @@ { "type": "timed", "duration": { - "type": "round", + "type": "hour", "amount": 1 } } ], "entries": [ - "You become a burst of elemental flames. Until the start of your next turn, you gain the following benefits:", - { - "type": "list", - "items": [ - "You are resistant to fire damage and to bludgeoning, piercing, and slashing damage from nonmagical attacks.", - "You can move through the space of other creatures and ignore difficult terrain. The first time you enter the space of another creature, it takes {@damage 1d6} fire damage.", - "Once during your turn when you roll fire damage, you can maximize the value of one die of fire damage." - ] - } - ], - "damageInflict": [ - "fire" + "A creature you touch no longer suffers the penalties to movement speed or to their Dexterity ({@skill Stealth}) checks while wearing medium or heavy armor, and is no longer encumbered from carry weight unless they are carrying more than twice the weight that would encumber them." ], "classes": { "fromClassList": [ { - "name": "Druid", - "source": "PHB" - }, - { - "name": "Sorcerer", - "source": "PHB" - }, - { - "name": "Warlock", - "source": "PHB" + "name": "Artificer", + "source": "TCE" }, { - "name": "Wizard", - "source": "PHB" + "name": "Inventor", + "source": "KibbleInventor" } ] } }, { - "name": "Form of Fire", - "source": "KibblesTasty:GS", - "page": 6, - "otherSources": [ - { - "source": "KibblesTasty:CC", - "page": 20 - }, - { - "source": "KibblesTasty:EFS", - "page": 1 - } - ], - "level": 6, - "school": "T", + "name": "Unholy Wave", + "source": "KibblesTasty:CC", + "page": 51, + "level": 2, + "school": "N", "time": [ { "number": 1, @@ -12166,9 +14452,10 @@ } ], "range": { - "type": "point", + "type": "cone", "distance": { - "type": "self" + "type": "feet", + "amount": 30 } }, "components": { @@ -12180,62 +14467,50 @@ "type": "timed", "duration": { "type": "minute", - "amount": 10 + "amount": 1 }, "concentration": true } ], "entries": [ - "You become elemental fire, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Until the spell ends, you gain the following benefits:", + "A wave of necrotic energy crashes out from your outstretch hand in a 30-foot-cone. Creatures in the area must make a Constitution saving throw, or be burned by unholy fire. On a failed saving throw, they take {@damage 4d6} necrotic damage, and wreathed in consuming unholy fire for the duration of the spell. Once per turn, if they are hit by an attack while wreathed the unholy fire their wounds are consumed by the flames, and they take an additional {@damage 1d6} necrotic damage. On a successful save, they take half as much damage and are not wreathed in radiant fire." + ], + "entriesHigherLevel": [ { - "type": "list", - "items": [ - "You are immune to fire damage.", - "You can move through the space of other creatures and ignore difficult terrain. The first time on your turn you enter the space of another creature, it takes {@damage 1d6} fire damage.", - "If a creature within 5 feet hits you with a melee attack, it takes {@damage 1d6} fire damage.", - "You can use your action to create a line of fire 30 feet long and 5 feet wide extending from you in a direction of your choice. Each creature in the line must make a Dexterity saving throw. A creature takes {@damage 6d6} fire damage on a failed save, or half as much damage on a successful one.", - "During your turn, if you roll fire damage, you can maximize one die of the damage dealt." + "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 {@damage 1d6} for each slot level above 2nd." ] } ], - "damageInflict": [ - "fire" - ], "savingThrow": [ - "dexterity" - ], - "classes": { - "fromClassList": [ - { - "name": "Druid", - "source": "PHB" - }, - { - "name": "Sorcerer", - "source": "PHB" - }, + "constitution" + ], + "classes": { + "fromClassList": [ { - "name": "Warlock", + "name": "Cleric", "source": "PHB" }, { - "name": "Wizard", + "name": "Paladin", "source": "PHB" } ] } }, { - "name": "Aether Lance", - "source": "KibblesTasty:GS", - "page": 7, + "name": "Unstable Explosion", + "source": "KibblesTasty:CC", + "page": 51, "otherSources": [ { - "source": "KibblesTasty:CC", - "page": 8 + "source": "Generic Elemental Spells", + "page": 12 } ], - "level": 3, + "level": 2, "school": "V", "time": [ { @@ -12244,80 +14519,81 @@ } ], "range": { - "type": "line", + "type": "point", "distance": { "type": "feet", - "amount": 30 + "amount": 60 } }, - "components": { - "v": true, - "s": true - }, "duration": [ { "type": "instant" } ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + } + ] + }, "entries": [ - "You gather raw aether in your hand and expel it in a lance of power forming a line 30 foot long and 5 foot wide. Each creature in a line takes {@damage 8d4} force damage." + "You cause an 10 foot radius unstable explosion to erupt at a point of your choice within range, rolling {@dice 3d6}. For each die that rolls a 6, roll an additional {@dice d6} and the radius of the spell expands by 5 feet. Each creature within the final range of the spell must make a Dexterity saving throw. On a failed save, they take fire damage equal to the total value of the rolled dice. On a success the target, the target takes half as much fire damage. " ], "entriesHigherLevel": [ { "type": "entries", "name": "At Higher Levels", "entries": [ - "When you cast this spell using a spell slot of 4th level or higher, the damage increases by {@damage 1d4} for each slot level above 3rd." + "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by {@dice 1d6} for each slot level above 2nd." ] } ], + "savingThrow": [ + "dexterity" + ], + "areaTags": [ + "S" + ], "damageInflict": [ - "force" + "fire" ], "miscTags": [ "SCL" - ], - "areaTags": [ - "L" - ], - "classes": { - "fromClassList": [ - { - "name": "Sorcerer", - "source": "PHB" - }, - { - "name": "Spellblade", - "source": "KSB" - }, - { - "name": "Wizard", - "source": "PHB" - } - ] - } + ] }, { - "name": "Aether Storm", - "source": "KibblesTasty:GS", + "name": "Vacuum Pull", + "source": "KibblesTasty:CC", + "page": 51, "otherSources": [ { - "source": "KibblesTasty:CC" + "source": "Generic Elemental Spells", + "page": 22 } ], - "level": 5, + "level": 2, "school": "V", "time": [ { "number": 1, - "unit": "action" + "unit": "bonus" } ], "range": { "type": "point", "distance": { "type": "feet", - "amount": 120 + "amount": 30 } }, "components": { @@ -12326,68 +14602,61 @@ }, "duration": [ { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1, - "upTo": true - }, - "concentration": true + "type": "instant" } ], "entries": [ - "You conjure a storm of aether erupting from a point of your choice within range. The aether storm fills a 10-foot radius, 40-foot-high cylinder. When the storm appears, each creature within its area takes {@damage 8d4} force damage. When a creature moves into or through the storm, it takes {@damage 2d4} force damage for every 5 feet it travels, and whenever a creature ends its turn in the storm it takes an additional {@damage 8d4} force damage.", - "On each subsequent turn for the duration of the spell as a bonus action, you can move the storm 15 feet in any direction and cause it to fling forth a hail of force bolts that seek out up to 3 targets of your choice within 15 feet of the storm. Each creature targeted takes {@damage 3d4 + 3} force damage from the force bolts." + "You cause a sudden savage burst of wind to howl toward you, attempting to pull a Huge or smaller creature within range that you can see toward you. The target must succeed a Strength saving throw or be yanked off their feet and flung toward you, landing within 5 feet of you and falling {@condition prone}. Flying creatures make the Strength save with disadvantage." ], "entriesHigherLevel": [ { "type": "entries", "name": "At Higher Levels", "entries": [ - "When you cast this spell using a spell slot of 6th level or higher, the damage of the storm and bolts increases by {@dice 1d4} for each slot level above 5th." + "When you cast this spell using a spell lot of 3rd level or higher, the range of the spell increases by 10 feet." ] } ], - "damageInflict": [ - "force" + "conditionInflict": [ + "prone" ], - "miscTags": [ - "SCL", - "UBA" + "savingThrow": [ + "strength" ], - "areaTags": [ - "Y" + "miscTags": [ + "SGT" ], "classes": { "fromClassList": [ { - "name": "Sorcerer", + "name": "Druid", "source": "PHB" }, { - "name": "Wizard", + "name": "Ranger", + "source": "PHB" + }, + { + "name": "Sorcerer", "source": "PHB" }, { "name": "Spellblade", "source": "KSB" + }, + { + "name": "Wizard", + "source": "PHB" } ] - }, - "page": 7 + } }, { - "name": "Seeking Orb", - "source": "KibblesTasty:GS", - "page": 7, - "otherSources": [ - { - "source": "KibblesTasty:CC", - "page": 28 - } - ], + "name": "Vicious Hound", + "source": "KibblesTasty:CC", + "page": 51, "level": 2, - "school": "V", + "school": "I", "time": [ { "number": 1, @@ -12398,13 +14667,9 @@ "type": "point", "distance": { "type": "feet", - "amount": 5 + "amount": 120 } }, - "components": { - "v": true, - "s": true - }, "duration": [ { "type": "timed", @@ -12416,190 +14681,142 @@ "concentration": true } ], - "entries": [ - "You create a Tiny orb of pure arcane energy that hovers within range, and designate a target creature within 120 feet. For the duration of the spell, at the end of each of your turns, the orb grows larger and moves 30 feet directly toward the creature. If the orb reaches the target, it will detonate dealing {@damage 6d4} force damage and an additional {@damage 1d4} damage for each round since you cast the spell to the target. The spell ends after it deals damage. If the orb does not reach the target before the spell ends, it fades away without dealing damage." - ], - "damageInflict": [ - "force" - ], - "areaTags": [ - "ST" - ], "classes": { "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Occultist", + "source": "KT:O" + }, { "name": "Sorcerer", "source": "PHB" }, { - "name": "Wizard", + "name": "Warlock", "source": "PHB" } ] - } - }, - { - "name": "Force Bolt", - "source": "KibblesTasty:GS", - "page": 7, - "otherSources": [ - { - "source": "KibblesTasty:CC", - "page": 20 - } - ], - "level": 0, - "school": "V", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 120 - } }, + "entries": [ + "You summon a particularly vicious looking illusory hound that ferociously chases a target within range. Only the target can see the hound that chases them. The target creature can attempt to flee from the hound, moving at least 30 feet in any direction from where they start their turn. If the target does not flee or is unable to move at least 30 feet from where they started by the end of their turn, they take {@damage 3d8} psychic damage from being mauled by the hound at the end of the turn. The spell ends early if the target gets more than 120 feet from you.", + "At the end of each of their turns, the target can make a Wisdom saving throw. On success, they realize the hound is an illusion, and the spell ends." + ], "components": { "v": true, - "s": true + "s": true, + "m": "a spiked collar" }, - "duration": [ + "entriesHigherLevel": [ { - "type": "instant" + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, the speed of the hound increases by 10 feet for each slot level above 2nd (meaning that the target must flee 10 additional feet to avoid taking the damage)." + ] } ], - "entries": [ - "You hurl a mote of arcane energy at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes {@damage 2d4} force damage.", - "This spell's damage increases by {@damage 2d4} when you reach 5th level ({@damage 4d4}), 11th level ({@damage 6d4}), and 17th level ({@damage 8d4})." - ], - "scalingLevelDice": { - "label": "force damage", - "scaling": { - "1": "2d4", - "5": "4d4", - "11": "6d4", - "17": "8d4" - } - }, "damageInflict": [ - "force" + "psychic" ], - "spellAttack": [ - "R" + "savingThrow": [ + "wisdom" ], "miscTags": [ - "SCL" + "SCL", + "FMV" ], "areaTags": [ "ST" - ], - "classes": { - "fromClassList": [ - { - "name": "Spellblade", - "source": "KSB" - }, - { - "name": "Sorcerer", - "source": "PHB" - } - ] - } + ] }, { - "name": "Force Blade", - "source": "KibblesTasty:GS", - "page": 7, - "otherSources": [ - { - "source": "KibblesTasty:CC", - "page": 19 - } - ], + "name": "Violent Crush", + "source": "KibblesTasty:CC", + "page": 52, "level": 4, - "school": "V", + "school": "T", "time": [ { "number": 1, - "unit": "bonus" + "unit": "action" } ], "range": { "type": "point", "distance": { "type": "feet", - "amount": 5 + "amount": 30 + } + }, + "duration": [ + { + "type": "instant" } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + } + ] }, + "entries": [ + "You place massive omnidirectional force on a Large or smaller creature or object within range, attempting to crush it in all directions inward. The target must make a Strength saving throw. On failure, the target takes {@damage 6d12} bludgeoning damage and falls {@condition prone}. On success, it takes half as much damage and does not fall {@condition prone}." + ], "components": { "v": true, "s": true }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1, - "upTo": true - }, - "concentration": true - } - ], - "entries": [ - "You create an oversized blade of pure scintillating force energy in your hand. For the duration of the spell, as an action, you can sweep the blade through up to two creatures within reach, dealing {@damage 2d12} force damage to each." - ], "entriesHigherLevel": [ { "type": "entries", "name": "At Higher Levels", "entries": [ - "When you cast it using a 5th- or 6th-level spell slot, the damage increases to {@damage 3d12}. When you cast it using a spell slot of 7th level or higher, the damage increases to {@damage 4d12}." + "When you cast this spell using a spell slot of 5th level or higher, the damage increases by {@dice 1d12} for each slot level above 4th." ] } ], + "conditionInflict": [ + "prone" + ], "damageInflict": [ - "force" + "bludgeoning" + ], + "savingThrow": [ + "strength" ], "areaTags": [ "ST" ], "miscTags": [ "SCL" - ], - "classes": { - "fromClassList": [ - { - "name": "Spellblade", - "source": "KSB" - }, - { - "name": "Sorcerer", - "source": "PHB" - }, - { - "name": "Wizard", - "source": "PHB" - } - ] - } + ] }, { - "name": "Star Dust", - "source": "KibblesTasty:GS", - "page": 7, + "name": "Vicious Vapors", + "source": "KibblesTasty:CC", + "page": 52, "otherSources": [ { - "source": "KibblesTasty:CC", - "page": 29 + "source": "Generic Elemental Spells", + "page": 17 } ], "level": 2, - "school": "V", + "school": "T", "time": [ { "number": 1, @@ -12607,7 +14824,7 @@ } ], "range": { - "type": "cone", + "type": "radius", "distance": { "type": "feet", "amount": 30 @@ -12619,27 +14836,36 @@ }, "duration": [ { - "type": "instant" + "type": "timed", + "duration": { + "type": "minute", + "amount": 1, + "upTo": true + }, + "concentration": true } ], "entries": [ - "You evoke a burst of brilliant particles of force energy sweeping out in a 30-cone originating from you. Creatures in the radius take {@damage 3d4} force damage and the next attack roll made against them before the start of your next turn has advantage." + "You conjure a swirling poisonous miasma around yourself. For the duration of the spell, you are lightly obscured. When you cast the spell, and as a bonus action on each subsequent turn, you can cause the vapors to surge out and swirl around up to three creatures of your choice within range. Each creature must make a Constitution saving throw. On a failed save, it takes {@damage 1d12} poison damage and becomes {@condition poisoned} until the start of your next turn. On a successful save, it takes half as much poison damage and is not {@condition poisoned}." ], "damageInflict": [ - "force" + "poison" + ], + "savingThrow": [ + "constitution" ], "areaTags": [ - "N" + "MT" ], "classes": { "fromClassList": [ { - "name": "Sorcerer", + "name": "Druid", "source": "PHB" }, { - "name": "Spellblade", - "source": "KSB" + "name": "Warlock", + "source": "PHB" }, { "name": "Wizard", @@ -12648,21 +14874,31 @@ ] }, "miscTags": [ - "ADV" + "SCL", + "UBA" + ], + "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 1d12} for each slot level above 2nd." + ] + } ] }, { - "name": "Crackle", - "source": "KibblesTasty:GS", - "page": 8, + "name": "Violent Updraft", + "source": "KibblesTasty:CC", + "page": 52, "otherSources": [ { - "source": "KibblesTasty:CC", - "page": 13 + "source": "Generic Elemental Spells", + "page": 21 } ], - "level": 2, - "school": "V", + "level": 1, + "school": "T", "time": [ { "number": 1, @@ -12673,46 +14909,14 @@ "type": "point", "distance": { "type": "feet", - "amount": 60 + "amount": 120 } }, - "components": { - "v": true, - "s": true - }, "duration": [ { "type": "instant" } ], - "entries": [ - "You create three arcs of lightning striking targets in range. You can direct them at one target or several.", - "Make a ranged spell attack for each arc. On a hit, the target takes {@damage 1d12} lightning damage. If three or more arcs hit a single target, they must make a Constitution saving throw or become {@condition shocked}, {@condition stunned|PHB|stunning} them until the start of their next turn." - ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell slot of 3rd level or higher, you create one additional arc for each slot level above 2nd." - ] - } - ], - "damageInflict": [ - "lightning" - ], - "spellAttack": [ - "R" - ], - "savingThrow": [ - "constitution" - ], - "miscTags": [ - "SCL" - ], - "areaTags": [ - "MT" - ], "classes": { "fromClassList": [ { @@ -12723,6 +14927,10 @@ "name": "Sorcerer", "source": "PHB" }, + { + "name": "Spellblade", + "source": "KSB" + }, { "name": "Warlock", "source": "PHB" @@ -12732,79 +14940,160 @@ "source": "PHB" } ] - } - }, - { - "name": "Electrocute", - "source": "KibblesTasty:GS", - "page": 8, - "otherSources": [ + }, + "entries": [ + "You create a violent upburst of wind attempting to toss a Large or smaller creature into the air. The target must make a Strength saving throw, which it can choose to fail. On failure they are knocked 20 feet straight up into the air. If the target cannot hold onto anything or fly, they immediately fall taking {@damage 2d6} bludgeoning damage and falling {@condition prone}." + ], + "components": { + "v": true, + "s": true + }, + "entriesHigherLevel": [ { - "source": "KibblesTasty:CC", - "page": 17 + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, the target is knocked feet additional foot higher second slot level above 1st." + ] } ], - "level": 3, - "school": "V", + "damageInflict": [ + "bludgeoning" + ], + "savingThrow": [ + "strength" + ], + "areaTags": [ + "ST" + ], + "miscTags": [ + "FMV" + ] + }, + { + "name": "Vital Surge", + "source": "KibblesTasty:CC", + "page": 52, + "level": 4, + "school": "T", "time": [ { "number": 1, - "unit": "action" + "unit": "minute" } ], "range": { "type": "point", "distance": { "type": "feet", - "amount": 60 + "amount": 30 } }, - "components": { - "v": true, - "s": true - }, "duration": [ { - "type": "instant" + "type": "timed", + "duration": { + "type": "hour", + "amount": 8 + } } ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + } + ] + }, "entries": [ - "A massive arc of lightning leaps from your hand to a target you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes {@damage 4d12} lightning damage and is {@condition stunned} until the start of your next turn. On a successful save, the target takes half as much damage and isn't {@condition stunned}." + "You infuse a vital surge of life into up to 4 creatures of your choice within range. Once during the duration of the spell, they can trigger this vital surge as a bonus action, regaining {@dice 4d8} hit points. When they trigger this surge, they can expend up to a number of hit dice equal to half the level of the spell slot used to cast this spell, rolling them as they normally would and adding the amount of hit points restored to the effect of this surge.", + "Once a creature triggers this healing surge, the spell ends for that creature." ], + "components": { + "v": true, + "s": true + }, "entriesHigherLevel": [ { "type": "entries", "name": "At Higher Levels", "entries": [ - "When you cast this spell using a spell slot of 4th level or higher, the damage increases by {@damage 1d12} for each slot level above 3rd." + "When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th." ] } ], - "damageInflict": [ - "lightning" - ], - "conditionInflict": [ - "stunned" - ], - "savingThrow": [ - "constitution" + "areaTags": [ + "MT" ], "miscTags": [ + "HL", "SCL", - "SGT" + "UBA" + ] + }, + { + "name": "Volcanic Burst", + "source": "KibblesTasty:CC", + "page": 52, + "otherSources": [ + { + "source": "Generic Elemental Spells", + "page": 11 + } + ], + "level": 6, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a piece of obsidian" + } + }, + "duration": [ + { + "type": "instant" + } ], - "areaTags": [ - "ST" + "entries": [ + "You call fiery forces from below the earth to erupt upwards violently, causing the rocks beneath a point to melt and erupt into magma. The ground in a 10 foot radius explodes in a shower of fire and magma, raining down in a 20 foot radius. Creatures within the area must make a Dexterity saving throw. On failure, they take {@damage 4d10} bludgeoning damage and {@damage 4d6} fire damage. If a creature is within the 10-foot inner radius, then they are additionally flung 10 feet into the air, taking {@damage 1d6} bludgeoning damage and falling {@condition prone} when they land. On a successful save, a creature takes half damage, and suffers no additional effects.", + "The center 10 foot radius becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand." ], "classes": { "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Shaman", + "source": "LLSH" + }, { "name": "Sorcerer", "source": "PHB" }, { - "name": "Spellblade", - "source": "KSB" + "name": "Warlock", + "source": "PHB" }, { "name": "Wizard", @@ -12814,17 +15103,11 @@ } }, { - "name": "Electrify", - "source": "KibblesTasty:GS", - "page": 8, - "otherSources": [ - { - "source": "KibblesTasty:CC", - "page": 17 - } - ], - "level": 1, - "school": "V", + "name": "Vorpal Shot", + "source": "KibblesTasty:CC", + "page": 52, + "level": 5, + "school": "T", "time": [ { "number": 1, @@ -12834,12 +15117,16 @@ "range": { "type": "point", "distance": { - "type": "self" + "type": "touch" } }, "components": { "v": true, - "s": true + "s": true, + "m": { + "text": "a piece of ammunition or weapon with the thrown property worth at least 1 cp", + "cost": 1 + } }, "duration": [ { @@ -12851,54 +15138,32 @@ } ], "entries": [ - "You channel lightning into your hands. The next time you hit a creature with a melee attack (including a melee spell attack) before the start of your next turn, the target takes {@damage 1d12} lightning damage and must make a Constitution saving throw. On a failed save, the target becomes {@condition stunned} until the start of their next turn.", - "The spell ends after dealing damage, or at the start of your next turn, whichever occurs first." - ], - "damageInflict": [ - "lightning" - ], - "conditionInflict": [ - "stunned" - ], - "savingThrow": [ - "constitution" - ], - "areaTags": [ - "ST" + "You touch a piece of ammunition or weapon with the thrown property, imbuing it with the ultimate edge. The first time you attack with the empowered item, it adds +3 to attack and damage rolls, and pierces all resistances and immunities to the weapons damage type. On a hit, the creature takes {@damage 6d8} additional damage. If this damage reduces the target to zero hit points, it is killed by a mortal wound.", + "Once an attack has been made with the piece of ammunition or weapon, the spell ends." ], "classes": { "fromClassList": [ { - "name": "Ranger", - "source": "PHB" - }, - { - "name": "Spellblade", - "source": "KSB" + "name": "Artificer", + "source": "TCE" }, { - "name": "Sorcerer", - "source": "PHB" + "name": "Inventor", + "source": "KibbleInventor" }, { - "name": "Wizard", + "name": "Ranger", "source": "PHB" } ] } }, { - "name": "Lightning Charged", - "source": "KibblesTasty:GS", - "page": 8, - "otherSources": [ - { - "source": "KibblesTasty:CC", - "page": 24 - } - ], - "level": 2, - "school": "V", + "name": "Vorpal Weapon", + "source": "KibblesTasty:CC", + "page": 53, + "level": 5, + "school": "T", "time": [ { "number": 1, @@ -12913,37 +15178,21 @@ }, "components": { "v": true, - "s": true, - "m": "a piece of once used lightning rod" + "s": true }, "duration": [ { "type": "timed", "duration": { - "type": "minute", - "amount": 10 - } + "type": "hour", + "amount": 1 + }, + "concentration": true } ], "entries": [ - "You channel lightning energy into a creature. The energy is harmless to the creature, but escapes in dangerous bursts to other nearby creatures.", - "Every time that creature strikes another creature with a melee attack, a spell with a range of touch, is struck by another creature with a melee attack, or ends their turn while grappling or being {@condition grappled} by another creature, they deal {@damage 1d6} lightning damage to that creature.", - "Once this spell has discharged 6 times (dealing up to {@damage 6d6} damage), the spell ends." - ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "The spell can discharge damage 2 additional times (dealing {@damage 2d6} more total damage) before the spell ends for each slot level above 2nd." - ] - } - ], - "damageInflict": [ - "lightning" - ], - "miscTags": [ - "SCL" + "You touch a weapon and imbue it with power. Until the spell ends, the weapon becomes indescribably sharp, ignoring resistance to slashing damage, and gains the Siege property, dealing double damage to inanimate objects such as structures. If a weapon has a modifier of less than +3 to attack and damage rolls, its modifier becomes +3 to attack and damage rolls for the duration of the spell.", + "Additionally, if a critical strike of this weapon would leave a creature with less than 50 hitpoints, the target creature is decapitated, killing it." ], "classes": { "fromClassList": [ @@ -12959,66 +15208,63 @@ } }, { - "name": "Lightning Tendril", - "source": "KibblesTasty:GS", - "page": 8, + "name": "Vortex Blast", + "source": "KibblesTasty:CC", + "page": 53, "otherSources": [ { - "source": "KibblesTasty:CC", - "page": 24 + "source": "Generic Elemental Spells", + "page": 22 } ], - "level": 1, + "level": 3, "school": "V", "time": [ { "number": 1, - "unit": "bonus" + "unit": "action" } ], "range": { - "type": "radius", + "type": "cone", "distance": { "type": "feet", - "amount": 20 + "amount": 30 } }, "components": { "v": true, - "s": true, - "m": "a twig from a tree that has been struck by lightning" + "s": true }, "duration": [ { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1, - "upTo": true - }, - "concentration": true + "type": "instant" } ], "entries": [ - "Crackling beams of blue energy leap from your hands. For the duration of the spell, as an action, you can direct them toward a creature within range, dealing {@damage 1d12} lightning damage to that creature." + "You create a sudden violent vortex that blasts outwards in a 30-foot cone, tossing characters and objects within the area. Creatures in the area take {@damage 3d6} bludgeoning damage and must succeed a Strength saving throw or be knocked 20 feet backward and 30 feet upward." ], "entriesHigherLevel": [ { "type": "entries", "name": "At Higher Levels", "entries": [ - "When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to {@damage 2d12} and the range increases to 30 feet. When you cast it using a 5th- or 6th-level spell slot, the damage increases to {@damage 3d12} and the range increases to 60 feet. When you cast it using a spell slot of 7th level or higher, the damage increases to {@damage 4d12} and the range increases to 120 feet." + "When you cast this spell using a spell slot of 4th level or higher, the damage increases by {@damage 1d6} for each slot level above 3rd." ] } ], "damageInflict": [ - "lightning" + "bludgeoning" + ], + "savingThrow": [ + "strength" ], "miscTags": [ + "FMV", "SCL" ], "areaTags": [ - "ST" + "N" ], "classes": { "fromClassList": [ @@ -13026,17 +15272,13 @@ "name": "Druid", "source": "PHB" }, - { - "name": "Spellblade", - "source": "KSB" - }, { "name": "Sorcerer", "source": "PHB" }, { - "name": "Warlock", - "source": "PHB" + "name": "Spellblade", + "source": "KSB" }, { "name": "Wizard", @@ -13046,17 +15288,17 @@ } }, { - "name": "Jumping Jolt", - "source": "KibblesTasty:GS", - "page": 8, + "name": "Wasp Barrage", + "source": "KibblesTasty:CC", + "page": 53, "otherSources": [ { - "source": "KibblesTasty:CC", - "page": 23 + "source": "Generic Elemental Spells", + "page": 17 } ], - "level": 4, - "school": "V", + "level": 3, + "school": "C", "time": [ { "number": 1, @@ -13064,74 +15306,84 @@ } ], "range": { - "type": "point", + "type": "cone", "distance": { "type": "feet", - "amount": 60 + "amount": 40 } }, - "components": { - "v": true, - "s": true - }, "duration": [ { "type": "instant" } ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Spellblade", + "source": "KSB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, "entries": [ - "You release an arc of lighting at a creature within range. Make a ranged spell attack roll against the target. On hit, the target takes {@damage 4d12} lightning damage, and you can cause the spell to jump to another target within 20 feet of the first target making a new attack roll for each target. The spell cannot hit the same target twice, or jump to a target out of the spells range. The spell can jump a maximum of five times.", - "On a miss, the target takes half as much damage and the spell does not jump to a new target." + "You conjure a swarm of magical wasps zip out to sting creatures of your choice within a 40 foot cone. Make a ranged spell attack against each chosen target. On a hit, a target takes {@damage 1} piercing damage{@damage + 4d12} poison damage. After they attack, the magic wasps fade away." ], + "components": { + "v": true, + "s": true + }, "entriesHigherLevel": [ { "type": "entries", "name": "At Higher Levels", "entries": [ - "When you cast this spell using a spell slot of 5th level or higher, the starting damage increases by {@damage 1d12} for each slot level above 4th." + "When you cast this spell using a spell slot of 4th level or higher, the poison damage increases by {@dice 1d12} for each second slot level above 3nd." ] } ], "damageInflict": [ - "lightning" + "piercing", + "poison" ], "spellAttack": [ "R" ], - "miscTags": [ - "SCL" - ], "areaTags": [ - "MT" - ], - "classes": { - "fromClassList": [ - { - "name": "Sorcerer", - "source": "PHB" - }, - { - "name": "Spellblade", - "source": "KSB" - }, - { - "name": "Wizard", - "source": "PHB" - } - ] - } + "N" + ] }, { - "name": "Sky Burst", - "source": "KibblesTasty:GS", - "page": 9, + "name": "Water Blast", + "source": "KibblesTasty:CC", + "page": 53, "otherSources": [ { - "source": "KibblesTasty:CC" + "source": "Generic Elemental Spells", + "page": 19 } ], - "level": 5, - "school": "V", + "level": 1, + "school": "C", "time": [ { "number": 1, @@ -13142,7 +15394,7 @@ "type": "point", "distance": { "type": "feet", - "amount": 120 + "amount": 30 } }, "components": { @@ -13155,29 +15407,34 @@ } ], "entries": [ - "Five bolts of lightning strike five points of your choice that you can see within range. Each creature within 5 feet of a chosen point must make a Dexterity saving throw. A creature takes {@damage 4d12 + 4} lightning damage on a failed save, or half as much on a successful one. A creature in the area of more than one lightning burst is affected only once." + "You conjure a ball of water before hurling it at a target. Make a ranged spell attack against the target. On a hit, the target takes {@damage 3d6} bludgeoning damage and if it is Large or smaller must make a Strength saving throw or be knocked {@condition prone}." ], "entriesHigherLevel": [ { "type": "entries", "name": "At Higher Levels", "entries": [ - "When you cast this spell using a spell slot of 6th level or higher, you can call down an additional bolt of lightning targeting another point within range for each slot level above 5th." + "When you cast this spell using a spell lot of 2nd level or higher, the damage increases by {@damage 1d6} for each level above 1st." ] } ], "damageInflict": [ - "lightning" + "bludgeoning" + ], + "conditionInflict": [ + "prone" + ], + "spellAttack": [ + "R" ], "savingThrow": [ - "dexterity" + "strength" ], "miscTags": [ - "SCL", - "SGT" + "SCL" ], "areaTags": [ - "MT" + "ST" ], "classes": { "fromClassList": [ @@ -13185,33 +15442,37 @@ "name": "Druid", "source": "PHB" }, + { + "name": "Shaman", + "source": "LLSH" + }, { "name": "Sorcerer", "source": "PHB" }, { - "name": "Wizard", + "name": "Warlock", "source": "PHB" }, { - "name": "Spellblade", - "source": "KSB" + "name": "Wizard", + "source": "PHB" } ] } }, { - "name": "Bad Blood", - "source": "KibblesTasty:GS", - "page": 9, + "name": "Water Bullet", + "source": "KibblesTasty:CC", + "page": 53, "otherSources": [ { - "source": "KibblesTasty:CC", - "page": 10 + "source": "Generic Elemental Spells", + "page": 19 } ], - "level": 1, - "school": "N", + "level": 0, + "school": "C", "time": [ { "number": 1, @@ -13222,60 +15483,28 @@ "type": "point", "distance": { "type": "feet", - "amount": 60 + "amount": 90 } }, - "components": { - "v": true, - "s": true, - "m": "a piece of rotten meat" - }, "duration": [ { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1, - "upTo": true - }, - "concentration": true - } - ], - "entries": [ - "Targeting a creature you can see within range, you attempt to corrupt its blood. Creatures without blood are immune to this effect. The target must make a Constitution saving throw. On failure, they take {@damage 1d12} poison damage and become {@condition poisoned} for the duration.", - "At the end of each of its turns, the target can make another Constitution saving throw. On a success, the spell ends on the target, on failure; they take an additional {@damage 1d4} poison as the poison continues to ravage them." - ], - "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 target for each slot level above 2nd. The targets must be within 30 feet of each other when you target them." - ] + "type": "instant" } ], - "damageInflict": [ - "poison" - ], - "conditionInflict": [ - "poisoned" - ], - "savingThrow": [ - "constitution" - ], - "miscTags": [ - "SCL", - "SGT" - ], - "areaTags": [ - "ST" - ], "classes": { "fromClassList": [ { "name": "Druid", "source": "PHB" }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Spellblade", + "source": "KSB" + }, { "name": "Warlock", "source": "PHB" @@ -13285,30 +15514,48 @@ "source": "PHB" } ] - } + }, + "entries": [ + "You create a compressed bead of water and fire it at a creature you can see within range. Make a ranged spell attack. On hit, the target takes {@damage 1d6} + your spellcasting ability modifier piercing damage.", + "This spell's damage increases by {@dice 1d6} when you reach 5th level ({@dice 2d6}), 11th level ({@dice 3d6}), and 17th level ({@dice 4d6})." + ], + "components": { + "v": true, + "s": true + }, + "damageInflict": [ + "piercing" + ], + "areaTags": [ + "ST" + ], + "miscTags": [ + "SCL" + ] }, { - "name": "Nauseating Poison", - "source": "KibblesTasty:GS", - "page": 9, + "name": "Water Cannon", + "source": "KibblesTasty:CC", + "page": 53, "otherSources": [ { - "source": "KibblesTasty:CC", - "page": 27 + "source": "Generic Elemental Spells", + "page": 19 } ], - "level": 1, - "school": "N", + "level": 3, + "school": "V", "time": [ { "number": 1, - "unit": "bonus" + "unit": "action" } ], "range": { - "type": "point", + "type": "line", "distance": { - "type": "self" + "type": "feet", + "amount": 40 } }, "components": { @@ -13317,28 +15564,26 @@ }, "duration": [ { - "type": "timed", - "duration": { - "type": "round", - "amount": 1 - } + "type": "instant" } ], "entries": [ - "You shroud your hand, a weapon you are holding, or a natural weapon in dark ichorous miasma. The next time you hit a creature with a melee attack (including a melee spell attack) before the start of your next turn, the attack deals an extra {@damage 1d12} poison damage and the target must succeed on a Constitution saving throw or be {@condition poisoned} until the end of your next turn.", - "The spell ends after dealing damage, or at the start of your next turn, whichever occurs first." + "You unleash a spout of water that blasts out in a line 40-foot long and 5 foot-wide-line. Creatures in the area must make a Strength saving throw, or take {@damage 6d6} bludgeoning damage and be pushed to an open space at the end of the line away from you. If there is no open space to move to (for example they would move into a wall or another creature), they are pushed to the closest space and take an additional {@damage 2d6} bludgeoning damage and are knocked {@condition prone}. On a successful save, they take half as much damage and are not pushed." ], "damageInflict": [ - "poison" + "bludgeoning" ], "conditionInflict": [ - "poisoned" + "prone" ], "savingThrow": [ - "constitution" + "strength" + ], + "miscTags": [ + "FMV" ], "areaTags": [ - "ST" + "L" ], "classes": { "fromClassList": [ @@ -13347,8 +15592,8 @@ "source": "PHB" }, { - "name": "Shaman", - "source": "LLSH" + "name": "Spellblade", + "source": "KSB" }, { "name": "Sorcerer", @@ -13362,17 +15607,17 @@ } }, { - "name": "Poison Dart", - "source": "KibblesTasty:GS", - "page": 9, + "name": "Waterspout", + "source": "KibblesTasty:CC", + "page": 54, "otherSources": [ { - "source": "KibblesTasty:CC", - "page": 27 + "source": "Generic Elemental Spells", + "page": 20 } ], - "level": 2, - "school": "T", + "level": 3, + "school": "C", "time": [ { "number": 1, @@ -13386,54 +15631,22 @@ "amount": 60 } }, - "components": { - "v": true, - "s": true - }, "duration": [ { - "type": "instant" - } - ], - "entries": [ - "You conjure a dart of pure poison and hurl it at a creature you can see within range. Make a ranged spell attack. On a hit, the target takes {@damage 3d12} poison damage and must succeed a Constitution saving throw or become {@condition poisoned} until the start of your next turn." - ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by {@damage 1d12} for each slot level above 2nd." - ] + "type": "timed", + "duration": { + "type": "minute", + "amount": 1, + "upTo": true + }, + "concentration": true } ], - "damageInflict": [ - "poison" - ], - "conditionInflict": [ - "poisoned" - ], - "spellAttack": [ - "R" - ], - "savingThrow": [ - "constitution" - ], - "miscTags": [ - "SGT" - ], - "areaTags": [ - "ST" - ], "classes": { "fromClassList": [ { - "name": "Shaman", - "source": "LLSH" - }, - { - "name": "Spellblade", - "source": "KSB" + "name": "Druid", + "source": "PHB" }, { "name": "Sorcerer", @@ -13448,19 +15661,35 @@ "source": "PHB" } ] - } + }, + "entries": [ + "You conjure a large mass of water and form it into a whirling funnel around a point on the ground you can see. The whirling funnel fills a 10-foot-radius, 30-foot-high cylinder. Once per turn, when a creature's space becomes fully engulfed by the waterspout it must make a Strength saving throw. On a failure, it takes {@damage 2d8} bludgeoning damage, and becomes {@condition blinded}, {@condition deafened}, and cannot speak. At the start of its next turn, it is expelled from the water to the nearest empty space. On success, it takes half as much damage and suffers none of the spell's other effects.", + "On your turn, you can move the waterspout up to 20 feet in any direction along the ground as a bonus action, engulfing any creatures in its path. Creatures who fail their save after being engulfed by the waterspout in this way are carried along with its movement until they are ejected at the start of their turn as normal.", + "If the center point of this spell is over a Huge or larger body of water, the size of the waterspout is doubled." + ], + "components": { + "v": true, + "s": true + }, + "damageInflict": [ + "bludgeoning" + ], + "savingThrow": [ + "strength" + ], + "areaTags": [ + "Y" + ], + "miscTags": [ + "UBA", + "OBS" + ] }, { - "name": "Poison Puff", - "source": "KibblesTasty:GS", - "page": 9, - "otherSources": [ - { - "source": "KibblesTasty:CC", - "page": 27 - } - ], - "level": 4, + "name": "Whirling Conflagration", + "source": "KibblesTasty:CC", + "page": 54, + "level": 3, "school": "T", "time": [ { @@ -13469,126 +15698,111 @@ } ], "range": { - "type": "cone", + "type": "radius", "distance": { "type": "feet", - "amount": 30 + "amount": 15 } }, "components": { "v": true, - "s": true + "m": { + "text": "a melee weapon you are proficient with worth at least 1 cp", + "cost": 1 + } }, "duration": [ { - "type": "timed", - "duration": { - "type": "round", - "amount": 1 - } + "type": "instant" } ], "entries": [ - "You exhale a cloud of poison that magically expands to fill a 30 foot cone. Creatures in that area must make a Constitution saving throw. On a failure, they take {@damage 4d12} poison damage and become {@condition poisoned} until the start of their next turn. On a success, the target takes half as much damage and is not {@condition poisoned}.", - "The area is lightly obscured until the start of your turn, and any creature that ends their turn within the area takes {@damage 2d4} poison damage." - ], - "damageInflict": [ - "poison" - ], - "conditionInflict": [ - "poisoned" + "You flourish the weapon used in the casting and then whirl it around, igniting it in whirling conflagration. Make a melee weapon attack against each creature within 15 feet. (Using the same roll against each creature) Each target takes {@damage 6d6} fire damage on hit, or half as much on a miss" ], - "savingThrow": [ - "constitution" + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 4th Level or higher, it deals an additional {@damage 1d6} damage to each target on hit for each slot level above 3rd." + ] + } ], - "areaTags": [ - "N" + "damageInflict": [ + "fire" ], "classes": { "fromClassList": [ { - "name": "Druid", - "source": "PHB" - }, - { - "name": "Shaman", - "source": "LLSH" - }, - { - "name": "Spellblade", - "source": "KSB" - }, - { - "name": "Warlock", - "source": "PHB" - }, - { - "name": "Wizard", + "name": "Ranger", "source": "PHB" } ] } }, { - "name": "Stinging Swarm", - "source": "KibblesTasty:GS", - "page": 9, - "otherSources": [ - { - "source": "KibblesTasty:CC" - } - ], - "level": 4, - "school": "C", + "name": "Wind Cutter", + "source": "KibblesTasty:CC", + "page": 54, + "level": 2, + "school": "T", "time": [ { "number": 1, - "unit": "action" + "unit": "bonus" } ], "range": { "type": "point", "distance": { - "type": "feet", - "amount": 60 + "type": "self" } }, "components": { "v": true, - "s": true + "s": true, + "m": { + "text": "a melee weapon that deals damage worth at least 1 cp", + "cost": 1 + } }, "duration": [ { "type": "timed", "duration": { "type": "minute", - "amount": 1, - "upTo": true + "amount": 1 }, "concentration": true } ], "entries": [ - "You conjure a magical swarm of flying insects that fill a 5 foot cube within range. For the duration of the spell, the swarm is magically replenished and cannot be destroyed. As a bonus action, you can direct the swarm to move up to 30 feet. If the swarm enters another creature's space, it stops and swarms them, stinging repeatedly, and cannot be moved until the start of your next turn. The creature takes {@damage 2d4} piercing damage and must make a Constitution saving throw, taking {@damage 6d4} poison damage on failure." + "You infuse the weapon used in the spell's casting with tempestuous power. For the duration, when you make an attack during your turn with the weapon, the weapon used in the spell's casting gains a reach of 30 feet, releasing slashes of razor sharp wind against foes beyond your normal reach; the weapon deals slashing damage when damaging targets beyond your normal reach.", + "For the duration, when you deal damage to a creature with the weapon used in the spell's casting, you can deal {@damage 1d4} slashing damage to up to two other creatures within 5 feet of the target as they are cut by the razor winds released by your attack." ], "damageInflict": [ - "piercing", - "poison" - ], - "savingThrow": [ - "constitution" - ], - "areaTags": [ - "ST" + "slashing" ], "classes": { "fromClassList": [ + { + "name": "Artificer", + "source": "TCE" + }, + { + "name": "Inventor", + "source": "KibbleInventor" + }, { "name": "Druid", "source": "PHB" }, { - "name": "Warlock", + "name": "Spellblade", + "source": "KSB" + }, + { + "name": "Ranger", "source": "PHB" }, { @@ -13596,22 +15810,19 @@ "source": "PHB" } ] - }, - "miscTags": [ - "UBA" - ] + } }, { - "name": "Spider Bite", - "source": "KibblesTasty:GS", - "page": 10, + "name": "Windborne Weapon", + "source": "KibblesTasty:CC", + "page": 54, "otherSources": [ { - "source": "KibblesTasty:CC", - "page": 30 + "source": "Generic Elemental Spells", + "page": 21 } ], - "level": 3, + "level": 0, "school": "T", "time": [ { @@ -13622,7 +15833,8 @@ "range": { "type": "point", "distance": { - "type": "touch" + "type": "feet", + "amount": 150 } }, "components": { @@ -13635,33 +15847,26 @@ } ], "entries": [ - "You prick a target with a tiny magical fang of venom. Make a melee spell attack against a creature within reach. On a hit, the target takes {@damage 4d12} poison damage and must succeed on a Constitution saving throw or becoming {@condition poisoned} for 1 minute. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the target is no longer {@condition poisoned}.", - "If you miss your melee attack roll, you can concentrate (as if concentrating on a spell) to maintain the attack for another attempt until the end of your next turn. (You may make subsequent attempts until you hit or lose concentration)" + "Make an attack with a weapon with the ammunition or thrown property as part of the action used to cast this spell, turning it into a ranged spell attack. This attack ignores cover. On hit, it deals {@damage 1d8} damage of the weapon's damage type." ], "entriesHigherLevel": [ { "type": "entries", "name": "At Higher Levels", "entries": [ - "When you cast this spell using a spell slot of 4th level or higher, the damage increases by {@damage 1d12} for each slot level above 3rd." + "This spell's damage increases by {@damage 1d8} when you reach 5th level ({@damage 2d8}), 11th level ({@damage 3d8}), and 17th level ({@damage 4d8})." ] } ], - "damageInflict": [ - "poison" - ], - "conditionInflict": [ - "poisoned" - ], - "spellAttack": [ - "M" - ], - "savingThrow": [ - "constitution" + "miscTags": [ + "SCL" ], "areaTags": [ "ST" ], + "spellAttack": [ + "R" + ], "classes": { "fromClassList": [ { @@ -13669,11 +15874,7 @@ "source": "PHB" }, { - "name": "Spellblade", - "source": "KSB" - }, - { - "name": "Warlock", + "name": "Sorcerer", "source": "PHB" }, { @@ -13684,55 +15885,41 @@ } }, { - "name": "Vicious Vapors", - "source": "KibblesTasty:GS", - "page": 10, - "otherSources": [ - { - "source": "KibblesTasty:CC" - } - ], + "name": "Windsense", + "source": "KibblesTasty:CC", + "page": 54, "level": 2, "school": "T", "time": [ { "number": 1, - "unit": "action" + "unit": "bonus" } ], "range": { - "type": "radius", + "type": "point", "distance": { - "type": "feet", - "amount": 30 + "type": "self" } }, "components": { - "v": true, - "s": true + "v": true }, "duration": [ { "type": "timed", "duration": { - "type": "minute", - "amount": 1, - "upTo": true - }, - "concentration": true + "type": "round", + "amount": 1 + } } ], "entries": [ - "You conjure a swirling poisonous miasma around yourself. For the duration of the spell, you are lightly obscured. When you cast the spell, and as a bonus action on each subsequent turn, you can cause the vapors to surge out and swirl around up to three creatures of your choice within range. Each creature must make a Constitution saving throw. On a failed save, it takes {@damage 1d12} poison damage and becomes {@condition poisoned} until the start of your next turn. On a successful save, it takes half as much poison damage and is not {@condition poisoned}." - ], - "damageInflict": [ - "poison" - ], - "savingThrow": [ - "constitution" + "You cast your sense into the wind. Until the start of your next turn, you gain a {@sense blindsight} of 60 feet, and you gain advantage on Wisdom ({@skill Perception}) checks. Your passive {@skill Perception} gains +5, revealing any creature to you that is revealed by your elevated passive {@skill Perception}.", + "For the duration, when you make a ranged weapon attack, you do not require line of sight as long as it is in the range of your {@sense blindsight}, and the target creature does not benefit from cover, as you can send your shots in twisting impossible lines riding the flow of the winds that only you can see." ], - "areaTags": [ - "MT" + "miscTags": [ + "SGT" ], "classes": { "fromClassList": [ @@ -13741,41 +15928,18 @@ "source": "PHB" }, { - "name": "Warlock", - "source": "PHB" - }, - { - "name": "Wizard", + "name": "Ranger", "source": "PHB" } ] - }, - "miscTags": [ - "SCL", - "UBA" - ], - "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 1d12} for each slot level above 2nd." - ] - } - ] + } }, { - "name": "Echoing Lance", - "source": "KibblesTasty:GS", - "page": 10, - "otherSources": [ - { - "source": "KibblesTasty:CC", - "page": 17 - } - ], - "level": 4, - "school": "V", + "name": "Wither", + "source": "KibblesTasty:CC", + "page": 55, + "level": 3, + "school": "N", "time": [ { "number": 1, @@ -13791,78 +15955,64 @@ }, "components": { "v": true, - "s": true + "s": true, + "m": "a pinch of powdered bone and sand" }, "duration": [ { "type": "timed", "duration": { - "type": "minute", - "amount": 1, - "upTo": true - }, - "concentration": true + "type": "round", + "amount": 1 + } } ], "entries": [ - "You emit a targeted burst of intense sonic energy at a target within range. The target must make a Constitution saving throw. On failure, they take {@damage 3d8} thunder damage and become {@condition stunned} for the duration by the intense sound. On a successful save, the target takes half as much damage and is not {@condition stunned}.", - "At the end of each of its turns, the target can make another Constitution saving throw. On a success, the spell ends on the target; on failure they take an additional {@dice 1d8} thunder from the echoes within their mind." + "Dark energy tears the moisture from a body, sapping of life and vitality from a creature within range. The target must make a Constitution saving throw. The target takes {@damage 4d10+4} necrotic damage on a failed save and becomes withered until the start of your next turn, or half as much on a successful one and does not become withered. A withered creature gains vulnerability to fire damage if they are not resistant to it, or loses their resistance to fire if they were resistant to fire." ], "entriesHigherLevel": [ { "type": "entries", "name": "At Higher Levels", "entries": [ - "When you cast this spell using a spell slot of 5th level or higher, the damage increases by {@damage 1d8} for each slot level above 4th." + "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 5th." ] } ], - "damageInflict": [ - "thunder" + "damageVulnerable": [ + "fire" ], - "conditionInflict": [ - "deafened", - "stunned" + "damageInflict": [ + "necrotic" ], "savingThrow": [ "constitution" ], - "areaTags": [ - "ST" - ], "classes": { "fromClassList": [ - { - "name": "Bard", - "source": "PHB" - }, { "name": "Spellblade", "source": "KSB" }, { - "name": "Sorcerer", - "source": "PHB" - }, - { - "name": "Wizard", + "name": "Warlock", "source": "PHB" } ] } }, { - "name": "Sonic Shriek", - "source": "KibblesTasty:GS", - "page": 10, + "name": "Blood Bolt", + "source": "KibblesTasty:BMS", + "page": 56, "otherSources": [ { "source": "KibblesTasty:CC", - "page": 29 + "page": 56 } ], - "level": 5, - "school": "V", + "level": 0, + "school": "T", "time": [ { "number": 1, @@ -13870,54 +16020,29 @@ } ], "range": { - "type": "cone", + "type": "point", "distance": { "type": "feet", - "amount": 120 + "amount": 60 } }, - "components": { - "v": true, - "s": true - }, "duration": [ { "type": "instant" } ], - "entries": [ - "You emit a sonic blast covering a huge area. Each creature in a 120-foot cone must make a Constitution saving throw. On a failed save, a creature takes {@damage 6d8} thunder damage. On a successful save, a creature takes half as much damage. A creature automatically succeed on its saving throw if it is more than 60 feet from you." - ], - "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 {@damage 1d8} for each slot level above 5th." - ] - } - ], - "savingThrow": [ - "constitution" - ], - "miscTags": [ - "SCL" - ], - "areaTags": [ - "N" - ], "classes": { "fromClassList": [ { - "name": "Bard", - "source": "PHB" + "name": "Occulitst", + "source": "KT:O" }, { - "name": "Spellblade", - "source": "KSB" + "name": "Sorcerer", + "source": "PHB" }, { - "name": "Sorcerer", + "name": "Warlock", "source": "PHB" }, { @@ -13925,20 +16050,44 @@ "source": "PHB" } ] - } + }, + "entries": [ + "You transmute a drop of blood into a crimson dart and launch it at creatures within range, making a ranged spell attack. On hit, the target takes {@damage 1d6} piercing damage and {@damage 1d6} necrotic damage.", + "The piercing and necrotic damage increase by {@dice 1d6} at 5th level ({@dice 2d6}), 11th level ({@dice 3d6}), and 17th level ({@dice 4d6}). The blood consumed also increases when the damage increases at 5th (2), 11th (3), and 17th (4)." + ], + "components": { + "s": true, + "m": { + "text": "a drop of your blood worth at least 1 hit point, which the spell consumes", + "consume": true + } + }, + "damageInflict": [ + "necrotic", + "piercing" + ], + "spellAttack": [ + "R" + ], + "areaTags": [ + "ST" + ], + "miscTags": [ + "SCL" + ] }, { - "name": "Thunder Pulse", - "source": "KibblesTasty:GS", - "page": 10, + "name": "Bloody Burst", + "source": "KibblesTasty:BMS", + "page": 56, "otherSources": [ { "source": "KibblesTasty:CC", - "page": 36 + "page": 56 } ], - "level": 3, - "school": "V", + "level": 2, + "school": "N", "time": [ { "number": 1, @@ -13946,65 +16095,102 @@ } ], "range": { - "type": "cone", + "type": "point", "distance": { "type": "feet", - "amount": 15 + "amount": 60 } }, - "components": { - "v": true, - "s": true - }, "duration": [ { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1, - "upTo": true - }, - "concentration": true + "type": "instant" } ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + } + ] + }, "entries": [ - "You gather sonic energy and can expel as a shockwave in a 15 foot cone. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes {@damage 3d8} thunder damage is knocked 10 feet away. On a successful save, the creature takes half as much damage and not being knocked away.", - "You can create a new shockwave as your action on subsequent turn until the spell ends." + "You cause a creature's blood to erupt outward in a violent burst. The target must make a Constitution saving throw. On a failed save, it takes {@damage 4d6} necrotic damage, and any creature within 10 feet of the target must succeed on a Dexterity saving throw or take {@damage 2d6} necrotic damage from the blood spray. On a successful save, the target takes half as much damage and the blood spray does not occur. A creature without blood is immune to this spell." ], + "components": { + "s": true, + "m": { + "text": "a drop of your blood worth at least 2 points, which the spell consumes", + "consume": true + } + }, "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 {@damage 1d8} for each slot level above 2nd." + "When you cast this spell using a spell slot of 3rd level or higher, the damage to the target increases by {@dice 2d6}, and creatures within 10 feet take an additional {@damage 1d6} damage for each level over 2nd." ] } ], "damageInflict": [ - "thunder" + "necrotic" ], "savingThrow": [ "constitution" ], + "abilityCheck": [ + "dexterity" + ], + "areaTags": [ + "ST", + "S" + ], "miscTags": [ - "FMV", "SCL" + ] + }, + { + "name": "Blood Divination", + "source": "KibblesTasty:BMS", + "page": 56, + "otherSources": [ + { + "source": "KibblesTasty:CC", + "page": 56 + } ], - "areaTags": [ - "N" + "level": 2, + "school": "D", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "duration": [ + { + "type": "instant" + } ], "classes": { "fromClassList": [ { - "name": "Bard", + "name": "Sorcerer", "source": "PHB" }, { - "name": "Shaman", - "source": "LLSH" - }, - { - "name": "Sorcerer", + "name": "Warlock", "source": "PHB" }, { @@ -14012,20 +16198,31 @@ "source": "PHB" } ] + }, + "entries": [ + "You can drop a single drop of your blood into a bloodstain or sample of another creature's blood while casting this spell to created a magical resonance. This tells you the creature's current condition (if it is alive, wounded, or dead), its creature type, its general distance from you (nearby, distant, or far away), and its general direction.", + "If the blood is more than 24 hours old, the spell becomes more difficult, and you must pass DC 10 spellcasting check to gain any information, with the DC increasing to 15 if the blood is more than a week old, and 20 if the DC is more than a month old." + ], + "components": { + "s": true, + "m": { + "text": "a drop of your blood worth at least 2 hit points which the spell consumes, and another creature's blood", + "consume": true + } } }, { - "name": "Thunder Punch", - "source": "KibblesTasty:GS", - "page": 10, + "name": "Blood Explosion", + "source": "KibblesTasty:BMS", + "page": 56, "otherSources": [ { "source": "KibblesTasty:CC", - "page": 36 + "page": 56 } ], - "level": 1, - "school": "V", + "level": 3, + "school": "N", "time": [ { "number": 1, @@ -14035,55 +16232,23 @@ "range": { "type": "point", "distance": { - "type": "touch" + "type": "feet", + "amount": 60 } }, - "components": { - "v": true, - "s": true - }, "duration": [ { "type": "instant" } ], - "entries": [ - "You charge your hand (or similar appendage) with thunder power. Make a melee spell attack against the target. On a hit, there is a thunderous crash audible from up to 300 feet of you and the target takes {@damage 3d8} thunder damage, and is knocked 10 feet away from you." - ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by {@damage 1d8} for each slot level above 1st." - ] - } - ], - "damageInflict": [ - "thunder" - ], - "spellAttack": [ - "M" - ], - "miscTags": [ - "FMV", - "SCL" - ], - "areaTags": [ - "ST" - ], "classes": { "fromClassList": [ { - "name": "Bard", + "name": "Sorcerer", "source": "PHB" }, { - "name": "Shaman", - "source": "LLSH" - }, - { - "name": "Sorcerer", + "name": "Warlock", "source": "PHB" }, { @@ -14091,98 +16256,126 @@ "source": "PHB" } ] - } + }, + "entries": [ + "Targeting a Medium or larger corpse of a creature that had blood that has been slain within the last minute, you seize control of the blood within it causing it to explode into piercing crimson lances. Make a ranged spell attack against up to 4 creatures of your choice within 30 feet of the corpse. On hit, creatures take {@damage 3d8} piercing damage and {@damage 3d8} necrotic damage. A corpse cannot be targeted with this spell again." + ], + "components": { + "s": true, + "m": { + "text": "a splash of your blood worth at least 3 hit points, which the spell consumes", + "consume": true + } + }, + "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 spell slot level above 3rd." + ] + } + ], + "damageInflict": [ + "necrotic", + "piercing" + ], + "spellAttack": [ + "R" + ], + "areaTags": [ + "MT", + "S" + ], + "miscTags": [ + "SCL" + ] }, { - "name": "Become Water", - "source": "KibblesTasty:GS", - "page": 11, + "name": "Blood Frenzy", + "source": "KibblesTasty:BMS", + "page": 57, "otherSources": [ { "source": "KibblesTasty:CC", - "page": 11 - }, - { - "source": "KibblesTasty:EFS", - "page": 1 + "page": 57 } ], - "level": 2, - "school": "T", + "level": 4, + "school": "E", "time": [ { "number": 1, - "unit": "bonus" + "unit": "action" } ], "range": { "type": "point", "distance": { - "type": "self" + "type": "touch" } }, - "components": { - "v": true, - "s": true - }, "duration": [ { "type": "timed", "duration": { - "type": "round", - "amount": 1 - } - } - ], - "entries": [ - "You become a burst of elemental water. Until the start of your next turn, you gain the following benefits:", - { - "type": "list", - "items": [ - "You are resistant to bludgeoning, piercing, and slashing damage from nonmagical attacks.", - "You can move through the space of other creatures and ignore difficult terrain; the first time you move through a Large or smaller creature on a turn, it must pass a Strength saving throw or be knocked {@condition prone}." - ] + "type": "minute", + "amount": 1, + "upTo": true + }, + "concentration": true } ], - "conditionInflict": [ - "prone" - ], - "savingThrow": [ - "strength" - ], "classes": { "fromClassList": [ { "name": "Druid", "source": "PHB" }, - { - "name": "Sorcerer", - "source": "PHB" - }, - { - "name": "Warlock", - "source": "PHB" - }, { "name": "Wizard", "source": "PHB" } ] - } + }, + "entries": [ + "You touch a willing creature, launching them into an empowered frenzy. For the duration, all attacks against the target creature have advantage, but the target gains the following benefits:", + { + "type": "list", + "items": [ + " The target is immune to the {@condition charmed} and {@condition frightened} conditions.", + " The target has advantage on melee weapon attack rolls.", + " When taking damage would reduce the creature to 0 hit points, they must make a Constitution saving throw with the DC equal to half of the damage taken. On success, they are reduced to 1 hit point instead. If you are the target of this spell, you automatically pass saving throws to maintain {@status concentration} on it as a result of taking damage." + ] + } + ], + "components": { + "s": true, + "m": { + "text": "a splash of your blood worth at least 4 hit points, which the spell consumes", + "consume": true + } + }, + "conditionInflict": [ + "charmed", + "frightened" + ], + "areaTags": [ + "ST" + ] }, { - "name": "Crashing Wave", - "source": "KibblesTasty:GS", - "page": 11, + "name": "Blood Wave", + "source": "KibblesTasty:BMS", + "page": 57, "otherSources": [ { "source": "KibblesTasty:CC", - "page": 14 + "page": 57 } ], - "level": 1, - "school": "C", + "level": 2, + "school": "T", "time": [ { "number": 1, @@ -14193,50 +16386,18 @@ "type": "cone", "distance": { "type": "feet", - "amount": 20 + "amount": 15 } }, - "components": { - "v": true, - "s": true - }, "duration": [ { "type": "instant" } ], - "entries": [ - "A wave of water sweeps out from you. Each creature in a 15- foot cone must make a Strength saving throw. On a failed save, a creature takes {@damage 2d6} bludgeoning damage and is knocked 10 feet away from you. If a creature is knocked into a wall, another creature, or fails by 5 or more, it is additionally knocked {@condition prone}. On a successful save, the creature takes half as much damage and is not knocked back. If you have a source of water at least 5 cubic feet within 5 feet when you cast the spell, you can displace that water, increasing the range of the spell to a 25 foot cone." - ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell lot of 2nd level or higher, the damage increases by {@damage 1d6} for each level above 1st." - ] - } - ], - "damageInflict": [ - "bludgeoning" - ], - "conditionInflict": [ - "prone" - ], - "savingThrow": [ - "strength" - ], - "miscTags": [ - "FMV", - "SCL" - ], - "areaTags": [ - "N" - ], "classes": { "fromClassList": [ { - "name": "Druid", + "name": "Wizard", "source": "PHB" }, { @@ -14245,26 +16406,59 @@ }, { "name": "Spellblade", - "source": "KSB" + "source": "PHB" }, { - "name": "Wizard", + "name": "Warlock", "source": "PHB" + }, + { + "name": "Occultist", + "source": "KT:O" } ] - } + }, + "entries": [ + "You release a wave of magical blood that spreads out in a 15-foot cone. Creatures in the path of the wave must make a Strength saving throw. On failure, a creature takes {@damage 2d6} bludgeoning damage and {@damage 2d6} necrotic damage and is knocked {@condition prone}. On a success, it takes half as much damage and is not knocked {@condition prone}.", + "When the wave passes over a creature that has died within the last minute or kills a creature, if that creature had blood, it strengthens the wave and causes it to travel and additional 5 feet (turning it into a 20-foot cone or more), up to a maximum of twice its original length." + ], + "components": { + "v": true, + "s": true, + "m": "a splash of your blood worth at least 4 hit points, which the spell consumes" + }, + "conditionInflict": [ + "prone" + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, the spell's range increases by 5 feet and the necrotic damage increases by {@damage 1d6} damage for each slot level above 2nd." + ] + } + ], + "damageInflict": [ + "bludgeoning", + "necrotic" + ], + "miscTags": [ + "SCL" + ] }, { - "name": "Dancing Wave", - "source": "KibblesTasty:GS", - "page": 11, + "name": "Compelled Convulsion", + "source": "KibblesTasty:BMS", + "page": 57, "otherSources": [ { - "source": "KibblesTasty:CC" + "source": "KibblesTasty:CC", + "page": 57 } ], "level": 2, - "school": "C", + "school": "N", "time": [ { "number": 1, @@ -14278,75 +16472,68 @@ "amount": 30 } }, - "components": { - "v": true, - "s": true - }, "duration": [ { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1, - "upTo": true - }, - "concentration": true + "type": "instant" } ], - "entries": [ - "You summon a surging mass of water into existence at a point on the ground within range. The mass of water remains cohesive filling a 5 foot radius, though only rises 3 feet from the ground. The area is difficult terrain for any creature without a swimming speed.", - "For the duration of the spell, as a bonus action you can move the wave of water up to 30 feet along a surface in any direction. The first time the wave enters any creature's space during your turn, they must make a Strength saving throw or take {@damage 2d6} bludgeoning damage and be knocked {@condition prone}. A creature automatically fails this saving throw if they are {@condition prone}." - ], - "damageInflict": [ - "bludgeoning" - ], - "conditionInflict": [ - "prone" - ], - "savingThrow": [ - "strength" - ], - "miscTags": [ - "SMN", - "UBA" - ], "classes": { "fromClassList": [ { - "name": "Druid", + "name": "Wizard", "source": "PHB" }, { "name": "Sorcerer", "source": "PHB" - }, - { - "name": "Wizard", - "source": "PHB" } ] - } + }, + "entries": [ + "You attempt to briefly take control of the blood of a creature within range you can see. The target must make a Constitution saving throw. On failure, you can force the creature to use its reaction to move up to 10 feet (or its movement speed, whichever is less) and make a single weapon attack against a target of your choice within reach. Creatures without blood are immune to this effect." + ], + "components": { + "s": true, + "m": { + "text": "a drop of your blood worth at least 2 hit points, which the spell consumes", + "consume": true + } + }, + "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 an additional creature for each level above 2nd level." + ] + } + ], + "savingThrow": [ + "constitution" + ], + "areaTags": [ + "ST" + ], + "miscTags": [ + "FMV" + ] }, { - "name": "Form of Water", - "source": "KibblesTasty:GS", - "page": 11, + "name": "Crimson Poison", + "source": "KibblesTasty:BMS", + "page": 57, "otherSources": [ { "source": "KibblesTasty:CC", - "page": 21 - }, - { - "source": "KibblesTasty:EFS", - "page": 2 + "page": 57 } ], - "level": 6, + "level": 1, "school": "T", "time": [ { "number": 1, - "unit": "action" + "unit": "bonus" } ], "range": { @@ -14355,46 +16542,17 @@ "type": "self" } }, - "components": { - "v": true, - "s": true - }, "duration": [ { "type": "timed", "duration": { "type": "minute", - "amount": 10 - }, - "concentration": true - } - ], - "entries": [ - "You become a surge of elemental water. Until the spell ends, you gain the following benefits:", - { - "type": "list", - "items": [ - "You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.", - "You can move through the space of other creatures and ignore difficult terrain; the first time you move through a Large or smaller creature, it must pass a Strength saving throw or be knocked {@condition prone}.", - "You can use your action to unleash a blast of water 15 feet long and 5 feet wide extending from you in a direction your choice. Each creature in the line must make a Strength saving throw. A creature takes {@damage 5d6} bludgeoning damage and is knocked {@condition prone} on a failed save, or half as much and isn't knocked {@condition prone} on a successful one." - ] + "amount": 1 + } } ], - "damageInflict": [ - "bludgeoning" - ], - "conditionInflict": [ - "prone" - ], - "savingThrow": [ - "strength" - ], "classes": { "fromClassList": [ - { - "name": "Druid", - "source": "PHB" - }, { "name": "Sorcerer", "source": "PHB" @@ -14408,19 +16566,45 @@ "source": "PHB" } ] - } + }, + "entries": [ + "You sacrifice up to 5 hit points (included in the material components) and invest them into an ichorous