From c07e1102891d37e77ecfd0141559238e8bf5cf5c Mon Sep 17 00:00:00 2001 From: Billiam9420 Date: Thu, 7 Apr 2022 19:03:49 -0400 Subject: [PATCH 01/65] Create MCDM Productions; Kingdoms & Warfare.json Work on book sections begun, complete up through "The Operation." --- .../MCDM Productions; Kingdoms & Warfare.json | 234 ++++++++++++++++++ 1 file changed, 234 insertions(+) create mode 100644 book/MCDM Productions; Kingdoms & Warfare.json diff --git a/book/MCDM Productions; Kingdoms & Warfare.json b/book/MCDM Productions; Kingdoms & Warfare.json new file mode 100644 index 0000000000..2793ab40b4 --- /dev/null +++ b/book/MCDM Productions; Kingdoms & Warfare.json @@ -0,0 +1,234 @@ +{ + "$schema": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_schema-fast/homebrew.json", + "_meta": { + "sources": [ + { + "json": "KaW", + "abbreviation": "KaW", + "full": "Kingdoms & Warfare", + "url": "https://shop.mcdmproductions.com/products/kingdoms-and-warfare-pdf", + "authors": [ + "MCDM Productions" + ], + "convertedBy": [ + "ForeverAlwaysGM (Billiam94)" + ], + "version": "v1.0" + } + ] + }, + "book": [ + { + "name": "Kingdoms & Warfare", + "id": "KaW", + "source": "KaW", + "group": "homebrew", + "author": "MCDM Productions", + "published": "2021-05-01", + "contents": [ + { + "name": "Foreword" + }, + { + "name": "Introduction", + "headers": [ + "How to Use This Book", + "Scale", + "The Operation", + "Glossary of Terms" + ] + }, + { + "name": "Domains & Intrigue", + "headers": [ + "The Core Assumptions", + "Heroic Organizations", + "NPC Realms" + ] + }, + { + "name": "Warfare", + "headers": [ + "Using These Realms" + ] + }, + { + "name": "Monsters & Magic Items", + "headers": [ + "Monsters", + "Magic Items", + "New Codices" + ] + }, + { + "name": "The Regent of Bedegar" + } + ] + } + ], + "bookData": [ + { + "id": "KaW", + "source": "KaW", + "data": [ + { + "type": "section", + "name": "Foreword", + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/NnQw1uo.jpg" + } + }, + "I have always viewed the worlds of fantasy RPGs in terms of domains. The idea that the world is divided into spheres of influence and power, with specific people in charge of those things. Even as a teenager, I played in lots of different fantasy worlds, and I judged them all based on one thing: the map. I used maps as the keys that unlocked the different domains in a world.", + "Maps are one of the GM’s most powerful tools. The map of the local area, the map of the region, the map of the city, the map of the world. Because maps invite exploration. A map explicitly asks the players to pore over it, point to something evocative or mysterious, and ask: “What’s this?”", + "In the ’80s and early ’90s, there was an explosion of new, official campaign settings. New fantasy worlds for RPGs. And my friends and I were excited to try them. But whenever I saw the mapIn the ’80s and early ’90s, there was an explosion of new, official campaign settings. New fantasy worlds for RPGs. And my friends and I were excited to try them. But whenever I saw the map of a new world, I always wondered the same thing: “Who’s in charge here?” I don’t know why that was important to me. Probably, I was just looking for some kind of organizing principle. Some kind of lens to view all this new information through.", + "I didn’t literally think, “Whose domain is this?” I wouldn’t have used that language. And I never thought exclusively about barons and dukes and queens. If I pointed to a great forest, I wouldn’t expect it to belong to a feudal noble. I know how fantasy works: it’s a big forest, so it probably belongs to the elves!", + "But which elves? Surely a forest this big is an important asset, and some elven court considers it their realm. Their domain. And if not, that’s probably because it’s contested! A hot or cold war over ancient elven boundaries! Drama!", + "Or maybe the forest belongs to an order of powerful druids. Maybe they keep it deliberately wild and pool their resources to ensure no single civilization takes it over! Well, those druids would be just another domain.", + "That’s how my mind worked then, and how it still works. It’s okay if some places aren’t controlled by anyone. But then, as now, when I see a map of a fantasy world and there are no political boundaries, no answers, no information to tell me, “Who’s in charge?” anywhere, I get disappointed. I feel like...there’s a layer of information missing.", + "To date, there’s never been an edition of the world’s most popular roleplaying game whose core rules took the idea of different domains—whether those are counts and dukes and queens, or druid enclaves, wizard circles, or knightly orders—and gave them mechanical features. Not just, “Oh, you get this one feature if you join this