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 180b4dec5..da7ff81be 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 @@ -1213,11 +1213,12 @@ "type": "image", "href": { "type": "external", - "url": "https://raw.githubusercontent.com/unknown117343/homebrew-img/ultimateadventurer/img/UltimateAdventurer/subclasses/monk/way-of-peaceful-warrior.webp" + "url": "https://raw.githubusercontent.com/unknown117343/homebrew-img/ultimateadventurer/img/UltimateAdventurer/subclasses/monk/way-of-the-presence.webp" }, - "title": "{@class Monk||Way of Peaceful Warrior|Peaceful Warrior|UltimateAdventurer|3-0}", + "title": "{@class Monk||Way of the Peaceful Warrior|Peaceful Warrior|UltimateAdventurer|3-0}", "width": 1000, - "height": 834 + "height": 834, + "credit": "Jennifer S. Lange" } ] }, @@ -2850,10 +2851,14 @@ "{@spell Vampiric Weapon|UltimateAdventurer}", "{@spell Vengeful Smite|UltimateAdventurer}", "{@spell Verdant Ward|UltimateAdventurer}", + "{@spell Vortex Dart|UltimateAdventurer}", + "{@spell Wall of Wonder|UltimateAdventurer}", "{@spell War Story|UltimateAdventurer}", - "{@spell Warding Smite|UltimateAdventurer}", "{@spell Ward Against Spells|UltimateAdventurer}", "{@spell Ward Against Weapons|UltimateAdventurer}", + "{@spell Warden's Rebuke|UltimateAdventurer}", + "{@spell Warding Bolt|UltimateAdventurer}", + "{@spell Warding Smite|UltimateAdventurer}", "{@spell Wave of Agony|UltimateAdventurer}", "{@spell Weapon of God|UltimateAdventurer}", "{@spell Weave Necrosis|UltimateAdventurer}", @@ -3219,7 +3224,183 @@ "url": "https://raw.githubusercontent.com/unknown117343/homebrew-img/ultimateadventurer/img/UltimateAdventurer/book/magicitems.webp" } }, - "Magic items are presented in alphabetical order. A magic item's description gives the item's name, its category, its rarity, and its magical properties." + "Magic items are presented in alphabetical order. A magic item's description gives the item's name, its category, its rarity, and its magical properties.", + { + "type": "inset", + "name": "New Magic Item Category: Spell Catalyst", + "entries": [ + "Spell catalysts can be harvested from certain creatures and magical places. Each alters the effect of a specific spell or spells. To use a spell catalyst, you must have it on your person and you may use any number of spell catalysts on a single spell. Spell catalysts are consumed when used unless their description specifies otherwise." + ] + }, + { + "type": "list", + "columns": 3, + "items": [ + "{@item Ambrosia|UltimateAdventurer}", + "{@item Amulet of Emotion Magic|UltimateAdventurer}", + "{@item Animated Shard|UltimateAdventurer}", + "{@item Arcane Inverter|UltimateAdventurer}", + "{@item Armor of Angelic Majesty|UltimateAdventurer}", + "{@item Armor of Arcane Absorption|UltimateAdventurer}", + "{@item Armor of Blood Drinking|UltimateAdventurer}", + "{@item Armor of Elemental Aura|UltimateAdventurer}", + "{@item Armor of the Holy Crusade|UltimateAdventurer}", + "{@item Beast Entrails|UltimateAdventurer}", + "{@item Behir Tongue|UltimateAdventurer}", + "{@item Beholder Eye|UltimateAdventurer}", + "{@item Belt of Championship|UltimateAdventurer}", + "{@item Blessed Holy Symbol|UltimateAdventurer}", + "{@item Blindfold of Seeing|UltimateAdventurer}", + "{@item Bola of Big Game|UltimateAdventurer}", + "{@item Boots of Gastropoda|UltimateAdventurer}", + "{@item Boots of Trekking|UltimateAdventurer}", + "{@item Branch of the Planar Grove|UltimateAdventurer}", + "{@item Cap of Rest|UltimateAdventurer}", + "{@item Cape of Heroic Presence|UltimateAdventurer}", + "{@item Celestial Feather|UltimateAdventurer}", + "{@item Censer of Righteousness|UltimateAdventurer}", + "{@item Chell's Crossbow|UltimateAdventurer}", + "{@item Circlet of Arcane Knowledge|UltimateAdventurer}", + "{@item Circlet of Body Magic|UltimateAdventurer}", + "{@item Cloak of Adventuring|UltimateAdventurer}", + "{@item Cloak of Mage Armor|UltimateAdventurer}", + "{@item Cloak of Mage Plate|UltimateAdventurer}", + "{@item Cocoon of Possibility|UltimateAdventurer}", + "{@item Crane Style Armlet|UltimateAdventurer}", + "{@item Crown of the Forest King|UltimateAdventurer}", + "{@item Crown of the Sorcerer-King|UltimateAdventurer}", + "{@item Cryptic Prophecy|UltimateAdventurer}", + "{@item Defensive Weapon|UltimateAdventurer}", + "{@item Dragon Egg|UltimateAdventurer}", + "{@item Dragon Heart|UltimateAdventurer}", + "{@item Dragon Scale|UltimateAdventurer}", + "{@item Earthen Bell|UltimateAdventurer}", + "{@item Ectoplasm|UltimateAdventurer}", + "{@item Eldritch Whetstone|UltimateAdventurer}", + "{@item Enchanted Garment|UltimateAdventurer}", + "{@item Enchanted Inks|UltimateAdventurer}", + "{@item Ensorcelled Blackpowder|UltimateAdventurer}", + "{@item Ensorcelled Weapon|UltimateAdventurer}", + "{@item Eye of Dire Newt|UltimateAdventurer}", + "{@item Firearm of Stopping|UltimateAdventurer}", + "{@item Firebelcher|UltimateAdventurer}", + "{@item Flumph Tentacle|UltimateAdventurer}", + "{@item Gem of Introspection|UltimateAdventurer}", + "{@item Ghillie Armor|UltimateAdventurer}", + "{@item Gloves of the Bloodsoaked Hero|UltimateAdventurer}", + "{@item Goggles of Shade|UltimateAdventurer}", + "{@item Grimlock Ear|UltimateAdventurer}", + "{@item Grimoire of the Celestial Realms|UltimateAdventurer}", + "{@item Grimoire of the Infernal Dominions|UltimateAdventurer}", + "{@item Grimoire of the Primeval Lands|UltimateAdventurer}", + "{@item Ground Gossamer Wings|UltimateAdventurer}", + "{@item Hag Eye|UltimateAdventurer}", + "{@item Headband of the Sifu's Favor|UltimateAdventurer}", + "{@item Helm of Exsanguination|UltimateAdventurer}", + "{@item High Noon Straightshooter|UltimateAdventurer}", + "{@item Holy Droplet|UltimateAdventurer}", + "{@item Hood of Hearing|UltimateAdventurer}", + "{@item Hook Sword of Climbing|UltimateAdventurer}", + "{@item Idol of Endless Curses|UltimateAdventurer}", + "{@item Ironbelly Vest|UltimateAdventurer}", + "{@item Kinetic Shield|UltimateAdventurer}", + "{@item Lantern of the Traveler's Respite|UltimateAdventurer}", + "{@item Lenses of Hyperopia|UltimateAdventurer}", + "{@item Lenses of Myopia|UltimateAdventurer}", + "{@item Loaded Dice|UltimateAdventurer}", + "{@item Loyal Projectile|UltimateAdventurer}", + "{@item Lycan Tooth|UltimateAdventurer}", + "{@item Mantis Style Armlet|UltimateAdventurer}", + "{@item Mask of Heroic Cunning|UltimateAdventurer}", + "{@item Mask of the Outsider|UltimateAdventurer}", + "{@item Mephit Core|UltimateAdventurer}", + "{@item Miliese Prism|UltimateAdventurer}", + "{@item Mimic's Heart|UltimateAdventurer}", + "{@item Monster and Spawn Reunion|UltimateAdventurer}", + "{@item Monstrous Heart|UltimateAdventurer}", + "{@item Muffle of Speech|UltimateAdventurer}", + "{@item Mummy Eye|UltimateAdventurer}", + "{@item Mummy Hand|UltimateAdventurer}", + "{@item Namazu's Whisker|UltimateAdventurer}", + "{@item Omnistriker|UltimateAdventurer}", + "{@item Orbuculum of Vision|UltimateAdventurer}", + "{@item Pamphlet of Bogo|UltimateAdventurer}", + "{@item Peace Bonding of Diplomacy|UltimateAdventurer}", + "{@item Pelt of the Great Wolf|UltimateAdventurer}", + "{@item Penitent Pummelers|UltimateAdventurer}", + "{@item Performer's Costume|UltimateAdventurer}", + "{@item Phoenix Down Feather|UltimateAdventurer}", + "{@item Phoenix Egg|UltimateAdventurer}", + "{@item Pierced Pixie Eye|UltimateAdventurer}", + "{@item Poppystool|UltimateAdventurer}", + "{@item Portal Stone|UltimateAdventurer}", + "{@item Potion of Brief Energy|UltimateAdventurer}", + "{@item Pulpit Shard|UltimateAdventurer}", + "{@item Pupula Prism|UltimateAdventurer}", + "{@item Quicksilver Omnitool|UltimateAdventurer}", + "{@item Quiver of the Endless Hunt|UltimateAdventurer}", + "{@item Ramuh's Katar|UltimateAdventurer}", + "{@item Raven Tongue|UltimateAdventurer}", + "{@item Rebuking Shield|UltimateAdventurer}", + "{@item Reward of the Pact Champion|UltimateAdventurer}", + "{@item Ring of Weaving|UltimateAdventurer}", + "{@item Ring of the Shadow King|UltimateAdventurer}", + "{@item Ritual Stone|UltimateAdventurer}", + "{@item Robe of the Grandmaster|UltimateAdventurer}", + "{@item Roc Talon|UltimateAdventurer}", + "{@item Rod of Sound Magnification|UltimateAdventurer}", + "{@item Rod of Wefting|UltimateAdventurer}", + "{@item Root-Covered Rock|UltimateAdventurer}", + "{@item Satchel of Miraculous Mercantilism|UltimateAdventurer}", + "{@item Scope of Farsight|UltimateAdventurer}", + "{@item Scythe of Final Passing|UltimateAdventurer}", + "{@item Shadow Dust|UltimateAdventurer}", + "{@item Shadowing Bough|UltimateAdventurer}", + "{@item Shard of Destiny|UltimateAdventurer}", + "{@item Shield of Spell Attraction|UltimateAdventurer}", + "{@item Shield of the Legion|UltimateAdventurer}", + "{@item Shield of the Moon|UltimateAdventurer}", + "{@item Shield of the Sun|UltimateAdventurer}", + "{@item Singing Sword|UltimateAdventurer}", + "{@item Siselmi Crystal|UltimateAdventurer}", + "{@item Six Shooter of the Spectrum|UltimateAdventurer}", + "{@item Slayer's Symbol|UltimateAdventurer}", + "{@item Sling of Giant Slaying|UltimateAdventurer}", + "{@item Spiked Collar|UltimateAdventurer}", + "{@item Spiked Shield of Retaliation|UltimateAdventurer}", + "{@item Staff of Goodberry|UltimateAdventurer}", + "{@item Staff of Ovinization|UltimateAdventurer}", + "{@item Staff of Shapes|UltimateAdventurer}", + "{@item Staff of Spell Deflection|UltimateAdventurer}", + "{@item Staff of Wandering|UltimateAdventurer}", + "{@item Studded Collar|UltimateAdventurer}", + "{@item Suit of Heroic Prowess|UltimateAdventurer}", + "{@item