diff --git a/collection/Sterling Vermin Adventuring Co.; The Ultimate Adventurer's Handbook.json b/collection/Sterling Vermin Adventuring Co.; The Ultimate Adventurer's Handbook.json index 4900b1029..2bec7dca9 100755 --- a/collection/Sterling Vermin Adventuring Co.; The Ultimate Adventurer's Handbook.json +++ b/collection/Sterling Vermin Adventuring Co.; The Ultimate Adventurer's Handbook.json @@ -14823,7 +14823,7 @@ "level": 3, "header": 2, "entries": [ - "Also at 3rd level, you tap into the enthralling magic of performance, allowing you to cast spells. See {@book Chapter 10|PHB|10} in the Player's Handbook for the general rules of spellcasting, and chapter 11 for the {@filter bard spell list|spells|source=|class=bard|components & miscellaneous==}.", + "Also at 3rd level, you tap into the enthralling magic of performance, allowing you to cast spells. See {@book Chapter 10|PHB|10} in the Player's Handbook for the general rules of spellcasting, and {@book Chapter 11|PHB|11|chapter 11} for the {@filter bard spell list|spells|source=|class=bard|components & miscellaneous==}.", { "type": "entries", "name": "Cantrips", @@ -24763,7 +24763,7 @@ "level": 3, "header": 2, "entries": [ - "Starting at 3rd level, you gain proficiency with alchemist's supplies, the herbalism kit, and the poisoner's kit. Your proficiency bonus is doubled for any ability check you make that uses any of those proficiencies." + "Starting at 3rd level, you gain proficiency with {@item alchemist's supplies|PHB}, the {@item herbalism kit|PHB}, and the {@item poisoner's kit|PHB}. Your proficiency bonus is doubled for any ability check you make that uses any of those proficiencies." ] }, { @@ -24782,7 +24782,7 @@ "type": "entries", "name": "Concoctions", "entries": [ - "You learn three concoctions of your choice, which are detailed under \"{@filter Concoctions|optionalfeatures|type=Conc}\" below. You learn two additional concoctions of your choice at 9th, 13th, and 17th level. Each time you gain a rogue level, you can replace one concoction you know with a different one." + "You learn three concoctions of your choice, which are detailed under \"{@filter Concoctions|optionalfeatures|feature type=Conc}\" below. You learn two additional concoctions of your choice at 9th, 13th, and 17th level. Each time you gain a rogue level, you can replace one concoction you know with a different one." ] }, { @@ -24847,7 +24847,7 @@ "level": 17, "header": 2, "entries": [ - "Starting at 17th level, when you finish a long rest, choose one concoction you know. You make a number of doses of that concoction equal to your Intelligence modifier (minimum 1). These do not count against the doses you can make until your next long rest." + "Starting at 17th level, when you finish a long rest, choose one {@filter concoction|optionalfeatures|feature type=Conc} you know. You make a number of doses of that concoction equal to your Intelligence modifier (minimum 1). These do not count against the doses you can make until your next long rest." ] }, { @@ -24883,8 +24883,8 @@ "level": 3, "header": 2, "entries": [ - "When you choose this archetype at 3rd level, you augment your clandestine skills with the rough and tumble practices of the back alleys, learning to utilize everything around you to your advantage. You gain proficiency with the Athletics skill, medium armor, and improvised weapons.", - "You also gain an additional way to use your Sneak Attack; you can use your Sneak Attack against a creature when you make an attack with a melee weapon, even if it doesn't have the finesse property. All other rules of Sneak Attack still apply to you." + "When you choose this archetype at 3rd level, you augment your clandestine skills with the rough and tumble practices of the back alleys, learning to utilize everything around you to your advantage. You gain proficiency with the {@skill Athletics} skill, medium armor, and improvised weapons.", + "You also gain an additional way to use your {@classFeature Sneak Attack|Rogue||1}; you can use your Sneak Attack against a creature when you make an attack with a melee weapon, even if it doesn't have the finesse property. All other rules of Sneak Attack still apply to you." ] }, { @@ -24964,7 +24964,7 @@ "level": 13, "header": 2, "entries": [ - "Starting at 13th level, you have a look in your eye that implies you can tie your opponents into knots. As a bonus action on your turn, you stare into the eyes of a creature you can see, and who can see you, within 30 feet of you. Make a Strength (Intimidation) check contested by the target's Wisdom (Insight) check. If you succeed, the creature is {@condition frightened} of you for 1 minute, or until you use this feature on a different target. If a creature {@condition frightened} this way ends its turn in a location where it doesn't have a direct line of sight to you, it regains its composure and is no longer {@condition frightened}.", + "Starting at 13th level, you have a look in your eye that