organization,” but rules for letting different organizations engage in planning, conspiracy, and conflict the way people do.", + "That’s what this book tries to do. I wanted to give you the tools to add organizations and warfare to your games and make doing so fun. When players think about their own party of heroes, even without changing anything about their characters, I hope they’ll recognize at least one of the organizations or specializations in here as fitting their group.2 When GMs see all the different NPC realms in the book, I hope they’ll want to run new adventures with a hag coven as the villain, building a secret army in the swamp. Or an evil empire run by an immortal dragon. A draconic tyranny!", + "When players choose an organization and a specialization, their characters gain new mechanical features—but they’ll also feel more like a formal group. They’ll have to communicate more to use their new domain powers, and will argue about how best to use domain features during a new phase of the game, called intrigue. Everyone will communicate, argue, and compromise—just like the members of a real organization.", + "This book will give the heroes and villains in your games more influence, more impact. Their reach will extend beyond the end of their swords or the range of their spells. The party’s agents can go out and spy, research, build, and negotiate, all while the heroes are dungeon delving. And of course, when those heroes discover that another domain is building an army to march against the people who look to them for leadership, they can build their own army and prepare for war!", + "This book might not be for everyone. But if any of the above sounds cool to you, we think you’ll like it.", + "—Matt Colville", + "Orange County, CA", + "2021" + ] + }, + { + "type": "section", + "name": "Introduction", + "page": 1, + "entries": [ + "There’s a lot in this book, but what’s here ultimately boils down to two systems: intrigue and warfare.", + "{@b Intrigue} is conflict between two domains. A holy church versus a mystic circle. The Knights Templar against a dragon tyrant. A bunch of disorganized misfit adventurers against a nation of undead!", + "A {@b domain} is a pretty simple thing as a game concept. It’s got four skills. It uses actions and reactions and bonus actions, just like characters and monsters. It has three defenses, but no hit points. The only way to “kill” a domain is to neutralize its officers—although some might escape and start a new domain for the sequel campaign! A domain could be a kingdom, thieves’ guild, or druid circle!", + "An intrigue only ever takes place between two domains. That makes the system simple and easy to keep track of. Other domains might get involved, but purely as allies, lending aid. Of course, depending on the adventure, it’s possible that a particular intrigue is just a prelude to another larger intrigue as the characters discover the villainous realm they just defeated was only a pawn in an even larger game....", + "Alongside the intrigue system, the book presents eight different heroic organizations (each of which can be customized with three specializations) and sixteen different NPC realms to use as allies, neutral observers, or enemies.", + "{@b Warfare} is conflict between units of soldiers and monsters. Along with rules for warfare, you’ll find seventy-eight special units in this book and another sixty-four in the special unit deck available on our store (at {@i mcdmproductions.com/warfare-deck}).", + "So while it might look like an enormous amount of stuff in here at first glance, it’s really just two systems, each relatively straightforward, and then a ton of options for those systems.", + "The book also contains a handful of new items that can affect intrigue or warfare. And because they were popular in {@book Strongholds & Followers|SaF}, you get some new legendary artifacts called the codices. (Warning! They will unravel the fabric of reality!)", + "Strongholds & Followers presented six courts of extraplanar creatures that the gods might send to aid characters in battle if their faith is strong enough. Those were so popular that we expanded them with three additional courts—devils, demons, and undead. New monsters! Some of these creatures use the action-oriented design philosophy mentioned in “Running the Game #83,” designed to make it easier for a GM to use a single monster to challenge an entire party.", + "Finally, there’s an adventure designed to help you use and understand these rules. It’s basically a big, detailed example of how the intrigue and warfare systems can work.", + { + "type": "entries", + "name": "How to Use This Book", + "page": 1, + "entries": [ + "First, you should check out the {@b Glossary of