crimson poison coating that coats a weapon you are holding. The next three times you deal damage with that weapon, it deals acid damage equal to the hit points invested. After dealing damage with the weapon three times, the spell ends. If the spell ends before dealing damage for a 3rd time, the blood dries, becoming non magical and harmless." + ], + "components": { + "s": true, + "m": { + "text": "a melee weapon worth at least 1 sp and a splash of your blood worth up to 5 hit points", + "consume": true + } + }, + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, you can invest up to 1 additional hit point in the casting for each slot level above 1st, up to a maximum of 10 hit points at 6th level." + ] + } + ], + "damageInflict": [ + "acid" + ], + "miscTags": [ + "SCL", + "AAD" + ] }, { - "name": "Geyser", - "source": "KibblesTasty:GS", - "page": 11, + "name": "Crimson Tide", + "source": "KibblesTasty:BMS", + "page": 57, "otherSources": [ { "source": "KibblesTasty:CC", - "page": 22 + "page": 57 } ], - "level": 4, + "level": 3, "school": "C", "time": [ { @@ -14429,69 +16613,65 @@ } ], "range": { - "type": "point", + "type": "radius", "distance": { "type": "feet", - "amount": 120 + "amount": 15 } }, - "components": { - "v": true, - "s": true - }, "duration": [ { - "type": "instant" + "type": "timed", + "duration": { + "type": "round", + "amount": 1 + } } ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + } + ] + }, "entries": [ - "You cause a massive eruption of water to blast upwards from the ground at a point within range. Creatures within 10 feet of the point must make a Dexterity saving throw or take {@damage 4d6} bludgeoning damage and be knocked 60 feet into the air. On a successful save, creatures take half as much damage, and are instead knocked their choice of 10 feet away from the point or 10 feet upward." + "You unleash a sweeping tide of blood along the ground, transforming the terrain into difficult terrain for all creatures but yourself until the start of your next turn. Creatures in the area when you cast the spell must make a Dexterity saving throw. On failure, they take {@damage 6d6} necrotic damage, or half as much on a success.", + "At the start of your next turn, the tide recedes as the spell ends, collecting the blood and returning it to you, restoring the 10 hit points used to cast the spell." + ], + "components": { + "s": true, + "m": { + "text": "a splash of your blood worth at least 10 hit points, which the spell consumes", + "consume": true + } + }, + "miscTags": [ + "DFT" ], "damageInflict": [ - "bludgeoning" + "necrotic" ], "savingThrow": [ "dexterity" ], - "miscTags": [ - "FMV" - ], "areaTags": [ - "S" - ], - "classes": { - "fromClassList": [ - { - "name": "Druid", - "source": "PHB" - }, - { - "name": "Spellblade", - "source": "KSB" - }, - { - "name": "Sorcerer", - "source": "PHB" - }, - { - "name": "Wizard", - "source": "PHB" - } - ] - } + "R" + ] }, { - "name": "Pressure Cutter", - "source": "KibblesTasty:GS", - "page": 11, + "name": "Devouring Mist", + "source": "KibblesTasty:BMS", + "page": 58, "otherSources": [ { "source": "KibblesTasty:CC", - "page": 27 + "page": 58 } ], - "level": 5, - "school": "C", + "level": 7, + "school": "N", "time": [ { "number": 1, @@ -14499,74 +16679,70 @@ } ], "range": { - "type": "line", + "type": "point", "distance": { "type": "feet", "amount": 60 } }, - "components": { - "v": true, - "s": true - }, "duration": [ { - "type": "instant" - } - ], - "entries": [ - "You unleash a blast of highly pressurized water in a 60-foot long 15-foot-wide line, slashing through everything in its path. Each creature in the line must make a Dexterity saving throw, taking {@damage 10d6} slashing damage on a failure. On a successful save, a creature takes half as much damage." - ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell lot of 6th level or higher, the damage increases by {@damage 1d6} for each level above 5th." - ] + "type": "timed", + "duration": { + "type": "round", + "amount": 1 + } } ], - "damageInflict": [ - "slashing" - ], - "savingThrow": [ - "dexterity" - ], - "miscTags": [ - "SCL" - ], - "areaTags": [ - "L" - ], "classes": { "fromClassList": [ { - "name": "Sorcerer", + "name": "Warlock", "source": "PHB" }, - { - "name": "Spellblade", - "source": "KSB" - }, { "name": "Wizard", "source": "PHB" } ] - } + }, + "entries": [ + "You transform into a 15-foot radius swirling cloud of blood mist. While in this form, you have a 60-foot flying speed and you have resistance to all damage besides radiant, force, and psychic damage, but cannot take any actions.", + "The first time a creature is engulfed within the blood mist (including from your movement while transformed), it must make a Constitution saving throw. On failure, they take {@damage 6d8} necrotic damage, and you regain 10 hit points. On a success, they take half as much damage, and you regain only 5 hit points. You can regain a total of 50 hit points, after which you do not regain additional hit points from this effect.", + "At the start of your next turn, you reform into your previous form." + ], + "components": { + "s": true, + "m": { + "text": "a splash of your blood worth at least 15 hit points, which the spell consumes", + "consume": true + } + }, + "damageInflict": [ + "necrotic" + ], + "savingThrow": [ + "constitution" + ], + "miscTags": [ + "HL" + ], + "areaTags": [ + "S" + ] }, { - "name": "Water Blast", - "source": "KibblesTasty:GS", - "page": 12, + "name": "Explode Heart", + "source": "KibblesTasty:BMS", + "page": 58, "otherSources": [ { "source": "KibblesTasty:CC", - "page": 38 + "page": 58 } ], - "level": 1, - "school": "C", + "level": 5, + "school": "N", "time": [ { "number": 1, @@ -14580,55 +16756,13 @@ "amount": 30 } }, - "components": { - "v": true, - "s": true - }, "duration": [ { "type": "instant" } ], - "entries": [ - "You conjure a ball of water before hurling it at a target. Make a ranged spell attack against the target. On a hit, the target takes {@damage 3d6} bludgeoning damage and if it is Large or smaller must make a Strength saving throw or be knocked {@condition prone}." - ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell lot of 2nd level or higher, the damage increases by {@damage 1d6} for each level above 1st." - ] - } - ], - "damageInflict": [ - "bludgeoning" - ], - "conditionInflict": [ - "prone" - ], - "spellAttack": [ - "R" - ], - "savingThrow": [ - "strength" - ], - "miscTags": [ - "SCL" - ], - "areaTags": [ - "ST" - ], "classes": { "fromClassList": [ - { - "name": "Druid", - "source": "PHB" - }, - { - "name": "Shaman", - "source": "LLSH" - }, { "name": "Sorcerer", "source": "PHB" @@ -14642,20 +16776,40 @@ "source": "PHB" } ] - } + }, + "entries": [ + "You point at a creature and attempt to make their heart explode in a violent spasm. If the target creature has fewer than 20 hit points, their heart explodes and they die. If they have more than 20 hit points, the target must make a Constitution saving throw. On a failed saving throw it takes {@damage 10d6} necrotic damage and are {@condition stunned} until the start of your next turn. On a successful save, they take half as much damage and are not {@condition stunned}. If this damage reduces them to 0 hit points, they die.", + "Creatures without a heart are immune to effect, though at your GM's discretion similar organs or functions (such as a golem's magic core) may qualify as a heart." + ], + "components": { + "s": true, + "m": { + "text": "a splash of your blood worth at least 6 hit points, which the spell consumes", + "consume": true + } + }, + "damageInflict": [ + "necrotic" + ], + "savingThrow": [ + "constitution" + ], + "areaTags": [ + "ST" + ] }, { - "name": "Water Cannon", - "source": "KibblesTasty:GS", - "page": 12, + "name": "Exsanguinate", + "source": "KibblesTasty:BMS", + "page": 58, "otherSources": [ { "source": "KibblesTasty:CC", - "page": 38 + "page": 58 } ], - "level": 3, - "school": "V", + "level": 4, + "school": "I", "time": [ { "number": 1, @@ -14663,51 +16817,25 @@ } ], "range": { - "type": "line", + "type": "point", "distance": { "type": "feet", - "amount": 40 + "amount": 60 } }, - "components": { - "v": true, - "s": true - }, "duration": [ { "type": "instant" } ], - "entries": [ - "You unleash a spout of water that blasts out in a line 40-foot long and 5 foot-wide-line. Creatures in the area must make a Strength saving throw, or take {@damage 6d6} bludgeoning damage and be pushed to an open space at the end of the line away from you. If there is no open space to move to (for example they would move into a wall or another creature), they are pushed to the closest space and take an additional {@damage 2d6} bludgeoning damage and are knocked {@condition prone}. On a successful save, they take half as much damage and are not pushed." - ], - "damageInflict": [ - "bludgeoning" - ], - "conditionInflict": [ - "prone" - ], - "savingThrow": [ - "strength" - ], - "miscTags": [ - "FMV" - ], - "areaTags": [ - "L" - ], "classes": { "fromClassList": [ { - "name": "Druid", + "name": "Sorcerer", "source": "PHB" }, { - "name": "Spellblade", - "source": "KSB" - }, - { - "name": "Sorcerer", + "name": "Warlock", "source": "PHB" }, { @@ -14715,12 +16843,51 @@ "source": "PHB" } ] - } + }, + "entries": [ + "You drain a creature of blood, causing it to burst forth from it. The target must make a Constitution saving throw. On failure, its current and maximum hit points are reduced by {@dice 6d6}. On success, their current hit points are reduced by half as much, and their maximum hit points are not reduced. If the target is bloodied, their current hit points are reduced by an additional {@dice 6d6} hit points (pass or fail).", + "Any reduction to maximum hit points is removed when they complete a long rest, or by the effects of the greater restoration spell. A creature without blood is immune to this spell." + ], + "components": { + "v": true, + "s": true, + "m": { + "text": "a splash of your blood worth at least 4 hit points, which the spell consumes", + "consume": true + } + }, + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 5th level or higher, the hit point reduction is increased by {@dice 1d6} for each level over 4th." + ] + } + ], + "savingThrow": [ + "constitution" + ], + "areaTags": [ + "ST" + ], + "miscTags": [ + "SGT", + "SCL" + ] }, { - "name": "Water Bullet", - "level": 0, - "school": "C", + "name": "Final Flame", + "source": "KibblesTasty:BMS", + "page": 58, + "otherSources": [ + { + "source": "KibblesTasty:CC", + "page": 58 + } + ], + "level": 6, + "school": "V", "time": [ { "number": 1, @@ -14730,62 +16897,61 @@ "range": { "type": "point", "distance": { - "type": "feet", - "amount": 90 + "type": "touch" } }, "duration": [ { - "type": "instant" + "type": "timed", + "duration": { + "type": "hour", + "amount": 8 + } } ], "classes": { "fromClassList": [ { - "name": "Druid", - "source": "PHB" - }, - { - "name": "Sorcerer", - "source": "PHB" - }, - { - "name": "Spellblade", - "source": "KSB" - }, - { - "name": "Warlock", - "source": "PHB" - }, - { - "name": "Wizard", + "name": "Cleric", "source": "PHB" } ] }, "entries": [ - "You create a compressed bead of water and fire it at a creature you can see within range. Make a ranged spell attack. On hit, the target takes {@damage 1d6} + your spellcasting ability modifier piercing damage.", - "This spell's damage increases by {@dice 1d6} when you reach 5th level ({@dice 2d6}), 11th level ({@dice 3d6}), and 17th level ({@dice 4d6})." + "You place an ember of divine flame within a creature, which lies dormant until it is triggered, either by the creature carrying as a bonus action, or automatically if that creature is reduced to zero hit points.", + "When the flame is activated, the creature fire explodes, causing all creatures within 20 feet to make a Dexterity saving throw. On failure, they take {@damage 8d6} radiant damage. On success, they take half as much damage. The creature that triggered the flame then regains {@dice 8d6} hit points." ], - "source": "KibblesTasty:CC", "components": { "v": true, - "s": true + "s": true, + "m": "a phoenix's feather" }, "damageInflict": [ - "piercing" + "radiant" ], "areaTags": [ - "ST" + "ST", + "S" ], "miscTags": [ - "SCL" + "HL" + ], + "savingThrow": [ + "dexterity" ] }, { - "name": "Waterspout", - "level": 3, - "school": "C", + "name": "Ichorous Blood", + "source": "KibblesTasty:BMS", + "page": 58, + "otherSources": [ + { + "source": "KibblesTasty:CC", + "page": 58 + } + ], + "level": 4, + "school": "N", "time": [ { "number": 1, @@ -14795,8 +16961,7 @@ "range": { "type": "point", "distance": { - "type": "feet", - "amount": 60 + "type": "self" } }, "duration": [ @@ -14804,18 +16969,12 @@ "type": "timed", "duration": { "type": "minute", - "amount": 1, - "upTo": true - }, - "concentration": true + "amount": 10 + } } ], "classes": { "fromClassList": [ - { - "name": "Druid", - "source": "PHB" - }, { "name": "Sorcerer", "source": "PHB" @@ -14831,41 +16990,44 @@ ] }, "entries": [ - "You conjure a large mass of water and form it into a whirling funnel around a point on the ground you can see. The whirling funnel fills a 10-foot-radius, 30-foot-high cylinder. Once per turn, when a creature's space becomes fully engulfed by the waterspout it must make a Strength saving throw. On a failure, it takes {@damage 2d8} bludgeoning damage, and becomes {@condition blinded}, {@condition deafened}, and cannot speak. At the start of its next turn, it is expelled from the water to the nearest empty space. On success, it takes half as much damage and suffers none of the spell's other effects.", - "On your turn, you can move the waterspout up to 20 feet in any direction along the ground as a bonus action, engulfing any creatures in its path. Creatures who fail their save after being engulfed by the waterspout in this way are carried along with its movement until they are ejected at the start of their turn as normal.", - "If the center point of this spell is over a Huge or larger body of water, the size of the waterspout is doubled." + "You transmute your blood into sluggish black ichor, which forms a layer of armor as you bleed. You gain 8 temporary hit points, and for the duration of the spell, you reduce any bludgeoning, piercing, or slashing damage you take by 4 (to a minimum of 1 damage), and any time you are hit with a melee attack, the attacker takes {@damage 4} acid damage." ], - "source": "KibblesTasty:CC", "components": { - "v": true, - "s": true + "s": true, + "m": { + "text": "a splash of your blood worth at least 4 hit points, which the spell consumes", + "consume": true + } }, - "damageInflict": [ - "bludgeoning" - ], - "savingThrow": [ - "strength" + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell with a 5th level or higher spell slot, the damage reduction and acid damage dealt to attackers increases by 1 for each level over 4th." + ] + } ], - "areaTags": [ - "Y" + "damageInflict": [ + "acid" ], "miscTags": [ - "OBS", - "UBA" + "THP", + "SCL" ] }, { - "name": "Aero Barrage", - "source": "KibblesTasty:GS", - "page": 12, + "name": "Life Link", + "source": "KibblesTasty:BMS", + "page": 58, "otherSources": [ { "source": "KibblesTasty:CC", - "page": 7 + "page": 58 } ], - "level": 4, - "school": "T", + "level": 5, + "school": "A", "time": [ { "number": 1, @@ -14876,117 +17038,114 @@ "type": "point", "distance": { "type": "feet", - "amount": 120 + "amount": 30 } }, - "components": { - "v": true, - "s": true - }, "duration": [ { - "type": "instant" + "type": "timed", + "duration": { + "type": "minute", + "amount": 1, + "upTo": true + }, + "concentration": true } ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, "entries": [ - "You create four lances of rapidly spinning condensed wind and hurl them at targets within range. You can hurl them at one target or several.", - "Make a ranged spell attack for each lance. On a hit, the target takes {@damage 2d8} slashing damage and is knocked 10 feet backwards." + "You link the life of two creatures you can see within range for the duration of the spell, selecting either an life link or inverse life link, with the following effects based on which option you select:", + { + "type": "list", + "items": [ + "{@bold Life Link.} When one target regains hit points so does the other target, and one target takes damage, the other target takes an equal amount of damage as necrotic damage.", + "{@bold Inverse Life Link.