Suppressed Firearm|UltimateAdventurer}", + "{@item Symbol of Divinity|UltimateAdventurer}", + "{@item The Art of Tea|UltimateAdventurer}", + "{@item Thunder Knuckles|UltimateAdventurer}", + "{@item Tiger Claws|UltimateAdventurer}", + "{@item Tiger Style Armlet|UltimateAdventurer}", + "{@item Token of Faith|UltimateAdventurer}", + "{@item Tome of Ineffable Secrets|UltimateAdventurer}", + "{@item Tome of Slaying|UltimateAdventurer}", + "{@item Torch of Ignition|UltimateAdventurer}", + "{@item Treefeller|UltimateAdventurer}", + "{@item Twin Sai of the Gale|UltimateAdventurer}", + "{@item Unluck Blade|UltimateAdventurer}", + "{@item Vampire Fang|UltimateAdventurer}", + "{@item Volatile Weapon|UltimateAdventurer}", + "{@item Wand of Warping|UltimateAdventurer}", + "{@item Wand of the Conductor|UltimateAdventurer}", + "{@item Weapon of Bloodletting|UltimateAdventurer}", + "{@item Weapon of Defense|UltimateAdventurer}", + "{@item Weapon of Inverted Probability|UltimateAdventurer}", + "{@item Weavesaber|UltimateAdventurer}", + "{@item Whirlwind Boomerang|UltimateAdventurer}", + "{@item Writ of Execution|UltimateAdventurer}", + "{@item Written Prayer|UltimateAdventurer}" + ] + } ] } ] @@ -9464,7 +9645,7 @@ "type": "image", "href": { "type": "external", - "url": "https://raw.githubusercontent.com/unknown117343/homebrew-img/ultimateadventurer/img/UltimateAdventurer/subclasses/monk/way-of-peaceful-warrior.webp" + "url": "https://raw.githubusercontent.com/unknown117343/homebrew-img/ultimateadventurer/img/UltimateAdventurer/subclasses/monk/way-of-the-presence.webp" } } ] @@ -23095,8 +23276,14 @@ "type": "entries", "name": "Honor the Dead", "entries": [ - "Honor the dead with your actions. Let your righteousness be a reminder to others of their virtue and strength.", - "Death is Peace. The undead are an affront to the serenity of true death. Show the undead the mercy of ushering them into the next world as quickly as possible." + "Honor the dead with your actions. Let your righteousness be a reminder to others of their virtue and strength." + ] + }, + { + "type": "entries", + "name": "Death is Peace", + "entries": [ + "The undead are an affront to the serenity of true death. Show the undead the mercy of ushering them into the next world as quickly as possible." ] } ] @@ -23172,7 +23359,7 @@ "name": "Peace with the Dead", "entries": [ "As an action, you can call out to the undead and the dying and plead with your ancestors to bring them peace, using your Channel Divinity. Every creature with 0 hit points within 30 feet of you is automatically stabilized, and each undead that can see or hear you within 30 feet must make a Wisdom saving throw. If the creature fails its saving throw, it is pacified for 1 minute or until it takes damage.", - "While pacified, the undead can't take reactions and will only take its action to {@action Help} (if it has 3 or less Intelligence) or {@action Dodge} (if it has Intelligence 4 or more). While pacified, the undead see you as a friend and will seek to interpose themselves between your foes and you or, in the case of the less intelligent undead, spend their turn aiding you in whatever way they can. If an undead who would normally attempt to take the {@action Help} action cannot reach you or one of your enemies to do so, it instead takes the Dodge action." + "While pacified, the undead can't take reactions and will only take its action to {@action Help} (if it has 3 or less Intelligence) or {@action Dodge} (if it has Intelligence 4 or more). While pacified, the undead see you as a friend and will seek to interpose themselves between your foes and you or, in the case of the less intelligent undead, spend their turn aiding you in whatever way they can. If an undead who would normally attempt to take the {@action Help} action cannot reach you or one of your enemies to do so, it instead takes the {@action Dodge} action." ] } ] @@ -23206,7 +23393,7 @@ "level": 15, "header": 2, "entries": [ - "At 15th level, when a creature within your Aura of Quietus is reduced to 0 hit points, you can use your reaction to usher its spirit into the next world. That creature cannot be raised as undead. Additionally, choose a creature within the aura and roll a d10. Add your Charisma modifier to the result, and the chosen creature regains that many hit points." + "At 15th level, when a creature within your {@subclassFeature Aura of Quietus|Paladin||Ancestors|UltimateAdventurer|7} is reduced to 0 hit points, you can use your reaction to usher its spirit into the next world. That creature cannot be raised as undead. Additionally, choose a creature within the aura and roll a {@dice d10}. Add your Charisma modifier to the result, and the chosen creature regains that many hit points." ] }, { @@ -23226,7 +23413,7 @@ "items": [ "Your flesh turns to spirit. You gain resistance to bludgeoning, piercing, and slashing damage, and can move through objects and creatures. If you end your movement inside an object or creature, you take 1d8 force damage and are pushed to the nearest unoccupied space.", "Enemy creatures within 30 feet of you count all terrain as difficult terrain, as spectres clutch at them from the beyond.", - "You deal an additional 1d6 necrotic damage when you deal damage to the enemy with the fewest remaining hit points within 30 feet of you." + "You deal an additional {@damage 1d6} necrotic damage when you deal damage to the enemy with the fewest remaining hit points within 30 feet of you." ] }, "Once you use this feature you can't use it again until you complete a {@quickref resting||2|0|long rest}{@sup {@variantrule Long Rest|XPHB|'24}}." @@ -23363,7 +23550,7 @@ "type": "entries", "name": "Flood of Compassion", "entries": [ - "As an action, you can use your Channel Divinity to send out a flood of healing energy. When you do, choose a number of creatures other than you that you can see within 30 feet up to your Charisma modifier (minimum 1). Chosen creatures regain half your paladin level in hit points. Additionally, you can expend hit points from your Lay on Hands pool and select one of the chosen creatures to restore additional hit points to it or to cure poisons and diseases affecting it." + "As an action, you can use your Channel Divinity to send out a flood of healing energy. When you do, choose a number of creatures other than you that you can see within 30 feet up to your Charisma modifier (minimum 1). Chosen creatures regain half your paladin level in hit points. Additionally, you can expend hit points from your {@classFeature Lay on Hands|Paladin||1} pool and select one of the chosen creatures to restore additional hit points to it or to cure poisons and diseases affecting it." ] }, { @@ -23415,8 +23602,8 @@ "level": 20, "header": 2, "entries": [ - "At 20th level, the number of hit points in your Lay on Hands pool increases to your paladin level x 10.", - "In addition, you have a special reaction, in addition to your normal reaction, that you can use to shield your allies from harm. When a creature you can see or hear takes damage, you can use your special reaction and spend any number of hit points from your Lay on Hands pool to reduce the damage taken by the same amount. Once you use this special reaction, you can't use it again until the start of your next turn." + "At 20th level, the number of hit points in your {@classFeature Lay on Hands|Paladin||1} pool increases to your paladin level x 10.", + "In addition, you have a special reaction, in addition to your normal reaction, that you can use to shield your allies from harm. When a creature you can see or hear takes damage, you can use your special reaction and spend any number of hit points from your {@classFeature Lay on Hands|Paladin||1} pool to reduce the damage taken by the same amount. Once you use this special reaction, you can't use it again until the start of your next turn." ] }, { @@ -23550,7 +23737,7 @@ "type": "entries", "name": "Portal Strike", "entries": [ - "As an action, you can imbue one melee weapon you're holding with the ability to rip through dimensional boundaries, using your Channel Divinity. For 1 minute, your reach with the weapon increases to 30 feet, creating portals through which to strike the target as you attack. The portals close immediately following the attack. As long as you can see the target,attacks you make using the weapon ignore half and three-quarters cover." + "As an action, you can imbue one melee weapon you're holding with the ability to rip through dimensional boundaries, using your Channel Divinity. For 1 minute, your reach with the weapon increases to 30 feet, creating portals through which to strike the target as you attack. The portals close immediately following the attack. As long as you can see the target, attacks you make using the weapon ignore half and three-quarters cover." ] } ] @@ -23595,7 +23782,7 @@ "level": 15, "header": 2, "entries": [ - "Starting at 15th level, when an attack, creature, or object you can see would pass through a portal created by the Passageway ability of your Aura of Dimensionality, you can use your reaction to close the portals, preventing the attack, creature, or object from passing through. An attack you prevent from passing through this way automatically misses." + "Starting at 15th level, when an attack, creature, or object you can see would pass through a portal created by the Passageway ability of your {@subclassFeature Aura of Dimensionality|Paladin||Planes|UltimateAdventurer|7}, you can use your reaction to close the portals, preventing