implies you can tie your opponents into knots. As a bonus action on your turn, you stare into the eyes of a creature you can see, and who can see you, within 30 feet of you. Make a Strength ({@skill Intimidation}) check contested by the target's Wisdom ({@skill Insight}) check. If you succeed, the creature is {@condition frightened} of you for 1 minute, or until you use this feature on a different target. If a creature {@condition frightened} this way ends its turn in a location where it doesn't have a direct line of sight to you, it regains its composure and is no longer {@condition frightened}.", "Once you use this feature on a creature, you can't use it on that creature again until you finish a long rest." ] }, @@ -24979,7 +24979,7 @@ "level": 17, "header": 2, "entries": [ - "Starting at 17th level, when you make an attack using a creature you have {@condition grappled}, you can use your Sneak Attack even if you don't have advantage on the attack roll, but not if you have disadvantage on it." + "Starting at 17th level, when you make an attack using a creature you have {@condition grappled}, you can use your {@classFeature Sneak Attack|Rogue||1} even if you don't have advantage on the attack roll, but not if you have disadvantage on it." ] }, { @@ -25019,7 +25019,7 @@ "level": 3, "header": 2, "entries": [ - "When you choose this archetype at 3rd level, you gain proficiency in two of the following skills of your choice: Deception, Insight, Perception, Performance, or Persuasion. Alternatively, you learn two languages of your choice." + "When you choose this archetype at 3rd level, you gain proficiency in two of the following skills of your choice: {@skill Deception}, {@skill Insight}, {@skill Perception}, {@skill Performance}, or {@skill Persuasion}. Alternatively, you learn two languages of your choice." ] }, { @@ -25033,7 +25033,7 @@ "level": 3, "header": 2, "entries": [ - "Also at 3rd level, you can embolden others by providing words of sweet encouragement and validation. You have a pool of soothing power that replenishes when you take a long rest. With that pool, you can grant a total number of temporary points equal to your rogue level x 5.", + "Also at 3rd level, you can embolden others by providing words of sweet encouragement and validation. You have a pool of soothing power that replenishes when you take a {@quickref resting|phb|2|0|long rest}. With that pool, you can grant a total number of temporary points equal to your rogue level x 5.", "As a bonus action, you choose a creature within 30 feet that can hear you and draw power from the pool to give the creature a number of temporary hit points up to your rogue level. Alternatively, you can expend 10 temporary hit points from your pool to end the {@condition charmed} or {@condition frightened} condition affecting that creature." ] }, @@ -25048,8 +25048,8 @@ "level": 3, "header": 2, "entries": [ - "Starting at 3rd level, you can use an action to attempt to charm a humanoid who can hear you within 60 feet. When you do, the target must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or be {@condition charmed} by you for a number of hours up to your level in this class. While charmed by this feature, the creature attempts to ingratiate itself to you and treats you as a friend or, if you and your DM agree, a romantic suitor. The {@condition charmed} condition ends early if you do anything harmful to the creature. How the creature feels about you after the charmed condition ends depends on how you treated it while it was charmed.", - "You can use this feature a number of times equal to your proficiency bonus, regaining any expended uses when you finish a long rest." + "Starting at 3rd level, you can use an action to attempt to charm a humanoid who can hear you within 60 feet. When you do, the target must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or be {@condition charmed} by you for a number of hours up to your level in this class. While charmed by this feature, the creature attempts to ingratiate itself to you and treats you as a friend or, if you and your DM agree, a romantic suitor. The {@condition charmed} condition ends early if you do anything harmful to the creature. How the creature feels about you after the charmed condition ends depends on how you treated it while it was {@condition charmed}.", + "You can use this feature a number of times equal to your proficiency bonus, regaining any expended uses when you finish a {@quickref resting|phb|2|0|long rest}." ] }, { @@ -25092,7 +25092,7 @@ "level": 17, "header": 2, "entries": [ - "Starting at 17th level, you can use a bonus action to shower a humanoid who can hear you within 60 feet with flattery and honeyed words. That creature has disadvantage on saving throws it makes to resist being charmed by you until the end of its next turn. Once you use this bonus action, you must finish a short or long rest before you can use it again.", + "Starting at 17th level, you can use