Terms} section, which covers all the new terms the book uses. Don’t worry about reading the whole thing, but just skimming it to familiarize yourself with the concepts will help a lot. And you can always refer back to the glossary if you’re looking for a quick definition.", + "One of the design goals of this book was to make as few assumptions as possible about your game. You can start using these rules right now, with your existing characters in the middle of your current campaign—or even right in the middle of an adventure. In fact, we hope these rules take your group and your adventures and elevate them, granting everything a broader scope and a feeling of raising the stakes. In a world where the forces of powerful domains vie for control of ancient artifacts and forgotten lore, every adventuring party and their enemies can now be listed among those domains.", + "The easiest way to adopt these rules is to imagine that the heroes in your game are already an organization, with the players picking the specific type of organization from the eight in this book. Then set up the villains of the adventure as a villainous realm, which the GM picks from among the sixteen in the book.", + "You can stop there if you like. Domains have options that give their officers—both characters and NPCs—more things to do during an adventure or between adventures. But an organization is more than just its officers. There are followers, agents, and employees all ready to carry out the characters’ and NPCs’ orders. As such, leading a domain means players can have their organization conduct research or espionage while the characters continue exploring dungeons or fighting dragons.", + "Domains grant their officers access to domain features that become usable during intrigue. The GM will use the rules for intrigue to make the campaign more memorable as it moves toward one or more warfare battles that mark the intrigue’s conclusion, with the heroes plotting and scheming against a villain as their organization uses its domain features and domain skills to prepare for battle—even as the villain does the same!", + "Domains also grant their officers access to domain powers. These are new special features that allow characters to work together during any combat that takes place during intrigue against the officers of an opposed domain—just as the villain and their lieutenants will be working together on that opposing side. This includes the combat that runs alongside the potential climactic final battle at the end of intrigue. (Though not all adventures need to have a final battle, it’s great fun!)", + "The warfare rules in this book are robust enough to be used as their own game. This can be a fun way to play out small skirmishes or major battles, and it works fine without using the rules for intrigue.", + "But finally—and most ambitiously—all these rules work together as a whole. The heroes become an organization as they plot and scheme against the villain’s realm, making allies and raising an army. Time and again, they confront enemy leaders in combat using their new domain powers while their loyal forces clash around them! And though they might not be something that ends up a part of every session, battles between the armies of domains can lend an epic feel to any adventure. It’s a little more work, certainly, but that work pays off in the kind of conflict that pushes players and GMs toward the biggest possible adventure finale.", + "There might be other things you wish this system did. If we’ve done a good job, it’ll be easy for you to design your own optional rules that expand on this framework. We look forward to seeing what you do with the content that follows!", + { + "type": "entries", + "name": "Combat and Battle", + "page": 2, + "entries": [ + "To keep clear the differences between warfare and characters engaging in combat, this book uses “combat” to refer to characters and monsters skirmishing using the game’s normal rules. “Battle” is used to refer to armies clashing using the warfare rules." + ] + } + ] + }, + { + "type": "entries", + "name": "Scale", + "page": 2, + "entries": [ + "Another thing this book makes no assumptions about is the scale of your game—specifically, the units of distance you use on your campaign map. How much territory a domain controls is something left to the GM—if it ever comes up at all. Domains can come into conflict all on their own as villains try to blow up the world or some small part of it, and the heroes trying to stop them likely don’t need to know, “Exactly how many square miles do they control?”", + "In addition to helping keep these rules flexible and easy to adopt, worrying about the literal area of a territory likely isn’t something most people will find exciting in