the attack, creature, or object from passing through. An attack you prevent from passing through this way automatically misses." ] }, { @@ -23661,28 +23848,28 @@ "Though specific tenets of the Oath of Rebellion can vary by paladin, the basic intents are the same. Due to the flagrant disregard for societal law and the demand for self-sacrifice in these tenets, most paladins of the Oath of Rebellion are chaotic good in alignment.", { "type": "entries", - "name": " Suffer no Tyranny", + "name": "Suffer no Tyranny", "entries": [ "I recognize tyranny in all its forms, and tolerate none of it. Dictatorship, hypocrisy, and corruption all must be expunged." ] }, { "type": "entries", - "name": " Ignite the Fire", + "name": "Ignite the Fire", "entries": [ "No single ember can burn a castle to the ground, but many embers combine to create an inferno powerful enough to raze any fortress. I inspire the oppressed to join me in the fight for their freedom." ] }, { "type": "entries", - "name": " Never Back Down", + "name": "Never Back Down", "entries": [ "No matter my own personal suffering or tragedy, I continue forward. I refuse to be struck down without accomplishing my mission." ] }, { "type": "entries", - "name": " Ends Justify Means", + "name": "Ends Justify Means", "entries": [ "I will engage in murder, deceit, and treachery if it means that innocents can be free. I eat these sins in the name of liberty." ] @@ -23790,16 +23977,7 @@ "level": 15, "header": 2, "entries": [ - "At 20th level, as an action, you can become a conduit for the outrage of oppressed peoples throughout the multiverse, gaining the following benefits for 1 minute:", - { - "type": "list", - "items": [ - "You can't be {@condition grappled}, {@condition incapacitated}, or {@condition restrained}, nor can you have your movement reduced in any way, other than by becoming {@condition unconscious} due to having 0 hit points. If you are subject to one or more of these conditions when you use this feature, the condition immediately ends on you.", - "Once, when you are reduced to 0 hit points, you choose to be reduced to 1 hit point instead. You regain the use of this ability at the start of your next turn.", - "When a creature casts a spell or uses an ability that would {@condition frightened||frighten} or {@condition charmed||charm} you or one of your allies within 30 feet of you, you gain advantage on attack rolls against that creature until the end of your next turn." - ] - }, - "Once you use this feature, you can't use it again until you finish a {@quickref resting||2|0|long rest}{@sup {@variantrule Long Rest|XPHB|'24}}." + "Starting at 15th level, when a creature other than you within 30 feet that you can see takes damage, you can use your reaction and expend hit points from your L{@classFeature Lay on Hands|Paladin||1} pool to prevent some or all of the damage. When you do, you prevent an amount of damage equal to the number of hit points you spent from the pool. If you spend 10 or more hit points from the poolthis way, the creature can use its reaction to make aweapon attack." ] }, { @@ -23813,13 +23991,13 @@ "level": 20, "header": 2, "entries": [ - "At 20th level, as an action, you can put yourself out of phase with reality, allowing you to open extradimensional portals with ease. For 1 minute, you gain the following benefits:", + "At 20th level, as an action, you can become a conduit for the outrage of oppressed peoples throughout the multiverse, gaining the following benefits for 1 minute:", { "type": "list", "items": [ - "Instead of moving normally on your turn, you can teleport to an unoccupied space you can see within 60 feet of you. If there is a willing creature within 5 feet of you that is your size or smaller, you can bring the creature with you when you teleport this way. You can't use this ability if you are {@condition incapacitated} or your speed is 0.", - "A creature native to a different plane of existence than the one it currently occupies has disadvantage on attack rolls it makes against you.", - "Once per turn when you hit a creature with a weapon attack, you can force that creature to succeed on a Charisma saving throw against your spell save DC or be banished, as if under the effect of the {@spell freedom of movement} spell, until the start of your next turn." + "You can't be {@condition grappled}, {@condition incapacitated}, or {@condition restrained}, nor can you have your movement reduced in any way, other than by becoming {@condition unconscious} due to having 0 hit points. If you are subject to one or more of these conditions when you use this feature, the condition immediately ends on you.", + "Once, when you are reduced to 0 hit points, you can choose to be reduced to 1 hit point instead. You regain the use of this ability at the start of your next turn.", + "When a creature casts a spell or uses an ability that would frighten or charm you or one of your allies within 30 feet of you, you gain advantage on attack rolls against that creature until the end of your next turn." ] }, "Once you use this feature, you can't use it again until you finish a {@quickref resting||2|0|long rest}{@sup {@variantrule Long Rest|XPHB|'24}}." @@ -23950,14 +24128,14 @@ "type": "entries", "name": "Better Together", "entries": [ - "When you heal another creature, or cast a spell to grant another creature a bonus such as aid or enhance ability, you can use this Channel Divinity to enhance the first weapon attack you make in the next minute. If that attack hits, it is a critical hit." + "When you heal another creature, or cast a spell to grant another creature a bonus such as aid or enhance ability, you can use this Channel Divinity to enhance the first weapon attack you make in the next minute. If that attack hits, it is a critical hit." ] }, { "type": "entries", - "name": " Spirit Smite", + "name": "Spirit Smite", "entries": [ - "When you deal damage to a creature, you can use your Channel Divinity to call upon your companions to donate energy to the cause. Each creature who can see or hear you can choose to lose a number of hit points in order to deal the same amount of extra radiant damage to the target. The maximum number of hit points a creature can donate is equal to that creature's level or challenge rating (minimum 1)." + "When you deal damage to a creature, you can use your Channel Divinity to call upon your companions to donate energy to the cause. Each creature who can see or hear you can choose to lose a number of hit points in order to deal the same amount of extra radiant damage to the target. The maximum number of hit points a creature can donate is equal to that creature's level or challenge rating (minimum 1)." ] } ] @@ -23987,7 +24165,7 @@ "level": 15, "header": 2, "entries": [ - "At 15th level, you are able to lend your energy to your companions' attacks. When a friendly creature you can see within 30 feet makes an attack against a creature, you can choose to gift your own vitality to enhance the attack. When you do, roll 1d12 and lose hit points equal to the result. The triggering attack deals an equal amount of bonus radiant damage. Once you use this feature, you can't do so again until the start of your next turn." + "At 15th level, you are able to lend your energy to your companions' attacks. When a friendly creature you can see within 30 feet makes an attack against a creature, you can choose to gift your own vitality to enhance the attack. When you do, roll {@dice 1d12} and lose hit points equal to the result. The triggering attack deals an equal amount of bonus radiant damage. Once you use this feature, you can't do so again until the start of your next turn." ] }, { @@ -24006,7 +24184,7 @@ "type": "list", "items": [ "When a friendly creature other than you within 60 feet would be reduced to 0 hit points, it is reduced to 10 hit points instead. Each creature can benefit from this ability only once per transformation.", - "You can target any creature you can see within 60 feet of you with your Lay on Hands feature.", + "You can target any creature you can see within 60 feet of you with your {@classFeature Lay on Hands|Paladin||1} feature.", "When you use your Divine Smite feature to deal damage to a target, each creature within 60 feet can use its reaction to make a weapon attack or cast a cantrip with a casting time of 1 action that makes a spell attack against the target." ] }, @@ -24181,7 +24359,7 @@ "level": 15, "header": 2, "entries": [ - "Starting at 15th level, your guardianship of those under your Vow of Protection becomes nearly absolute. When you see a creature within 10 feet under your Vow of Protection take damage, you can use your reaction to move to any unoccupied space within 5 feet of the target of your vow and parry the brunt of the attack. When you do, the damage the creature takes is reduced by 1d10 + your Strength modifier + your paladin level." + "Starting at 15th level, your guardianship of those under your Vow of Protection becomes nearly absolute. When you see a creature within 10 feet under your Vow of Protection take damage, you can use your reaction to move to any unoccupied space within 5 feet of the target of your vow and parry the brunt of the attack. When you do, the damage the creature takes is reduced by {@dice 1d10} + your Strength modifier + your paladin level." ] }, { @@ -24201,7 +24379,7 @@ "items": [ "When a friendly creature within 30 feet of you takes damage, that damage is reduced by your Charisma modifier (minimum 1).", "Whenever a creature under your Vow of Protection moves, you