} When one target loses hit points the other gains and equal number of hit points, when one target regains hit points (other than from this effect), the other takes an equal amount of necrotic damage." + ] + }, + "Regardless of the option, the link lasts until the spell ends, or the link has transfered 40 hit points of healing or damage to the other target." ], + "components": { + "s": true, + "m": { + "text": "a splash of your blood worth at least 5 hit points, which the spell consumes", + "consume": true + } + }, "entriesHigherLevel": [ { "type": "entries", "name": "At Higher Levels", "entries": [ - "When you cast this spell using a spell slot of 5th level or higher, you create one additional lance for each slot level above 4th." + "When you cast this spell with a 6th level spell slot or higher, the number of hit points the link can transfer increases by 10 for each level above 5th." ] } ], "damageInflict": [ - "slashing" - ], - "spellAttack": [ - "R" + "necrotic" ], "miscTags": [ - "FMV", - "SCL" + "HL" ], "areaTags": [ "MT" - ], - "classes": { - "fromClassList": [ - { - "name": "Spellblade", - "source": "KSB" - }, - { - "name": "Sorcerer", - "source": "PHB" - }, - { - "name": "Wizard", - "source": "PHB" - } - ] - } + ] }, { - "name": "Become Wind", - "source": "KibblesTasty:GS", - "page": 12, + "name": "Life Support", + "source": "KibblesTasty:BMS", + "page": 58, "otherSources": [ { "source": "KibblesTasty:CC", - "page": 11 - }, - { - "source": "KibblesTasty:EFS", - "page": 1 + "page": 58 } ], - "level": 2, - "school": "T", + "level": 5, + "school": "N", "time": [ { "number": 1, - "unit": "bonus" + "unit": "reaction", + "condition": "which you can take when a creature is reduced to 0 hit points within range." } ], "range": { "type": "point", "distance": { - "type": "self" + "type": "feet", + "amount": 60 } }, - "components": { - "v": true, - "s": true - }, "duration": [ { "type": "timed", "duration": { - "type": "round", - "amount": 1 - } + "type": "minute", + "amount": 1, + "upTo": true + }, + "concentration": true } ], - "entries": [ - "You become a burst of elemental wind until the start of the next turn. You gain resistance to lightning damage and bludgeoning, slashing, and piercing attacks damage from nonmagical attacks. Additionally, you gain flying speed of 30 feet, can move through the space of other creatures, and ignore difficult terrain, but will fall at the start of your next turn if not held aloft." - ], "classes": { "fromClassList": [ { - "name": "Druid", - "source": "PHB" - }, - { - "name": "Sorcerer", - "source": "PHB" - }, - { - "name": "Warlock", + "name": "Cleric", "source": "PHB" }, { @@ -14994,20 +17153,33 @@ "source": "PHB" } ] - } + }, + "entries": [ + "When a creature is reduced to 0 hit points, you can forge a link to them, bolstering their life force with your own. For the duration of the spell, they do not fall {@condition unconscious} from being at 0 hit points and can act normally, and any damage they take is instead transferred to you.", + "If a creature regains hit points and is no longer at 0 hit points, the spell ends." + ], + "components": { + "s": true, + "m": { + "text": "a splash of your blood worth at least 5 hit points, which the spell consumes" + } + }, + "areaTags": [ + "ST" + ] }, { - "name": "Gale Bolt", - "source": "KibblesTasty:GS", - "page": 12, + "name": "Macabre Marionette", + "source": "KibblesTasty:BMS", + "page": 59, "otherSources": [ { "source": "KibblesTasty:CC", - "page": 21 + "page": 59 } ], - "level": 1, - "school": "V", + "level": 4, + "school": "N", "time": [ { "number": 1, @@ -15018,59 +17190,28 @@ "type": "point", "distance": { "type": "feet", - "amount": 120 + "amount": 60 } }, - "components": { - "v": true, - "s": true - }, "duration": [ { - "type": "instant" - } - ], - "entries": [ - "A blast of concentrated wind streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes {@damage 2d8} bludgeoning damage and if it is Large or smaller is knocked 10 feet away from you." - ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell lot of 2nd level or higher, the damage increases by {@damage 1d8} for each level above 1st." - ] + "type": "timed", + "duration": { + "type": "minute", + "amount": 1, + "upTo": true + }, + "concentration": true } ], - "damageInflict": [ - "bludgeoning" - ], - "spellAttack": [ - "R" - ], - "miscTags": [ - "FMV", - "SCL" - ], - "areaTags": [ - "ST" - ], "classes": { "fromClassList": [ { - "name": "Druid", - "source": "PHB" - }, - { - "name": "Spellblade", - "source": "KSB" - }, - { - "name": "Ranger", + "name": "Sorcerer", "source": "PHB" }, { - "name": "Sorcerer", + "name": "Warlock", "source": "PHB" }, { @@ -15078,19 +17219,40 @@ "source": "PHB" } ] - } + }, + "entries": [ + "You attempt to control a creature's movements by using the blood to marionette them to your commands. The target must make a Wisdom saving throw. If the target fails their saving throw, for the duration of the spell you can use your bonus action force them to spend their reaction to move up to 20 feet (or their movement speed, whichever is less) and make a single weapon attack.", + "Until the target breaks free of the spell, they cannot use their own reaction. At the end of each of the target's turns, they can repeat the saving throw against the spell, ending it on success." + ], + "components": { + "s": true, + "m": { + "text": "a splash of your blood worth at least 4 hit points, which the spell consumes", + "consume": true + } + }, + "savingThrow": [ + "wisdom" + ], + "areaTags": [ + "ST" + ], + "miscTags": [ + "FMV", + "UBA" + ] }, { - "name": "Windborne Weapon", - "source": "KibblesTasty:GS", - "page": 12, + "name": "Morbid Puppet", + "source": "KibblesTasty:BMS", + "page": 59, "otherSources": [ { "source": "KibblesTasty:CC", - "page": 38 + "page": 59 } ], - "level": 0, + "level": 2, "school": "T", "time": [ { @@ -15102,47 +17264,26 @@ "type": "point", "distance": { "type": "feet", - "amount": 150 + "amount": 60 } }, - "components": { - "v": true, - "s": true - }, "duration": [ { - "type": "instant" - } - ], - "entries": [ - "Make an attack with a weapon with the ammunition or thrown property as part of the action used to cast this spell, turning it into a ranged spell attack. This attack ignores cover. On hit, it deals {@damage 1d8} damage of the weapon's damage type." - ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "This spell's damage increases by {@damage 1d8} when you reach 5th level ({@damage 2d8}), 11th level ({@damage 3d8}), and 17th level ({@damage 4d8})." - ] + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } } ], - "miscTags": [ - "SCL" - ], - "areaTags": [ - "ST" - ], - "spellAttack": [ - "R" - ], "classes": { "fromClassList": [ { - "name": "Druid", + "name": "Sorcerer", "source": "PHB" }, { - "name": "Sorcerer", + "name": "Warlock", "source": "PHB" }, { @@ -15150,20 +17291,47 @@ "source": "PHB" } ] - } + }, + "entries": [ + "You can seize control of the blood within a freshly (within the last minute) deceased Medium or smaller sized corpse or {@condition unconscious} creature. For the duration, as a bonus action you can make the corpse or creature move up to 20 feet, and make a single melee attack, using your spell casting modifier for the attack roll. If the corpse is carrying a weapon or has a natural weapon, it deals the weapon's damage (not gaining any special modifiers to that damage the living creature may have had with that weapon). Otherwise it makes a slam attack dealing {@dice 1d6} (or 1 for a Tiny sized creature) + your spellcasting modifier damage.", + "If a creature that was {@condition unconscious} regains consciousness during the duration of the spell, they can make a Charisma saving throw at the end of each of their turns to regain control of their body. You can end this spell at any time (no action required)." + ], + "components": { + "s": true, + "m": { + "text": "a drop of your blood worth at least 2 hit points, which the spell consumes", + "consume": true + } + }, + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell with a 4th or higher level spell slot, you can target a Large sized corpse." + ] + } + ], + "savingThrow": [ + "charisma" + ], + "miscTags": [ + "SCL", + "FMV" + ] }, { - "name": "Hurricane Slash", - "source": "KibblesTasty:GS", - "page": 12, + "name": "Sanguine Doom", + "source": "KibblesTasty:BMS", + "page": 60, "otherSources": [ { "source": "KibblesTasty:CC", - "page": 22 + "page": 60 } ], - "level": 2, - "school": "V", + "level": 6, + "school": "N", "time": [ { "number": 1, @@ -15171,61 +17339,29 @@ } ], "range": { - "type": "line", + "type": "point", "distance": { "type": "feet", - "amount": 30 + "amount": 120 } }, - "components": { - "v": true, - "s": true - }, "duration": [ { "type": "instant" } ], - "entries": [ - "You condense wind into a razor sharp blast that shreds a 30- foot-long 5-foot-wide line. Creatures in the area must make a Dexterity saving throw. A creature takes {@damage 3d8} slashing damage on a failed save or half as much on a success." - ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell slot of 3rd level or higher, you can create an additional line of effect. A creature in the area of more than one slash is affected only once." - ] - } - ], - "damageInflict": [ - "slashing" - ], - "savingThrow": [ - "dexterity" - ], - "miscTags": [ - "SCL" - ], - "areaTags": [ - "L" - ], "classes": { "fromClassList": [ { - "name": "Druid", + "name": "Cleric", "source": "PHB" }, { - "name": "Spellblade", - "source": "KSB" - }, - { - "name": "Ranger", + "name": "Sorcerer", "source": "PHB" }, { - "name": "Sorcerer", + "name": "Warlock", "source": "PHB" }, { @@ -15233,23 +17369,42 @@ "source": "PHB" } ] - } + }, + "entries": [ + "You target a point within range. Darkness washes over an a 30 foot radius area extinguishing all lights (including lights caused by magical effects of a lower level spell) as blood rains down from above over the area. Creatures and objects that are not being worn or carried within the area take {@damage 4d6} acid damage, and creatures must make a Wisdom saving throw against being cursed with doom.", + "On failure, the creature gains the doomed curse, and the next time they are hit with an attack roll, that attack becomes a critical hit. On success, they suffer no further effect." + ], + "components": { + "s": true, + "m": { + "text": "a splash of your blood worth at least 6 hit points, which the spell consumes", + "consume": true + } + }, + "damageInflict": [ + "acid" + ], + "miscTags": [ + "OBJ" + ], + "areaTags": [ + "S" + ], + "savingThrow": [ + "wisdom" + ] }, { - "name": "Form of Wind", - "source": "KibblesTasty:GS", - "page": 13, + "name": "Sanguine Spears", + "source": "KibblesTasty:BMS", + "page": 60, "otherSources": [ { "source": "KibblesTasty:CC", - "page": 20 - }, - { - "source": "KibblesTasty:EFS", - "page": 2 + "page": 60 } ], - "level": 6, + "level": 3, "school": "T", "time": [ { @@ -15260,50 +17415,17 @@ "range": { "type": "point", "distance": { - "type": "self" + "type": "feet", + "amount": 60 } }, - "components": { - "v": true, - "s": true - }, "duration": [ { - "type": "timed", - "duration": { - "type": "minute", - "amount": 10 - }, - "concentration": true - } - ], - "entries": [ - "You become a gust of elemental wind. Until the spell ends, you gain the following benefits:", - { - "type": "list", - "items": [ - "You have a flying speed of 60 feet.", - "You can move through and occupy the space of other creatures, and you ignore difficult terrain.", - "You are {@condition invisible}.", - "You can use your action to unleash a powerful blast of wind in a 30 foot cone. Each creature in the cone must make a Strength saving throw. A creature takes {@damage 4d8} bludgeoning damage is knocked 15 feet away from you on a failed save, or half as much damage isn't knocked backward on a successful one." - ] + "type": "instant" } ], - "damageInflict": [ - "bludgeoning" - ], - "conditionInflict": [ - "invisible" - ], - "savingThrow": [ - "strength" - ], "classes": { "fromClassList": [ - { - "name": "Druid", - "source": "PHB" - }, { "name": "Sorcerer", "source": "PHB" @@ -15317,20 +17439,54 @@ "source": "PHB" } ] - } + }, + "entries": [ + "You transform some of your blood into three floating spears of crimson power. While you have one or more spear remaining, you can use an action or bonus action to launch one of the spears at a creature within range making a range spell attack. On hit, the target takes {@damage 2d6} piercing damage and {@damage 2d6} necrotic damage, and you regain 5 hit points." + ], + "components": { + "s": true, + "m": { + "text": "a splash of your blood worth at least 6 hit points, which the spell consumes", + "consume": true + } + }, + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, for each spell slot level above 3rd, you can sacrifice 2 additional hit points to create an additional spear." + ] + } + ], + "spellAttack": [ + "R" + ], + "damageInflict": [ + "necrotic", + "piercing" + ], + "areaTags": [ + "ST" + ], + "miscTags": [ + "HL", + "SCL", + "UBA" + ] }, { - "name": "Suffocate", - "source": "KibblesTasty:GS", - "page": 13, + "name": "Sense Blood", + "source": "KibblesTasty:BMS", + "page": 60, "otherSources": [ { "source": "KibblesTasty:CC", - "page": 30 + "page": 60 } ], - "level": 4, - "school": "T", + "level": 1, + "school": "D", "time": [ { "number": 1, @@ -15340,47 +17496,28 @@ "range": { "type": "point", "distance": { - "type": "feet", - "amount": 60 + "type": "self" } }, - "components": { - "v": true, - "s": true - }, "duration": [ { "type": "timed", "duration": { - "type": "minute", + "type": "hour", "amount": 1, "upTo": true }, "concentration": true } ], - "entries": [ - "You create a whirling sphere of air around a target that causes them to struggle to breathe. The target must make a Constitution saving throw. On a failure, the target loses {@dice 5d8} hit points due to lack of air, has disadvantage on all ability checks, and cannot speak. On a success, the target takes half as much damage and suffers no other effects. For the duration, as an action, you can force the creation to make a saving throw against the ability again.", - "If a target fails their saving throw against this spell 3 times in a row, they become {@condition incapacitated} until they succeed on a save or the spell ends. If you don't use your action to force the target to make a save, it counts as a success.", - "A creature that does not need to breathe is unaffected by this spell." - ], - "conditionInflict": [ - "incapacitated" - ], - "savingThrow": [ - "constitution" - ], - "areaTags": [ - "ST" - ], "classes": { "fromClassList": [ { - "name": "Spellblade", - "source": "KSB" + "name": "Sorcerer", + "source": "PHB" }, { - "name": "Sorcerer", + "name": "Warlock", "source": "PHB" }, { @@ -15388,20 +17525,41 @@ "source": "PHB" } ] - } + }, + "entries": [ + "You gain the ability to sense the blood of other creatures. For the duration, you gain advantage on your Wisdom (Perception) and Wisdom (Insight) ability checks against living creatures with blood." + ], + "components": { + "s": true, + "m": { + "text": "a drop of your blood worth at least 1 hit point, which the spell consumes", + "consume": true + } + }, + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd or 4th level, the duration becomes 8 hours. When you use a spell slot of 5th level or higher, the duration becomes 24 hours." + ] + } + ], + "miscTags": [ + "SCL" + ] }, { - "name": "Tornado", - "source": "KibblesTasty:GS", - "page": 13, + "name": "Stirge Swarm", + "source": "KibblesTasty:BMS", + "page": 60, "otherSources": [ { - "source": "KibblesTasty:CC", - "page": 37 + "source": "KibblesTasty:CC" } ], - "level": 5, - "school": "T", + "level": 6, + "school": "C", "time": [ { "number": 1, @@ -15412,13 +17570,9 @@ "type": "point", "distance": { "type": "feet", - "amount": 120 + "amount": 60 } }, - "components": { - "v": true, - "s": true - }, "duration": [ { "type": "timed", @@ -15430,36 +17584,10 @@ "concentration": true } ], - "entries": [ - "A whirling tornado erupts, filling a 20-foot-radius, 40-foot high cylinder centered on a point within range.", - "Any creature that starts its turn within the tornado must make a Strength saving throw. On a failed save, the creature takes {@damage 4d8} bludgeoning damage and is pushed 10 feet away and 40 feet up. On a successful save, the creature takes half as much damage and isn't pushed.", - "As a bonus action, you can move the tornado up to 30 feet in any direction. Any ranged weapon attack against a target within 20 feet of the tornado has disadvantage, and any ranged attack that passes through it automatically misses." - ], - "damageInflict": [ - "bludgeoning" - ], - "savingThrow": [ - "strength" - ], - "miscTags": [ - "FMV", - "UBA" - ], - "areaTags": [ - "Y" - ], - "classes": { - "fromClassList": [ - { - "name": "Druid", - "source": "PHB" - }, - { - "name": "Spellblade", - "source": "KSB" - }, + "classes": { + "fromClassList": [ { - "name": "Sorcerer", + "name": "Warlock", "source": "PHB" }, { @@ -15467,20 +17595,41 @@ "source": "PHB" } ] - } + }, + "entries": [ + "You conjure a swirling swarm of magical Stirges that swirl around within 20 foot radius of the target point. Creatures with blood other than the caster that start their turn within the area or enter it for the first time during a turn must make a Dexterity saving throw. On failure, they are drained of their blood by the swirling storm of Stirges, reducing their hit points by {@damage 4d4 + 12} damage and restoring 4 hit points to the caster. On a successful save, they half as much damage and restore 2 hit points to caster.", + "As a bonus action on each of their turns for the duration of the spell, the caster and move the swirling swarm of Stirges up to 30 feet in any direction." + ], + "components": { + "s": true, + "m": { + "text": "a splash of your blood worth at least 10 hit points, which the spell consumes", + "consume": true + } + }, + "savingThrow": [ + "dexterity" + ], + "areaTags": [ + "S" + ], + "miscTags": [ + "HL", + "UBA" + ] }, { - "name": "Vortex Blast", - "source": "KibblesTasty:GS", - "page": 13, + "name": "Transfuse