a bonus action to shower a humanoid who can hear you within 60 feet with flattery and honeyed words. That creature has disadvantage on saving throws it makes to resist being {@condition charmed} by you until the end of its next turn. Once you use this bonus action, you must finish a {@quickref resting|phb|2|0|short or long rest} before you can use it again.", "In addition, you can use an action and expend a use of your Thief of Hearts feature to replenish the pool of soothing power from your Sweet Nothings feature grants, up to its maximum." ] }, @@ -25135,7 +25135,7 @@ "items": [ "The target has advantage on Wisdom checks to detect you.", "You can use a bonus action on your turn to {@condition frightened||frighten} the target for 1 minute. The target can use its action to end this effect early, provided it can't see you. Once you use this bonus action, you can't use it again until you give out another calling card.", - "You can use your Sneak Attack against the target even if you don't have advantage on the attack roll, but not if you have disadvantage on it." + "You can use your {@classFeature Sneak Attack|Rogue||1} against the target even if you don't have advantage on the attack roll, but not if you have disadvantage on it." ] }, "You can have one calling card out at a time. Your calling card ends after 24 hours or when you succeed in taking your prize, whichever comes first.", @@ -25153,7 +25153,7 @@ "level": 3, "header": 2, "entries": [ - "At 3rd level, you gain proficiency with the disguise kit and two other sets of tools of your choice. Your proficiency bonus is doubled for any ability check you make that uses your disguise kit proficiency.", + "At 3rd level, you gain proficiency with the {@item disguise kit} and two other sets of tools of your choice. Your proficiency bonus is doubled for any ability check you make that uses your disguise kit proficiency.", "You also gain a new way to use your {@classFeature Cunning Action|Rogue||2} feature. You can use your bonus action to don any disguise you have prepared." ] }, @@ -25169,7 +25169,7 @@ "header": 2, "entries": [ "At 9th level, you're careful in your planning, even if your party may not be. If you have a calling card out, you can use a reaction when a creature starts its turn within 120 feet of you to stop the game and flash back to any moment between now and when you sent your calling card. During this flashback, you can take one full turn to set something up to help you in the present moment, such as planting a weapon or calling allies for help. Some actions taken in the flashback may require a successful ability check at the DM's discretion. You can't use a flashback to do something that contradicts events that have already happened.", - "After you use this ability, you can't use it again until you finish a short or long rest." + "After you use this ability, you can't use it again until you finish a {@quickref resting|phb|2|0|short or long rest}." ] }, { @@ -25183,7 +25183,7 @@ "level": 13, "header": 2, "entries": [ - "At 13th level, you gain more power over your warned target. You can cast the {@spell scrying} spell on a warned target without providing material components. Once you cast the spell with this feature, you can't do so again until you finish a long rest.", + "At 13th level, you gain more power over your warned target. You can cast the {@spell scrying} spell on a warned target without providing material components. Once you cast the spell with this feature, you can't do so again until you finish a {@quickref resting|phb|2|0|long rest}.", "Additionally, you and your party can't be surprised by your warned target or forces in its employ, such as henchfolk." ] }, @@ -25235,7 +25235,7 @@ "level": 3, "header": 2, "entries": [ - "When you choose this archetype at 3rd level, you gain proficiency in the Animal Handling and Performance skills if you don't already have them. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies." + "When you choose this archetype at 3rd level, you gain proficiency in the {@skill Animal Handling} and {@skill Performance} skills if you don't already have them. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies." ] }, { @@ -25251,7 +25251,7 @@ "entries": [ "At 3rd level, you bond with a creature of mighty loyalty and diminutive size: a sterling vermin. It is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the {@creature sterling vermin|UltimateAdventurer} stat block, which uses your proficiency bonus (PB) in several places. Most sterling vermin are rats, mice, monkeys, cats, or hamsters, but your vermin can be any Tiny beast at your DM's discretion; its appearance and species have no effect on its game statistics.", "In combat, the sterling vermin acts on your turn. It can move and use its reaction on its own, but the only action it takes on its turn is the {@action Dodge} action unless you use a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are {@condition incapacitated}, the vermin