can choose to move an equal distance as long as you end the movement within 10 feet of the creature.", - "You gain a special reaction you can use once each turn which you can take to use your Soul of Vigilance feature. You cannot use your reaction and this special reaction on the same turn." + "You gain a special reaction you can use once each turn which you can take to use your {@subclassFeature Soul of Vigilance|Paladin||Vigilance|UltimateAdventurer|15} feature. You cannot use your reaction and this special reaction on the same turn." ] }, "Once you use this feature, you can't use it again until you finish a {@quickref resting||2|0|long rest}{@sup {@variantrule Long Rest|XPHB|'24}}." @@ -29196,7 +29374,7 @@ { "type": "list", "items": [ - "You count as being undead for the purpose of any effect that detects or turns undead. If you become subject to an effect that would turn undead and fail the saving throw by 5 or more, you are incapac- itated until the end of your next turn or until you take damage.", + "You count as being undead for the purpose of any effect that detects or turns undead. If you become subject to an effect that would turn undead and fail the saving throw by 5 or more, you are incapacitated until the end of your next turn or until you take damage.", "Your skeleton is restless and always wants to be moving or patrolling, making it difficult for you to rest. You regain half as many Hit Dice (rounded up) when you finish a {@quickref resting||2|0|long rest}{@sup {@variantrule Long Rest|XPHB|'24}}. Additionally, if you die and aren't returned to life within 24 hours, your bones burst from your flesh and become a skeleton (described on page 272 of the Monster Manual)." ] } @@ -29404,7 +29582,7 @@ "level": 1, "header": 1, "entries": [ - "One of the most common curses suffered by adven- turers and explorers is attuning to a cursed object. Many suffer the inconvenience only so long as it takes to get a remove curse spell cast on themselves, but for some reason you chose to remain attuned to a cursed weapon. Perhaps you didn't have the connections or money to have the spell cast, or maybe there was something compelling about the weapon's history that made you reluctant to part with it. Regardless of your reasons, you've embraced your connection with the weapon, despite its annoying tendency to never leave you alone, and have dedicated yourself to mastering it. You may have become a bit obsessed with the combination of magic and martial might the weapon contains, and want to explore just how far it can take you...", + "One of the most common curses suffered by adventurers and explorers is attuning to a cursed object. Many suffer the inconvenience only so long as it takes to get a remove curse spell cast on themselves, but for some reason you chose to remain attuned to a cursed weapon. Perhaps you didn't have the connections or money to have the spell cast, or maybe there was something compelling about the weapon's history that made you reluctant to part with it. Regardless of your reasons, you've embraced your connection with the weapon, despite its annoying tendency to never leave you alone, and have dedicated yourself to mastering it. You may have become a bit obsessed with the combination of magic and martial might the weapon contains, and want to explore just how far it can take you...", { "type": "refSubclassFeature", "subclassFeature": "Armament Ailments|Accursed|UltimateAdventurer|Armament|UltimateAdventurer|1|UltimateAdventurer" @@ -31417,8 +31595,8 @@ "subclassSource": "UltimateAdventurer", "level": 2, "entries": [ - "Sigilsmiths master a tradition of wizardry focused on the forging and enchanting of magic weapons and armor. Though there is debate as to whether this tradi- tion was first practiced by giants or dwarves, it has been adopted by cultures throughout the multiverse, who have each incorporated their own magical specialties into the art.", - "In battle, a sigilsmith inscribes weapons and armor with temporary sigils that imbue magical abilities. Thus, wizards of this tradition are beloved by adven- turing parties if they can be convinced to journey away from their workshops and arcane forges.", + "Sigilsmiths master a tradition of wizardry focused on the forging and enchanting of magic weapons and armor. Though there is debate as to whether this tradition was first practiced by giants or dwarves, it has been adopted by cultures throughout the multiverse, who have each incorporated their own magical specialties into the art.", + "In battle, a sigilsmith inscribes weapons and armor with temporary sigils that imbue magical abilities. Thus, wizards of this tradition are beloved by adventuring parties if they can be convinced to journey away from their workshops and arcane forges.", { "type": "refSubclassFeature", "subclassFeature": "Craftmage|Wizard||Sigilsmithing|UltimateAdventurer|2" @@ -34649,7 +34827,7 @@ "Conc" ], "entries": [ - " You can apply a dose of this philter to yourself or a target creature within 5 feet that you can see with the {@action Use an Object} action. For the next 10 minutes, when a creature that must breathe enters a space within 15 feet of the target, the creature must succeed on a Wisdom saving throw or be {@condition charmed} by the target for the remainder of the duration of the philter. This effect automatically ends if the creature takes damage from the target or one of the target's allies. A creature affected by this concoction cannot cannot be affected again for 24 hours." + "You can apply a dose of this philter to yourself or a target creature within 5 feet that you can see with the {@action Use an Object} action. For the next 10 minutes, when a creature that must breathe enters a space within 15 feet of the target, the creature must succeed on a Wisdom saving throw or be {@condition charmed} by the target for the remainder of the duration of the philter. This effect automatically ends if the creature takes damage from the target or one of the target's allies. A creature affected by this concoction cannot cannot be affected again for 24 hours." ] }, { @@ -35566,7 +35744,7 @@ "type": "entries", "name": "Weapon", "entries": [ - "The inscribed object loses the heavy prop- erty if it has it, and gains {@itemProperty L|light} if it doesn't normally have {@itemProperty H|heavy}." + "The inscribed object loses the heavy property if it has it, and gains {@itemProperty L|light} if it doesn't normally have {@itemProperty H|heavy}." ] } ] @@ -36808,7 +36986,7 @@ "type": "entries", "name": "Special", "entries": [ - "When you hit a Large or smaller creature with a bola, it is knocked prone. The creature can't rise from prone until it or another creature uses an action to free the prone creature." + "When you hit a Large or smaller creature with a bola, it is knocked {@condition prone}. The creature can't rise from {@condition prone} until it or another creature uses an action to free the {@condition prone} creature." ] } ] @@ -36970,7 +37148,7 @@ "Thereafter you can cast {@spell cause fear|XGE} XGE or {@spell charm person} (save DC 13) as an action. After you have cast these spells from the amulet a combined total of thirteen times, the amulet loses its magic and turns from brass to fired clay.", { "type": "entries", - "name": " Curse", + "name": "Curse", "entries": [ "The amulet's affinity with emotion manifests as an unusual curse. Creatures that are strongly related to emotion magic, such as fey and creatures with the Frightful Presence action, have advantage on saving throws against spells cast from the amulet. If such a creature's save is successful, the amulet breaks your attunement to it and casts the spell on you. You make your saving throw with disadvantage, and on a failed save the spell's effects last on you for their full duration without requiring any creature to main tain {@status concentration}" ] @@ -37052,7 +37230,7 @@ "Thereafter you can cast {@spell cause fear|XGE} XGE or {@spell charm person} (save DC 13) as an action. After you have cast these spells from the amulet a combined total of thirteen times, the amulet loses its magic and turns from brass to fired clay.", { "type": "entries", - "name": " Curse", + "name": "Curse", "entries": [ "The amulet's affinity with emotion manifests as an unusual curse. Creatures that are strongly related to emotion magic, such as fey and creatures with the Frightful Presence action, have advantage on saving throws against spells cast from the amulet. If such a creature's save is successful, the amulet breaks your attunement to it and casts the spell on you. You make your saving throw with disadvantage, and on a failed save the spell's effects last on you for their full duration without requiring any creature to main tain {@status concentration}." ] @@ -37115,13 +37293,118 @@ "While you have this blindfold covering your eyes, you suffer the {@condition blinded} condition. The blindfold can't be removed unless you are attuned to it or dead.", { "type": "entries", - "name": " Transcend Sight (Requires Attunement)", + "name": "Transcend Sight (Requires Attunement)", "entries": [ "While you are attuned to and wearing this blindfold, you gain {@sense blindsight} to a range of 60 feet. This {@sense blindsight} doesn't require you to be able to hear or smell." ] } ] }, + { + "name": "Bola of Big Game", + "source": "UltimateAdventurer", + "page": 282, + "baseItem": "bola|UltimateAdventurer", + "type": "R", + "rarity": "varies", + "weight": 3, + "weaponCategory": "martial", + "range": "10/30", + "property": [ + "S", + "T" + ], + "entries": [ + "You have a bonus to the attack rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", + "When you throw this bola as part of an attack, it magically expands to be effective against larger creatures. When you hit a creature of a certain size category or smaller with the bola, it is knocked {@condition prone}. The size category is determined by the bola's rarity. Otherwise, the bola has all the properties of a nonmagical bola.", + { + "type": "table", + "colLabels": [ + "Rarity", + "Bonus", + "Size" + ], + "colStyles": [ + "col-4 text-left", + "col-8 text-left", + "col-5 text-left" + ], + "rows": [ + [ + "{@item Bola of Big Game (Uncommon)|UltimateAdventurer|Uncommon}", + "+1", + "Huge" + ], + [ + "{@item Bola of Big Game (Rare)|UltimateAdventurer|Rare}", + "+2", + "Gargantuan" + ] + ] + }, + { + "type": "entries", + "name": "Special", + "entries": [ + "When you hit a Large or smaller creature with a bola, it is knocked {@condition prone}. The creature can't rise from {@condition prone} until it or another creature uses an action to free the {@condition prone} creature." + ] + } + ] + }, + { + "name": "Bola of Big Game (Uncommon)", + "source": "UltimateAdventurer", + "page": 282, + "baseItem": "bola|UltimateAdventurer", + "type": "R", + "rarity": "uncommon", + "weight": 3, + "weaponCategory": "martial", + "range": "10/30", + "bonusWeaponAttack": "+1", + "property": [ + "S", + "T" + ], + "entries": [ + "You have a bonus to the attack rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", + "When you throw this bola as part of an attack, it magically expands to be effective against larger creatures. When you hit a creature of a certain size category or smaller with the bola, it is knocked {@condition prone}. The size category is determined by the bola's rarity. Otherwise, the bola has all the properties of a nonmagical bola.", + { + "type": "entries", + "name": "Special", + "entries": [ + "When you hit a Large or smaller creature with a bola, it is knocked {@condition prone}. The creature can't rise from {@condition prone} until it or another creature uses an action to free the {@condition prone} creature." + ] + } + ] + }, + { + "name": "Bola of Big Game (Rare)", + "source": "UltimateAdventurer", + "page": 282, + "baseItem": "bola|UltimateAdventurer", + "type": "R", + "rarity": "rare", + "weight": 3, + "weaponCategory": "martial", + "range": "10/30", + "bonusWeaponAttack": "+2", + "property": [ + "S", + "T" + ], + "entries": [ + "You have a bonus to the attack rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", + "When you throw this bola as part of an attack, it magically expands to be effective against larger creatures. When you hit a creature of a certain size category or smaller with the bola, it is knocked {@condition prone}. The size category is determined by the bola's rarity. Otherwise, the bola has all the properties of a nonmagical bola.", + { + "type": "entries", + "name": "Special", + "entries": [ + "When you hit a Large or smaller creature with a bola, it is knocked {@condition prone}. The creature can't rise from {@condition prone} until it or another creature uses an action to free the {@condition prone} creature." + ] + } + ] + }, { "name": "Boots of Gastropoda", "source": "UltimateAdventurer", @@ -37138,7 +37421,7 @@ "While you wear these boots, you have a climbing speed equal to your walking speed, you have the ability to move up, down, and across vertical surfaces and upside down along ceilings while leaving your hands free, and you can choose to automatically succeed on any ability check or saving throw you make against being pushed or knocked {@condition prone} while at least one of your feet is touching a solid surface.", { "type": "entries", - "name": " Curse", + "name": "Curse", "entries": [ "The boots are cursed. Attuning to the boots curses you until you are targeted by the {@spell remove curse} spell or similar magic. Removing the boots fails to end the curse on you. As long as you remain cursed, your base walking speed is halved, rounded down to the nearest multiple of 5 feet, and you are unable to jump." ] @@ -37188,7 +37471,7 @@ "It regains {@dice 4d6 + 2} expended charges daily at dawn. If you expend the last charge, roll a {@dice d20}. On a 20, the staff regains {@dice 1d12 + 1} charges.", { "type": "entries", - "name": " Conjuration Absorption", + "name": "Conjuration Absorption", "entries": [ "While holding the staff, when a creature you can see within 30 feet of you casts a conjuration spell, you can use your reaction to attempt to absorb the spell's magic into the staff. Make a spellcasting ability check with a +2 bonus against a DC equal to 10 + the spell's level. If you succeed, you cancel the spell's effect and the staff gains a number of charges equal to the spell's level. However, if doing so brings the staff's total number of charges above 50, the staff plants itself into the ground, becoming a fledgling" ] @@ -37202,7 +37485,7 @@ }, { "type": "entries", - "name": " Shape of the Infinite Wilds", + "name": "Shape of the Infinite Wilds", "entries": [ "When you use your Wild Shape while holding the staff, you can assume the shape of a creature of a type other than beast. The creature can be of any type other than undead or construct that you've seen before, and must follow the restrictions listed in the Max. CR and Limitations column of the Beast Shapes table for a druid of your level. When you assume such a creature's form, you don't magically gain any armor (other than natural armor) or weapon listed in the creature's stat block, nor can you use such a creature's Innate Spellcasting or Spellcasting traits.", "Additionally, you gain a +2 bonus to the attack and damage rolls of your Wild Shape's natural weapons.", @@ -37212,7 +37495,7 @@ }, { "type": "entries", - "name": " Spells", + "name": "Spells", "entries": [ "While holding the staff, you can use an action and expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: {@spell call lightning} (7th-level version, 7 charges), {@spell conjure animals} (7th-level version, 7 charges), {@spell conjure elemental} (7 charges), {@spell conjure woodland beings} (4 charges), {@spell dust devil|XGE} XGE (2 charges), {@spell earthbind|XGE} XGE (2 charges), {@spell grasping vine} (3 charges), {@spell lesser restoration} (2 charges), {@spell plane shift} (7 charges), {@spell plant growth} (3 charges, or 9 charges for the 8-hour version), {@spell protection from poison} (2 charges), {@spell transport via plants} (6 charges), or {@spell wall of thorns} (6 charges).", "You can also use an action to cast one of the following spells from the staff without using any charges: bark skin, {@spell detect poison and disease}, {@spell entangle}, {@spell pass without trace}, {@spell shillelagh}, or {@spell thorn whip}." @@ -37251,7 +37534,7 @@ "The cap grants you more restful sleep while you wear it. When you roll one or more Hit Dice at the end of a short rest to regain hit points, you regain a number of additional hit points equal to {@dice 1d8} + your Constitution modifier. You must sleep while wearing the cap for at least 30 minutes of the rest to gain this benefit. When you finish a long rest during which you wore the cap for the full duration, you regain a number of additional expended Hit Dice equal to your proficiency bonus and recover one additional level of {@condition exhaustion}.", { "type": "entries", - "name": " Curse", + "name": "Curse", "entries": [ "The cap is cursed. Attuning to it curses you until you are targeted by the {@spell remove curse} spell or similar magic. Removing the cap fails to end the curse on you. As long as you remain cursed, when you decide to sleep for a certain duration, such as for 30 minutes during a short rest or 6 hours for a long rest to make use of the cap's properties, you can't be awoken by any means short of the {@spell wish} spell until that duration has elapsed." ] @@ -37412,7 +37695,7 @@ "While you wear this silver circlet, it grants you immunity to being {@condition paralyzed}, and allows you to cast {@spell hold monster} (save DC 15) as an action. Once the spell has been cast three times, the circlet can no longer cast it. Thereafter, you can cast {@spell hold person} (save DC 15) as an action. After you have done this thirteen times, the circlet loses its magic and turns from silver to stone.", { "type": "entries", - "name": " Curse", + "name": "Curse", "entries": [ "The circlet's affinity with biology manifests as an unusual curse. Creatures of flesh that have the ability to paralyze other creatures without magic, such as silver dragons, have advantage on saving throws against spells cast from the circlet. If such a creature's save is successful, the circlet breaks your attunement to it and casts the spell on you. You make your saving throw with disadvantage, and on a failed save the spell's effects last on you for their full duration without requiring any creature to maintain {@status concentration}." ] @@ -37434,7 +37717,7 @@ "The cloak appears to be made of beaten, tarnished leather that has been patched so many times that it is questionable if any of the cloak's original material remains. While you wear the cloak, you are considered naturally adapted to any environment you occupy, and you are immune to the effects of extreme temperatures.", { "type": "entries", - "name": " Journey of a Lifetime (Requires Attunement)", + "name": "Journey of a Lifetime (Requires Attunement)", "entries": [ "You must be attuned to boots of trekking and a {@item staff