Life", + "source": "KibblesTasty:BMS", + "page": 60, "otherSources": [ { "source": "KibblesTasty:CC", - "page": 38 + "page": 60 } ], - "level": 3, - "school": "V", + "level": 1, + "school": "N", "time": [ { "number": 1, @@ -15488,87 +17637,75 @@ } ], "range": { - "type": "cone", + "type": "point", "distance": { - "type": "feet", - "amount": 30 + "type": "touch" } }, - "components": { - "v": true, - "s": true - }, "duration": [ { "type": "instant" } ], - "entries": [ - "You create a sudden violent vortex that blasts outwards in a 30-foot cone, tossing characters and objects within the area. Creatures in the area take {@damage 3d6} bludgeoning damage and must succeed a Strength saving throw or be knocked 20 feet backward and 30 feet upward." - ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell slot of 4th level or higher, the damage increases by {@damage 1d6} for each slot level above 3rd." - ] - } - ], - "damageInflict": [ - "bludgeoning" - ], - "savingThrow": [ - "strength" - ], - "miscTags": [ - "FMV", - "SCL" - ], - "areaTags": [ - "N" - ], "classes": { "fromClassList": [ - { - "name": "Druid", - "source": "PHB" - }, { "name": "Sorcerer", "source": "PHB" }, { - "name": "Spellblade", - "source": "KSB" + "name": "Warlock", + "source": "PHB" }, { "name": "Wizard", "source": "PHB" } ] - } + }, + "entries": [ + "You infuse a creature you touch with life divested from the blood used in the material component of the spell, causing the target to regain twice the hit points expended." + ], + "components": { + "s": true, + "m": { + "text": "a splash of your blood worth 5 hit points, which the spell consumes", + "consume": true + } + }, + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, the amount of hit points consumed by the spell increases by 5 (and the amount of hit points restored increases by a corresponding amount)." + ] + } + ], + "areaTags": [ + "ST" + ], + "miscTags": [ + "HL", + "SCL" + ] }, { - "name": "Form of the Elements", - "source": "KibblesTasty:GS", - "page": 13, + "name": "Vampiric Blade", + "source": "KibblesTasty:BMS", + "page": 60, "otherSources": [ { "source": "KibblesTasty:CC", - "page": 17 - }, - { - "source": "KibblesTasty:EFS", - "page": 2 + "page": 60 } ], - "level": 9, - "school": "T", + "level": 3, + "school": "N", "time": [ { "number": 1, - "unit": "action" + "unit": "bonus" } ], "range": { @@ -15577,29 +17714,17 @@ "type": "self" } }, - "components": { - "v": true, - "s": true - }, "duration": [ { "type": "timed", "duration": { "type": "minute", "amount": 10 - }, - "concentration": true + } } ], - "entries": [ - "For the duration of the spell, you gain the benefits of the {@spell form of fire|kibblestasty:gs}, {@spell form of ice|kibblestasty:gs}, {@spell form of stone|kibblestasty:gs}, {@spell form of water|kibblestasty:gs}, and {@spell form of wind|kibblestasty:gs} spells." - ], "classes": { "fromClassList": [ - { - "name": "Druid", - "source": "PHB" - }, { "name": "Sorcerer", "source": "PHB" @@ -15613,7 +17738,24 @@ "source": "PHB" } ] - } + }, + "entries": [ + "You drain your own life essence to empower the weapon used in the casing of the spell with life drinking power. You sacrifice up to 10 hit points (included in the material components). When you do so, your weapon attacks deal an additional {@damage 1d8} necrotic damage, and you regain hit points equal to the necrotic damage dealt, until you have dealt necrotic damage equal to twice the hit points invested." + ], + "components": { + "s": true, + "m": { + "text": "a melee weapon worth at least 1 sp and a splash of your blood worth up to 10 hit points, which the spell consumes", + "consume": true + } + }, + "damageInflict": [ + "necrotic" + ], + "miscTags": [ + "HL", + "AAD" + ] } ], "condition": [ @@ -15629,7 +17771,7 @@ ] } ], - "source": "KibblesTasty:GS" + "source": "KibblesTasty:CC" } ], "feat": [ @@ -15653,10 +17795,9 @@ { "name": "Archon Spirit", "size": [ - "S", "M" ], - "sizeNote": "(for Hound or Trumpet)", + "sizeNote": "(Small for Lantern)", "type": "celestial", "source": "KibblesTasty:CC", "summonedBySpell": "Summon Archon|KibblesTasty:CC", @@ -15728,8 +17869,7 @@ ], "miscTags": [ "MW", - "AOE", - "MLW" + "AOE" ], "action": [ { @@ -16367,8 +18507,8 @@ "book": [ { "name": "Kibbles' Generic Spells", - "id": "KibblesTasty:GS", - "source": "KibblesTasty:GS", + "id": "KibblesTasty:CC", + "source": "KibblesTasty:CC", "published": "2021-05-02", "group": "homebrew", "contents": [ @@ -16401,7 +18541,9 @@ "headers": [ "Limited Availability", "Blood Components", - "Blood Damage" + "Blood Damage", + "Concentration", + "Blood Magic Type" ] } ] @@ -16409,33 +18551,74 @@ ], "bookData": [ { - "id": "KibblesTasty:GS", - "source": "KibblesTasty:GS", + "id": "KibblesTasty:CC", + "source": "KibblesTasty:CC", "data": [ { "type": "section", - "name": "Generic Spells", + "name": "Generic Elemental Spells", "page": 2, "entries": [ "One of the common things I see folks at my table and across the D&D Community looking for all the time is spells that better fit elemental archetypes beyond fire. It feels as if the fire spell list was completed, and everything else got a few leftovers. This is the complete list that gives each element it's own buffet.", "You can simple reflavor fire spells suit your needs - if that works for and your table, great! However, in my experience over the years of doing exactly that, it tends to rob the elements of the last vestige of unique flavor, subtle differences, and as consequent the world setting which should feel deep, mysterious, and magical, starts to feel more game-like, more formulaic.", "In providing this wave of new spells and their possibilities, this document can help a world have that mystifying depth of magic that represents the true scope of elemental magic and the touch of the thousands of wizards that have come before leaving behind the research, a true basis and complete system of generic elemental magic.", + "These are not spells that your world needs, but they are spells that it perhaps already has. These are the spells used by far flung tribes in elemental charged regions, spells used by the cultist of chromatic dragons, and spells used by elemental priests. How you introduce these spells is entirely up to you.", + "At the end of the day, this document is a tool. A reference or shortcut designed so you that you can skip the part of making the basic spells that should already exist, and get back to fleshing out your world, character, or whatever you were doing before someone sent you to this list, now armed with all the basic spells you'll need for the idea.", { - "type": "inset", - "name": "Open Content", + "type": "entries", + "name": "SRD Expanded", + "page": 2, "entries": [ - "The new spells (marked with {@sup K}) presented here are Open Content are meant to be as universal and generally useful as possible, and consequently are created with the intention of open and free use.", - "{@b Feel free to use them with or without credit for any use.} You can import them to your VTT of choice, you can include them in your supplements or character options or whatever you want to use them for.", - "For more details about permissions for KibblesTasty content, see {@link https://www.kthomebrew.com/permissions}." + "The goal of this document is effectively expand the 5e SRD and provide elemental spells that cover a rich selection for all elements; something of an \"SRD++\" of sorts, combining the SRD with the KRD (Kibbles' Reference Document). The SRD and base game had a decent selection of fire spells, but left many other elements lacking - this document aims to shore that weakness up with standard spells anyone can use for any element." ] }, - "This is a list of spells that do straight forward effects of the elements and only includes damaging effects. Some types of spells have control effects beyond their damaging application, but those are not recorded here, as this just focuses on an alternative to re-theming the same fire spells for each damage type.", { "type": "entries", - "name": "Fire", + "name": "Elemental Themes", + "page": 2, + "entries": [ + "The spells provided here attempt to make a consistent aspect to elemental spells of each type. These are summarized under each elemental ending below. These are not strictly followed, but simply serve to give a consistency across spells, trending toward similar saving throws and damage dice, and a collection of area of effect types that give each element enough of a list to plausible stand on its own." + ] + }, + { + "type": "entries", + "name": "Balance", + "page": 2, + "entries": [ + "The spells here have been playtested in periods ranging from years to months, but all follow straight forward principles and are largely formulaic in their power, being mostly easily comparable to existing spells.", + "This does not guarantee you will think they are balanced, and you are always encouraged to review what you allow from any source (1st or 3rd party). I think people that allow 1st party 5e products will find these not to be a major issue in most cases." + ] + }, + { + "type": "entries", + "name": "Beyond the Elements", + "page": 2, + "entries": [ + "The spells here marked with a K are created by KibblesTasty, are a subsection of Kibbles' Casting Compendium, a PDF and FoundryVTT module that contains nearly 250+ spells and is {@link available for $3 on my patreon|https://www.patreon.com/KibblesTasty}.", + "Kibbles' Casting Compendium is a collection of Kibbles' Generic Elemental Spells (this), Ranger Spells That Don't Suck, Occultist Spells, and countless Eclectic Spells I've created over the years for more classes and other content." + ] + }, + { + "type": "entries", + "name": "Feedback", "page": 2, "entries": [ - "Fire spells are largely complete in the default list, and consequently get the fewest new items. Fire spells typically deal the most damage, and typically operate with consistent {@damage d6} dice, and sometimes ignite for additional damage. Generally feature dexterity saves.", + "If you find any errors, feel free to report them in the Error Correction Sheet If you want to leave balance feedback, use the Feedback Form.", + { + "type": "list", + "items": [ + "{@link Error Correction Sheet|https://docs.google.com/spreadsheets/d/1sXm14XZPt8cpuuMOoRwtveuaZvuTHGV_q57ktdduT6U/edit#gid=54157007}", + "{@link Feedback Form|https://forms.gle/xaW7LkWnfq1GR8pe6}" + ] + } + ] + }, + { + "type": "entries", + "name": "Acid", + "page": 2, + "entries": [ + "Widely features damage over time, acid deals damage with smaller initial damage and typically deals its damage in consistent {@damage d4}s. Generally features Dexterity saving throws.", { "type": "table", "colLabels": [ @@ -16448,32 +18631,28 @@ ], "rows": [ [ - "Cantrips", - "{@spell create bonfire|xge}, {@spell fire bolt}, {@spell produce flame}" + "Cantrip", + "{@spell acid splash}, {@spell primal savagery|xge}" ], [ "1st", - "{@spell burning hands}, {@spell hellish rebuke}" + "{@spell tasha's caustic brew|tce|caustic brew}, {@spell acid bubble|KibblesTasty:CC}{@sup K}, {@spell melting glob|KibblesTasty:CC}{@sup K}" ], [ "2nd", - "{@spell aganazzar's scorcher|xge}, {@spell become fire|KibblesTasty:GS}{@sup K}, {@spell flaming sphere}, {@spell scorching ray}" + "{@spell melf's acid arrow|PHB|acid arrow}, {@spell pseudopod slam|KibblesTasty:CC}{@sup K}" ], [ "3rd", - "{@spell fireball}, {@spell melf's minute meteors|xge}" + "{@spell acidic pit|KibblesTasty:CC}, {@spell erode|KibblesTasty:CC}{@sup K}" ], [ "4th", - "{@spell fire shield}, {@spell wall of fire}" + "{@spell vitriolic sphere|xge}" ], [ "5th", - "{@spell flame strike}, {@spell immolation|xge}" - ], - [ - "6th", - "{@spell form of fire|KibblesTasty:GS}{@sup K}" + "{@spell acid rain|KibblesTasty:CC}{@sup K}" ] ] } @@ -16481,10 +18660,10 @@ }, { "type": "entries", - "name": "Acid", + "name": "Cold", "page": 2, "entries": [ - "Widely features damage over time, acid deals damage with smaller initial damage and typically deals its damage in consistent {@damage d4}s. Generally features Dexterity saving throws.", + "Cold spells deal less than other types of spells, often using {@damage d8} damage dice they tend to debuff the target, slowing them, {@condition restrained|PHB|restraining} them, or leaving difficult terrain. They most often feature Constitution saves for cones and lines, and Dexterity saves for spells that burst from a point.", { "type": "table", "colLabels": [ @@ -16498,27 +18677,31 @@ "rows": [ [ "Cantrip", - "{@spell acid splash}, {@spell primal savagery|xge}" + "{@spell frostbite|xge}, {@spell ray of frost|phb}" ], [ "1st", - "{@spell tasha's caustic brew|tce|caustic brew}" + "{@spell arctic breath|kibblestasty:CC}{@sup K}, {@spell entomb|kibblestasty:CC}{@sup K}, {@spell ice knife|xge}, {@spell ice arrow|KibblesTasty:CC}{@sup K}" ], [ "2nd", - "{@spell melf's acid arrow|PHB|acid arrow}" + "{@spell cold snap|KibblesTasty:CC}{@sup K}, {@spell shattering shield|KibblesTasty:CC}{@sup K}" ], [ "3rd", - "{@spell erode|KibblesTasty:GS}{@sup K}" + "{@spell arctic aura|KibblesTasty:CC}{@sup K}, {@spell flash freeze|kibblestasty:CC}{@sup K}" ], [ "4th", - "{@spell vitriolic sphere|xge}" + "{@spell ice storm}, {@spell ice spike|kibblestasty:CC}{@sup K}" ], [ "5th", - "{@spell acid rain|KibblesTasty:GS}{@sup K}" + "{@spell cone of cold}" + ], + [ + "6th", + "{@spell blizzard|KibblesTasty:CC}{@sup K}, {@spell form of ice|KibblesTasty:CC}{@sup K}" ] ] } @@ -16526,10 +18709,10 @@ }, { "type": "entries", - "name": "Cold", + "name": "Earth", "page": 2, "entries": [ - "Cold spells deal less than other types of spells, often using {@damage d8} damage dice they tend to debuff the target, slowing them, {@condition restrained|PHB|restraining} them, or leaving difficult terrain. They most often feature Constitution saves.", + "In the unusual position of dealing a physical damage type (bludgeoning) this type most often uses {@damage d10} damage and targets Dexterity saves, often having secondary elements knocking targets around, creating difficult terrain, or creating obstacles and cover.", { "type": "table", "colLabels": [ @@ -16542,32 +18725,32 @@ ], "rows": [ [ - "Cantrip", - "{@spell frostbite|xge}, {@spell ray of frost}" + "Cantrips", + "{@spell magic stone|xge}, {@spell rock slam|phb}, {@spell stone forming|Kibblestasty:CC}{@sup K}" ], [ "1st", - "{@spell arctic breath|kibblestasty:gs}{@sup K}, {@spell entomb|kibblestasty:gs}{@sup K}, {@spell ice knife|xge}" + "{@spell create pit|kibblestasty:CC}{@sup K}, {@spell earth tremor|xge}, {@spell stone fist|kibblestasty:CC}{@sup K}" ], [ "2nd", - "{@spell cold snap|kibblestasty:gs}{@sup K}" + "{@spell become stone|kibblestasty:CC}{@sup K}, {@spell earth ripple|kibblestasty:CC}{@sup K}, {@spell stone pillar|kibblestasty:CC}{@sup K}" ], [ "3rd", - "{@spell flash freeze|kibblestasty:gs}{@sup K}" + "{@spell erupting earth|xge}, {@spell Instant bulwark|KibblesTasty:CC}{@sup K}, {@spell seismic wave|KibblesTasty:CC}{@sup K}, {@spell quicksand|kibblestasty:CC}{@sup K}" ], [ "4th", - "{@spell ice storm}, {@spell ice spike|kibblestasty:gs}{@sup K}" + "{@spell orbital stones|kibblestasty:CC}{@sup K}, {@spell stone coffin|kibblestasty:CC}{@sup K}" ], [ "5th", - "{@spell cone of cold}" + "{@spell burial barrage|KibblesTasty:CC}{@sup K}, {@spell fissure|kibblestasty:gs}{@sup K}" ], [ "6th", - "{@spell form of ice|KibblesTasty:GS}{@sup K}" + "{@spell avalanche|KibblesTasty:CC}{@sup K}, {@spell form of stone|KibblesTasty:GS}{@sup K}, {@spell volcanic burst|KibblesTasty:CC}{@sup K}" ] ] } @@ -16575,10 +18758,10 @@ }, { "type": "entries", - "name": "Earth", + "name": "Fire", "page": 2, "entries": [ - "In the unusual position of dealing a physical damage type (bludgeoning) this type most often uses {@damage d10} damage and targets Dexterity saves, often having secondary elements knocking targets around, creating difficult terrain, or creating obstacles and cover.", + "Fire spells are largely complete in the default list, and consequently get the fewest new items. Fire spells typically deal the most damage, and typically operate with consistent {@damage d6} dice, and sometimes ignite for additional damage. Generally feature Dexterity saves.", { "type": "table", "colLabels": [ @@ -16592,31 +18775,31 @@ "rows": [ [ "Cantrips", - "{@spell magic stone|xge}" + "{@spell create bonfire|xge}, {@spell fire bolt|phb}, {@spell produce flame|phb}" ], [ "1st", - "{@spell create pit|kibblestasty:gs}{@sup K}, {@spell earth tremor|xge}, {@spell stone fist|kibblestasty:gs}{@sup K}" + "{@spell burning hands|phb}, {@spell eyes of immolation|KibblesTasty:CC}{@sup K}, {@spell hellish rebuke|phb}" ], [ "2nd", - "{@spell become stone|kibblestasty:gs}{@sup K}, {@spell earth ripple|kibblestasty:gs}{@sup K}, {@spell stone pillar|kibblestasty:gs}{@sup K}" + "{@spell aganazzar's scorcher|xge}, {@spell become fire|KibblesTasty:CC}{@sup K}, {@spell flaming sphere}, {@spell scorching ray|phb}, {@spell unstable explosion|KibblesTasty:CC}{@sup K}" ], [ "3rd", - "{@spell erupting earth|xge}, {@spell quicksand|kibblestasty:gs}{@sup K}" + "{@spell fireball|phb}, {@spell fire cyclone|KibblesTasty:CC}{@sup K}, {@spell flamethrower|KibblesTasty:CC}{@sup K}, {@spell melf's minute meteors|xge}" ], [ "4th", - "{@spell orbital stones|kibblestasty:gs}{@sup K}, {@spell stone