can take any action of its choice, not just Dodge.", - "As long as your sterling vermin is alive, it regains all of its hit points whenever it finishes a short or long rest. If your sterling vermin has died within the last hour, you can use an action to revive it, provided you are within 5 feet of it. The vermin returns to life after 1 minute with all its hit points restored. You can use this action a number of times equal to half your proficiency bonus, rounded up, and you regain your expended uses when you finish a long rest.", + "As long as your sterling vermin is alive, it regains all of its hit points whenever it finishes a short or long rest. If your sterling vermin has died within the last hour, you can use an action to revive it, provided you are within 5 feet of it. The vermin returns to life after 1 minute with all its hit points restored. You can use this action a number of times equal to half your proficiency bonus, rounded up, and you regain your expended uses when you finish a {@quickref resting|phb|2|0|long rest}.", "If your sterling vermin has been dead for longer than an hour, you can perform an 8 hour ritual and expend 25 gp worth of food and shiny gifts to call a new vermin, bond with it, and train it. It can take the same form as your previous sterling vermin, or a different form of your choice." ] }, @@ -25266,7 +25266,7 @@ "level": 9, "header": 2, "entries": [ - "At 9th level, you and your sterling vermin become a more adept pair. When you take the bonus action granted by your Cunning action to take the {@action Dodge}, {@action Disengage}, or {@action Hide} action, you can command your vermin to take an action as part of the same bonus action.", + "At 9th level, you and your sterling vermin become a more adept pair. When you take the bonus action granted by your {@classFeature Cunning action|Rogue||2} to take the {@action Dodge}, {@action Disengage}, or {@action Hide} action, you can command your vermin to take an action as part of the same bonus action.", "Additionally, when an attacker that your {@creature sterling vermin|UltimateAdventurer} can see hits it with an attack, the vermin can use its reaction to halve the attack's damage against it." ] }, @@ -25295,7 +25295,7 @@ "level": 17, "header": 2, "entries": [ - "At 17th level, you and your sterling vermin work as a seamless unit to bring down your foes. Once per turn when your sterling vermin hits a creature with a natural weapon attack, it adds your Sneak Attack damage dice to the damage of the attack if it had advantage on the attack roll. It doesn't need advantage on the attack roll if you were within 5 feet of the target, you aren't {@condition incapacitated}, and it didn't have disadvantage on the attack roll." + "At 17th level, you and your sterling vermin work as a seamless unit to bring down your foes. Once per turn when your sterling vermin hits a creature with a natural weapon attack, it adds your {@classFeature Sneak Attack|Rogue||1} damage dice to the damage of the attack if it had advantage on the attack roll. It doesn't need advantage on the attack roll if you were within 5 feet of the target, you aren't {@condition incapacitated}, and it didn't have disadvantage on the attack roll." ] }, { @@ -25331,13 +25331,13 @@ "level": 3, "header": 2, "entries": [ - "When you reach 3rd level, your zealous devotion to your deity ignites in you a spark of divine magic, allowing you to cast spells. This magic, however, differs greatly from that of clerics and paladins, which is carefully cultivated over years of prayer and practice. Your magic is not as deep, but your passion for doing your deity's work and permanently silencing those who would speak against your god causes it to reignite much more quickly. See chapter 10 in the Player's Handbook for the general rules of spellcasting and chapter 11 for the cleric spell list.", + "When you reach 3rd level, your zealous devotion to your deity ignites in you a spark of divine magic, allowing you to cast spells. This magic, however, differs greatly from that of clerics and paladins, which is carefully cultivated over years of prayer and practice. Your magic is not as deep, but your passion for doing your deity's work and permanently silencing those who would speak against your god causes it to reignite much more quickly. See {@book Chapter 10|PHB|10|chapter 10} in the Player's Handbook for the general rules of spellcasting and {@book Chapter 11|PHB|11|chapter 11} for the {@filter cleric spell list|spells|class=cleric}.", "Additionally, choose a Divine Domain from among those available to the cleric class. Your choice affects the spells that are available for you to learn.", { "type": "entries", "name": "Cantrips", "entries": [ - "You know two cantrips of your choice from the cleric spell list. You learn another cleric cantrip of your choice at 10th level." + "You know two cantrips of your choice from the {@filter cleric spell list|spells|level=0|class=cleric}. You learn