of wandering|UltimateAdventurer} to attune to this item. The attunement ends if you end your attunement to either of these items.", "When you attune to the cloak, it reveals its true nature: the patches and wear disappear from the leather, instead revealing an intricately detailed network of embossings detailing every adventure and quest the cloak has ever been on, which shift to make room for new travels.", @@ -37519,7 +37802,7 @@ }, { "type": "entries", - "name": " Curse", + "name": "Curse", "entries": [ "The crown is cursed and attuning to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the crown, keeping it on your person at all times. You can break the curse in the usual ways. While attuned to the crown you also suffer the following banes.", { @@ -37980,6 +38263,7 @@ "name": "Ensorcelled Blackpowder", "source": "UltimateAdventurer", "page": 287, + "type": "SpellCata", "rarity": "varies", "entries": [ "This blackpowder has been imbued with magic to make it especially volatile. When you cast the {@spell chaos bolt|XGE} spell, you can choose to allow the spell to consume this spell catalyst. When you do, the chaotic energy automatically leaps to a number of different targets depending on the blackpowder's rarity, regardless of the results of the d8s. For each leap, you make a new attack and damage roll against the target, which could cause the chaotic energy to leap again.", @@ -38017,6 +38301,7 @@ "name": "Ensorcelled Blackpowder (Uncommon)", "source": "UltimateAdventurer", "page": 287, + "type": "SpellCata", "rarity": "uncommon", "entries": [ "This blackpowder has been imbued with magic to make it especially volatile. When you cast the {@spell chaos bolt|XGE} spell, you can choose to allow the spell to consume this spell catalyst. When you do, the chaotic energy automatically leaps once to a different target, regardless of the results of the d8s. For each leap, you make a new attack and damage roll against the target, which could cause the chaotic energy to leap again." @@ -38029,6 +38314,7 @@ "name": "Ensorcelled Blackpowder (Rare)", "source": "UltimateAdventurer", "page": 287, + "type": "SpellCata", "rarity": "rare", "entries": [ "This blackpowder has been imbued with magic to make it especially volatile. When you cast the {@spell chaos bolt|XGE} spell, you can choose to allow the spell to consume this spell catalyst. When you do, the chaotic energy automatically leaps twice to different targets, regardless of the results of the d8s. For each leap, you make a new attack and damage roll against the target, which could cause the chaotic energy to leap again." @@ -38041,6 +38327,7 @@ "name": "Ensorcelled Blackpowder (Very Rare)", "source": "UltimateAdventurer", "page": 287, + "type": "SpellCata", "rarity": "very rare", "entries": [ "This blackpowder has been imbued with magic to make it especially volatile. When you cast the {@spell chaos bolt|XGE} spell, you can choose to allow the spell to consume this spell catalyst. When you do, the chaotic energy automatically leaps three times to different targets, regardless of the results of the d8s. For each leap, you make a new attack and damage roll against the target, which could cause the chaotic energy to leap again." @@ -38397,6 +38684,7 @@ "name": "Kinetic Shield", "source": "UltimateAdventurer", "page": 291, + "type": "S", "rarity": "very rare", "entries": [ "When a creature misses you with a melee weapon attack while you wield this shield, you can use your reaction to catch the attack with your shield, forcing the creature to roll the damage for the attack. The creature takes half the amount of damage it rolled, as though it had hit itself with its own attack." @@ -38633,6 +38921,27 @@ } ] }, + { + "name": "Penitent Pummelers", + "source": "UltimateAdventurer", + "page": 295, + "baseItem": "brass knuckles|UltimateAdventurer", + "type": "M", + "rarity": "rare", + "reqAttune": true, + "weight": 2, + "weaponCategory": "simple", + "property": [ + "L", + "UAH:Unarm" + ], + "dmg1": "1d4", + "dmgType": "B", + "bonusWeapon": "+1", + "entries": [ + "These brass knuckles are made of gold and etched with a holy symbol over each knuckle. You gain a +1 to attack and damage rolls with this magic weapon. When you deal damage to a fiend or undead with this weapon, you deal an additional {@damage 1d6} radiant damage." + ] + }, { "name": "Performer's Costume", "source": "UltimateAdventurer", @@ -38988,7 +39297,7 @@ "{@i {@b Divination.}} If the spell requires an attack roll, you gain a +2 bonus to each spell attack roll you make as part of that spell this turn.", "{@i {@b Enchantment.}} Choose a creature you can see within 30 feet of you. That creature must succeed on a Wisdom saving throw against your spell save DC or become charmed by you until the end of your next turn, or until you do anything harmful to it. A creature charmed this way isn't hostile to you.", "{@i {@b Evocation.}} Choose a creature you can see within 10 feet of you, and then choose acid, cold, fire, lighting, or thunder damage. The creature takes damage of the type you chose equal to half your level.", - "{@i {@b Illusion.}} Until the start of your next turn, if a crea- ture makes an attack against you, it makes the attack roll with disadvantage unless it has blindsight or truesight.", + "{@i {@b Illusion.}} Until the start of your next turn, if a creature makes an attack against you, it makes the attack roll with disadvantage unless it has blindsight or truesight.", "{@i {@b Necromancy.}} If the spell kills one or more creatures, you regain a number of hit points equal to twice your level.", "{@i {@b Transmutation.}} Choose a creature you can see within 30 feet of you, and then choose Strength or Dexterity. The creature must succeed on a Constitution saving throw against your spell save DC or have disadvantage on attack rolls and ability checks using the chosen ability until the end of its next turn." ] @@ -39113,6 +39422,27 @@ "When this metal tube with a glass lens on either end is affixed to a crossbow or weapon with the black powder property, the weapon's normal and long ranges are doubled." ] }, + { + "name": "Scythe of Final Passing", + "source": "UltimateAdventurer", + "page": 300, + "baseItem": "greataxe|phb", + "type": "M", + "rarity": "very rare", + "reqAttune": true, + "weight": 7, + "weaponCategory": "martial", + "property": [ + "H", + "2H" + ], + "dmg1": "1d12", + "dmgType": "S", + "bonusWeapon": "+2", + "entries": [ + "This two-handed scythe uses the statistics of a greataxe. Any creature attuned to this magic weapon is proficient with it. You gain a +2 bonus to the attack and damage rolls you make with this magic weapon. When you deal damage to an undead creature with this weapon, you deal an additional {@damage 1d6} radiant damage. Any other creature who dies as a result of damage from this weapon cannot be returned to life or raised as undead by anything short of the {@spell wish} spell." + ] + }, { "name": "Shard of Destiny", "source": "UltimateAdventurer", @@ -39696,6 +40026,86 @@ "This collar comes in a variety of colors and sizes, all with crystalline studs decorating the outside of the collar. A beast wearing this wondrous item has a +3 bonus to AC and saving throws while wearing this collar." ] }, + { + "name": "Symbol of Divinity", + "source": "UltimateAdventurer", + "page": 305, + "rarity": "legendary", + "reqAttune": "by a cleric", + "reqAttuneTags": [ + { + "class": "cleric" + } + ], + "wondrous": true, + "bonusSpellAttack": "+2", + "bonusSpellSaveDc": "+2", + "bonusAc": "+2", + "recharge": "dawn", + "rechargeAmount": "{@dice 4d6 + 2}", + "charges": 50, + "entries": [ + "When you attune to this legendary holy symbol, it automatically transfigures itself to become the holy symbol of the god, pantheon, figure, or other deity you worship. While you wear or hold it, you gain a +2 bonus to your AC, as well as to the spell attack rolls and spell save DC of cleric spells you cast using it as a spellcasting focus.", + "This symbol has 50 charges for the following properties. It regains {@dice 4d6 + 2} expended charges daily at dawn. If you expend the last charge, roll a {@dice d20}. On a 20, the symbol regains {@dice 1d12 + 1} charges.", + { + "type": "entries", + "name": "Divine Conduit", + "entries": [ + "While you're wielding or wearing the symbol and you have no uses remaining of your Channel Divinity, you can expend 4 charges from the symbol as a bonus action to regain one use. Additionally, you gain the following Channel Divinity option.", + { + "type": "inset", + "name": "Channel Divinity: Divine Judgment", + "entries": [ + "As an action, you envelope a creature you can see within 60 feet of you in holy power, forcing it to make a Wisdom saving throw. The creature takes {@dice 7d10} damage on a failed save, or half as much on a successful one. The damage type depends on the alignment of the deity you worship: radiant for good, force for neutral or a pantheon spanning multiple alignments, or necrotic for evil.", + "If the damage causes an intelligent creature of a different alignment than your deity to fall to 0 hit points or die, the symbol regains a number of charges equal to the creature's Challenge Rating, rounded down. However, if doing so brings the symbol's total number of charges above 50, the symbol becomes pure divine energy that is transferred to your deity. You lose your attunement to the symbol, which is no longer a magic item. Your deity rewards you with a blessing determined by the DM (described in Chapter 7 of the Dungeon