coffin|kibblestasty:gs}{@sup K}" + "{@spell fire shield|phb}, {@spell pillar of fire|KibblesTasty:CC}{@sup K}, {@spell wall of fire|phb}" ], [ "5th", - "{@spell fissure|kibblestasty:gs}{@sup K}" + "{@spell flame strike|phb}, {@spell immolation|xge}, {@spell pyroclastic lance|KibblesTasty:CC}{@sup K}" ], [ "6th", - "{@spell form of stone|KibblesTasty:GS}{@sup K}" + "{@spell form of fire|KibblesTasty:CC}{@sup K}, {@spell melt|KibblesTasty:CC}{@sup K}" ] ] } @@ -16641,7 +18824,7 @@ "rows": [ [ "Cantrip", - "{@spell force bolt|kibblestasty:gs}{@sup K}" + "{@spell force bolt|kibblestasty:CC}{@sup K}" ], [ "1st", @@ -16649,19 +18832,23 @@ ], [ "2nd", - "{@spell seeking orb|kibblestasty:gs}{@sup K},{@spell star dust|kibblestasty:gs}{@sup K}" + "{@spell ethereal immolation|KibblesTasty:CC}{@sup K}, {@spell seeking orb|kibblestasty:CC}{@sup K},{@spell star dust|kibblestasty:CC}{@sup K}" ], [ "3rd", - "{@spell aether lance|kibblestasty:gs}{@sup K}" + "{@spell aether lance|kibblestasty:CC}{@sup K}" ], [ "4th", - "{@spell force blade|kibblestasty:gs}{@sup K}" + "{@spell force blade|kibblestasty:CC}{@sup K}" ], [ "5th", - "{@spell aether storm|kibblestasty:gs}{@sup K}" + "{@spell aether storm|kibblestasty:CC}{@sup K}" + ], + [ + "6th", + "{@spell power torrent|KibblesTasty:CC}{@sup K}" ] ] } @@ -16686,27 +18873,27 @@ "rows": [ [ "Cantrip", - "{@spell shocking grasp}" + "{@spell electric arc|KibblesTasty:CC}{@sup K}, {@spell shocking grasp}" ], [ "1st", - "{@spell lightning tendril|kibblestasty:gs}{@sup K}" + "{@spell electrify|KibblesTasty:CC}{@sup K}, {@spell lightning tendril|kibblestasty:CC}{@sup K}" ], [ "2nd", - "{@spell crackle|kibblestasty:gs}{@sup K}, {@spell lightning charged|kibblestasty:gs}{@sup K}" + "{@spell crackle|kibblestasty:CC}{@sup K}, {@spell lightning charged|kibblestasty:CC}{@sup K}" ], [ "3rd", - "{@spell electrocute|kibblestasty:gs}{@sup K}, {@spell call lightning}, {@spell lightning bolt}" + "{@spell electrocute|kibblestasty:CC}{@sup K}, {@spell call lightning|phb}, {@spell lightning bolt|phb}, {@spell static field|KibblesTasty:CC}{@sup K}" ], [ "4th", - "{@spell jumping jolt|kibblestasty:gs}{@sup K}, {@spell storm sphere|xge}" + "{@spell jumping jolt|kibblestasty:CC}{@sup K}, {@spell storm sphere|xge}" ], [ "5th", - "{@spell sky burst|kibblestasty:gs}{@sup K}" + "{@spell sky burst|kibblestasty:CC}{@sup K}" ] ] } @@ -16735,23 +18922,23 @@ ], [ "1st", - "{@spell thunder punch|kibblestasty:gs}{@sup K}, {@spell thunderwave}" + "{@spell thunder punch|kibblestasty:CC}{@sup K}, {@spell thunderwave|phb}" ], [ "2nd", - "{@spell shatter}" + "{@spell shatter|phb}" ], [ "3rd", - "{@spell thunder pulse|kibblestasty:gs}{@sup K}" + "{@spell thunder pulse|kibblestasty:CC}{@sup K}" ], [ "4th", - "{@spell echoing lance|kibblestasty:gs}{@sup K}" + "{@spell echoing lance|kibblestasty:CC}{@sup K}" ], [ "5th", - "{@spell sonic shriek|kibblestasty:gs}{@sup K}" + "{@spell sonic shriek|kibblestasty:CC}{@sup K}" ] ] } @@ -16776,27 +18963,27 @@ "rows": [ [ "Cantrips", - "{@spell poison spray}" + "{@spell poison spray|phb}" ], [ "1st", - "{@spell bad blood|kibblestasty:gs}{@sup K}, {@spell nauseating poison|kibblestasty:gs}{@sup K}" + "{@spell bad blood|kibblestasty:CC}{@sup K}, {@spell nauseating poison|kibblestasty:CC}{@sup K}" ], [ "2nd", - "{@spell poison dart|kibblestasty:gs}{@sup K}, {@spell vicious vapors|kibblestasty:gs}{@sup K}" + "{@spell poison dart|kibblestasty:CC}{@sup K}, {@spell vicious vapors|kibblestasty:CC}{@sup K}" ], [ "3rd", - "{@spell spider bite|kibblestasty:gs}{@sup K}, {@spell stinking cloud}" + "{@spell spider bite|kibblestasty:CC}{@sup K}, {@spell stinking cloud|phb}, {@spell wasp barrage|KibblesTasty:CC}{@sup K}" ], [ "4th", - "{@spell stinging swarm|kibblestasty:gs}{@sup K}, {@spell poison puff|kibblestasty:gs}{@sup K}" + "{@spell stinging swarm|kibblestasty:CC}{@sup K}, {@spell poison puff|kibblestasty:CC}{@sup K}" ], [ "5th", - "{@spell cloudkill}" + "{@spell cloudkill|phb}" ] ] } @@ -16821,31 +19008,31 @@ "rows": [ [ "Cantrips", - "" + "{@spell water bullet|KibblesTasty:CC}{@sup K}" ], [ "1st", - "{@spell crashing wave|kibblestasty:gs}{@sup K}, {@spell water blast|kibblestasty:gs}{@sup K}" + "{@spell crashing wave|kibblestasty:CC}{@sup K}, {@spell water blast|kibblestasty:CC}{@sup K}" ], [ "2nd", - "{@spell become water|kibblestasty:gs}{@sup K}, {@spell dancing wave|kibblestasty:gs}{@sup K}" + "{@spell become water|kibblestasty:CC}{@sup K}, {@spell dancing wave|kibblestasty:CC}{@sup K}" ], [ "3rd", - "{@spell tidal wave|xge}, {@spell water cannon|kibblestasty:gs}{@sup K}" + "{@spell tidal wave|xge}, {@spell water cannon|kibblestasty:CC}{@sup K}, {@spell waterspout|KibblesTasty:CC}{@sup K}" ], [ "4th", - "{@spell geyser|kibblestasty:gs}{@sup K}" + "{@spell geyser|kibblestasty:CC}{@sup K}" ], [ "5th", - "{@spell pressure cutter|kibblestasty:gs}{@sup K}, {@spell watery sphere|xge}" + "{@spell pressure cutter|kibblestasty:CC}{@sup K}, {@spell watery sphere|xge}" ], [ "6th", - "{@spell form of water|kibblestasty:gs}{@sup K}" + "{@spell form of water|kibblestasty:CC}{@sup K}" ] ] } @@ -16870,31 +19057,64 @@ "rows": [ [ "Cantrips", - "{@spell windborne weapon|kibblestasty:gs}{@sup K}" + "{@spell windborne weapon|kibblestasty:CC}{@sup K}" ], [ "1st", - "{@spell gale bolt|kibblestasty:gs}{@sup K}" + "{@spell gale bolt|kibblestasty:CC}{@sup K}, {@spell violent updraft|KibblesTasty:CC}{@sup K}" ], [ "2nd", - "{@spell become wind|kibblestasty:gs}, {@spell dust cyclone|kibblestasty:gs}{@sup K}, {@spell hurricane slash|kibblestasty:gs}{@sup K}, {@spell vacuum pull|kibblestasty:gs}{@sup K}" + "{@spell become wind|kibblestasty:CC}{@sup K}, {@spell dust cyclone|kibblestasty:CC}{@sup K}, {@spell hurricane slash|kibblestasty:CC}{@sup K}, {@spell vacuum pull|kibblestasty:CC}{@sup K}" ], [ "3rd", - "{@spell vortex blast|kibblestasty:gs}{@sup K}" + "{@spell vortex blast|kibblestasty:CC}{@sup K}" ], [ "4th", - "{@spell aero barrage|kibblestasty:gs}{@sup K}, {@spell suffocate|kibblestasty:gs}{@sup K}" + "{@spell aero barrage|kibblestasty:CC}{@sup K}, {@spell suffocate|kibblestasty:CC}{@sup K}" ], [ "5th", - "{@spell tornado|kibblestasty:gs}{@sup K}" + "{@spell tornado|kibblestasty:CC}{@sup K}" ], [ "6th", - "{@spell form of wind|kibblestasty:gs}{@sup K}" + "{@spell form of wind|kibblestasty:CC}{@sup K}" + ] + ] + } + ] + }, + { + "type": "entries", + "name": "Chromatic", + "page": 3, + "entries": [ + "Chromatic spells are ones that encompass all elements, and such have a wider degree of variability and few standard rules.", + { + "type": "table", + "colLabels": [ + "Level", + "Spells" + ], + "colStyles": [ + "col-4 text-center", + "col-8 text-left" + ], + "rows": [ + [ + "1st", + "{@spell elemental orb|kibblestasty:CC}{@sup K}" + ], + [ + "2nd", + "{@spell dragon surge|kibblestasty:CC}{@sup K}" + ], + [ + "9th", + "{@spell form of the elements|kibblestasty:CC}{@sup K}" ] ] } @@ -16911,12 +19131,12 @@ { "type": "section", "name": "Blood Magic Spells", - "page": 1, + "page": 56, "entries": [ { "type": "entries", "name": "Limited Availability", - "page": 1, + "page": 56, "entries": [ "Blood magic is not restricted by an special feat or requirement, but your DM may rule that there are special requirements to learn blood magic. The only inherent restriction is that to use only hit points to cast blood magic is restricted to the Hemomancer feat or the Occultist's Blood Magic rite." ] @@ -16924,7 +19144,7 @@ { "type": "entries", "name": "Blood Components", - "page": 1, + "page": 56, "entries": [ "Blood magic spells all have a material component that reads \"{@bold a drop [or splash] of blood worth [X] hit points}\". If a a material component is \"{@bold up to X}\" number of hit points, it can be as little as 1 hit point up to the amount listed.", "When you cast a blood magic spell, you take damage equal to the blood required for the spell, which you can draw as part of casting the spell (no additional action required). This blood must come from you, unless you have features or feats that allow you to use other sources of blood to power your magic.", @@ -16935,16 +19155,25 @@ { "type": "entries", "name": "Blood Damage", - "page": 2, + "page": 56, "entries": [ - "Damage taken from casting blood magics reduces your current hit points and bypasses any temporary hit points or damage reduction you have (as you need blood to power the spell).", - { - "type": "inset", - "name": "Concentration", - "entries": [ - "hile not universally true, many blood magic spells lack the Concentration requirements of normal spells. This is intentional, and part of what makes them appealing options to mages, but is also somewhat necessary as blood mages often take small amounts of damage from casting their spells, making it easy for them to lose concentration to their own spell casting otherwise." - ] - } + "Damage taken from casting blood magics reduces your current hit points and bypasses any temporary hit points or damage reduction you have (as you need blood to power the spell)." + ] + }, + { + "type": "entries", + "name": "Concentration", + "page": 56, + "entries": [ + "While not universally true, many blood magic spells lack the Concentration requirements of normal spells. This is intentional, and part of what makes them appealing options to mages, but is also somewhat necessary as blood mages often take small amounts of damage from casting their spells, making it easy for them to lose concentration to their own spell casting otherwise." + ] + }, + { + "type": "entries", + "name": "Blood Magic Type", + "page": 56, + "entries": [ + "Spells with the (blood magic) tag are considered to be Blood Magic spells. The Blood Magic type is a subtype of Arcane, meaning all Blood Magic spells are considered to be Arcane type by default." ] } ] diff --git a/subclass/Korvinagor; Circle of Kudzu (v2).json b/subclass/Korvinagor; Circle of Kudzu (v2).json new file mode 100644 index 0000000000..825061ac0f --- /dev/null +++ b/subclass/Korvinagor; Circle of Kudzu (v2).json @@ -0,0 +1,212 @@ +{ + "_meta": { + "sources": [ + { + "json": "CircleOfKudzuRevised", + "abbreviation": "CoK", + "full": "Circle of Kudzu (v2)", + "url": "https://homebrewery.naturalcrit.com/share/oGu6xOVxFuCT", + "authors": [ + "Korvinagor" + ], + "convertedBy": [ + "Korvinagor" + ], + "version": "2.0" + } + ], + "dateAdded": 1694655640, + "dateLastModified": 1694655640, + "_dateLastModifiedHash": "89a8c6e24f" + }, + "subclass": [ + { + "name": "Circle of Kudzu", + "source": "CircleOfKudzuRevised", + "shortName": "Kudzu", + "className": "Druid", + "classSource": "PHB", + "subclassFeatures": [ + "Circle of Kudzu|Druid||Kudzu|CircleOfKudzuRevised|2", + "One with the Weeds|Druid||Kudzu|CircleOfKudzuRevised|6", + "Endless Entanglement|Druid||Kudzu|CircleOfKudzuRevised|10", + "Stride of Boundless Ivy|Druid||Kudzu|CircleOfKudzuRevised|14" + ], + "subclassSpells": [ + "Thorn Whip", + "Entangle", + "Longstrider", + "Earthbind|xge", + "Spider Climb", + "Speak with Plants", + "Plant Growth", + "Freedom of Movement", + "Grasping Vine", + "Commune with Nature", + "Tree Stride", + "Transport via Plants" + ] + } + ], + "subclassFeature": [ + { + "name": "Circle of Kudzu", + "source": "CircleOfKudzuRevised", + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Kudzu", + "subclassSource": "CircleOfKudzuRevised", + "level": 2, + "entries": [ + "Druids of the Circle of Kudzu see 'weeds' not as plants to be exterminated, but as adaptable survivors. Their abilities reflect these traits, capable of rapidly moving across terrain and hindering even the mightiest of foes.", + { + "type": "refSubclassFeature", + "subclassFeature": "Circle Spells|Druid|PHB|Kudzu|CircleOfKudzuRevised|2" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Lash of a Thousand Thorns|Druid|PHB|Kudzu|CircleOfKudzuRevised|2" + } + ] + }, + { + "name": "Circle Spells", + "source": "CircleOfKudzuRevised", + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Kudzu", + "subclassSource": "CircleOfKudzuRevised", + "level": 2, + "header": 1, + "entries": [ + "{@i 2nd-level Circle of Kudzu feature}", + "Your affinity for small, strangling plants grants you access to certain spells. You learn {@spell thorn whip}, and modify it in the following ways:", + { + "type": "list", + "items": [ + "You can cast it using only somatic components.", + "You can target objects and interact with them in the same ways as the {@spell mage hand} cantrip.", + "Instead of pulling a creature, you can move it up to 10 feet in any horizontal direction within range.", + "You automatically hit willing targets, and can choose not to apply the spell's damage when you do so." + ] + }, + "When you reach certain Druid levels, you gain access to the spells in the table below. They count as Druid spells for you, and you always have them prepared, but they don't count against the total number of spells you prepare each day.", + { + "type": "table", + "caption": "Circle of Kudzu Spells", + "colLabels": [ + "Druid Level", + "Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "2nd", + "{@spell entangle}, {@spell longstrider}" + ], + [ + "3rd", + "{@spell earthbind|xge} (as vines), {@spell spider climb}" + ], + [ + "5th", + "{@spell speak with plants}, {@spell plant growth}" + ], + [ + "7th", + "{@spell freedom of movement}, {@spell grasping vine}" + ], + [ + "9th", + "{@spell commune with nature}, {@spell tree stride}" + ] + ] + } + ] + }, + { + "name": "Lash of a Thousand Thorns", + "source": "CircleOfKudzuRevised", + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Kudzu", + "subclassSource": "CircleOfKudzuRevised", + "level": 2, + "header": 1, + "entries": [ + "{@i 2nd-level Circle of Kudzu feature}", + "As a bonus action, you can expend a use of your Wild Shape feature to assume a weed-like form. While in this form, you pass through all nonmagical plants and your own spell effects without being slowed or damaged by them. The form lasts for 1 hour. It ends early if you dismiss it (no action required), or use this feature again.", + "Once per turn, when you hit a target with {@spell thorn whip} in this form, you can cause one of the below effects:", + { + "type": "entries", + "name": "Snag", + "entries": [ + "If the target is a creature, you reduce its speed by 10 feet until the start of your next turn, and it must succeed on a Dexterity saving throw or fall {@condition prone}." + ] + }, + { + "type": "entries", + "name": "Ingrain", + "entries": [ + "You pull yourself directly towards the target up to your distance from it. This movement does not provoke opportunity attacks." + ] + }, + { + "type": "entries", + "name": "Uproot", + "entries": [ + "If the target is a creature, you make an ability check with your spellcasting ability contested by that creature's Strength check. If you succeed, you can pull the creature towards you up to your distance from it." + ] + } + ] + }, + { + "name": "One with the Weeds", + "source": "CircleOfKudzuRevised", + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Kudzu", + "subclassSource": "CircleOfKudzuRevised", + "level": 6, + "header": 2, + "entries": [ + "{@i 6th-level Circle of Kudzu feature}", + "Your magic flourishes as effortlessly as your namesake, letting you cast a Circle Spell that you have access to without {@condition concentration}. You can't cast a spell in this way again until you finish a short or long rest.", + "Additionally, when you cast {@spell thorn whip}, you can make a number of attacks equal to the number of damage dice it would have dealt instead of a single attack. When cast in this way, each attack deals {@dice 1d6} piercing damage." + ] + }, + { + "name": "Endless Entanglement", + "source": "CircleOfKudzuRevised", + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Kudzu", + "subclassSource": "CircleOfKudzuRevised", + "level": 10, + "header": 2, + "entries": [ + "{@i 10th-level Circle of Kudzu feature}", + "While your Lash of a Thousand Thorns is active, you emanate rampant vegetation in a 15-foot aura, and add your Wisdom modifier to any damage you deal using {@spell thorn whip}. The plants you emanate can be manipulated by spells such as {@spell plant growth} and {@spell speak with plants}.", + "When you cast a spell of 1st-level or higher, you can use your reaction to force each hostile creature within the aura to make a Strength saving throw. A creature that fails its save has its speed reduced to 0 by entangling plants until the end of your next turn, and loses hit points equal to the spell's level. You then gain temporary hit points equal to the total hit points lost this way." + ] + }, + { + "name": "Stride of Boundless Ivy", + "source": "CircleOfKudzuRevised", + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Kudzu", + "subclassSource": "CircleOfKudzuRevised", + "level": 14, + "header": 2, + "entries": [ + "{@i 14th-level Circle of Kudzu feature}", + "You traverse the land as freely as any weed. You add {@spell transport via plants} to your list of Circle Spells, and can cast it without expending a spell slot once per long rest.", + "When you cast this spell, you can create up to two plants (the target and destination plants) for the spell to use, which vanish when the spell ends. If you create a destination plant, its location is determined in the same way as the {@spell teleport} spell." + ] + } + ] +}