a game about pretending to be an elf who fights dragons. So in the end, the rules simply assume it takes about a week (however this is defined in your world) for a domain to carry out a single domain action. And even that can be easily tweaked to any length of time, as it’s deliberately abstract. For a particular game, it might work to have a domain turn be a week at the beginning of an intrigue, but then only a single day at the end as the pace quickens and the stakes rise." + ] + }, + { + "type": "entries", + "name": "The Operation", + "page": 3, + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/lCfWQLx.jpg" + } + }, + "“We sell it back to them,” Narco said. “Hang on… then what are you gonna put on your bolts?”", + "Aurex nodded her head in agreement. “Need I remind you,” the half-devil assassin said, “before your mind of chemicals and formulae overheats from its own cleverness, it took our people three weeks to steal those vials of {@i dreamtime}. And they managed to get in, get it, and get out without anyone noticing. Those resources could have been put to better use if that drug doesn’t end up on a bolt in Castagan.”", + "Loroyan Thel, the drow brains of the Operation, peered at Narco from across the corner table of the quiet tavern. “We can handle the paladin with or without magic poison, demidevil,” he said, almost under his breath.", + "“And get him to talk?” Aurex said. “Under {@i dreamtime}, he’ll talk while he sleeps—and we’ll know it’s the truth.”", + "Thel sighed. “I’m aware of that.”", + "“I thought the sleep juice was for your bolts,” Zarek said. Not unusually, the half-orc enforcer felt two steps behind the conversation.", + "“Forget the bolts, Zarek,” Aurex said. “I want to hear what our alchemist director of narcotics has in mind.”", + "Narco turned to the half-devil. “Aurex, don’t you see?” He smiled riotously, tossed a small vial into the air, then snatched it back again. “It’s exactly as you said. Our agents got into the Tower of the Lens, got the drug, got out with no alarms. No searching, no deaths, no guards alerted. No trace.”", + "No one spoke.", + "“No trace… of us. So we take this back to the Lens, and we tell them we lifted it off someone who tried to sell it to us.”", + "“Ah…” Zarek said.", + "“No good.” Thel shook his head. “They’ll rumble that. Wizards are reliably clueless, but they’re not stupid.”", + "“Hey, what if we kill someone?” Zarek said. Everyone frowned at him, as this was his solution to everything. It would be on his family crest if fate ever conspired to make a noble of him.", + "Still, the half-orc had a point, so they let him continue. “Okay, check this out, yeah? If it’s just us, sure, they’ll rumble that like Thel says. But if we give them a body? And we say, yeah this piece of piss tried to sell us this juice, but we didn’t even know what it was! We asked him where he got it, he got defensive. Says he stole it from you wizards, right? And we said, ‘Oh, you trying to offload your scrab on us so you can go back to the Lens and frame us? Pull the other one.’ Then he got pissy and tried something, and we sorta had to kill him or whatever!”", + "Everyone was looking at Zarek.", + "“Right? So they see this body and they start wondering, ‘Who’s this, right?’ And if they’re wondering that, they’re not wondering… about us.”", + "Thel slowly smiled and looked at Narco, who smiled back and waggled his eyebrows.", + "Then they turned to look at Aurex, whose visage was inscrutable. Slowly, she spoke.", + "“It might work.”", + "“Good enough for me,” Thel said. “Let’s give it a shot. Well done, Zarek.”", + "“Oh, thanks, boss,” the enforcer said, beaming with pride.", + "“You people done scheming?” A small, snarling voice piped up as Garrote, the Operation’s chief negotiator and resident goblin officer, hopped up onto a chair.", + "Thel explained the plan.", + "The goblin was impressed. “Hey, you came up with that all on your own?” he asked Narco.", + "“Well, I...”", + "“Not bad for a drug addict.”", + "“Garrote,” Thel warned. Narco looked hurt. Unlike the rest of the officers of the Operation, he wasn’t a killer by trade.", + "The goblin looked around the table. “That it?” he said. “That all you got?”", + "Aurex took out her sin-metal blade and began polishing it again, looking meaningfully at the goblin.", + "“Oh yes, you’re all very clever,” Garrote said. “But unless you’ve forgotten…” He stabbed a dagger into the map of the temple the group intended to infiltrate, there to confront and combat the order of paladins who were, of late, bent on the destruction of the Operation. “We still got this shit to deal with.”", + "“With all the intel Aurex ferreted out?” Thel said. “Their wizard’s true name? The guards you blackmailed?”", + "“Thel, they