Master' Guide)." + ] + } + ] + }, + { + "type": "entries", + "name": "Spells", + "entries": [ + "While wearing or wielding the symbol, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability; certain spells can be cast only if they match the alignment of the deity you worship: {@spell banishment} (4 charges), {@spell commune} (7 charges), {@spell daylight} (3 charges), {@spell dispel evil and good} (5 charges), {@spell divine word} (6 charges), {@spell enhance ability} (2 charges), {@spell harm} (evil, 6 charges), {@spell heal} (good or neutral, 6 charges), {@spell geas} (evil, 7 charges), {@spell lesser restoration} (good or neutral, 2 charges), {@spell mass cure wounds} (good or neutral, 5 charges), {@spell revivify} (5 charges), {@spell silence} (evil, 2 charges), {@spell spirit guardians} (7th-level version, 7 charges), {@spell spiritual weapon} (6th-level version, 6 charges), {@spell water walk} (3 charges).", + "You can also use an action to cast one of the following spells from the symbol without using any charges; certain spells can be cast only if they match the alignment of the deity you worship: {@spell augury}, {@spell bane} (evil), {@spell bless} (good or neutral), {@spell blindness/deafness} (evil), {@spell calm emotions} (neutral), {@spell detect evil and good}, {@spell light}, {@spell spare the dying}, or {@spell warding bond} (good)." + ] + }, + { + "type": "entries", + "name": "Undying Faith", + "entries": [ + "When you die while you wear or wield the symbol, if it has at least 10 charges remaining, it immediately expends 10 charges to cast {@spell revivify} on you." + ] + } + ], + "attachedSpells": [ + "revivify", + "banishment", + "commune", + "daylight", + "dispel evil and good", + "divine word", + "enhance ability", + "harm", + "heal", + "geas", + "lesser restoration", + "mass cure wounds", + "silence", + "spirit guardians", + "spiritual weapon", + "water walk", + "augury", + "bane", + "bless", + "blindness/deafness", + "calm emotions", + "detect evil and good", + "light", + "spare the dying", + "warding bond" + ] + }, { "name": "Thunder Knuckles", "source": "UltimateAdventurer", @@ -39771,7 +40181,7 @@ "bonusSpellAttack": "+2", "bonusSpellSaveDc": "+2", "entries": [ - "This deceptively thin tome with a rune- and sigil-inscribed cover is latched by three locks, none of which has a keyhole. Any spellcaster within 10 feet of it can feel the call of its hidden knowledge and extreme power. When you attempt to attune to the tome, you must make three ability checks in sequence, each of which are DC 20: Intelligence ({@skill Arcana}), Intelligence ({@skill History}), and Intelligence ({@skill Investigation}). If you fail any of the ability checks, you fail to attune to the tome and you can't attempt to attune to it again until 1 week passes. If you succeed on all three ability checks, you learn how to undo each of the latches and become attuned to the tome. Any creature you attempt to teach how to open the latches immediately forgets how to do so.", + "This deceptively thin tome with a rune and sigil-inscribed cover is latched by three locks, none of which has a keyhole. Any spellcaster within 10 feet of it can feel the call of its hidden knowledge and extreme power. When you attempt to attune to the tome, you must make three ability checks in sequence, each of which are DC 20: Intelligence ({@skill Arcana}), Intelligence ({@skill History}), and Intelligence ({@skill Investigation}). If you fail any of the ability checks, you fail to attune to the tome and you can't attempt to attune to it again until 1 week passes. If you succeed on all three ability checks, you learn how to undo each of the latches and become attuned to the tome. Any creature you attempt to teach how to open the latches immediately forgets how to do so.", "The tome contains an infinite number of pages, with extradimensional portals on the inside covers facilitating the rotation of pages as you turn them. The pages contain encoded secrets in every language there ever was and shall be, and the symbols and letters are mixed in a seemingly random sequence unbroken by punctuation. If you are attuned to the tome, you are able to make some sense of the bounty of information the tome carries.", "While attuned to this item, you can use it as a spellbook containing every wizard spell and as an arcane focus. Spells you cast through the tome gain a +2 bonus to their spell attack rolls and spell save DC.", "As an action, you can force the tome to reveal all of its secrets to you. For 1 hour, your Intelligence score becomes 30. For the duration, you automatically succeed on any Intelligence check you make to recall or learn information or to find hidden objects, traps, or entrances. Once the hour expires, the tome vanishes to a hidden corner of the multiverse, your attunement to it ends, you forget it exists, and you become unable to ever attune to a tome of ineffable secrets again." @@ -39833,7 +40243,7 @@ "type": "entries", "name": "Construct", "entries": [ - "Your weapons count as being adaman- tine, and your spells and magical effects ignore the Immutable Form and {@action Magic|XPHB} {@variantrule Resistance|XPHB} traits of constructs." + "Your weapons count as being adamantine, and your spells and magical effects ignore the Immutable Form and {@action Magic|XPHB} {@variantrule Resistance|XPHB} traits of constructs." ] }, { @@ -39854,7 +40264,7 @@ "type": "entries", "name": "Fey", "entries": [ - "You have advantage on saving throws you make to resist being {@condition charmed}, as well as on Intelligence checks you make to pierce the illusions of fey crea- tures. Additionally, you are immune to all forms of magical sleep." + "You have advantage on saving throws you make to resist being {@condition charmed}, as well as on Intelligence checks you make to pierce the illusions of fey creatures. Additionally, you are immune to all forms of magical sleep." ] }, { @@ -40001,7 +40411,7 @@ "type": "entries", "name": "Construct", "entries": [ - "Your weapons count as being adaman- tine, and your spells and magical effects ignore the Immutable Form and {@action Magic|XPHB} {@variantrule Resistance|XPHB} traits of constructs." + "Your weapons count as being adamantine, and your spells and magical effects ignore the Immutable Form and {@action Magic|XPHB} {@variantrule Resistance|XPHB} traits of constructs." ] }, { @@ -40022,7 +40432,7 @@ "type": "entries", "name": "Fey", "entries": [ - "You have advantage on saving throws you make to resist being {@condition charmed}, as well as on Intelligence checks you make to pierce the illusions of fey crea- tures. Additionally, you are immune to all forms of magical sleep." + "You have advantage on saving throws you make to resist being {@condition charmed}, as well as on Intelligence checks you make to pierce the illusions of fey creatures. Additionally, you are immune to all forms of magical sleep." ] }, { @@ -40169,7 +40579,7 @@ "type": "entries", "name": "Construct", "entries": [ - "Your weapons count as being adaman- tine, and your spells and magical effects ignore the Immutable Form and {@action Magic|XPHB} {@variantrule Resistance|XPHB} traits of constructs." + "Your weapons count as being adamantine, and your spells and magical effects ignore the Immutable Form and {@action Magic|XPHB} {@variantrule Resistance|XPHB} traits of constructs." ] }, { @@ -40190,7 +40600,7 @@ "type": "entries", "name": "Fey", "entries": [ - "You have advantage on saving throws you make to resist being {@condition charmed}, as well as on Intelligence checks you make to pierce the illusions of fey crea- tures. Additionally, you are immune to all forms of magical sleep." + "You have advantage on saving throws you make to resist being {@condition charmed}, as well as on Intelligence checks you make to pierce the illusions of fey creatures. Additionally, you are immune to all forms of magical sleep." ] }, { @@ -40469,7 +40879,7 @@ "rarity": "rare", "entries": [ "Animated objects\u2014like animated armor, helmed horrors, flying swords, and rugs of smothering\u2014are simple objects imbued with magic to obey their creators' commands. When they are defeated, a portion of that animating power may be maintained in a small piece of it.", - "When you cast the {@spell cloud of daggers} spell, you can choose to allow the spell to consume this spell catalyst. When you do, the spell lasts for its full duration without requiring {@status concentration}, and once during each of your turns you can verbally command the cloud to move to a different point within 30 feet that you can see (no action required by you). The cloud moves in the most direct path possible. When the cloud moves into a crea- ture's space for the first time each turn, that creature must make a Dexterity saving throw against your spell save DC. The creature takes the spell's damage on a failed save, or half as much damage on a successful one." + "When you cast the {@spell cloud of daggers} spell, you can choose to allow the spell to consume this spell catalyst. When you do, the spell lasts for its full duration without requiring {@status concentration}, and once during each of your turns you can verbally command the cloud to move to a different point within 30 feet that you can see (no action required by you). The cloud moves in the most direct path possible. When the cloud moves into a creature's space for the first time each turn, that creature must make a Dexterity saving throw against your spell save DC. The creature takes the spell's damage on a failed save, or half as much damage on