From ada3368b5f400994a23b12605715c677b462817c Mon Sep 17 00:00:00 2001 From: FishCrystals <111529799+FishCrystals@users.noreply.github.com> Date: Sun, 29 Jan 2023 22:16:56 +0000 Subject: [PATCH 1/3] Adding Knuckleheads & Other Such Curiosities https://www.dmsguild.com/product/328568/DDAL0013-Knuckleheads--Other-Such-Curiosities-A-Travelers-Guide-to-Icewind-Dale W.I.P release. Includes 9 subclasses, 21 spells, 4 magic items, 17 creatures, 1 background (tables suck), and the Afflictions variant rule TODO: adventures, backgrounds, encounter tables, and two mysteriously-deleted wordy variant rules because it seems I lost them and will need to rewrite those at some point raaaaaaaaaaagh --- ...Knuckleheads & Other Such Curiosities.json | 6152 +++++++++++++++++ 1 file changed, 6152 insertions(+) create mode 100644 book/Knuckleheads & Other Such Curiosities.json diff --git a/book/Knuckleheads & Other Such Curiosities.json b/book/Knuckleheads & Other Such Curiosities.json new file mode 100644 index 0000000000..a827cb8527 --- /dev/null +++ b/book/Knuckleheads & Other Such Curiosities.json @@ -0,0 +1,6152 @@ +{ + "_meta": + { + "sources": + [ + { + "json": "KaOSC", + "abbreviation": "KaOSC", + "full": "Knuckleheads & Other Such Curiosities", + "color": "aaeeee", + "url": "https://www.dmsguild.com/product/328568/DDAL0013-Knuckleheads--Other-Such-Curiosities-A-Travelers-Guide-to-Icewind-Dale", + "authors": + [ + "Gregory Marks", + "Shawn Merwin", + "Alan Patrick", + "Travis Woodall" + ], + "convertedBy": + [ + "Eldrazi Elk" + ], + "status": "wip" + } + ], + "dateAdded": 1675028645, + "dateLastModified": 1675028645 + }, + "monster": + [ + { + "name": "Air Weird", + "source": "KaOSC", + "page": 95, + "size": + [ + "M" + ], + "type": "elemental", + "alignment": + [ + "N" + ], + "ac": + [ + 13 + ], + "hp": + { + "average": 39, + "formula": "6d8 + 12" + }, + "speed": + { + "walk": 40, + "fly": + { + "number": 40, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 14, + "dex": 17, + "con": 15, + "int": 8, + "wis": 12, + "cha": 8, + "senses": + [ + "darkvision 60 ft." + ], + "passive": 11, + "resist": + [ + "lightning", + { + "resist": + [ + "bludgeoning", + "piercing", + "slashing damage" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": + [ + "poison" + ], + "conditionImmune": + [ + "exhaustion", + "grappled", + "paralyzed", + "poisoned", + "prone", + "restrained", + "unconscious" + ], + "languages": + [ + "Auran" + ], + "cr": "3", + "trait": + [ + { + "name": "Air Form", + "entries": + [ + "The weird can move through a space as narrow as 1 inch wide without squeezing. In addition, the weird can enter a hostile creature's space and stop there." + ] + }, + { + "name": "Invisibility", + "entries": + [ + "The weird is {@condition invisible}." + ] + }, + { + "name": "Unusual Nature", + "entries": + [ + "The weird doesn't require air, food, drink, or sleep." + ] + }, + { + "name": "Weird Limitations", + "entries": + [ + "The weird can't move outside of the confines of the area to which it's bound." + ] + } + ], + "action": + [ + { + "name": "Slam", + "entries": + [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d6 + 3}) bludgeoning damage." + ] + }, + { + "name": "Suffocating Vortex", + "entries": + [ + "The weird whips and swirls around a Medium or smaller creature whose space it occupies. The creature must succeed on a {@dc 12} Strength saving throw or be {@condition grappled} (escape {@dc 12}). Until this grapple ends, the target is {@condition restrained} six inches off the ground and the weird can't grapple another target. At the start of each of its turns, the {@condition grappled} creature begins to suffocate and can't hold its breath." + ] + } + ], + "traitTags": + [ + "Unusual Nature" + ], + "senseTags": + [ + "D" + ], + "languageTags": + [ + "AU" + ], + "damageTags": + [ + "B" + ], + "miscTags": + [ + "MW" + ], + "conditionInflict": + [ + "grappled", + "invisible", + "restrained" + ], + "fluff": + { + "entries": + [ + { + "type": "entries", + "entries": + [ + { + "type": "entries", + "entries": + [ + "Weirds are elementals bound to specific locations—usually to act as guardians against interlopers", + { + "name": "Good and Evil Weirds", + "type": "entries", + "entries": + [ + "Weirds have no inherent concept of good and evil. However, a weird bound to a hallowed or profane source of their element takes on the nature of the site, becoming neutral good or neutral evil.", + "A neutral good weird prefers to frighten trespassers away rather than kill them, while a neutral evil weird delights in tormenting their victims with their associated element: a fire weird burns their prey while an earth weird crushes them or buries them alive. An area protected by a neutral evil-aligned weird can be targeted with a {@spell bless} spell, which causes the weird to lose its evil alignment." + ] + }, + { + "name": "Weird Limitations", + "type": "entries", + "entries": + [ + "Weirds are unable to move outside of the locations to which they’re bound. Air weirds typically safeguard secrets held at the top of tall towers, earth weirds guard the richest chambers of prosperous mines, and fire weirds mighty forges owned by rich lords." + ] + } + ] + } + ] + } + ] + } + }, + { + "name": "Earth Weird", + "source": "KaOSC", + "page": 96, + "size": + [ + "M" + ], + "type": "elemental", + "alignment": + [ + "N" + ], + "ac": + [ + { + "ac": 16, + "from": + [ + "natural armor" + ] + } + ], + "hp": + { + "average": 52, + "formula": "8d8 + 16" + }, + "speed": + { + "walk": 30, + "burrow": 30 + }, + "str": 18, + "dex": 9, + "con": 15, + "int": 8, + "wis": 12, + "cha": 8, + "senses": + [ + "darkvision 60 ft." + ], + "passive": 11, + "resist": + [ + { + "resist": + [ + "bludgeoning", + "piercing", + "slashing damage" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": + [ + "poison" + ], + "conditionImmune": + [ + "exhaustion", + "grappled", + "paralyzed", + "poisoned", + "prone", + "restrained", + "unconscious" + ], + "languages": + [ + "Terran" + ], + "cr": "3", + "trait": + [ + { + "name": "Earth Glide", + "entries": + [ + "The weird can burrow through nonmagical, unworked earth and stone. While doing so, the weird doesn't disturb the material it moves through." + ] + }, + { + "name": "Uneven Terrain", + "entries": + [ + "The ground in a 10-foot radius around the weird is difficult terrain to all creatures except earth weirds." + ] + }, + { + "name": "Unusual Nature", + "entries": + [ + "The weird doesn't require air, food, drink, or sleep." + ] + }, + { + "name": "Weird Limitations", + "entries": + [ + "The weird can't move outside of the confines of the area to which it's bound." + ] + } + ], + "action": + [ + { + "name": "Multiattack", + "entries": + [ + "The weird uses its Localized Earthquake and makes an attack." + ] + }, + { + "name": "Slam", + "entries": + [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) bludgeoning damage." + ] + }, + { + "name": "Localized Earthquake", + "entries": + [ + "The weird slams into the ground, causing a small localized quake in a 10-foot radius around it. Creatures in the area must succeed on a {@dc 13} Strength saving throw or be knocked {@condition prone}." + ] + } + ], + "traitTags": + [ + "Unusual Nature" + ], + "senseTags": + [ + "D" + ], + "actionTags": + [ + "Multiattack" + ], + "languageTags": + [ + "T" + ], + "damageTags": + [ + "B" + ], + "miscTags": + [ + "AOE", + "MW" + ], + "conditionInflict": + [ + "prone" + ], + "fluff": + { + "entries": + [ + { + "type": "entries", + "entries": + [ + { + "type": "entries", + "entries": + [ + "Weirds are elementals bound to specific locations—usually to act as guardians against interlopers", + { + "name": "Good and Evil Weirds", + "type": "entries", + "entries": + [ + "Weirds have no inherent concept of good and evil. However, a weird bound to a hallowed or profane source of their element takes on the nature of the site, becoming neutral good or neutral evil.", + "A neutral good weird prefers to frighten trespassers away rather than kill them, while a neutral evil weird delights in tormenting their victims with their associated element: a fire weird burns their prey while an earth weird crushes them or buries them alive. An area protected by a neutral evil-aligned weird can be targeted with a {@spell bless} spell, which causes the weird to lose its evil alignment." + ] + }, + { + "name": "Weird Limitations", + "type": "entries", + "entries": + [ + "Weirds are unable to move outside of the locations to which they’re bound. Air weirds typically safeguard secrets held at the top of tall towers, earth weirds guard the richest chambers of prosperous mines, and fire weirds mighty forges owned by rich lords." + ] + } + ] + } + ] + } + ] + } + }, + { + "name": "Feral Goliath Warrior", + "source": "KaOSC", + "page": 88, + "size": + [ + "M" + ], + "type": + { + "type": "humanoid", + "tags": + [ + "goliath" + ] + }, + "alignment": + [ + "N" + ], + "ac": + [ + { + "ac": 16, + "from": + [ + "{@item hide armor|PHB}", + "{@item shield|PHB}" + ] + } + ], + "hp": + { + "average": 27, + "formula": "5d8 + 5" + }, + "speed": + { + "walk": 30 + }, + "str": 15, + "dex": 14, + "con": 13, + "int": 8, + "wis": 11, + "cha": 9, + "skill": + { + "stealth": "+6", + "survival": "+2" + }, + "senses": + [ + "darkvision 60 ft." + ], + "passive": 10, + "languages": + [ + "Giant" + ], + "cr": "1", + "trait": + [ + { + "name": "Brute", + "entries": + [ + "A melee weapon deals one extra die of its damage when the goliath warrior hits with it (included in the attack)." + ] + }, + { + "name": "Surprise Attack", + "entries": + [ + "If the goliath warrior surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 ({@damage 2d6}) damage from the attack." + ] + } + ], + "action": + [ + { + "name": "Morningstar", + "entries": + [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d8 + 2}) piercing damage." + ] + }, + { + "name": "Javelin", + "entries": + [ + "{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}9 ({@damage 2d6 + 2}) piercing damage in melee or 5 ({@damage 1d6 + 2}) piercing damage at range." + ] + } + ], + "traitTags": + [ + "Brute" + ], + "senseTags": + [ + "D" + ], + "languageTags": + [ + "GI" + ], + "damageTags": + [ + "P" + ], + "miscTags": + [ + "MW", + "RW", + "THW" + ] + }, + { + "name": "Fire Weird", + "source": "KaOSC", + "page": 96, + "size": + [ + "M" + ], + "type": "elemental", + "alignment": + [ + "N" + ], + "ac": + [ + 13 + ], + "hp": + { + "average": 58, + "formula": "9d8 + 18" + }, + "speed": + { + "walk": 40 + }, + "str": 9, + "dex": 17, + "con": 15, + "int": 8, + "wis": 12, + "cha": 8, + "senses": + [ + "darkvision 60 ft." + ], + "passive": 11, + "resist": + [ + { + "resist": + [ + "bludgeoning", + "piercing", + "slashing damage" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": + [ + "poison" + ], + "vulnerable": + [ + "cold" + ], + "conditionImmune": + [ + "exhaustion", + "grappled", + "paralyzed", + "poisoned", + "prone", + "restrained", + "unconscious" + ], + "languages": + [ + "Ignan" + ], + "cr": "3", + "trait": + [ + { + "name": "Fire Form", + "entries": + [ + "The weird can move through a space as narrow as 1 inch wide without squeezing. In addition, the weird can enter a hostile creature's space and stop there. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 4 ({@damage 1d8}) fire damage." + ] + }, + { + "name": "Illumination", + "entries": + [ + "The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 feet." + ] + }, + { + "name": "Unusual Nature", + "entries": + [ + "The weird doesn't require air, food, drink, or sleep." + ] + }, + { + "name": "Weird Limitations", + "entries": + [ + "The weird can't move outside of the confines of the area to which it's bound." + ] + } + ], + "action": + [ + { + "name": "Multiattack", + "entries": + [ + "The weird uses its Fiery Dash and makes an attack." + ] + }, + { + "name": "Touch", + "entries": + [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) fire damage." + ] + }, + { + "name": "Fiery Dash", + "entries": + [ + "The weird moves half its speed without provoking opportunity attacks. Each 5-foot area that the weird leaves is filled with fire with that lasts until the end of the end of the weird's next turn. A creature that enters a space or starts its turn there catches fire; until a creature takes an action to douse the fire, the creature takes 4 ({@damage 1d8}) fire damage at the start of each of each of its turns. {@h}3 ({@damage 1d6 + 3}) bludgeoning damage." + ] + }, + { + "name": "Suffocating Vortex", + "entries": + [ + "The weird whips and swirls around a Medium or smaller creature whose space it occupies. The creature must succeed on a {@dc 12} Strength saving throw or be {@condition grappled} (escape {@dc 12}). Until this grapple ends, the target is {@condition restrained} six inches off the ground and the weird can't grapple another target. At the start of each of its turns, the {@condition grappled} creature begins to suffocate and can't hold its breath." + ] + } + ], + "traitTags": + [ + "Illumination", + "Unusual Nature" + ], + "senseTags": + [ + "D" + ], + "actionTags": + [ + "Multiattack" + ], + "languageTags": + [ + "IG" + ], + "damageTags": + [ + "B", + "F" + ], + "miscTags": + [ + "AOE", + "MW" + ], + "conditionInflict": + [ + "grappled", + "restrained" + ], + "fluff": + { + "entries": + [ + { + "type": "entries", + "entries": + [ + { + "type": "entries", + "entries": + [ + "Weirds are elementals bound to specific locations—usually to act as guardians against interlopers", + { + "name": "Good and Evil Weirds", + "type": "entries", + "entries": + [ + "Weirds have no inherent concept of good and evil. However, a weird bound to a hallowed or profane source of their element takes on the nature of the site, becoming neutral good or neutral evil.", + "A neutral good weird prefers to frighten trespassers away rather than kill them, while a neutral evil weird delights in tormenting their victims with their associated element: a fire weird burns their prey while an earth weird crushes them or buries them alive. An area protected by a neutral evil-aligned weird can be targeted with a {@spell bless} spell, which causes the weird to lose its evil alignment." + ] + }, + { + "name": "Weird Limitations", + "type": "entries", + "entries": + [ + "Weirds are unable to move outside of the locations to which they’re bound. Air weirds typically safeguard secrets held at the top of tall towers, earth weirds guard the richest chambers of prosperous mines, and fire weirds mighty forges owned by rich lords." + ] + } + ] + } + ] + } + ] + } + }, + { + "name": "Frost Chimera", + "source": "KaOSC", + "page": 88, + "size": + [ + "L" + ], + "type": "monstrosity", + "alignment": + [ + "C", + "E" + ], + "ac": + [ + { + "ac": 14, + "from": + [ + "natural armor" + ] + } + ], + "hp": + { + "average": 114, + "formula": "12d10 + 48" + }, + "speed": + { + "walk": 30, + "fly": 60 + }, + "str": 19, + "dex": 11, + "con": 19, + "int": 3, + "wis": 14, + "cha": 10, + "skill": + { + "perception": "+8" + }, + "senses": + [ + "darkvision 60 ft." + ], + "passive": 18, + "languages": + [ + "understands Draconic but can't speak it" + ], + "cr": "6", + "action": + [ + { + "name": "Multiattack", + "entries": + [ + "The chimera makes three attacks: one with its bite, one with its horns, and one with its claws. When its fire breath is available, it can use the breath in place of its bite or horns." + ] + }, + { + "name": "Bite", + "entries": + [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage." + ] + }, + { + "name": "Horns", + "entries": + [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}10 ({@damage 1d12 + 4}) piercing damage." + ] + }, + { + "name": "Claws", + "entries": + [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage." + ] + }, + { + "name": "Frost Breath {@recharge 5}", + "entries": + [ + "The dragon head exhales frost in a 15-foot cone. Each creature in that area must make a {@dc 15} Dexterity saving throw, taking 31 ({@damage 7d8}) cold damage on a failed save, or half as much damage on a successful one." + ] + } + ], + "senseTags": + [ + "D" + ], + "actionTags": + [ + "Breath Weapon", + "Multiattack" + ], + "languageTags": + [ + "CS", + "DR" + ], + "damageTags": + [ + "C", + "P", + "S" + ], + "miscTags": + [ + "AOE", + "MW" + ] + }, + { + "name": "Frost Giant Frozen Berserker", + "source": "KaOSC", + "page": 89, + "size": + [ + "H" + ], + "type": "giant", + "alignment": + [ + "N", + "E" + ], + "ac": + [ + { + "ac": 14, + "from": + [ + "winter's armament" + ] + } + ], + "hp": + { + "average": 161, + "formula": "14d12 + 70" + }, + "speed": + { + "walk": 40 + }, + "str": 23, + "dex": 9, + "con": 21, + "int": 9, + "wis": 10, + "cha": 12, + "save": + { + "str": "+9", + "con": "+8", + "wis": "+3" + }, + "skill": + { + "athletics": "+12", + "intimidation": "+4", + "perception": "+3" + }, + "passive": 13, + "resist": + [ + "bludgeoning", + "piercing", + "slashing" + ], + "immune": + [ + "cold" + ], + "languages": + [ + "Giant" + ], + "cr": "11", + "trait": + [ + { + "name": "Reckless", + "entries": + [ + "At the start of its turn, the frost giant frozen berserker gains advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn." + ] + }, + { + "name": "Winter's Armament", + "entries": + [ + "The frost giant frozen berserker's rage encases it magical ice, granting it magical armor and weapons. If its armor or weapons are destroyed, the frost giant frozen berserker can regrow them by using a bonus action." + ] + } + ], + "action": + [ + { + "name": "Multiattack", + "entries": + [ + "The giant makes three spiked gauntlet attacks." + ] + }, + { + "name": "Spiked Gauntlet", + "entries": + [ + "{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}23 ({@damage 3d8 + 9}) slashing damage." + ] + }, + { + "name": "Rock", + "entries": + [ + "{@atk rw} {@hit 9} to hit, range 60/240 ft., one target. {@h}28 ({@damage 4d10 + 6}) bludgeoning damage." + ] + } + ], + "reaction": + [ + { + "name": "Strength from Pain {@recharge 6}", + "entries": + [ + "As a reaction to taking damage, the frost giant frozen berserker regains 20 hit points." + ] + } + ], + "traitTags": + [ + "Reckless" + ], + "actionTags": + [ + "Multiattack" + ], + "languageTags": + [ + "GI" + ], + "damageTags": + [ + "B", + "S" + ], + "miscTags": + [ + "MW", + "RCH", + "RW" + ], + "fluff": + { + "entries": + [ + "In the farthest reaches of the north, the harsh environment allows some frost giants to rise to new heights, developing additional skills.", + { + "name": "Frost Giant Frozen Berserker", + "type": "entries", + "entries": + [ + "Some frost giants are filled with anger at interloping humanoids, predatory white dragons, and frustration with being forced to the edges of the world. These giants offer their prayers to Auril, the merciless goddess of cold and winter. If they are worthy the Frostmaiden grants them a shard of red ice filled with her cold anger. Upon swallowing the shard, the frost giants manifest their rage as plates of icy spike armor festooned with jagged icicles that erupt from under their skin. Embracing their inner rage, the frost giant frozen berserker vents their fury on anyone that crosses their path." + ] + } + ] + } + }, + { + "name": "Frost Giant Storm Singer", + "source": "KaOSC", + "page": 89, + "size": + [ + "H" + ], + "type": "giant", + "alignment": + [ + "N", + "E" + ], + "ac": + [ + { + "ac": 15, + "from": + [ + "patchwork armor" + ] + } + ], + "hp": + { + "average": 126, + "formula": "12d12 + 48" + }, + "speed": + { + "walk": 40 + }, + "str": 23, + "dex": 9, + "con": 19, + "int": 9, + "wis": 10, + "cha": 16, + "save": + { + "con": "+7", + "wis": "+3", + "cha": "+6" + }, + "skill": + { + "athletics": "+9", + "deception": "+6", + "perform": "+6", + "perception": "+3" + }, + "passive": 13, + "immune": + [ + "cold" + ], + "languages": + [ + "Common", + "Giant" + ], + "cr": "7", + "spellcasting": + [ + { + "name": "Spellcasting", + "headerEntries": + [ + "The frost giant storm singer is an 11th-level spellcaster. Its spellcasting ability is Charisma (spell save {@dc 15}, {@hit 7} to hit with spell attacks). It has the following bard spells prepared:" + ], + "spells": + { + "0": + { + "spells": + [ + "{@spell dancing lights}", + "{@spell minor illusion}", + "{@spell prestidigitation}", + "{@spell thunderclap|XGE}" + ] + }, + "1": + { + "slots": 4, + "spells": + [ + "{@spell cure wounds}", + "{@spell heroism}", + "{@spell ice knife|XGE}", + "{@spell speak with animals}" + ] + }, + "2": + { + "slots": 3, + "spells": + [ + "{@spell animal messenger}", + "{@spell shatter}", + "{@spell warding wind|XGE}" + ] + }, + "3": + { + "slots": 3, + "spells": + [ + "{@spell bestow curse}", + "{@spell hypnotic pattern}" + ] + }, + "4": + { + "slots": 3, + "spells": + [ + "{@spell freedom of movement}", + "{@spell hallucinatory terrain}" + ] + }, + "5": + { + "slots": 2, + "spells": + [ + "{@spell cone of cold}", + "{@spell scrying}" + ] + }, + "6": + { + "slots": 1, + "spells": + [ + "{@spell true seeing}" + ] + } + }, + "ability": "cha" + } + ], + "trait": + [ + { + "name": "Rally", + "entries": + [ + "As a bonus action, the frost giant storm singer can magically end the {@condition charmed} and {@condition frightened} conditions on itself and each creature of its choice that it sees within 30 feet of it." + ] + }, + { + "name": "Warrior's Song (2/Day)", + "entries": + [ + "As a bonus action, the frost giant storm singer can give an ally that it sees advantage on their next attack roll." + ] + } + ], + "action": + [ + { + "name": "Multiattack", + "entries": + [ + "The giant makes two longspear attacks." + ] + }, + { + "name": "Longspear", + "entries": + [ + "{@atk mw} {@hit 9} to hit, reach 15 ft., one target. {@h}19 ({@damage 3d8 + 6}) slashing damage." + ] + }, + { + "name": "Rock", + "entries": + [ + "{@atk rw} {@hit 9} to hit, range 60/240 ft., one target. {@h}28 ({@damage 4d10 + 6}) bludgeoning damage." + ] + } + ], + "actionTags": + [ + "Multiattack" + ], + "languageTags": + [ + "C", + "GI" + ], + "damageTags": + [ + "B", + "S" + ], + "damageTagsSpell": + [ + "C", + "N", + "P", + "T" + ], + "spellcastingTags": + [ + "CB" + ], + "miscTags": + [ + "MW", + "RCH", + "RW" + ], + "conditionInflictSpell": + [ + "charmed", + "deafened", + "incapacitated" + ], + "fluff": + { + "entries": + [ + "In the farthest reaches of the north, the harsh environment allows some frost giants to rise to new heights, developing additional skills.", + { + "name": "Frost Giant Storm Singer", + "type": "entries", + "entries": + [ + "Skalds of the frost giant jarls, frost giant storm singers are part entertainer, part warrior. They sing rousing songs that rally their allies, direct warriors to the weakest part of a foes’ lines, and sing the blessings of the Thrym, the frost giant deity, upon the brave. " + ] + } + ] + } + }, + { + "name": "Frost Ooze", + "source": "KaOSC", + "page": 90, + "size": + [ + "L" + ], + "type": "ooze", + "alignment": + [ + "U" + ], + "ac": + [ + 8 + ], + "hp": + { + "average": 85, + "formula": "10d10 + 30" + }, + "speed": + { + "walk": 10, + "climb": 10 + }, + "str": 16, + "dex": 6, + "con": 16, + "int": 1, + "wis": 6, + "cha": 1, + "senses": + [ + "blindsight 60 ft. (blind beyond this radius)" + ], + "passive": 8, + "immune": + [ + "cold", + "lightning", + "slashing", + "thunder" + ], + "conditionImmune": + [ + "blinded", + "charmed", + "deafened", + "exhaustion", + "frightened", + "prone" + ], + "cr": "4", + "trait": + [ + { + "name": "Amorphous", + "entries": + [ + "The ooze can move through a space as narrow as 1 inch wide without squeezing." + ] + }, + { + "name": "Freezing Form", + "entries": + [ + "A creature that touches the ooze or hits it with a melee attack while within 5 feet of it takes 4 ({@damage 1d8}) cold damage." + ] + }, + { + "name": "Spider Climb", + "entries": + [ + "The ooze can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check." + ] + }, + { + "name": "Unusual Nature", + "entries": + [ + "The ooze doesn't require sleep." + ] + } + ], + "action": + [ + { + "name": "Pseudopod", + "entries": + [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) bludgeoning damage plus 16 ({@damage 3d10}) cold damage and if the target is a creature, it's {@condition grappled} (escape DC 14). Until this grapple ends, the target is {@condition restrained} and the ooze can't constrict another target." + ] + }, + { + "name": "Freeze Solid", + "entries": + [ + "A creature that the ooze has {@condition grappled} must succeed on a {@dc 13} Constitution saving throw, taking 9 ({@damage 2d8}) cold damage on a failed save, or half as much on a successful one. If this the creature is reduced to 0 hit points, it's {@condition petrified}—frozen solid." + ] + } + ], + "reaction": + [ + { + "name": "Split", + "entries": + [ + "When the ooze is subjected to cold or slashing damage, it splits into two new oozes if it has at least 10 hit points. Each new ooze has hit points equal to half the original pudding's rounded down. New oozes are one size smaller than the original ooze." + ] + } + ], + "traitTags": + [ + "Amorphous", + "Spider Climb", + "Unusual Nature" + ], + "senseTags": + [ + "B" + ], + "damageTags": + [ + "B", + "C" + ], + "miscTags": + [ + "MW" + ], + "conditionInflict": + [ + "restrained" + ], + "fluff": + { + "entries": + [ + "These oozes are typically found in caverns and ruins beneath the ice." + ] + } + }, + { + "name": "Garundah", + "isNamedCreature": true, + "isNPC": true, + "source": "KaOSC", + "page": 91, + "size": + [ + "S" + ], + "type": + { + "type": "humanoid", + "tags": + [ + "goblinoid" + ] + }, + "alignment": + [ + "N", + "E" + ], + "ac": + [ + { + "ac": 15, + "from": + [ + "{@item leather armor|PHB}", + "{@item shield|PHB}" + ] + } + ], + "hp": + { + "average": 21, + "formula": "6d6" + }, + "speed": + { + "walk": 30 + }, + "str": 8, + "dex": 14, + "con": 10, + "int": 14, + "wis": 8, + "cha": 8, + "skill": + { + "stealth": "+6" + }, + "senses": + [ + "darkvision 60 ft." + ], + "passive": 9, + "languages": + [ + "Common", + "Goblin" + ], + "cr": "1", + "spellcasting": + [ + { + "name": "Spellcasting", + "headerEntries": + [ + "Garundah is a 1st-level spellcaster. Her spellcasting ability is Intelligence (spell save {@dc 12}, {@hit 4} to hit with spell attacks). She has the following wizard spells prepared:" + ], + "spells": + { + "0": + { + "spells": + [ + "{@spell fire bolt}", + "{@spell mending}", + "{@spell prestidigitation}" + ] + }, + "1": + { + "slots": 2, + "spells": + [ + "{@spell burning hands}", + "{@spell feather fall}", + "{@spell shield}" + ] + } + }, + "ability": "int" + } + ], + "trait": + [ + { + "name": "Nimble Escape", + "entries": + [ + "Garundah can take the Disengage or Hide action as a bonus action on each of its turns." + ] + } + ], + "action": + [ + { + "name": "Scimitar", + "entries": + [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) slashing damage." + ] + }, + { + "name": "Shortbow", + "entries": + [ + "{@atk rw} {@hit 4} to hit, range 80/320 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage." + ] + } + ], + "senseTags": + [ + "D" + ], + "languageTags": + [ + "C", + "GO" + ], + "damageTags": + [ + "P", + "S" + ], + "damageTagsSpell": + [ + "F" + ], + "spellcastingTags": + [ + "CW" + ], + "miscTags": + [ + "MW", + "RNG", + "RW" + ] + }, + { + "name": "Half-White Dragon Veteran", + "source": "KaOSC", + "page": 91, + "size": + [ + "M" + ], + "type": + { + "type": "humanoid", + "tags": + [ + "human" + ] + }, + "alignment": + [ + "C", + "E" + ], + "ac": + [ + { + "ac": 18, + "from": + [ + "{@item plate armor|PHB|plate}" + ] + } + ], + "hp": + { + "average": 65, + "formula": "10d8 + 20" + }, + "speed": + { + "walk": 30 + }, + "str": 16, + "dex": 13, + "con": 14, + "int": 10, + "wis": 11, + "cha": 10, + "skill": + { + "athletics": "+5", + "perception": "+2" + }, + "senses": + [ + "blindsight 10 ft.", + "darkvision 60 ft." + ], + "passive": 12, + "resist": + [ + "cold" + ], + "languages": + [ + "Common", + "Draconic" + ], + "cr": "5", + "action": + [ + { + "name": "Multiattack", + "entries": + [ + "The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack." + ] + }, + { + "name": "Longsword", + "entries": + [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage." + ] + }, + { + "name": "Shortsword", + "entries": + [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage." + ] + }, + { + "name": "Heavy Crossbow", + "entries": + [ + "{@atk rw} {@hit 3} to hit, range 100/400 ft., one target. {@h}6 ({@damage 1d10 + 1}) piercing damage." + ] + }, + { + "name": "Frost Breath {@recharge 5}", + "entries": + [ + "The veteran exhales cold in a 15-foot cone. Each creature in that area must make a {@dc 15} Dexterity saving throw, taking 24 ({@damage 7d6}) cold damage on a failed save, or half as much damage on a successful one." + ] + } + ], + "senseTags": + [ + "B", + "D" + ], + "actionTags": + [ + "Breath Weapon", + "Multiattack" + ], + "languageTags": + [ + "C", + "DR" + ], + "damageTags": + [ + "C", + "P", + "S" + ], + "miscTags": + [ + "AOE", + "MW", + "RNG", + "RW" + ] + }, + { + "name": "Ice Snake", + "source": "KaOSC", + "page": 91, + "size": + [ + "M" + ], + "type": "elemental", + "alignment": + [ + "N", + "E" + ], + "ac": + [ + { + "ac": 14, + "from": + [ + "natural armor" + ] + } + ], + "hp": + { + "average": 22, + "formula": "5d8" + }, + "speed": + { + "walk": 30 + }, + "str": 12, + "dex": 14, + "con": 11, + "int": 7, + "wis": 10, + "cha": 8, + "senses": + [ + "darkvision 60 ft." + ], + "passive": 10, + "resist": + [ + { + "resist": + [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "vulnerable": + [ + "fire" + ], + "conditionImmune": + [ + "cold" + ], + "cr": "1", + "trait": + [ + { + "name": "Heated Body", + "entries": + [ + "A creature that touches the snake or hits it with a melee attack while within 5 feet of it takes 3 ({@damage 1d6}) cold damage." + ] + } + ], + "action": + [ + { + "name": "Multiattack", + "entries": + [ + "The snake makes two attacks: one with its bite and one with its tail." + ] + }, + { + "name": "Bite", + "entries": + [ + "{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) piercing damage plus 3 ({@damage 1d6}) cold damage." + ] + }, + { + "name": "Tail", + "entries": + [ + "{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) piercing damage plus 3 ({@damage 1d6}) cold damage." + ] + } + ], + "senseTags": + [ + "D" + ], + "actionTags": + [ + "Multiattack" + ], + "damageTags": + [ + "C", + "P" + ], + "miscTags": + [ + "MW" + ] + }, + { + "name": "Isarr Kronenstrom", + "isNamedCreature": true, + "isNPC": true, + "source": "KaOSC", + "page": 91, + "size": + [ + "M" + ], + "type": + { + "type": "humanoid", + "tags": + [ + "human" + ] + }, + "alignment": + [ + "C", + "E" + ], + "ac": + [ + { + "ac": 15, + "from": + [ + "{@item hide armor|PHB}" + ] + } + ], + "hp": + { + "average": 117, + "formula": "18d8 + 36" + }, + "speed": + { + "walk": 30 + }, + "str": 16, + "dex": 16, + "con": 15, + "int": 14, + "wis": 15, + "cha": 16, + "skill": + { + "athletics": "+6", + "intimidation": "+6", + "perception": "+5", + "stealth": "+6", + "survival": "+5" + }, + "senses": + [ + "darkvision 60 ft." + ], + "passive": 15, + "languages": + [ + "Common" + ], + "cr": "8", + "trait": + [ + { + "name": "Blood Frenzy", + "entries": + [ + "Isarr has advantage on melee attack rolls against any creature that doesn't have all its hit points." + ] + }, + { + "name": "Indomitable (3/Day)", + "entries": + [ + "Isarr can reroll a saving throw he fails. He must use the new roll." + ] + }, + { + "name": "Keen Hearing and Smell", + "entries": + [ + "Isarr has advantage on Wisdom (Perception) checks that rely on hearing or smell." + ] + } + ], + "action": + [ + { + "name": "Multiattack", + "entries": + [ + "Isarr makes three melee attacks." + ] + }, + { + "name": "Sickle", + "entries": + [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage, plus 13 ({@damage 2d12}) piercing damage if a target has no allies it can see within 10 feet of it." + ] + }, + { + "name": "Heavy Crossbow", + "entries": + [ + "{@atk rw} {@hit 6} to hit, range 100/400 ft., one target. {@h}8 ({@damage 1d10 + 3}) piercing damage." + ] + } + ], + "traitTags": + [ + "Keen Senses" + ], + "senseTags": + [ + "D" + ], + "actionTags": + [ + "Multiattack" + ], + "languageTags": + [ + "C" + ], + "damageTags": + [ + "P" + ], + "miscTags": + [ + "MW", + "RNG", + "RW" + ] + }, + { + "name": "Risian Spirit", + "source": "KaOSC", + "page": 92, + "size": + [ + "M" + ], + "type": "elemental", + "alignment": + [ + "N" + ], + "ac": + [ + 13 + ], + "hp": + { + "average": 67, + "formula": "9d8 + 27" + }, + "speed": + { + "walk": 0, + "fly": + { + "number": 60, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 6, + "dex": 16, + "con": 16, + "int": 12, + "wis": 14, + "cha": 15, + "senses": + [ + "darkvision 60 ft." + ], + "passive": 13, + "resist": + [ + "acid", + "fire", + "lightning", + "necrotic", + "thunder", + { + "resist": + [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks that aren't silvered", + "cond": true + } + ], + "immune": + [ + "necrotic", + "poison" + ], + "conditionImmune": + [ + "charmed", + "exhaustion", + "grappled", + "paralyzed", + "petrified", + "poisoned", + "prone", + "restrained" + ], + "cr": "5", + "trait": + [ + { + "name": "Incorporeal Movement", + "entries": + [ + "The Risian spirit can move through other creatures and objects as if they were difficult terrain. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object." + ] + }, + { + "name": "Sunlight Sensitivity", + "entries": + [ + "While in sunlight, the Risian spirit has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight." + ] + } + ], + "action": + [ + { + "name": "Heat Drain", + "entries": + [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}21 ({@damage 4d8 + 3}) cold damage. The target must succeed on a {@dc 14} Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0." + ] + }, + { + "name": "Freezing Curse", + "entries": + [ + "The Risian spirit targets a creature within 10 feet of it that has been dead for no longer than 1 minute. The target's body is frozen solid. Before it can be raised from the dead, the freezing curse must be removed by remove curse, greater restoration, wish, or similar magic." + ] + } + ], + "traitTags": + [ + "Incorporeal Movement", + "Sunlight Sensitivity" + ], + "senseTags": + [ + "D" + ], + "damageTags": + [ + "C", + "O" + ], + "miscTags": + [ + "HPR", + "MW" + ] + }, + { + "name": "Snow Golem", + "source": "KaOSC", + "page": 93, + "size": + [ + "L" + ], + "type": "construct", + "alignment": + [ + "U" + ], + "ac": + [ + { + "ac": 14, + "from": + [ + "natural armor" + ] + } + ], + "hp": + { + "average": 66, + "formula": "7d10 + 28" + }, + "speed": + { + "walk": 20 + }, + "str": 18, + "dex": 8, + "con": 18, + "int": 3, + "wis": 11, + "cha": 1, + "senses": + [ + "darkvision 120 ft." + ], + "passive": 10, + "immune": + [ + "cold", + "poison", + "psychic", + { + "immune": + [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks that aren't adamantine", + "cond": true + } + ], + "languages": + [ + "understands the languages of its creator but can't speak" + ], + "cr": "5", + "trait": + [ + { + "name": "Cold Absorption", + "entries": + [ + "Whenever the golem is subjected to cold damage, it takes no damage and instead regains a number of hit points equal to the cold damage dealt." + ] + }, + { + "name": "Immutable Form", + "entries": + [ + "The golem is immune to any spell or effect that would alter its form." + ] + }, + { + "name": "Magic Resistance", + "entries": + [ + "The golem has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Magic Weapons", + "entries": + [ + "The golem's weapon attacks are magical." + ] + }, + { + "name": "Meltable Form", + "entries": + [ + "If subjected to fire damage, the golem creates a pool of frigid water in a 10-foot radius around it. Creatures other than the golem that enter this pool or start their turn within it must succeed on a {@dc 16} Dexterity saving throw or fall {@condition prone}." + ] + } + ], + "action": + [ + { + "name": "Multiattack", + "entries": + [ + "The golem makes two melee attacks or one melee attack and a Frosty Breath attack." + ] + }, + { + "name": "Slam", + "entries": + [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) bludgeoning damage." + ] + }, + { + "name": "Frosty Breath", + "entries": + [ + "The golem exhales a blast of icy shards in a 15-foot cone. Each creature in that area must make a {@dc 16} Dexterity saving throw, taking 27 ({@damage 6d8}) cold damage on a failed save, or half as much damage on a successful one. In addition, the water surrounding the golem freezes solid; any creature standing in the water that fails a {@dc 16} Strength saving throw is {@condition restrained} (escape {@dc 16})." + ] + } + ], + "traitTags": + [ + "Damage Absorption", + "Immutable Form", + "Magic Resistance", + "Magic Weapons" + ], + "senseTags": + [ + "SD" + ], + "actionTags": + [ + "Breath Weapon", + "Multiattack" + ], + "languageTags": + [ + "CS" + ], + "damageTags": + [ + "B", + "C" + ], + "miscTags": + [ + "AOE", + "MW" + ], + "conditionInflict": + [ + "prone", + "restrained" + ], + "fluff": + { + "entries": + [ + "These unusual golems are typically created by accident, rather than on purpose.", + "{@b Garments Bring Life.} A snowman dressed in a few articles of clothing are nothing special. But when dressed in magical clothing, these snowmen are occasionally instilled with the vestiges of sentience.", + "{@b Golems Bring Servitude.} A creature that wears the garment that brought the golem to life is able to control it." + ] + } + }, + { + "name": "Snow Shark", + "alias": + [ + "Northern Bulette" + ], + "source": "KaOSC", + "page": 94, + "size": + [ + "L" + ], + "type": "monstrosity", + "alignment": + [ + "U" + ], + "ac": + [ + { + "ac": 17, + "from": + [ + "natural armor" + ] + } + ], + "hp": + { + "average": 94, + "formula": "9d10 + 45" + }, + "speed": + { + "walk": 40, + "burrow": + { + "number": 40, + "condition": "(snow and ice only)" + } + }, + "str": 19, + "dex": 11, + "con": 21, + "int": 2, + "wis": 10, + "cha": 5, + "skill": + { + "perception": "+6" + }, + "senses": + [ + "darkvision 60 ft.", + "tremorsense 60 ft." + ], + "passive": 16, + "resist": + [ + "cold" + ], + "cr": "5", + "trait": + [ + { + "name": "Ice Walk", + "entries": + [ + "The snow shark can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement." + ] + }, + { + "name": "Standing Leap", + "entries": + [ + "The snow shark's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start." + ] + } + ], + "action": + [ + { + "name": "Bite", + "entries": + [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h} 30 ({@damage 4d12 + 4} piercing damage)." + ] + }, + { + "name": "Deadly Leap", + "entries": + [ + "If the snow shark jumps at least 15 feet as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures must succeed on a {@dc 16} Strength or Dexterity saving throw (target's choice) or be knocked {@condition prone} and take 14 ({@damage 3d6 + 4}) bludgeoning damage plus 14 ({@damage 3d6 + 4}) slashing damage. On a successful save, the creature takes only half the damage, isn't knocked {@condition prone}, and is pushed 5 feet out of the snow shark's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls {@condition prone} in the snow shark's space." + ] + } + ], + "senseTags": + [ + "D", + "T" + ], + "damageTags": + [ + "B", + "S" + ], + "miscTags": + [ + "MW" + ], + "conditionInflict": + [ + "prone" + ], + "fluff": + { + "entries": + [ + "Like their more common cousins, the snow shark is a massive predator that hunts anything regardless of size. It has no fear and consumes anything it can catch and kill. They are bright white and slightly furry.", + "{@b Adapted to the Cold.} The snow shark has adapted to the frozen wilds, able to move on and through snow and ice without difficult at the expensive of its ability to burrow deeper into earth. " + ] + } + }, + { + "name": "Un-See-Lee", + "source": "KaOSC", + "page": 94, + "size": + [ + "T" + ], + "type": "fey", + "alignment": + [ + "N", + "E" + ], + "ac": + [ + { + "ac": 13, + "from": + [ + "{@item leather armor|PHB}" + ] + } + ], + "hp": + { + "average": 45, + "formula": "10d4 + 20" + }, + "speed": + { + "walk": 30 + }, + "str": 6, + "dex": 15, + "con": 14, + "int": 8, + "wis": 12, + "cha": 8, + "skill": + { + "acrobatics": "+6", + "perception": "+3", + "stealth": "+6" + }, + "senses": + [ + "blindsight 30 ft. (blind beyond this radius)" + ], + "passive": 13, + "conditionImmune": + [ + "blinded" + ], + "languages": + [ + "Common", + "Sylvan" + ], + "cr": "1", + "trait": + [ + { + "name": "Blind Senses", + "entries": + [ + "The un-see-lee can't use its blindsight while {@condition deafened} and unable to smell." + ] + }, + { + "name": "Blood Frenzy", + "entries": + [ + "The un-see-lee has advantage on melee attack rolls against any creature that doesn't have all its hit points." + ] + }, + { + "name": "Keen Hearing and Smell", + "entries": + [ + "The un-see-lee has advantage on Wisdom (Perception) checks that rely on hearing or smell." + ] + }, + { + "name": "Snow Camouflage", + "entries": + [ + "The un-see-lee has advantage on Dexterity (Stealth) checks made to hide in snowy terrain." + ] + } + ], + "action": + [ + { + "name": "Multiattack", + "entries": + [ + "The un-see-lee uses its Vomit and then makes a melee weapon attack." + ] + }, + { + "name": "Eye Poke", + "entries": + [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d4 + 4}) piercing damage and the target must succeed on a {@dc 12} Constitution saving throw or be {@condition blinded} for 1 minute. A creature can attempt another saving throw at the end of each of its turns, ending the effect on itself on a success.", + "If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Eye Poke's blinding effect for the next 24 hours." + ] + }, + { + "name": "Vomit", + "entries": + [ + "The un-see-lee belches forth a sticky, smelly goo at a creature within 30 feet who must succeed on a {@dc 12} Strength saving throw or be {@condition restrained} (escape {@dc 12})." + ] + } + ], + "traitTags": + [ + "Keen Senses" + ], + "senseTags": + [ + "B" + ], + "actionTags": + [ + "Multiattack" + ], + "languageTags": + [ + "C", + "S" + ], + "damageTags": + [ + "P" + ], + "miscTags": + [ + "MW" + ], + "conditionInflict": + [ + "blinded", + "restrained" + ], + "fluff": + { + "entries": + [ + "These loathsome fey creatures are spiteful creatures who pluck out the eyes of their quarry. Un-see-lees look like miniscule, slender elves with hollow sockets where their eyes once were.", + "{@b Cursed into Darkness.} Once beautiful, a long-forgotten archfey, having been insulted by the vain un-see-lees cursed the vain creatures of their eyes. Denying them ability to look upon themselves in the mirror was cruel and the un-see-lees exist to make the lives of others as miserable as theirs are.", + "{@b Macabre Trophy Collectors.} Un-see-lees are viciously jealous of sighted creatures and aim to inflict upon them the same curse that has befallen them. To that end, they pluck out the eyes of their prey and wear them like strands of gooey pearls." + ] + } + }, + { + "name": "Wasteling", + "source": "KaOSC", + "page": 95, + "size": + [ + "L" + ], + "type": "fey", + "alignment": + [ + "N", + "E" + ], + "ac": + [ + { + "ac": 16, + "from": + [ + "natural armor" + ] + } + ], + "hp": + { + "average": 68, + "formula": "8d10 + 24" + }, + "speed": + { + "walk": 30 + }, + "str": 18, + "dex": 9, + "con": 17, + "int": 8, + "wis": 12, + "cha": 8, + "senses": + [ + "darkvision 60 ft." + ], + "passive": 8, + "languages": + [ + "Sylvan" + ], + "cr": "4", + "trait": + [ + { + "name": "False Appearance", + "entries": + [ + "While the wasteling remains motionless, it is indistinguishable from a pile of refuse or wreckage." + ] + }, + { + "name": "Mimicry", + "entries": + [ + "The wasteling can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 14} Wisdom (Insight) check." + ] + } + ], + "action": + [ + { + "name": "Multiattack", + "entries": + [ + "The wasteling makes two melee attacks." + ] + }, + { + "name": "Slam", + "entries": + [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) bludgeoning damage." + ] + }, + { + "name": "Wave of Junk {@recharge 5}", + "entries": + [ + "The wasteling dumps junk and debris in a 15-foot cone. Creatures in the area must succeed on a {@dc 14} Strength saving throw or be knocked {@condition prone} and {@condition restrained} (escape {@dc 14})." + ] + } + ], + "traitTags": + [ + "False Appearance" + ], + "senseTags": + [ + "D" + ], + "actionTags": + [ + "Multiattack" + ], + "languageTags": + [ + "S" + ], + "damageTags": + [ + "B" + ], + "miscTags": + [ + "AOE", + "MW" + ], + "conditionInflict": + [ + "prone", + "restrained" + ], + "fluff": + { + "entries": + [ + "Wastelings relish in causing despair and pain in the desperate and greedy. Wastelings look like vaguely human-shaped piles of trash, junk, and flotsam.", + "{@b Ambush Predators.} Wastelings are opportunists and hide among the wreckage of crashed or grounded ships, lost caravans, or ruins. Their favorite prey are creatures that investigate the area they’ve hidden in for much-needed supplies or treasure to be salvaged." + ] + } + } + ], + "spell": + [ + { + "name": "Auroral Winds", + "source": "KaOSC", + "page": 33, + "level": 4, + "school": "C", + "time": + [ + { + "number": 1, + "unit": "action" + } + ], + "range": + { + "type": "point", + "distance": + { + "type": "feet", + "amount": 150 + } + }, + "components": + { + "v": true, + "s": true, + "m": "a candle wrapped in silver wire" + }, + "duration": + [ + { + "type": "timed", + "duration": + { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": + [ + "You call the flickering lights and howling winds of the far north to fill a 30-foot-radius sphere.", + "Creatures in the area have disadvantage on Wisdom ({@skill Perception}) checks that rely on hearing.", + "Any creature that starts its turn in the area takes", + "{@damage 6d6} radiant damage. Any creature that ends its turn in the area must succeed on a Constitution saving throw or have its speed is reduced by 10 feet until the end of their next turn. Creatures that are immune to cold are immune to this reduction in speed." + ], + "entriesHigherLevel": + [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": + [ + "When you cast this spell using a spell slot of 5th level or higher, the damage increases by {@dice 1d6} for each slot level above 4th." + ] + } + ], + "damageInflict": + [ + "radiant" + ], + "savingThrow": + [ + "constitution" + ], + "classes": + { + "fromClassList": + [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + } + }, + { + "name": "Brittle", + "source": "KaOSC", + "page": 33, + "level": 1, + "school": "T", + "time": + [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": + { + "type": "point", + "distance": + { + "type": "feet", + "amount": 15 + } + }, + "components": + { + "v": true, + "s": true + }, + "duration": + [ + { + "type": "timed", + "duration": + { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": + [ + "You freeze a non-magical weapon held by a creature that you can see within range, causing the weapon to become extremely brittle. The next time the weapon is used to make an attack, the creature holding it must succeed on a Dexterity saving throw or the weapon shatters and is destroyed after the attack is resolved. If the saving throw is successful, the weapon is unharmed and the spell ends." + ], + "savingThrow": + [ + "dexterity" + ], + "miscTags": + [ + "SGT" + ], + "classes": + { + "fromClassList": + [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Paladin", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + } + }, + { + "name": "Buffeting Eddies", + "source": "KaOSC", + "page": 33, + "level": 2, + "school": "C", + "time": + [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": + { + "type": "radius", + "distance": + { + "type": "feet", + "amount": 5 + } + }, + "components": + { + "v": true, + "s": true, + "m": "a tiny paper fan" + }, + "duration": + [ + { + "type": "timed", + "duration": + { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": + [ + "You conjure an aura of buffeting winds that surrounds you in a 5-foot radius. Until the spell ends, the aura moves with you, centered on you.", + "Any creature has disadvantage on ranged weapon attacks made against a creature within the aura.", + "Additionally, as a bonus action, you can assail one creature of your choice within the aura with a blast of wind. The creature must succeed on a Strength saving throw or be pushed 10 feet away from you and fall {@condition prone}." + ], + "conditionInflict": + [ + "prone" + ], + "savingThrow": + [ + "strength" + ], + "miscTags": + [ + "FMV", + "UBA" + ], + "classes": + { + "fromClassList": + [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Paladin", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + } + }, + { + "name": "Chardalyn Hide", + "source": "KaOSC", + "page": 33, + "level": 7, + "school": "A", + "time": + [ + { + "number": 1, + "unit": "action" + } + ], + "range": + { + "type": "point", + "distance": + { + "type": "touch" + } + }, + "components": + { + "v": true, + "s": true, + "m": + { + "text": "a small shard of chardalyn worth 500 gp", + "cost": 50000 + } + }, + "duration": + [ + { + "type": "timed", + "duration": + { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "entries": + [ + "This spell turns the flesh of a willing creature into crystal that is as hard as steel and repels all but the most potent spells. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage. They also have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against them." + ], + "classes": + { + "fromClassList": + [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + } + }, + { + "name": "Charm Elemental", + "source": "KaOSC", + "page": 33, + "level": 3, + "school": "E", + "time": + [ + { + "number": 1, + "unit": "action" + } + ], + "range": + { + "type": "point", + "distance": + { + "type": "feet", + "amount": 30 + } + }, + "components": + { + "v": true, + "s": true + }, + "duration": + [ + { + "type": "timed", + "duration": + { + "type": "hour", + "amount": 1 + } + } + ], + "entries": + [ + "You attempt to charm an elemental you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions do anything harmful to it. The {@condition charmed} creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was {@condition charmed} by you." + ], + "entriesHigherLevel": + [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": + [ + "When you cast this spell using a spell slot of 4th or higher level, you can target one additional elemental for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them." + ] + } + ], + "affectsCreatureType": + [ + "elemental" + ], + "conditionInflict": + [ + "charmed" + ], + "savingThrow": + [ + "wisdom" + ], + "miscTags": + [ + "SGT" + ], + "classes": + { + "fromClassList": + [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + } + }, + { + "name": "Climbing Spikes", + "source": "KaOSC", + "page": 33, + "level": 1, + "school": "T", + "time": + [ + { + "number": 1, + "unit": "minute" + } + ], + "range": + { + "type": "point", + "distance": + { + "type": "touch" + } + }, + "components": + { + "v": true, + "s": true, + "m": "a nail" + }, + "duration": + [ + { + "type": "timed", + "duration": + { + "type": "hour", + "amount": 8 + } + } + ], + "entries": + [ + "Icy spikes grow from the boots and gloves of a creature you touch. Until the spell ends, the creature has advantage on any checks made to climb or maintain their balance on icy or rocky terrain, and they ignore difficult terrain created by ice or deep snow. The spell ends early if the boots or gloves are removed." + ], + "entriesHigherLevel": + [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": + [ + "When you cast this spell using a spell slot of 2nd or higher level, you can target one additional creature for each slot level above 1st." + ] + } + ], + "classes": + { + "fromClassList": + [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + } + }, + { + "name": "Conjure Compass", + "source": "KaOSC", + "page": 34, + "level": 1, + "school": "C", + "time": + [ + { + "number": 1, + "unit": "minute" + } + ], + "range": + { + "type": "point", + "distance": + { + "type": "touch" + } + }, + "components": + { + "v": true, + "s": true, + "m": "a small stone" + }, + "duration": + [ + { + "type": "timed", + "duration": + { + "type": "hour", + "amount": 8 + } + } + ], + "meta": + { + "ritual": true + }, + "entries": + [ + "You temporarily enchant a small stone to emit a gentle tug when the creature holding it faces north." + ], + "classes": + { + "fromClassList": + [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + } + }, + { + "name": "Freezing Blast", + "source": "KaOSC", + "page": 34, + "level": 2, + "school": "V", + "time": + [ + { + "number": 1, + "unit": "action" + } + ], + "range": + { + "type": "line", + "distance": + { + "type": "feet", + "amount": 30 + } + }, + "components": + { + "v": true, + "s": true, + "m": "a white dragon's scale" + }, + "duration": + [ + { + "type": "instant" + } + ], + "entries": + [ + "A line of frigid air 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must succeed on a Constitution saving throw. A creature takes {@damage 2d10} cold damage on a failed save, or half as much damage on a successful one.", + "The ground in the area of the spell is also covered in a thick coating of slippery ice for 1 minute. The ice is difficult terrain and a creature that enters the area or starts their turn there must succeed on a Dexterity saving throw or fall {@condition prone}." + ], + "damageInflict": + [ + "cold" + ], + "conditionInflict": + [ + "prone" + ], + "savingThrow": + [ + "constitution", + "dexterity" + ], + "classes": + { + "fromClassList": + [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + } + }, + { + "name": "Frozen Flame", + "source": "KaOSC", + "page": 34, + "level": 2, + "school": "T", + "time": + [ + { + "number": 1, + "unit": "minute" + } + ], + "range": + { + "type": "point", + "distance": + { + "type": "touch" + } + }, + "components": + { + "v": true, + "s": true, + "m": "a source of fire at least as large as a torch" + }, + "duration": + [ + { + "type": "timed", + "duration": + { + "type": "hour", + "amount": 8 + } + } + ], + "meta": + { + "ritual": true + }, + "entries": + [ + "The fire's flames solidify into translucent orange, red, and yellow crystals. For the duration of the spell, the fire continues to radiate heat and light without consuming fuel, and can't be extinguished by heavy winds." + ], + "classes": + { + "fromClassList": + [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + } + }, + { + "name": "Heart of Ice", + "source": "KaOSC", + "page": 34, + "level": 4, + "school": "A", + "time": + [ + { + "number": 1, + "unit": "reaction", + "condition": "which you take when you take cold damage" + } + ], + "range": + { + "type": "point", + "distance": + { + "type": "self" + } + }, + "components": + { + "s": true + }, + "duration": + [ + { + "type": "instant" + } + ], + "entries": + [ + "You have immunity to cold damage until the start of your next turn. Also, you regain a number of hit points equal to half of the cold damage that triggered the spell." + ], + "miscTags": + [ + "HL" + ], + "classes": + { + "fromClassList": + [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + } + }, + { + "name": "Hibernate", + "source": "KaOSC", + "page": 34, + "level": 6, + "school": "E", + "time": + [ + { + "number": 1, + "unit": "minute" + } + ], + "range": + { + "type": "point", + "distance": + { + "type": "feet", + "amount": 30 + } + }, + "components": + { + "v": true, + "s": true, + "m": "a pinch of sand" + }, + "duration": + [ + { + "type": "timed", + "duration": + { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "entries": + [ + "With a casual wave of your hand, a willing creature of your choice that you can see within range falls {@condition unconscious} for the spell's duration. The spell ends on a target early if it takes damage or someone uses an action to shake or slap it awake. If a target remains {@condition unconscious} for the full duration that target gains the benefit of a long rest and it can't be affected by this spell again until it finishes a long rest." + ], + "conditionInflict": + [ + "unconscious" + ], + "miscTags": + [ + "SGT" + ], + "classes": + { + "fromClassList": + [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + } + }, + { + "name": "Ice Barrage", + "source": "KaOSC", + "page": 34, + "level": 0, + "school": "V", + "time": + [ + { + "number": 1, + "unit": "action" + } + ], + "range": + { + "type": "point", + "distance": + { + "type": "feet", + "amount": 90 + } + }, + "components": + { + "v": true, + "s": true + }, + "duration": + [ + { + "type": "instant" + } + ], + "entries": + [ + "You conjure razor-sharp shards of frigid ice and fling it at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes", + "{@damage 2d4} piercing damage." + ], + "entriesHigherLevel": + [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": + [ + "The spell creates more than one shard when you reach higher levels: two shards at 5th level, three shards at 11th level, and four shards at 17th level. You can direct the shards at the same target or at different ones. Make a separate attack roll for each shard." + ] + } + ], + "damageInflict": + [ + "piercing" + ], + "spellAttack": + [ + "R" + ], + "miscTags": + [ + "SCL" + ], + "classes": + { + "fromClassList": + [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + } + }, + { + "name": "Icicle Trap", + "source": "KaOSC", + "page": 34, + "level": 2, + "school": "A", + "time": + [ + { + "number": 10, + "unit": "minute" + } + ], + "range": + { + "type": "point", + "distance": + { + "type": "feet", + "amount": 15 + } + }, + "components": + { + "v": true, + "s": true, + "m": "a piece of glass shaped like an icicle" + }, + "duration": + [ + { + "type": "permanent", + "ends": + [ + "dispel", + "trigger" + ] + } + ], + "entries": + [ + "When you cast this spell, you create a 10-foot square area of icicles on a ceiling, doorway, or similar overhang. The icicles fall when a creature or creatures walk beneath them, dealing {@damage 4d6} piercing damage. Creatures that succeed on a Dexterity saving throw take half damage. You can set conditions for creatures that don't trigger the icicle trap, such as exempting yourself or those who say a certain password.", + "A successful Intelligence ({@skill Investigation}) check against your spell save DC recognizes the icicles as dangerous and likely to fall. The icicles are destroyed if they take 15 points of fire damage." + ], + "entriesHigherLevel": + [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": + [ + "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by {@dice 1d6} for each slot level above 2nd." + ] + } + ], + "damageInflict": + [ + "piercing" + ], + "savingThrow": + [ + "dexterity" + ], + "classes": + { + "fromClassList": + [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + } + }, + { + "name": "Invigorate", + "source": "KaOSC", + "page": 35, + "level": 4, + "school": "A", + "time": + [ + { + "number": 1, + "unit": "action" + } + ], + "range": + { + "type": "point", + "distance": + { + "type": "touch" + } + }, + "components": + { + "v": true, + "s": true, + "m": + { + "text": "powdered silver worth at least 50 gp, which the spell consumes", + "cost": 5000, + "consume": true + } + }, + "duration": + [ + { + "type": "timed", + "duration": + { + "type": "hour", + "amount": 8 + } + } + ], + "entries": + [ + "You imbue up to three creatures with protection against weariness, granting them advantage on any saving throws made to resist gaining levels of {@condition exhaustion}." + ], + "entriesHigherLevel": + [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": + [ + "When you cast this spell using a spell slot of 5th level or higher level, you can target one additional creature for each slot level above 4th." + ] + } + ], + "conditionInflict": + [ + "exhaustion" + ], + "classes": + { + "fromClassList": + [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Paladin", + "source": "PHB" + } + ] + } + }, + { + "name": "Leomund's Tinier Tent", + "source": "KaOSC", + "page": 35, + "level": 1, + "school": "V", + "time": + [ + { + "number": 1, + "unit": "minute" + } + ], + "range": + { + "type": "hemisphere", + "distance": + { + "type": "feet", + "amount": 10 + } + }, + "components": + { + "v": true, + "s": true, + "m": "a stake and a short length of twine" + }, + "duration": + [ + { + "type": "timed", + "duration": + { + "type": "hour", + "amount": 8 + } + } + ], + "meta": + { + "ritual": true + }, + "entries": + [ + "An immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave the area.", + "The dome adjusts in area to allow you to lay down comfortably, but no other creatures can fit inside.", + "The spell fails if any other creatures are within the area. You can move through the dome freely, but all other creatures and objects are barred from passing through it. Spells and other magical effects can't extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.", + "Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but is transparent from the inside." + ], + "classes": + { + "fromClassList": + [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + } + }, + { + "name": "Shackling Smite", + "source": "KaOSC", + "page": 35, + "level": 2, + "school": "V", + "time": + [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": + { + "type": "point", + "distance": + { + "type": "self" + } + }, + "components": + { + "v": true + }, + "duration": + [ + { + "type": "timed", + "duration": + { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": + [ + "The next time you hit a creature with a melee weapon attack during this spell's duration, your weapon emits a blast of cold air and the attack deals an extra {@damage 3d8} cold damage to the target. Additionally, the target must succeed on a Strength saving throw or be {@condition restrained} until the spell ends.", + "A creature {@condition restrained} by this spell makes another Strength saving throw at the end of each of its turns.", + "On a successful save, it is no longer {@condition restrained}." + ], + "damageInflict": + [ + "cold" + ], + "conditionInflict": + [ + "restrained" + ], + "savingThrow": + [ + "strength" + ], + "classes": + { + "fromClassList": + [ + { + "name": "Paladin", + "source": "PHB" + } + ] + } + }, + { + "name": "Shivering Touch", + "source": "KaOSC", + "page": 35, + "level": 3, + "school": "N", + "time": + [ + { + "number": 1, + "unit": "action" + } + ], + "range": + { + "type": "point", + "distance": + { + "type": "touch" + } + }, + "components": + { + "v": true, + "s": true + }, + "duration": + [ + { + "type": "timed", + "duration": + { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": + [ + "Make a melee spell attack against a creature you can reach. On a hit the creature becomes chilled to the bone and begin to shiver uncontrollably. While affected, the creature has disadvantage on Dexterity saving throws and attack rolls. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends on the target.", + "Creatures immune to cold or {@condition exhaustion} are immune to this spell." + ], + "conditionInflict": + [ + "exhaustion" + ], + "spellAttack": + [ + "M" + ], + "savingThrow": + [ + "constitution", + "dexterity" + ], + "classes": + { + "fromClassList": + [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Paladin", + "source": "PHB" + } + ] + } + }, + { + "name": "Snilloc's Single Snowball", + "source": "KaOSC", + "page": 35, + "level": 1, + "school": "V", + "time": + [ + { + "number": 1, + "unit": "action" + } + ], + "range": + { + "type": "point", + "distance": + { + "type": "feet", + "amount": 90 + } + }, + "components": + { + "v": true, + "s": true, + "m": "a piece of ice or a small white rock chip" + }, + "duration": + [ + { + "type": "instant" + } + ], + "entries": + [ + "A snowball erupts from your hand and hurtles towards the target who must make a Dexterity saving throw. A creature takes {@damage 3d6} cold damage on a failed save, or half as much damage on a successful one." + ], + "entriesHigherLevel": + [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": + [ + "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by {@dice 1d6} for each slot level above 1st." + ] + } + ], + "damageInflict": + [ + "cold" + ], + "savingThrow": + [ + "dexterity" + ], + "classes": + { + "fromClassList": + [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + } + }, + { + "name": "Snow Shoes", + "source": "KaOSC", + "page": 35, + "level": 2, + "school": "T", + "time": + [ + { + "number": 1, + "unit": "action" + } + ], + "range": + { + "type": "point", + "distance": + { + "type": "touch" + } + }, + "components": + { + "v": true, + "s": true + }, + "duration": + [ + { + "type": "timed", + "duration": + { + "type": "hour", + "amount": 1 + } + } + ], + "entries": + [ + "A creature that you touch becomes able to walk in snow rather than sink into it. The creature can move across and climb icy or snowy surfaces without needing to make an ability check.", + "Additionally, difficult terrain composed of ice or snow doesn't cost extra movement. A creature benefiting from this spell leaves behind no tracks or other traces of its passage and can't be tracked except by magical means." + ], + "entriesHigherLevel": + [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": + [ + "When you cast this spell using a spell slot of 3rd level or higher, you may affect an additional creature or extend the duration by 1 hour for each slot level above 2nd." + ] + } + ], + "classes": + { + "fromClassList": + [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + } + ] + } + }, + { + "name": "Thaw", + "source": "KaOSC", + "page": 36, + "level": 1, + "school": "V", + "time": + [ + { + "number": 1, + "unit": "action" + } + ], + "range": + { + "type": "point", + "distance": + { + "type": "feet", + "amount": 30 + } + }, + "components": + { + "v": true, + "s": true + }, + "duration": + [ + { + "type": "instant" + } + ], + "entries": + [ + "You melt an area of ice and snow that you can see within range. Three 10-ft. cubes anywhere within 30 feet of you are instantaneously melted. The resulting water is not magical and will refreeze normally.", + "Instead of melting ice and snow, you may choose to instead target a single creature with 30 feet that is made of ice or snow such as an ice mephit or a simulacrum. The creature must make a Constitution saving throw. On a failed save the creature takes {@damage 3d6} fire damage, or half as much damage on a successful one." + ], + "entriesHigherLevel": + [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": + [ + "When you cast this spell using a spell slot of 2nd level or higher, you may affect an additional 10-ft. cube or increase the damage by {@dice 1d6} for each slot level above 1st." + ] + } + ], + "damageInflict": + [ + "fire" + ], + "savingThrow": + [ + "constitution" + ], + "miscTags": + [ + "SGT" + ], + "classes": + { + "fromClassList": + [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + } + }, + { + "name": "Winter's Mantle", + "source": "KaOSC", + "page": 36, + "level": 4, + "school": "V", + "time": + [ + { + "number": 1, + "unit": "action" + } + ], + "range": + { + "type": "point", + "distance": + { + "type": "self" + } + }, + "components": + { + "v": true + }, + "duration": + [ + { + "type": "timed", + "duration": + { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": + [ + "With a quick prayer, you wrap yourself in bitter cold which radiates from you in an aura with a", + "30-foot radius, inuring friendly creatures to low temperatures. Until the spell ends, the aura moves with you, centered on you. While in the aura, each nonhostile creature in the aura (including you) makes saving throws against spells and effects that do cold damage with advantage. In addition, an affected creature deals an extra {@damage 1d4} cold damage when it hits with a weapon attack." + ], + "damageInflict": + [ + "cold" + ], + "classes": + { + "fromClassList": + [ + { + "name": "Paladin", + "source": "PHB" + } + ] + } + } + ], + "item": + [ + { + "name": "Icemelt", + "source": "KaOSC", + "page": 31, + "rarity": "uncommon", + "wondrous": true, + "entries": + [ + "This leather pouch contains {@dice 1d6 + 4} pinches of fine powder. You use an action to sprinkle a pinch of it over snow or ice. The powder instantly melts a cube of snow or ice 15-feet on a side.", + "A creature made of ice exposed to a pinch of the powder must make a DC 13 Constitution saving throw, taking {@damage 10d6} necrotic damage on a failed save, or half as much damage on a successful one." + ] + }, + { + "name": "Instant Igloo", + "source": "KaOSC", + "page": 31, + "rarity": "rare", + "wondrous": true, + "entries": + [ + "You can use an action to place this 6-inch diameter snowball on the ground and speak its command word. The snowball rapidly grows into an igloo that remains until you use an action to speak the command word that dismisses it, which works only if the igloo is empty.", + "The igloo is hemispherical, with a diameter of 30 feet, with an entrance tunnel that is 5-foot high and long. A wooden door blocks entrance to the tunnel. The door opens only at your command, which you can speak as a bonus action. It is immune to the knock spell and similar magic, such as that of a {@item chime of opening}.", + "The interior of the igloo is divided into three rooms, with blankets covering the archways leading to each chamber.", + "Each creature in the area where the igloo appears must make a DC 15 Dexterity saving throw, taking {@damage 4d6} bludgeoning damage on a failed save, or half as much damage on a successful one. In either case, the creature is pushed to an unoccupied space outside but next to the igloo. Objects in the area that aren't being worn or carried take this damage and are pushed automatically.", + "The igloo is made of snow, and its magic prevents it from being tipped over or melted due to environmental temperatures. The roof, the door, and the walls each have 50 hit points, immunity to damage from nonmagical weapons excluding siege weapons, and resistance to all other damage. Only a wish spell can repair the igloo (this use of the spell counts as replicating a spell of 8th level or lower), repairing it entirely." + ] + } + ], + "variant": + [ + { + "name": "Chardalyn Armor", + "source": "KaOSC", + "page": 31, + "type": "GV", + "requires": + [ + { + "type": "HA" + }, + { + "type": "MA" + } + ], + "excludes": + { + "name": "Hide Armor" + }, + "inherits": + { + "namePrefix": "Chardalyn ", + "source": "KaOSC", + "page": 31, + "rarity": "very rare", + "reqAttune": true, + "entries": + [ + "This suit of armor is made of thin, overlapping sheets of chardalyn. While you're wearing it, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you." + ] + }, + "entries": + [ + "This suit of armor is made of thin, overlapping sheets of chardalyn. While you're wearing it, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you." + ], + "__prop": "magicvariant" + }, + { + "name": "Trueflight Ammunition", + "source": "KaOSC", + "page": 31, + "type": "GV", + "requires": + [ + { + "type": "A" + }, + { + "type": "AF" + } + ], + "inherits": + { + "namePrefix": "Trueflight ", + "source": "KaOSC", + "page": 31, + "rarity": "uncommon", + "entries": + [ + "Ranged weapon attacks made using this ammunition ignore penalties imposed by inclement weather, such as high wind or poor visibility. Once it hits a target, the ammunition is no longer magical." + ] + }, + "entries": + [ + "Ranged weapon attacks made using this ammunition ignore penalties imposed by inclement weather, such as high wind or poor visibility. Once it hits a target, the ammunition is no longer magical." + ], + "rarity": "uncommon", + "__prop": "magicvariant" + } + ], + "subclass": + [ + { + "name": "The Animal Spirits", + "source": "KaOSC", + "subclassSpells": + [ + "animal friendship", + "entangle", + "beast sense", + "locate animals or plants", + "conjure animals", + "water breathing", + "dominate beast", + "giant insect", + "awaken", + "insect plague" + ], + "subclassFeatures": + [ + "Animal Spirits|Warlock||Animal Spirits|KaOSC|1", + "Beast’s Resilience|Warlock||Animal Spirits|KaOSC|6", + "Beast’s Savagery|Warlock||Animal Spirits|KaOSC|10", + "Full of Spirits|Warlock||Animal Spirits|KaOSC|14" + ], + "shortName": "Animal Spirits", + "additionalSpells": + [ + { + "expanded": + { + "s1": + [ + "animal friendship", + "entangle" + ], + "s2": + [ + "beast sense", + "locate animals or plants" + ], + "s3": + [ + "conjure animals", + "water breathing" + ], + "s4": + [ + "dominate beast", + "giant insect" + ], + "s5": + [ + "awaken", + "insect plague" + ] + } + } + ], + "className": "Warlock", + "classSource": "PHB" + }, + { + "name": "Big Game Hunter", + "source": "KaOSC", + "subclassFeatures": + [ + "Big Game Hunter|Fighter||Big Game Hunter|KaOSC|3", + "Cautious Attacker|Fighter||Big Game Hunter|KaOSC|3", + "Careful Defense|Fighter||Big Game Hunter|KaOSC|7", + "Coordinated Effort|Fighter||Big Game Hunter|KaOSC|10", + "Beast Slayer|Fighter||Big Game Hunter|KaOSC|15", + "All or Nothing|Fighter||Big Game Hunter|KaOSC|18" + ], + "shortName": "Big Game Hunter", + "className": "Fighter", + "classSource": "PHB" + }, + { + "name": "Circle of Frost", + "source": "KaOSC", + "className": "Druid", + "classSource": "PHB", + "shortName": "Frost", + "subclassFeatures": + [ + "Circle of Frost|Druid||Frost|KaOSC|2", + "Hibernation|Druid||Frost|KaOSC|6", + "Invigorating Shelter|Druid||Frost|KaOSC|10", + "Bitter Zephyr|Druid||Frost|KaOSC|14" + ], + "subclassSpells": + [ + "blur", + "darkness", + "elemental weapon", + "gaseous form", + "mordenkainen's faithful hound", + "otiluke's resilient sphere", + "cone of cold", + "steel wind strike|xge" + ] + }, + { + "name": "Cold Domain", + "source": "KaOSC", + "shortName": "Cold", + "className": "Cleric", + "classSource": "PHB", + "subclassFeatures": + [ + "Cold Domain|Cleric||Cold|KaOSC|1", + "Channel Divinity: Icy Flesh|Cleric||Cold|KaOSC|2", + "Absolute Cold|Cleric||Cold|KaOSC|6", + "Chilling Cramps|Cleric||Cold|KaOSC|8", + "One with the Ice|Cleric||Cold|KaOSC|17" + ], + "subclassSpells": + [ + "absorb elements", + "ice knife", + "darkness", + "gust of wind", + "elemental weapon", + "protection from energy", + "ice storm", + "conjure minor elemental", + "commune with nature", + "cone of cold" + ] + }, + { + "name": "College of Respite", + "subclassFeatures": + [ + "College of Respite|Bard||Respite|KaOSC|3", + "Reaffirming Pressure|Bard||Respite|KaOSC|6", + "Reliable Comfort|Bard||Respite|KaOSC|14" + ], + "source": "KaOSC", + "shortName": "Respite", + "className": "Bard", + "classSource": "PHB" + }, + { + "name": "Frostblooded", + "source": "KaOSC", + "className": "Sorcerer", + "classSource": "PHB", + "shortName": "Frostblooded", + "subclassSpells": + [ + "armor of agathys", + "Snilloc's Snowball Swarm|xge", + "warding wind|xge", + "elemental weapon", + "hunger of hadar", + "elemental bane|xge", + "ice storm", + "cone of cold", + "control winds|xge" + ], + "subclassFeatures": + [ + "Frostblooded|Sorcerer||Frostblooded|KaOSC|1", + "Piercing Cold|Sorcerer||Frostblooded|KaOSC|6", + "Heart of the Blizzard|Sorcerer||Frostblooded|KaOSC|14", + "Frozen Apotheosis|Sorcerer||Frostblooded|KaOSC|18" + ] + }, + { + "name": "Path of Crystalline Fury", + "source": "KaOSC", + "shortName": "Crystalline Fury", + "className": "Barbarian", + "classSource": "PHB", + "subclassFeatures": + [ + "Path of Crystalline Fury|Barbarian||Crystalline Fury|KaOSC|3", + "Chardalyn Regeneration|Barbarian||Crystalline Fury|KaOSC|6", + "Chardalyn Absorption|Barbarian||Crystalline Fury|KaOSC|10", + "Chardalyn Perfection|Barbarian||Crystalline Fury|KaOSC|14" + ] + }, + { + "name": "Path of the Raging Hearth", + "source": "KaOSC", + "shortName": "Raging Hearth", + "className": "Barbarian", + "classSource": "PHB", + "subclassFeatures": + [ + "Path of the Raging Hearth|Barbarian||Raging Hearth|KaOSC|3", + "Flame-Souled|Barbarian||Raging Hearth|KaOSC|6", + "Spark of Life|Barbarian||Raging Hearth|KaOSC|10", + "Spiritual Conflagration|Barbarian||Raging Hearth|KaOSC|14" + ] + }, + { + "name": "Primal Magic", + "subclassFeatures": + [ + "Primal Magic|Wizard||Primal|KaOSC|2", + "Primal Strike|Wizard||Primal|KaOSC|6", + "Primal Shield|Wizard||Primal|KaOSC|10", + "Refocus Energy|Wizard||Primal|KaOSC|14" + ], + "source": "KaOSC", + "shortName": "Primal", + "className": "Wizard", + "classSource": "PHB" + }, + { + "name": "Way of Brutality", + "subclassFeatures": + [ + "Way of Brutality|Monk||Brutality|KaOSC|3", + "Frightful Presence|Monk||Brutality|KaOSC|6", + "Brutal Blows|Monk||Brutality|KaOSC|11", + "Reactive Flurry|Monk||Brutality|KaOSC|17" + ], + "source": "KaOSC", + "shortName": "Brutality", + "className": "Monk", + "classSource": "PHB" + } + ], + "subclassFeature": + [ + { + "name": "Animal Spirits", + "source": "KaOSC", + "page": 7, + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "Animal Spirits", + "subclassSource": "KaOSC", + "level": 1, + "entries": + [ + "The cold climates of the frozen tundra may limit the breadth and depth of the fauna when compared to other ecosystems, but those animals have a power unmatched in other areas and their spirits often linger long after death. Some residents of the frozen lands are attuned to those spirits at a young age and they grow to learn how the spirits can provide power. The nobility, raw power, and energy provided by the animal spirits make those who use it wild and untamed themselves, revered by many but kept at a distance.", + { + "type": "entries", + "name": "Expanded Spell List", + "entries": + [ + "The animal spirits let you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.", + { + "type": "table", + "caption": "Animal Spirits Expanded Spells", + "colLabels": + [ + "Spell Level", + "Spells" + ], + "colStyles": + [ + "col-3 text-center", + "col-9" + ], + "rows": + [ + [ + "1st", + "{@spell animal friendship}, {@spell entangle}" + ], + [ + "2nd", + "{@spell beast sense}, {@spell locate animals or plants}" + ], + [ + "3rd", + "{@spell conjure animals}, {@spell water breathing}" + ], + [ + "4th", + "{@spell dominate beast}, {@spell giant insect}" + ], + [ + "5th", + "{@spell awaken}, {@spell insect plague}" + ] + ] + } + ] + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Animal Tongue|Warlock||Animal Spirits|KaOSC|1" + } + ] + }, + { + "name": "Animal Tongue", + "source": "KaOSC", + "page": 7, + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "Animal Spirits", + "subclassSource": "KaOSC", + "level": 1, + "header": 2, + "entries": + [ + "Starting at 1st level, your connection to the animal spirits gives you the ability to converse with beasts. You can speak to any beast that can hear you. While the information conveyed might be limited by the intelligence of the beast, you and the beast can share general knowledge and you can learn the beast’s current condition and emotional state." + ] + }, + { + "name": "Beast’s Resilience", + "source": "KaOSC", + "page": 7, + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "Animal Spirits", + "subclassSource": "KaOSC", + "level": 6, + "header": 2, + "entries": + [ + "Starting at 6th level, your calling upon the animal spirits toughens your body. When you use an action to cast a warlock cantrip or spell, or use a warlock incantation, you can use a bonus action to add your Charisma modifier to your AC (minimum +1) and gain resistance to bludgeoning, piercing, and slashing damage until the end of your next turn. You can use this ability 3 times, and then you can regain uses of this ability by completing a short or long rest." + ] + }, + { + "name": "Beast’s Savagery", + "source": "KaOSC", + "page": 7, + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "Animal Spirits", + "subclassSource": "KaOSC", + "level": 10, + "header": 2, + "entries": + [ + "Beginning at 10th level, in addition to the benefits gained from Beast’s Resilience (see above), you also gain another benefit. Any enemy adjacent to you can be attacked by your allies with advantage. You also gain another use of Beast’s Resilience for a total of 4." + ] + }, + { + "name": "Full of Spirits", + "source": "KaOSC", + "page": 7, + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "Animal Spirits", + "subclassSource": "KaOSC", + "level": 14, + "header": 2, + "entries": + [ + "Starting at 14th level, the many animal spirits that infuse your body give you the aspects of different creatures. You gain a swim speed and a climb speed equal to your walking speed." + ] + }, + { + "name": "Big Game Hunter", + "source": "KaOSC", + "page": 8, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Big Game Hunter", + "subclassSource": "KaOSC", + "level": 3, + "entries": + [ + "The inhospitable north is teeming with alpha predators, huge creatures that don’t need vegetation to survive: their prey are the smaller creatures that prowl the tundra. Specialized hunters make these dangerous creatures their prey, training themselves in surviving in harsh conditions, dealing with hostile terrain, and tracking the large beasts to strike at the most opportune moments. These hunters might make copious amounts of coin from selling the beasts to an interested merchant, or they might lead less experienced hunters into the territory as a guide. Regardless, when a tremendous monster is bearing down on you, having a big game hunter can be the difference between life and death." + ] + }, + { + "name": "Cautious Attacker", + "source": "KaOSC", + "page": 8, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Big Game Hunter", + "subclassSource": "KaOSC", + "level": 3, + "header": 2, + "entries": + [ + "When you choose this archetype at 3rd level, you are specially trained to fight massive foes. Gain the following benefits against creatures of Large size or larger:", + { + "type": "list", + "items": + [ + "Once during your turn, you can deal an additional 1d6 damage when you hit with a weapon attack. This increases to 1d8 at 10th level and 1d12 at 15th level.", + "You have advantage on ability checks made to escape from a grapple or avoid being trampled.", + "You have advantage on Strength or Dexterity saving throws triggered by nonmagical attacks of Huge or larger creatures.", + "Gain advantage on Intelligence (Nature) and Wisdom (Survival) checks when investigating their habitats. " + ] + } + ] + }, + { + "name": "Careful Defense", + "source": "KaOSC", + "page": 8, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Big Game Hunter", + "subclassSource": "KaOSC", + "level": 7, + "header": 2, + "entries": + [ + "Starting at 7th level, you know the risks of a predator’s devastating attacks, and you master the art of avoiding the most dangerous blows of your opponents. When you would suffer a critical hit by a foe’s melee weapon attack, you can use a reaction to make the attack a normal hit instead. In addition, if the creature is Huge or larger, you can make a weapon attack against that creature as part of the reaction." + ] + }, + { + "name": "Coordinated Effort", + "source": "KaOSC", + "page": 8, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Big Game Hunter", + "subclassSource": "KaOSC", + "level": 10, + "header": 2, + "entries": + [ + "At 10th level, you gain the ability to maximize the coordination of attacks with your allies. When you use Action Surge, all allies within 30 feet that can hear you may make a weapon attack as a reaction." + ] + }, + { + "name": "Beast Slayer", + "source": "KaOSC", + "page": 8, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Big Game Hunter", + "subclassSource": "KaOSC", + "level": 15, + "header": 2, + "entries": + [ + "Starting at 15th level, you can use the extra damage dice from Cautious Attacker on each successful weapon attack rather than once per turn." + ] + }, + { + "name": "All or Nothing", + "source": "KaOSC", + "page": 8, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Big Game Hunter", + "subclassSource": "KaOSC", + "level": 18, + "header": 2, + "entries": + [ + "Starting at 18th level, you learn how to make one last-ditch effort to bring down a foe. As a bonus action, you can expend up to 10 of your Hit Dice to bolster your next attack. If that attack hits, add the Hit Dice to the attack’s damage. The Hit Dice are expended whether the attack hits or misses. These dice are not doubled on a critical hit. Immediately after the attack is resolved, you must make a Constitution saving throw with a DC of 10 + the number of Hit Dice expended. On a failed save, you fall unconscious with the effort for 1 minute. This ability cannot be used again until you complete a short or long rest." + ] + }, + { + "name": "Circle of Frost", + "source": "KaOSC", + "page": 9, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Frost", + "subclassSource": "KaOSC", + "level": 2, + "entries": + [ + "Frost druids inhabit lands where long winters and icy landscapes prevail. They help creatures living in these areas survive when conditions are at their most inhospitable, preventing outsiders from coming into the arctic climes and disrupting the balance of nature. They use their druidic abilities to take the forms of polar creatures, giving them the ability to watch regional happenings from a safe vantage, and they use their magic to confuse and hinder intruders and outsiders. While they are not necessarily evil, these druids’ attitudes and demeanors often reflect the harsh, barren climates in which they reside.", + { + "type": "refSubclassFeature", + "subclassFeature": "Circle Spells|Druid|PHB|Frost|KaOSC|2" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Coat of Frost|Druid|PHB|Frost|KaOSC|2" + } + ] + }, + { + "name": "Circle Spells", + "source": "KaOSC", + "page": 9, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Frost", + "subclassSource": "KaOSC", + "level": 2, + "header": 2, + "entries": + [ + "Your symbiotic link to frost and your ability to tap into the cycle of life and death grants you access to certain spells. At 2nd level, you learn the {@spell ray of frost} cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Frost Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.", + { + "type": "table", + "caption": "Circle of Frost Spells", + "colLabels": + [ + "Druid Level", + "Spells" + ], + "colStyles": + [ + "col-3 text-center", + "col-9" + ], + "rows": + [ + [ + "3rd", + "{@spell blur}, {@spell darkness}" + ], + [ + "5th", + "{@spell elemental weapon} (cold only), {@spell gaseous form}" + ], + [ + "7th", + "{@spell mordenkainen's faithful hound||faithful hound}, {@spell otiluke's resilient sphere||resilient sphere}" + ], + [ + "9th", + "{@spell cone of cold}, {@spell steel wind strike|xge}" + ] + ] + } + ] + }, + { + "name": "Coat of Frost", + "source": "KaOSC", + "page": 9, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Frost", + "subclassSource": "KaOSC", + "level": 2, + "header": 2, + "entries": + [ + "Starting at 2nd level, you can cover yourself in a frigid aura of cold that you can use to harm nearby enemies. When a creature you can see moves into a space within 10 feet of you or starts its turn there, you can use your reaction to deal 1d4 cold damage to that creature unless it succeeds on a Constitution saving throw against your spell save DC. The cold damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level." + ] + }, + { + "name": "Hibernation", + "source": "KaOSC", + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Frost", + "subclassSource": "KaOSC", + "level": 6, + "header": 2, + "entries": + [ + "At 6th level, you and your allies gain the benefits of your connection to the restorative powers of the act of hibernation. When you and up to six creatures of your choice take a short rest, add 2 to the number of hit points regained per hit die rolled. In addition, a creature can remove one level of exhaustion at the end of the short rest." + ] + }, + { + "name": "Invigorating Shelter", + "source": "KaOSC", + "page": 9, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Frost", + "subclassSource": "KaOSC", + "level": 10, + "header": 2, + "entries": + [ + "At 10th level, you gain the ability to protect yourself and those around you from the ravages of both fire and cold. As a bonus action, you create an aura of cool air emanating from you in a 30-foot radius. All creatures you choose in the aura have resistance to cold and fire damage for 1 minute. You can use this ability a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a short or long rest. " + ] + }, + { + "name": "Bitter Zephyr", + "source": "KaOSC", + "page": 9, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Frost", + "subclassSource": "KaOSC", + "level": 14, + "header": 2, + "entries": + [ + "At 14th level, your connection to the harsh climates of your domain allows you to become one with the bitter north wind. If you drop to 0 hit points and don’t die outright, you drop to 1 hit point instead. Each creature of your choice within 30 feet of you that you can see takes cold damage equal to 2d10 + your druid level. You also gain a fly speed equal to your walking speed for 1 minute. Once you use this feature, you can’t use it again until you finish a long rest." + ] + }, + { + "name": "Cold Domain", + "source": "KaOSC", + "page": 10, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Cold", + "subclassSource": "KaOSC", + "level": 1, + "entries": + [ + "Clerics, priests, and shamans living in the harsh environments of the arctic tundra must work with the tools at their disposal. Those tools are, more often than not, bitter cold, driving snow, wicked ice, hunger, and darkness. The gods of cold represent the harshness and fragility of life on the edges of civilization and on the bleakness of freezing dark. The clerics of cold sometimes venerate that brutality and darkness, while others bow to the powers of cold as a way to respect them while holding the darkness and death at bay like the borealis lights the way", + "The gods most associated with the cold domain are those representing the elements or storms, those associated with the season of winter, or those whose uncaring natures are synonymous with death and undoing. In the Forgotten Realms, Auril, the Frostmaiden and the Goddess of Winter, is the deity most closely associated with cold. The frost giant god, Thrym, has a large, icy foot firmly in the cold domain, as does Ulutiu, a forefather of the giant pantheon that held sway over glaciers, polar environs, and creatures that dwell in the arctic.", + { + "type": "refSubclassFeature", + "subclassFeature": "Domain Spells|Cleric||Cold|KaOSC|1" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Cold Influence|Cleric||Cold|KaOSC|1" + } + ] + }, + { + "name": "Domain Spells", + "source": "KaOSC", + "page": 10, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Cold", + "subclassSource": "KaOSC", + "level": 1, + "header": 1, + "entries": + [ + "You gain domain spells at the cleric levels listed in the Cold Domain Spells table. See the Divine Domain class feature for how domain spells work.", + { + "type": "table", + "caption": "Cold Domain Spells", + "colLabels": + [ + "Cleric Level", + "Spells" + ], + "colStyles": + [ + "col-2 text-center", + "col-10" + ], + "rows": + [ + [ + "1st", + "{@spell absorb elements}, {@spell ice knife|xge}" + ], + [ + "3rd", + "{@spell darkness}, {@spell gust of wind}" + ], + [ + "5th", + "{@spell elemental weapon} (cold only), {@spell protection from energy}" + ], + [ + "7th", + "{@spell ice storm}, {@spell conjure minor elemental}" + ], + [ + "9th", + "{@spell commune with nature}, {@spell cone of cold}" + ] + ] + } + ] + }, + { + "name": "Cold Influence", + "source": "KaOSC", + "page": 10, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Cold", + "subclassSource": "KaOSC", + "level": 1, + "header": 1, + "entries": + [ + "Also starting at 1st level, choose either necrotic or radiant damage. When you cast a cantrip or spell that deals cold or your chosen damage, you can change the damage to cold or the damage type you chose at 1st level. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a short or long rest. " + ] + }, + { + "name": "Bonus Proficiency", + "source": "KaOSC", + "page": 10, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Cold", + "subclassSource": "KaOSC", + "level": 1, + "header": 1, + "entries": + [ + "When you choose this domain at 1st level, you gain proficiency in the {@skill Survival} and {@skill Nature} skills. " + ] + }, + { + "name": "Channel Divinity: Icy Flesh", + "source": "KaOSC", + "page": 10, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Cold", + "subclassSource": "KaOSC", + "level": 2, + "header": 2, + "consumes": + { + "name": "Channel Divinity" + }, + "entries": + [ + "Starting at 2nd level, you can use your Channel Divinity to turn your body into chilling ice. As an action, you can turn your flesh into ice as hard as plate armor for 1 minute. Your armor class becomes 18, and a creature that hits you with a melee attack takes 1d6 cold damage. This damage becomes 3d6 cold damage at 11th level." + ] + }, + { + "name": "Absolute Cold", + "source": "KaOSC", + "page": 10, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Cold", + "subclassSource": "KaOSC", + "level": 6, + "header": 2, + "entries": + [ + "Starting at 6th level, your ability to tap into the absolute cold of the elemental planes becomes more potent. Cold damage dealt by your cleric spells and Channel Divinity options ignores resistance to cold damage. Additionally, creatures immune to cold damage are only resistant to your cold spells." + ] + }, + { + "name": "Chilling Cramps", + "source": "KaOSC", + "page": 11, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Cold", + "subclassSource": "KaOSC", + "level": 8, + "header": 2, + "entries": + [ + "At 8th level, when you deal cold damage to a creature, its speed is reduced by 10 feet until the start of your next turn." + ] + }, + { + "name": "One with the Ice", + "source": "KaOSC", + "page": 11, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Cold", + "subclassSource": "KaOSC", + "level": 17, + "header": 2, + "entries": + [ + "Starting at 17th level, your affinity to and control of cold becomes more powerful:", + { + "type": "list", + "items": + [ + "You gain immunity to cold and fire damage.", + "Your skin becomes hard as ice. You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks." + ] + } + ] + }, + { + "name": "College of Respite", + "source": "KaOSC", + "page": 11, + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Respite", + "subclassSource": "KaOSC", + "level": 3, + "entries": + [ + "Some bards voluntarily venture to the less hospitable parts of the world, battles, or other places where suffering is prevalent. There, they use the abilities granted by their college to bring relief to those in pain.", + { + "type": "refSubclassFeature", + "subclassFeature": "Bonus Proficiencies|Bard||Respite|KaOSC|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Comforting Song|Bard||Respite|KaOSC|3" + } + ] + }, + { + "name": "Bonus Proficiencies", + "source": "KaOSC", + "page": 11, + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Respite", + "subclassSource": "KaOSC", + "level": 3, + "header": 2, + "entries": + [ + "When you join the College of Respite at 3rd level, you gain proficiency with cook’s utensils and herbalism kits." + ] + }, + { + "name": "Comforting Song", + "source": "KaOSC", + "page": 11, + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Respite", + "subclassSource": "KaOSC", + "level": 3, + "header": 2, + "entries": + [ + "At 3rd level, you learn how to infuse your healing spells with the power of comforting music. When you cast a spell of 1st level or higher to restore hit points to a creature, you can expend one of your uses of Bardic Inspiration and add the result of the roll to the number of hit points that the spell restores." + ] + }, + { + "name": "Reaffirming Pressure", + "source": "KaOSC", + "page": 11, + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Respite", + "subclassSource": "KaOSC", + "level": 6, + "header": 2, + "entries": + [ + "At 6th level, when a creature within 30 feet of you that can see and hear you adds one of your Bardic Inspiration die to an ability check, attack roll, or saving throw, you can use your reaction to allow them to roll the die again. They must use the new roll." + ] + }, + { + "name": "Reliable Comfort", + "source": "KaOSC", + "page": 11, + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Respite", + "subclassSource": "KaOSC", + "level": 