another cleric cantrip of your choice at 10th level." ] }, { @@ -25413,11 +25413,11 @@ "items": [ "It can't regain hit points or gain temporary hit points.", "It can't become hidden from or {@condition invisible} to you, even by magical means.", - "You have advantage on Intelligence (Investigation) and Wisdom (Insight) checks you make to interrogate the creature." + "You have advantage on Intelligence ({@skill Investigation}) and Wisdom ({@skill Insight}) checks you make to interrogate the creature." ] }, "Your judgment lasts 1 minute. It ends early if you fall {@condition unconscious} or die, if you choose to end it (no action required), or if you use this feature again.", - "Once you use this feature, you can't do so again until you finish a long rest, unless you expend a spell slot to use it again." + "Once you use this feature, you can't do so again until you finish a {@quickref resting|phb|2|0|long rest}, unless you expend a spell slot to use it again." ] }, { @@ -25431,7 +25431,7 @@ "level": 9, "header": 2, "entries": [ - "Starting at 9th level, when you cast a spell that targets a creature on which you have your judgment cast, you can choose to impose disadvantage on any saving throw the creature makes against the spell this turn. If you do, your judgment ends at the end of the turn." + "Starting at 9th level, when you cast a spell that targets a creature on which you have your {@subclassFeature Judgment|Rogue||Zealous Inquisitor|UltimateAdventurer|3|judgment} cast, you can choose to impose disadvantage on any saving throw the creature makes against the spell this turn. If you do, your judgment ends at the end of the turn." ] }, { @@ -25445,9 +25445,9 @@ "level": 13, "header": 2, "entries": [ - "At 13th level, your deity rewards you for the works you've performed in their name, allowing you to tap into the true divine power. Choose one 3rd-level spell from either the cleric spell list or from your Divine Domain's list of domain spells as this gift. You can cast your gift spell once without expending a spell slot. When you do, you must finish a long rest before you can do so again.", - "When you finish a long rest, you can spend 10 minutes in prayer entreating your deity to replace your gift spell with a different one of the same level from the cleric spell list or from your Divine Domain's list of domain spells.", - "At 19th level, you gain a 4th-level spell from either the cleric spell list or from your Divine Domain's list of domain spells that can be cast this way. You regain all uses of your Divine Reward when you finish a long rest. When you spend 10 minutes entreating your deity at the end of a long rest, you can replace one or both of your gift spells." + "At 13th level, your deity rewards you for the works you've performed in their name, allowing you to tap into the true divine power. Choose one 3rd-level spell from either the {@filter cleric spell list|spells|level=3|class=cleric} or from your Divine Domain's list of domain spells as this gift. You can cast your gift spell once without expending a spell slot. When you do, you must finish a {@quickref resting|phb|2|0|long rest} before you can do so again.", + "When you finish a {@quickref resting|phb|2|0|long rest}, you can spend 10 minutes in prayer entreating your deity to replace your gift spell with a different one of the same level from the cleric spell list or from your Divine Domain's list of domain spells.", + "At 19th level, you gain a 4th-level spell from either the {@filter cleric spell list|spells|level=4|class=cleric} or from your Divine Domain's list of domain spells that can be cast this way. You regain all uses of your Divine Reward when you finish a {@quickref resting|phb|2|0|long rest}. When you spend 10 minutes entreating your deity at the end of a {@quickref resting|phb|2|0|long rest}, you can replace one or both of your gift spells." ] }, { @@ -25461,7 +25461,7 @@ "level": 13, "header": 2, "entries": [ - "Starting at 13th level, when you cast judgment on a creature, attacks you make against the creature before the end of the turn are made with advantage." + "Starting at 13th level, when you cast {@subclassFeature Judgment|Rogue||Zealous Inquisitor|UltimateAdventurer|3|judgment} on a creature, attacks you make against the creature before the end of the turn are made with advantage." ] }, { @@ -25475,7 +25475,7 @@ "level": 17, "header": 2, "entries": [ - "Starting at 17th level, you regain the ability to cast judgment when you finish a short or long rest." + "Starting at 17th level, you regain the ability to cast judgment when you finish a {@quickref resting|phb|2|0|short or long rest}." ] }, { @@ -25511,7 +25511,7 @@ "level": 3, "header": 1, "entries": [ - "When you adopt this path at 3rd level, you gain the ability to cast spells using runes painted or tattooed on your body. See {@book Chapter 10|PHB|10} in the Player's Handbook for the general rules of spellcasting and chapter 11 for the {@filter wizard spell