a successful one." ], "attachedSpells": [ "cloud of daggers" @@ -40482,7 +40892,7 @@ "type": "SpellCata", "rarity": "rare", "entries": [ - "At the heart of many golems and other constructs is a polyhedral device that generates energy by creating a constant feedback loop of arcane power. When you cast the {@spell counterspell} spell, you can choose to allow the spell to consume this spell catalyst. When you do, if you successfully countered the spell, the caster of the countered spell takes {@damage 2d4} force damage if the coun- tered spell was cast using a 1st level spell slot. If the countered spell was cast using a 2nd level or higher spell slot, this force damage increases by {@dice 1d4} for each slot level above 1st." + "At the heart of many golems and other constructs is a polyhedral device that generates energy by creating a constant feedback loop of arcane power. When you cast the {@spell counterspell} spell, you can choose to allow the spell to consume this spell catalyst. When you do, if you successfully countered the spell, the caster of the countered spell takes {@damage 2d4} force damage if the countered spell was cast using a 1st level spell slot. If the countered spell was cast using a 2nd level or higher spell slot, this force damage increases by {@dice 1d4} for each slot level above 1st." ], "attachedSpells": [ "counterspell" @@ -40550,7 +40960,7 @@ "type": "SpellCata", "rarity": "very rare", "entries": [ - "Behirs were created by storm giants to help combat dragons while the two species were at war. They have a with electrical power. When you cast the powerful lightning breath that imbues their tongues {@spell lightning bolt} spell, you can choose to allow the spell to consume this spell catalyst. When you do, the spell deals an addi- tional {@damage 6d6} lightning damage and ignores any target's resistance against lightning damage. Additionally, if the target is normally immune to lightning damage, it instead takes half damage from the spell on a successful saving throw, or a quarter of the spell's damage on a success." + "Behirs were created by storm giants to help combat dragons while the two species were at war. They have a with electrical power. When you cast the powerful lightning breath that imbues their tongues {@spell lightning bolt} spell, you can choose to allow the spell to consume this spell catalyst. When you do, the spell deals an additional {@damage 6d6} lightning damage and ignores any target's resistance against lightning damage. Additionally, if the target is normally immune to lightning damage, it instead takes half damage from the spell on a successful saving throw, or a quarter of the spell's damage on a success." ] }, { @@ -40758,7 +41168,7 @@ "type": "SpellCata", "rarity": "rare", "entries": [ - "When a ghost or other incorporeal undead is destroyed, there is a chance that it leaves behind a glob of ecto- plasm. When you cast the {@spell blink} spell, you can choose to allow the spell to consume this spell catalyst. When you do, for the spell's duration, you choose whether or not you vanish into the Ethereal Plane at the end of each of your turns, instead of rolling." + "When a ghost or other incorporeal undead is destroyed, there is a chance that it leaves behind a glob of ectoplasm. When you cast the {@spell blink} spell, you can choose to allow the spell to consume this spell catalyst. When you do, for the spell's duration, you choose whether or not you vanish into the Ethereal Plane at the end of each of your turns, instead of rolling." ], "attachedSpells": [ "blink" @@ -40838,7 +41248,7 @@ "type": "SpellCata", "rarity": "very rare", "entries": [ - "In addition to having the uses and effects detailed in the Monster Manual, this item can be used as a spell catalyst. When you cast the {@spell detect magic} spell, you can choose to allow the spell to consume this spell cata- lyst. When you do, the spell lasts for the full duration without {@status concentration}, and when you use your action to see the faint aura around any visible creature or object in the area that bears magic, you also learn the magic's properties, as though you had cast the {@spell identify} spell targeting it.", + "In addition to having the uses and effects detailed in the Monster Manual, this item can be used as a spell catalyst. When you cast the {@spell detect magic} spell, you can choose to allow the spell to consume this spell catalyst. When you do, the spell lasts for the full duration without {@status concentration}, and when you use your action to see the faint aura around any visible creature or object in the area that bears magic, you also learn the magic's properties, as though you had cast the {@spell identify} spell targeting it.", "Consuming the hag eye this way destroys it, causing the psychic damage and {@condition blinded} condition to the coven who made it, as described in the Monster Manual." ], "attachedSpells": [ @@ -40873,7 +41283,7 @@ "The target's ability scores are replaced by the chosen beast's only if the beast's are higher.", "Instead of replacing the creature's movement speeds, proficiencies, resistances, immunities, senses, and other traits with those of the chosen beast, the target has the beast's in addition to its own for the spell's duration.", "The target is still able to speak, cast spells, and take any other action that requires hands or speech.", - "If the chosen beast is the same size as the target, it can choose for its equipment to change to accom- modate the hybrid form for the duration of the spell, instead of melding into its new form. If the equipment was made to accommodate its hybrid form, it can still activate, use, wield, and otherwise benefit from the equipment." + "If the chosen beast is the same size as the target, it can choose for its equipment to change to accommodate the hybrid form for the duration of the spell, instead of melding into its new form. If the equipment was made to accommodate its hybrid form, it can still activate, use, wield, and otherwise benefit from the equipment." ] }, "All other rules of the spell still apply." @@ -41434,6 +41844,7 @@ { "name": "Armor of Angelic Majesty", "type": "GV|DMG", + "edition": "classic", "requires": [ { "name": "Half Plate Armor", @@ -41496,6 +41907,7 @@ { "name": "Armor of Arcane Absorption", "type": "GV|DMG", + "edition": "classic", "requires": [ { "type": "LA" @@ -41520,6 +41932,7 @@ { "name": "Armor of Blood Drinking", "type": "GV|DMG", + "edition": "classic", "requires": [ { "type": "LA" @@ -41546,6 +41959,7 @@ { "name": "Armor of Elemental Aura", "type": "GV|DMG", + "edition": "classic", "requires": [ { "type": "LA" @@ -41601,6 +42015,7 @@ }, { "name": "Armor of the Holy Crusade", + "edition": "classic", "type": "GV|DMG", "requires": [ { @@ -41622,6 +42037,87 @@ ] } }, + { + "name": "Defensive Weapon", + "type": "GV|DMG", + "requires": [ + { + "property": "UAH:Def" + } + ], + "inherits": { + "namePrefix": "Defensive ", + "source": "UltimateAdventurer", + "page": 282, + "rarity": "varies", + "bonusAc": "+1", + "entries": [ + "Multiple variations of this item exist, as listed below:", + { + "type": "table", + "colLabels": [ + "Rarity", + "Bonus" + ], + "colStyles": [ + "col-4 text-left", + "col-8 text-left" + ], + "rows": [ + [ + "{@item Defensive Weapon (Rare)|UltimateAdventurer|Rare}", + "+1" + ], + [ + "{@item Defensive Weapon (Very Rare)|UltimateAdventurer|Very Rare}", + "+2" + ] + ] + }, + "You have a bonus to attack and damage rolls made with this magic weapon. If you are proficient in the weapon and not using a shield, while wielding this weapon you gain a bonus to your AC, in addition to the normal {=bonusAc} bonus to AC granted by the weapon's defensive property. Both bonuses are determined by the weapon's rarity." + ] + } + }, + { + "name": "Defensive Weapon (Rare)", + "type": "GV|DMG", + "requires": [ + { + "property": "UAH:Def" + } + ], + "inherits": { + "namePrefix": "Defensive ", + "source": "UltimateAdventurer", + "page": 282, + "rarity": "rare", + "bonusAc": "+1", + "bonusWeapon": "+1", + "entries": [ + "You have a +1 bonus to attack and damage rolls made with this magic weapon. If you are proficient in the weapon and not using a shield, while wielding this weapon you gain a bonus to your AC, in addition to the normal {=bonusAc} bonus to AC granted by the weapon's defensive property." + ] + } + }, + { + "name": "Defensive Weapon (Very Rare)", + "type": "GV|DMG", + "requires": [ + { + "property": "UAH:Def" + } + ], + "inherits": { + "namePrefix": "Defensive ", + "source": "UltimateAdventurer", + "page": 282, + "rarity": "very rare", + "bonusAc": "+1", + "bonusWeapon": "+2", + "entries": [ + "You have a +2 bonus to attack and damage rolls made with this magic weapon. If you are proficient in the weapon and not using a shield, while wielding this weapon you gain a bonus to your AC, in addition to the normal {=bonusAc} bonus to AC granted by the weapon's defensive property." + ] + } + }, { "name": "Ensorcelled Weapon", "type": "GV|DMG", @@ -41688,6 +42184,7 @@ { "name": "Suit of Heroic Prowess", "type": "GV|DMG", + "edition": "classic", "requires": [ { "type": "LA" @@ -41738,6 +42235,7 @@ { "name": "Treefeller", "type": "GV|DMG", + "edition": "classic", "requires": [ { "axe": true @@ -41758,6 +42256,7 @@ { "name": "Unluck Blade", "type": "GV|DMG", + "edition": "classic", "requires": [ { "sword": true @@ -50834,7 +51333,7 @@ "source": "PHB" }, "subclass": { - "name": "Way of Presence", + "name": "Way of the Presence", "shortName": "Presence", "source": "UltimateAdventurer" }