14, + "header": 2, + "entries": + [ + "Starting at 14th level, when you use Comforting Song, you can roll a d6 and use it instead of expending a Bardic Inspiration die." + ] + }, + { + "name": "Frostblooded", + "source": "KaOSC", + "page": 11, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Frostblooded", + "subclassSource": "KaOSC", + "level": 1, + "entries": + [ + "The stuff of the quasi-elemental plane of ice bleeds into the coldest places of the world. Sometimes called the Frostfell, these places alter mortals in unexpected ways, adapting them to the frigid environment and gifting them with power over ice and cold. Some powerful beings like Auril the Frostmaiden, Iborighu the Frozen King, or even the demon prince Kostchtchie guide their faithful to places where their blood will be changed as gifts to their followers. ", + { + "type": "refSubclassFeature", + "subclassFeature": "Frost Magic|Sorcerer||Frostblooded|KaOSC|1" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Armor of Hoarfrost|Sorcerer||Frostblooded|KaOSC|1" + } + ] + }, + { + "name": "Frost Magic", + "source": "KaOSC", + "page": 11, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Frostblooded", + "subclassSource": "KaOSC", + "level": 1, + "header": 1, + "entries": + [ + "You learn additional spells when you reach certain levels in this class, as shown on the Frost Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class.", + { + "type": "table", + "caption": "Frost Magic Spells", + "colLabels": + [ + "Sorcerer Level", + "Spells" + ], + "colStyles": + [ + "col-2 text-center", + "col-10" + ], + "rows": + [ + [ + "1st", + "{@spell armor of Agathys}, {@spell ice knife|xge}" + ], + [ + "3rd", + "{@spell Snilloc’s snowball swarm|xge}, {@spell warding wind|xge}" + ], + [ + "5th", + "{@spell elemental weapon} (cold only), {@spell hunger of Hadar}" + ], + [ + "7th", + "{@spell elemental bane|xge} (cold only), {@spell ice storm}" + ], + [ + "9th", + "{@spell cone of cold}, {@spell control winds|xge}" + ] + ] + } + ] + }, + { + "name": "Armor of Hoarfrost", + "source": "KaOSC", + "page": 12, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Frostblooded", + "subclassSource": "KaOSC", + "level": 1, + "header": 2, + "entries": + [ + "Your heritage has begun to show as your hair and skin turn white and are cold to the touch. Starting at 1st-level, a thin sheen of ice covers your skin such that when you aren’t wearing armor, your AC equals 10 + your proficiency bonus + your Dexterity modifier." + ] + }, + { + "name": "Piercing Cold", + "source": "KaOSC", + "page": 12, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Frostblooded", + "subclassSource": "KaOSC", + "level": 6, + "header": 2, + "entries": + [ + "Starting at 6th level, when you cast a spell that deals cold damage you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to that cold damage for 1 hour." + ] + }, + { + "name": "Heart of the Blizzard", + "source": "KaOSC", + "page": 12, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Frostblooded", + "subclassSource": "KaOSC", + "level": 14, + "header": 2, + "entries": + [ + "When you achieve 14th-level, you can spend 5 sorcery points as a bonus action to magically transform yourself and everything you are wearing or carrying into a cloud of swirling snow and ice. You have a flying speed of 20 feet and can enter and occupy the space of another creature. In this form, you have resistance to nonmagical damage and immunity to cold damage. You gain advantage on Strength, Dexterity, and Constitution saving throws and can pass through small holes, narrow openings, and even mere cracks, though you treat liquids as though they were solid surfaces. You cannot fall and remain hovering in the air even when stunned or otherwise incapacitated. While in this form you cannot talk, manipulate objects, cast spells, or attack other than to hurl ice.", + "On your turn as an action, you can hurl a chuck of ice as a ranged spell attack against a target. On a hit, the target takes 3d6 bludgeoning damage.", + "You remain in this form for 1 minute. It ends early if you are incapacitated, you die, or you dismiss it as a bonus action." + ] + }, + { + "name": "Frozen Apotheosis", + "source": "KaOSC", + "page": 12, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Frostblooded", + "subclassSource": "KaOSC", + "level": 18, + "header": 2, + "entries": + [ + "At 18th-level you become one with the cold as your body becomes infused with elemental ice. You have immunity to cold damage, no longer age, and can’t be aged magically. In addition, you no longer need to breathe or consume food or water. " + ] + }, + { + "name": "Path of Crystalline Fury", + "source": "KaOSC", + "page": 12, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Crystalline Fury", + "subclassSource": "KaOSC", + "level": 3, + "entries": + [ + "While nonmagical, chardalyn—the crystalline substance created by the artifact {@i Crenshinibon}— easily accepts magic. By infusing their bodies with chardalyn, these barbarians gain the ability to harness and use the energy of spells used against them.", + { + "type": "refSubclassFeature", + "subclassFeature": "Chardalyn Infusion|Barbarian||Crystalline Fury|KaOSC|3" + } + ] + }, + { + "name": "Chardalyn Infusion", + "source": "KaOSC", + "page": 12, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Crystalline Fury", + "subclassSource": "KaOSC", + "level": 3, + "header": 1, + "entries": + [ + "At 3rd level, you infuse your body with jagged shards of chardalyn. These shards of chardalyn augment your unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normally for an unarmed strike. While raging, you can use a bonus action to make one unarmed attack against a target within 5 feet of you. " + ] + }, + { + "name": "Chardalyn Regeneration", + "source": "KaOSC", + "page": 13, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Crystalline Fury", + "subclassSource": "KaOSC", + "level": 6, + "header": 2, + "entries": + [ + "At 6th level, the chardalyn enables you to absorb the magical energy of spells. If you succeed on a saving throw against a spell cast upon you while you’re raging, you can use your reaction to regain a number of hit points equal to the spell’s level times your proficiency modifier once the spell’s effects have been applied. You can use this ability only once per rage.", + "Further, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage." + ] + }, + { + "name": "Chardalyn Absorption", + "source": "KaOSC", + "page": 13, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Crystalline Fury", + "subclassSource": "KaOSC", + "level": 10, + "header": 2, + "entries": + [ + "At 10th level, you can absorb spells cast upon you and unleash them upon your foes. While raging, if you succeed on a saving throw against a spell that targets only you, you can absorb the spell as a reaction. The spell has no effect, other than to be absorbed. Before your rage ends, you can cast the absorbed spell using the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. You can absorb a spell in this way once perrage, and the absorbed spell is lost if not cast before the end of the rage." + ] + }, + { + "name": "Chardalyn Perfection", + "source": "KaOSC", + "page": 13, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Crystalline Fury", + "subclassSource": "KaOSC", + "level": 14, + "header": 2, + "entries": + [ + "Upon reaching 14th level, you have mastered your bond with the chardalyn. You can use the Spell Absorption class feature twice per rage.", + "Also, the damage die for your unarmed strike increases to 1d10." + ] + }, + { + "name": "Path of the Raging Hearth", + "source": "KaOSC", + "page": 13, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Raging Hearth", + "subclassSource": "KaOSC", + "level": 3, + "entries": + [ + "The barbarians of the world are known best for protecting their friends and families through aggression, killing enemies made of flesh and blood before they attack. From ferocious beasts to encroaching harbingers of corrupt civilization, most barbarians solve problems with the sharp edge of a blade. Barbarians from the lands of ice and snow still protect their clans with weapons; the weather and other natural obstacles, however, are just as dangerous as savage beasts. Barbarians tasked with the protection of their clans must be prepared to deal with all sorts of danger, whether it be marauding yetis or sudden ice storms. The fire of survival burns strong within them and they spreadthat heat to their clanmates.", + { + "type": "refSubclassFeature", + "subclassFeature": "Surge of Heat|Barbarian||Raging Hearth|KaOSC|3" + } + ] + }, + { + "name": "Surge of Heat", + "source": "KaOSC", + "page": 13, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Raging Hearth", + "subclassSource": "KaOSC", + "level": 3, + "header": 1, + "entries": + [ + "When you choose this path at 3rd level, you gain the ability to channel fire through your attacks. For the duration of your rage, the first attack that hits on each of your turns does an additional 1d4 fire damage. At 11th level, the fire damage increases to 1d8. " + ] + }, + { + "name": "Flame-Souled", + "source": "KaOSC", + "page": 14, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Raging Hearth", + "subclassSource": "KaOSC", + "level": 6, + "header": 2, + "entries": + [ + "Beginning at 6th level, you gain resistance to cold and fire damage while you are raging. In addition, allies within five feet of you gain resistance to cold damage while you rage as well." + ] + }, + { + "name": "Spark of Life", + "source": "KaOSC", + "page": 14, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Raging Hearth", + "subclassSource": "KaOSC", + "level": 10, + "header": 2, + "entries": + [ + "Beginning at 10th level, as a reaction, you can expend one use of your rage to provide comfort and healing to your allies within 30 feet. When you expend the rage, the chosen creature can immediately spend a number of hit dice up to your Constitution modifier (minimum 1) to regain hit points as if it had taken a short rest. Alternatively, the creature can remove one level of exhaustion instead of spending hit dice to regain hit points. Once you use this feature, you can’t use it again until you finish a short or long rest." + ] + }, + { + "name": "Spiritual Conflagration", + "source": "KaOSC", + "page": 14, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Raging Hearth", + "subclassSource": "KaOSC", + "level": 14, + "header": 2, + "entries": + [ + "Starting at 14th level, if you are reduced to 0 hp, your inner flame explodes in an aura around you. You are at 1 hp instead. In addition, creatures you choose within 30 feet gain temporary hit points equal to half your barbarian level. Once you use this feature, you can’t use it again until you finish a long rest." + ] + }, + { + "name": "Primal Magic", + "source": "KaOSC", + "page": 14, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Primal", + "subclassSource": "KaOSC", + "level": 2, + "entries": + [ + "Arcane magic practiced by the native creatures of the frozen arctic lands is primitive and raw, yet no less esoteric and powerful than the most learned and practiced sage-wizards of the civilized cities of Faerun. The carefully cured and crafted spellbooks of the wizards of the civilized lands would freeze and shatter on the frozen tundra. The wizards of those wild lands created their spells on cured animal skins or other natural surfaces, burning the runes rather than using fancy ink. The magic is infused with the raw emotions of fear and hate, passion and power, isolation and connection.", + { + "type": "refSubclassFeature", + "subclassFeature": "Martial Training|Wizard||Primal|KaOSC|2" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Primal State|Wizard||Primal|KaOSC|2" + } + ] + }, + { + "name": "Martial Training", + "source": "KaOSC", + "page": 14, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Primal", + "subclassSource": "KaOSC", + "level": 2, + "header": 2, + "entries": + [ + "When you choose this arcane tradition at 2nd level, you gain proficiency in light armor and all simple weapons, and you gain proficiency in Constitution saving throws." + ] + }, + { + "name": "Primal State", + "entries": + [ + "Starting at 2nd level, you can enter a primal state that lasts for 1 minute. When you are in this primal state, you gain the following benefits:", + { + "type": "list", + "items": + [ + "You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1).", + "You make Constitution saving throws to maintain concentration on a spell with advantage.", + "You make melee spell attacks against adjacent creatures with advantage." + ] + }, + "You can use this feature a number of times equal to your Intelligence modifier. You regain all expended uses of it when you finish a long rest." + ], + "source": "KaOSC", + "page": 14, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Primal", + "subclassSource": "KaOSC", + "level": 2, + "header": 1 + }, + { + "name": "Primal Strike", + "source": "KaOSC", + "page": 14, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Primal", + "subclassSource": "KaOSC", + "level": 6, + "header": 2, + "entries": + [ + "Starting at 6th level, you gain ferocious melee attacks when in the primal state. When you use an action to cast a spell or cantrip that is a melee spell attack, you can also make a melee weapon attack as part of that action. If that attack hits, in addition to normal damage, you deal extra force damage equal to your Intelligence modifier. " + ] + }, + { + "name": "Primal Shield", + "source": "KaOSC", + "page": 14, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Primal", + "subclassSource": "KaOSC", + "level": 10, + "header": 2, + "entries": + [ + "Starting at 10th level, you learn how to use your magic to defend yourself in close-quarter battles. When you are hit by a melee attack from an adjacent foe, you can use your reaction to expend a spell slot of 3rd level or higher. Doing so gives you resistance to bludgeoning, piercing, or slashing damage against that attack. Expending a slot of 5th level or higher gives you resistance to all damage against that attack." + ] + }, + { + "name": "Refocus Energy", + "source": "KaOSC", + "page": 14, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Primal", + "subclassSource": "KaOSC", + "level": 14, + "header": 2, + "entries": + [ + "Starting at 14th level, when you lose concentration on a wizard spell because of damage taken in combat, you can use a reaction to channel that energy into an immediate attack. When a Constitution saving throw is failed to maintain concentration, make a melee spell attack against an adjacent enemy as a reaction. If that attack hits, deal 1d6 force damage for each level that the spell lost was cast at. You may not choose to automatically fail the concentration check." + ] + }, + { + "name": "Way of Brutality", + "source": "KaOSC", + "page": 15, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Brutality", + "subclassSource": "KaOSC", + "level": 3, + "entries": + [ + "While most monks hone their abilities through years of strict discipline and practice, others find less onerous ways of developing their craft. Monks of the Way of Brutality are mean and love to fight dirty.", + { + "type": "refSubclassFeature", + "subclassFeature": "Bonus Proficiencies|Monk||Brutality|KaOSC|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Dirty Fighting|Monk||Brutality|KaOSC|3" + } + ] + }, + { + "name": "Bonus Proficiencies", + "entries": + [ + "At 3rd level, you gain proficiency in the {@skill Intimidation} skill." + ], + "source": "KaOSC", + "page": 15, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Brutality", + "subclassSource": "KaOSC", + "level": 3, + "header": 1 + }, + { + "name": "Dirty Fighting", + "entries": + [ + "At 3rd level, you learn how to fight dirty. Whenever you hit a creature with an attack granted by Flurry of Blows, you can impose one of the following effects on that target:", + null, + { + "type": "list", + "items": + [ + "It must succeed on a Dexterity saving