have an army. They know we’re coming for ’em. They’re gonna surround this place so tight a mouse couldn’t get in.” Garrote pointed to Narco. “And don’t get any ideas. I’m not gonna be a mouse again, so put those filthy potions away.”", + "“Yeah, that is a pisser,” Zarek said. “We gonna fight our way in, boss?”", + "“Well, it’s been a month. I was hoping a solution to that would have presented itself.” Thel frowned. “It’s not too late to seek special assistance. We could call up the Crew.”", + "“Don’t you get it?” The goblin smiled, chuckling. “Narco here got halfway there, but it’s up to the charming goblin to seal the deal.”", + "“Get it over with,” Aurex said. She held out her blade to see the dim light of the tavern glint off the shining gray metal before being absorbed.", + "Garrote’s face fell. Aurex and her blade. “Yeah. Anyway. We take the {@i dreamtime} back to the Tower of the Lens, we give ’em some corpse they can pin all their suspicion on, just like Narco and Zarek say. Then we say ‘Goodness, would you like this back? Seems expensive.’ But then we say, ‘We don’t want paying.’ Maybe Aurex’s people dig up some dirt on the Lens? Should they even have this stuff? It’s illegal as shit. So, you know, we embarrass ’em, lie to ’em, give ’em someone else to be suspicious of, a little blackmail thrown in for good measure. Then we just offer to give it back to ’em. Free.”", + "“To what end, Garrote?”", + "The goblin grinned. “So they volunteer to take care of our little military problem for us.”", + "No one spoke. The officers of the Operation were all uniformly stunned. Thel looked at Aurex and Narco. “They could do it,” he said.", + "Narco nodded. “Lend us a unit of elementals, show how grateful they are.”", + "Aurex frowned, hating to admit the goblin was right. “You got it in you to brace a quaesitor of the Lens?”", + "Garrote made a “psh” noise. “Wizards are easy. You just gotta flatter ’em before you threaten ’em.” He smiled. “By the time I’m done with ’em, they’ll think it was their idea.”", + "“I can try and dig up something on their quaesitor,” Aurex said. “Give Garrote some ammo.”", + "Thel put his hands flat on the table. “Intel says we got a week before the Order of the Black Pegasus comes after us, and I intend to go after them first. So…work your magics, and let’s see if we can’t convince the Lens they owe us a favor.”", + "“Blackmail, intel, drugs.” Garrote nodded at the three vials of {@i dreamtime}. “Just a day’s work for us, boss.”", + "Zarek finally caught up. “Heh. This is good, you guys. Oh yeah, this is gonna be fun. This is real thieves’ guild shit.”" + ] + }, + { + "type": "entries", + "name": "Glossary of Terms", + "page": 5, + "entries": [ + "This section collects the terminology underlying the domains, intrigue, and warfare systems at the heart of the book. As you read the rules for the first time, you might want to refer back here to check unfamiliar terms—or to flip forward to the Heroic Organizations and NPC Realms sections, and to the Warfare chapter, to see how these terms play out in the rules.", + { + "type": "entries", + "name": "Domains & Intrigue", + "page": 5, + "entries": [ + "The following terms are used in domains and intrigue.", + "{@b Attitude:} The disposition of another domain toward yours. Used to establish alliances through diplomacy.", + "" + ] + } + ] + } + ] + } + ] + } + ] +} \ No newline at end of file From ca8deccb0866452d742cb1c42da052d477a72327 Mon Sep 17 00:00:00 2001 From: Billiam9420 Date: Thu, 7 Apr 2022 20:01:53 -0400 Subject: [PATCH 02/65] Update MCDM Productions; Kingdoms & Warfare.json "Introduction" section complete. --- .../MCDM Productions; Kingdoms & Warfare.json | 81 ++++++++++++++++++- 1 file changed, 80 insertions(+), 1 deletion(-) diff --git a/book/MCDM Productions; Kingdoms & Warfare.json b/book/MCDM Productions; Kingdoms & Warfare.json index 2793ab40b4..9fdeac6269 100644 --- a/book/MCDM Productions; Kingdoms & Warfare.json +++ b/book/MCDM Productions; Kingdoms & Warfare.json @@ -221,7 +221,86 @@ "entries": [ "The following terms are used in domains and intrigue.", "{@b Attitude:} The disposition of another domain toward yours. Used to establish alliances through diplomacy.", - "" + "{@b Combat:} The normal round-by-round conflict between characters in the game, including the officers of domains.", + "{@b Communications:} One of a domain’s three defenses. Communications represents how well agents and followers understand the goals and orders of the domain’s leaders, and can relay the current state of the domain back to them.", + "{@b Decrement:} To decrease the number on a die by 1.", + "{@b Development Point:} Spent by the officers in a domain to customize its stats.", + "{@b Diplomacy:} One of a domain’s