list|spells|source=|level=0;1;2;3;4|class=wizard}.", + "When you adopt this path at 3rd level, you gain the ability to cast spells using runes painted or tattooed on your body. See {@book Chapter 10|PHB|10} in the Player's Handbook for the general rules of spellcasting and {@book Chapter 11|PHB|11|chapter 11} for the {@filter wizard spell list|spells|source=|level=0;1;2;3;4|class=wizard}.", { "type": "entries", "name": "Cantrips", @@ -25652,7 +25652,7 @@ "level": 3, "header": 1, "entries": [ - "When you choose this path at 3rd level, you gain the ability to cast spells. See {@book Chapter 10||10} of the Player's Handbook for the general rules of spellcasting and chapter 11 for the {@filter druid spell list|spells|source=|level=0;1;2;3;4|class=druid}.", + "When you choose this path at 3rd level, you gain the ability to cast spells. See {@book Chapter 10||10} of the Player's Handbook for the general rules of spellcasting and {@book Chapter 11|PHB|11|chapter 11} for the {@filter druid spell list|spells|source=|level=0;1;2;3;4|class=druid}.", { "type": "entries", "name": "Cantrips", @@ -25807,7 +25807,7 @@ "level": 3, "header": 2, "entries": [ - "When you reach 3rd level, you augment your martial prowess with divine manifestations of your faith by casting spells. See chapter 10 in the Player's Handbook for the general rules of spellcasting and chapter 11 for the cleric spell list.", + "When you reach 3rd level, you augment your martial prowess with divine manifestations of your faith by casting spells. See {@book Chapter 10|PHB|10|chapter 10} in the Player's Handbook for the general rules of spellcasting and {@book Chapter 11|PHB|11|chapter 11} for the cleric spell list.", "Additionally, choose a Divine Domain from among those available to the cleric class. Your choice affects the spells that you prepare, as well as features you gain later from this archetype.", { "type": "entries", @@ -29523,7 +29523,7 @@ "Conc" ], "entries": [ - "You can apply a dose of this toxin to a weapon with the Use an Object action. The next time this weapon deals damage, it deals extra poison damage. This extra damage is equal to your Sneak Attack damage. This destroys the dose of toxin. A weapon can only benefit from one dose of bitterbite toxin at a time." + "You can apply a dose of this toxin to a weapon with the Use an Object action. The next time this weapon deals damage, it deals extra poison damage. This extra damage is equal to your {@classFeature Sneak Attack|Rogue||1} damage. This destroys the dose of toxin. A weapon can only benefit from one dose of bitterbite toxin at a time." ] }, { @@ -29545,7 +29545,7 @@ "Conc" ], "entries": [ - "You can blow a dose of this powder towards a creature within 5 feet with the Use an Object action. When you do, that creature must succeed on a Dexterity saving throw or take cold damage and have its movement speed reduced to 0 until the start of your next turn. This cold damage is equal to your Sneak Attack damage. If the creature succeeds on the saving throw, it takes half damage and its speed is unaffected." + "You can blow a dose of this powder towards a creature within 5 feet with the Use an Object action. When you do, that creature must succeed on a Dexterity saving throw or take cold damage and have its movement speed reduced to 0 until the start of your next turn. This cold damage is equal to your {@classFeature Sneak Attack|Rogue||1} damage. If the creature succeeds on the saving throw, it takes half damage and its speed is unaffected." ] }, { @@ -29589,7 +29589,7 @@ "Conc" ], "entries": [ - "A creature can consume a dose of this tonic, or administer it to a willing or {@condition unconscious} creature within 5 feet of it, with the Use an Object action. When a creature drinks this tonic, roll your Sneak Attack damage dice. The creature regains hit points equal to the result." + "A creature can consume a dose of this tonic, or administer it to a willing or {@condition unconscious} creature within 5 feet of it, with the Use an Object action. When a creature drinks this tonic, roll your {@classFeature Sneak Attack|Rogue||1} damage dice. The creature regains hit points equal to the result." ] }, { @@ -29600,7 +29600,7 @@ "Conc" ], "entries": [ - "A creature can consume a dose of this mixture with the Use an Object action. When it does, roll your Sneak Attack damage dice. The creature gains temporary hit points equal to the result, and for the next minute ignores the effect of any levels of {@condition exhaustion} it has. After that minute, the creature gains a level of {@condition exhaustion}." + "A creature can consume a dose of this mixture with the Use an Object action. When it does, roll your {@classFeature Sneak Attack|Rogue||1} damage dice. The creature gains temporary hit points equal to the result, and for the next minute ignores the effect of any levels of {@condition exhaustion} it has. After that minute, the creature gains a level of {@condition exhaustion}." ] }, {