throw or be blinded until the end of your next turn.", + "It must succeed on a Constitution saving throw or be unable to breathe or vocalize until the end of your next turn.", + "It must succeed on a Strength saving throw or have its speed reduce to 5 feet until the end of your next turn." + ] + }, + "Alternatively, you can use your Flurry of Blows to make a ranged weapon attack against a target within 30 feet with an improvised weapon—such as a mug of ale, a chair, or any other similarly sized object you can reach. The attack uses your Martial Arts die for damage, regardless of what you attack with." + ], + "source": "KaOSC", + "page": 15, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Brutality", + "subclassSource": "KaOSC", + "level": 3, + "header": 1 + }, + { + "name": "Frightful Presence", + "source": "KaOSC", + "page": 15, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Brutality", + "subclassSource": "KaOSC", + "level": 6, + "header": 2, + "entries": + [ + "Upon reaching 6th level, you are able to manipulate the ki in others to strike them with fear. When you take this action, each creature within 30 feet of you that can see you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn." + ] + }, + { + "name": "Brutal Blows", + "source": "KaOSC", + "page": 15, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Brutality", + "subclassSource": "KaOSC", + "level": 11, + "header": 2, + "entries": + [ + "At 11th level, you learn how to place your blows for maximum effect. When you hit a creature with an attack granted by your Flurry of Blows, the attack deals an additional die of damage." + ] + }, + { + "name": "Reactive Flurry", + "source": "KaOSC", + "page": 15, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Brutality", + "subclassSource": "KaOSC", + "level": 17, + "header": 2, + "entries": + [ + "At 17th level, when a creature provokes an opportunity attack from you, you can use your Flurry of Blows as a reaction." + ] + } + ], + "background": + [ + { + "name": "Arctic Guide", + "source": "KaOSC", + "skillProficiencies": + [ + { + "perception": true, + "survival": true + } + ], + "toolProficiencies": + [ + { + "vehicles (air)": true, + "vehicles (water)": true + } + ], + "entries": + [ + { + "type": "list", + "style": "list-hang-notitle", + "items": + [ + { + "type": "item", + "name": "Skill Proficiencies", + "entry": "{@skill Perception}, {@skill Survival}" + }, + { + "type": "item", + "name": "Tool Proficiencies", + "entry": "Your choice of land or water vehicles, {@item navigator's tools|phb}" + }, + { + "type": "item", + "name": "Equipment", + "entry": ": backpack, 50 ft. of hemp rope, grappling hook, snowshoes, cold weather clothing, and a thank you letter from someone you rescued" + } + ] + }, + { + "name": "Feature – Go to Ground", + "type": "entries", + "entries": + [ + "You have a nose for where people are likely to run to when in danger. You are adept at guessing the paths a panicked individual might take or where they might seek shelter. When in the wilderness you always find a relatively safe place to rest if such a place exists." + ], + "data": + { + "isFeature": true + } + }, + { + "type": "entries", + "entries": + [ + { + "type": "table", + "colLabels": + [ + "d8", + "Personality Trait" + ], + "colStyles": + [ + "col-1 text-center", + "col-11" + ], + "rows": + [ + [ + "1", + "I like nature more than people" + ], + [ + "2", + "I want to see what is over the next horizon. " + ], + [ + "3", + "If you say I can’t, I will prove you wrong." + ], + [ + "4", + "I collect a token to remember each place I have been. " + ], + [ + "5", + "Keeping active keeps me alive. I love getting my hands dirty. " + ], + [ + "6", + "I like to wake up early so I can see the sunrise over a new horizon." + ], + [ + "7", + "My smile gets bigger the more I think I am danger. " + ], + [ + "8", + "I love animals." + ] + ] + }, + { + "type": "table", + "colLabels": + [ + "d6", + "Ideal" + ], + "colStyles": + [ + "col-1 text-center", + "col-11" + ], + "rows": + [ + [ + "1", + "Reliable: I strive to be the rock everyone else can rely on. (Lawful)" + ], + [ + "2", + "Thrill Seeker: I enjoy pitting myself against the most difficult challenge nature can offer. (Chaotic)" + ], + [ + "3", + "Life First: Every life matters. (Good)" + ], + [ + "4", + "Greed: Loved ones will pay anything to save their lost family. (Evil)" + ], + [ + "5", + "Curious: Seeing new things is what really motivates me. (Any)" + ], + [ + "6", + "Independent: I do this job because it takes me far from my family. (Chaotic)" + ] + ] + }, + { + "type": "table", + "colLabels": + [ + "d6", + "Bond" + ], + "colStyles": + [ + "col-1 text-center", + "col-11" + ], + "rows": + [ + [ + "1", + "1 I was once rescued from the wild and I want to pay back that debt." + ], + [ + "2", + "Everyone is worth saving." + ], + [ + "3", + "Guiding and saving others is just the job I do." + ], + [ + "4", + "Relying on others is the difference between and death in the artic. I won’t let you down" + ], + [ + "5", + "I can never forget the ones I didn’t rescue." + ], + [ + "6", + "I feel closer to my god when in the wild." + ] + ] + }, + { + "type": "table", + "colLabels": + [ + "d6", + "Flaw" + ], + "colStyles": + [ + "col-1 text-center", + "col-11" + ], + "rows": + [ + [ + "1", + "I sometimes take chances I shouldn’t." + ], + [ + "2", + "I thrive on the adoration of those I save." + ], + [ + "3", + "I am in it for the rewards offered up by the grateful." + ], + [ + "4", + "Other’s foolish risks anger me." + ], + [ + "5", + "There is a particular terrain where something bad once happened and I secretly fear returning to." + ], + [ + "6", + "If I had to choose between myself and my charge, I choose myself every time." + ] + ] + } + ] + } + ], + "fluff": + { + "entries": + [ + "You are at one with the frozen wilds from the Sea of Moving Ice to the Reghed Glacier. Others look to you to get them safely to where they are going, but also to hunt for and rescue those who have gone missing. You are trained at following tracks, climbing the high ice, and surviving in the frozen wilderness. As the Rime threatens, you are needed even more to find those trapped in the building snows. " + ] + }, + "startingEquipment": + [ + { + "_": + [ + "Hempen Rope (50 feet)|phb", + "Snowshoes|idrof", + "Clothing, cold weather|idrof", + { + "special": "backpack" + }, + { + "special": "thank you letter from someone you rescued" + } + ] + } + ] + } + ], + "variantrule": + [ + { + "name": "Afflictions", + "source": "KaOSC", + "type": "section", + "entries": + [ + "The elements suffer a wide range of negative effects to the living.", + "Afflictions in Icewind Dale are dangerous, but not completely unavoidable.", + "{@spell Lesser restoration} removes one affliction and {@spell greater restoration} removes all afflictions affecting a creature. Alternatively, all afflictions are removed from a creature at the end of a long rest, provided the long rest is completed outside of the environment that caused it.", + { + "name": "Difficulty Class", + "type": "entries", + "header": 0, + "entries": + [ + "The terrain and weather presented here should be a challenge regardless of tier. To facilitate this, the DCs and damage of the effects are determined by the ease of the task and the tier of the characters, as outlined in the table below. For example, the saving throw for glittersnow (an easy Constitution save) would be 9 for a group of 1st level characters, but 15 for a group of 20th level characters.", + { + "type": "table", + "caption": "Difficulty Class by Tier", + "colLabels": + [ + "Tier", + "Easy", + "Average", + "Difficult" + ], + "colStyles": + [ + "col-2 text-center", + "col-2 text-center", + "col-2 text-center", + "col-2 text-center" + ], + "rows": + [ + [ + "1", + "9", + "11", + "13" + ], + [ + "2", + "11", + "13", + "15" + ], + [ + "3", + "13", + "15", + "17" + ], + [ + "4", + "15", + "17", + "19+" + ] + ] + } + ] + }, + { + "name": "Mundane Afflictions", + "type": "entries", + "entries": + [ + "Characters exposed to the elements can suffer a wide range of negative effects.", + { + "name": "Exhaustion by Exposure", + "type": "entries", + "entries": + [ + "Exposure to the cold can cause a wide range of afflictions that incur levels of exhaustion. After being exposed, a creature must succeed on an average Constitution saving throw or gain a level of exhaustion. Each condition provides when this saving throw is made and the manner in which the levels of exhaustion are removed." + ] + }, + { + "type": "entries", + "entries": + [ + { + "name": "Altitude Sickness", + "type": "entries", + "entries": + [ + "At the end of each hour spent above 8,000 feet in elevation. Levels of exhaustion gained from altitude sickness can’t be removed until the creature completes a long rest at elevations below 8,000 feet." + ] + }, + { + "name": "Hypothermia", + "type": "entries", + "entries": + [ + "At the end of each hour spent in frigid temperatures, or at the end of each minute spent in frigid water. Characters wearing wet clothing make saving throws to avoid hypothermia with disadvantage. These levels of exhaustion can’t be removed until the creature completes a long rest in a warm and dry environment." + ] + }, + { + "name": "Wet Lung", + "type": "entries", + "entries": + [ + "At the end of each hour spent in a wet, cold environment at altitudes in excess of 8,000 feet. The character suffers ragged breathing and fits of wracking coughing—automatically failing any Dexterity ({@skill Stealth}) checks that rely on remaining unheard. Further, characters suffering from wet lung make future saving throws to resist exhaustion with disadvantage. These levels of exhaustion can’t be removed until the creature spends a tenday in a warm and dry environment." + ] + } + ] + }, + { + "name": "Frostbite", + "type": "entries", + "entries": + [ + "Characters with exhaustion caused by exposure to cold risk frostbite—especially if they’re not wearing the proper clothing. At the end of each hour the character must succeed on an average Constitution saving throw or suffer the effects of frostbite. Frostbitten characters make Dexterity- or Strengthbased ability checks, attack rolls, and saving throws with disadvantage.", + "Frostbitten creatures are cured by {@spell lesser restoration} or similar magic or with a successful DC 13 Wisdom ({@skill Medicine}) check made upon completing a long rest.", + "Creatures who have four or more levels of exhaustion caused by exposure to the cold are also prone to unusual behavior:", + { + "name": "Terminal Burrowing", + "type": "entries", + "entries": + [ + "Creatures demonstrating this behavior seek out small, enclosed spaces that don’t offer substantive shelter from the cold—furniture, snow, etc." + ] + }, + { + "name": "Paradoxical Undressing", + "type": "entries", + "entries": + [ + "As the body succumbs to the cold, blood rushes back into extremities causing false sensations of warmth. In response, creatures discard articles of clothing—further endangering themselves." + ] + } + ] + }, + { + "name": "Snow Blindness", + "type": "entries", + "entries": + [ + "Snow and ice reflect the sun’s light—blinding the unprepared. After each hour spent traversing a snowy area on a sunny day, a creature must succeed on an {@b easy} Constitution saving throw or be blinded until the creature spends an hour outside of it. Characters wearing snow goggles or similar eye protection automatically succeed on the saving throw." + ] + } + ] + }, + { + "name": "Magical Afflictions", + "type": "entries", + "entries": + [ + "The presence of magic and otherworldly creatures creates unique dangers in the form of the following afflictions:", + { + "name": "Frost Rot", + "type": "entries", + "entries": + [ + "This affliction is caused when a creature suffers necrotic damage while possessing one or more levels of exhaustion caused by exposure. The extremities (typically the hands) become black and covered with festering sores. Weapon attacks and spell attacks from spells with somatic components are made with disadvantage. This affliction lasts until the levels of exhaustion are removed." + ] + }, + { + "name": "Living Spells", + "type": "entries", + "entries": + [ + "Though extremely rare, living spells (see {@i Eberron: Rising from the Last War}) are occasionally found wandering the wilds of Icewind Dale. These spells are almost always derived from spells that deal cold damage—like ray of frost, cone of cold, and ice storm. In the Forgotten Realms, creatures such as this are usually ancient remnants of the Netherese Empire’s terrible magic." + ] + }, + { + "name": "Madness", + "type": "entries", + "entries": + [ + "The brutal environment can provoke madness in those who succumb to its influences (see {@i Dungeon Master’s Guide}).", + { + "name": "Cabin Fever", + "type": "entries", + "entries": + [ + "While not necessarily caused by exposure to the wilds of Icewind Dale, those cloistered in confined spaces for a prolonged period of time risk this unusual malady. For every 24 hours spent in such a space, a creature must succeed on an {@b average} Charisma saving throw. On a failure, they gain a long-term madness which causes them to attempt to escape their confinement—using violence if necessary." + ] + }, + { + "name": "Blind Rage", + "type": "entries", + "entries": + [ + "Creatures suffering from snow blindness are known to succumb to violent outbursts. After each hour spent suffering from snow blindness, the creature must succeed on an {@b easy} Wisdom saving throw or gain a short-term madness which drives them to angrily attack nearby creatures with melee weapons attacks." + ] + }, + { + "name": "Howling Laughter", + "type": "entries", + "entries": + [ + "The incessant, howling winds of Icewind Dale accompanied by the seemingly endless expanses of snow and ice instills fatalistic laughter in its victims. After each hour spent wandering the wastes, each creature must succeed on a {@b difficult} Charisma saving throw or gain a shortterm madness which causes them to sit down and refuse to budge—all while laughing hysterically." + ] + } + ] + } + ] + } + ] + } + ] +} From 674dcb7e8057bc3274c39349decb03c06dd3c62f Mon Sep 17 00:00:00 2001 From: FishCrystals <111529799+FishCrystals@users.noreply.github.com> Date: Sun, 29 Jan 2023 22:27:13 +0000 Subject: [PATCH 2/3] Move file to collection oops --- {book => collection}/Knuckleheads & Other Such Curiosities.json | 0 1 file changed, 0 insertions(+), 0 deletions(-) rename {book => collection}/Knuckleheads & Other Such Curiosities.json (100%) diff --git a/book/Knuckleheads & Other Such Curiosities.json b/collection/Knuckleheads & Other Such Curiosities.json similarity index 100% rename from book/Knuckleheads & Other Such Curiosities.json rename to collection/Knuckleheads & Other Such Curiosities.json From 2004043684f08fdb5796e1a7642406b4539bf48c Mon Sep 17 00:00:00 2001 From: FishCrystals <111529799+FishCrystals@users.noreply.github.com> Date: Sun, 29 Jan 2023 22:34:29 +0000 Subject: [PATCH 3/3] Update Knuckleheads & Other Such Curiosities.json Fixed possible error with variants... hopefully! --- collection/Knuckleheads & Other Such Curiosities.json | 5 ++--- 1 file changed, 2 insertions(+), 3 deletions(-) diff --git a/collection/Knuckleheads & Other Such Curiosities.json b/collection/Knuckleheads & Other Such Curiosities.json index a827cb8527..6cf11d640a 100644 --- a/collection/Knuckleheads & Other Such Curiosities.json +++ b/collection/Knuckleheads & Other Such Curiosities.json @@ -4305,7 +4305,7 @@ [ "This suit of armor is made of thin, overlapping sheets of chardalyn. While you're wearing it, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you." ], - "__prop": "magicvariant" + "rarity": "very rare" }, { "name": "Trueflight Ammunition", @@ -4336,8 +4336,7 @@ [ "Ranged weapon attacks made using this ammunition ignore penalties imposed by inclement weather, such as high wind or poor visibility. Once it hits a target, the ammunition is no longer magical." ], - "rarity": "uncommon", - "__prop": "magicvariant" + "rarity": "uncommon" } ], "subclass":