four skills, used to negotiate with other domains.", + "{@b Domain:} A group of characters or creatures working together to further some long-term goal. The term “domain” encompasses the leaders of the domain, the agents and followers who work for them, and the territory they influence.", + "{@b Domain Feature:} A special benefit or action used during an intrigue on behalf of a domain by one of its officers.", + "{@b Domain Power:} A special benefit or feature available to officers of a domain during combat against officers of an opposed domain.", + "{@b Domain Turn:} The time in which each domain in an intrigue conducts one domain action. Often a week, but could be any span of time determined by the GM.", + "{@b Espionage:} One of a domain’s four skills, used to spy on or sabotage other domains.", + "{@b Found:} To create or establish, in regard to domains founding strongholds.", + "{@b Intrigue:} Conflict between two domains in which each takes domain actions, using domain features and domain skills to affect the defenses of the opposing side and prepare for battles. Also the period of time covering this conflict.", + "{@b Leader:} The NPC officer who runs a villainous realm.", + "{@b Lieutenants:} The NPC officers of a villainous realm who obey the realm’s leader.", + "{@b Lore:} One of a domain’s four skills, used to research obscure knowledge.", + "{@b Muster:} To raise new warfare units for a domain.", + "{@b Officer:} One of the player characters or NPCs in charge of a domain.", + "{@b Operations:} One of a domain’s four skills. Operations is used to muster new units and to take actions not covered by any other domain skill.", + "{@b Organization:} A player-controlled domain.", + "{@b Party Sheet:} The record of an organization’s stats, defenses, and features.", + "{@b Power Die:} A die that an officer can roll at the start of a battle. The die is placed with its result facing up in a domain’s power pool.", + "{@b Power Pool:} The shared group of power dice all officers in a domain access when using their powers.", + "{@b Realm:} An NPC-controlled domain.", + "{@b Resolve:} One of a domain’s three defenses, representing how committed a domain’s followers are to the cause of the domain’s leaders.", + "{@b Resources:} One of a domain’s three defenses. Resources covers both wealth and the availability of anything a domain needs to operate.", + "{@b Stronghold:} A domain’s headquarters, whatever form that might take.", + "{@b Test:} To resolve a skill roll for a domain. Used in place of “check” to make it clearer when the rules are talking about interactions between domains rather than between characters and other creatures.", + "{@b Title:} A special feature an officer gains as a result of commanding a domain.", + "{@b Villianous Realm:} An NPC realm in direct conflict with the players’ organization." + ] + }, + { + "type": "entries", + "name": "Warfare", + "page": 6, + "entries": [ + "The following terms are used in warfare.", + "{@b Activation:} The act of selecting a unit, determining its movement and actions, and resolving them. A unit’s activation in battle is effectively equivalent to a character’s turn in combat.", + "{@b Adjacent:} Spaces and units are adjacent if one is above, below, left, or right of the other. Spaces and units that are diagonal to each other are not adjacent.", + "{@b Aerial:} Units that can fly.", + "{@b Allied Units:} All units that are part of an army or are friendly to that army.", + "{@b Artillery:} Siege engines and archers.", + "{@b Attack:} The bonus to a d20 roll representing a unit’s ability to successfully execute an attack order and engage an opposed unit. Opposed by Defense.", + "{@b Battle:} Conflict between two armies.", + "{@b Battle Magic:} Magic items crafted by officers and given to units in an army.", + "{@b Bringing the Siege:} The test that determines which domain marches on the other at the start of a battle. This determines which side defends a stronghold and which side attacks.", + "{@b Broken:} A broken unit is removed from the battlefield, usually because it suffered its last casualty. Broken units can be reformed by rallying.", + "{@b Casualty Die:} The die placed on each unit card that tracks how many casualties the unit has remaining. A unit’s casualty die is initially equal to its size.", + "{@b Cavalry:} Highly mobile ground troops, usually mounted.", + "{@b Center:} The most protected rank on the battlefield. Archers begin battle in their army’s center rank.", + "{@b Combat:} The normal round-by-round conflict between characters in the game, including the officers of domains.", + "{@b Command:} The bonus to a d20 roll representing a unit’s ability to correctly interpret complex orders and execute them successfully.", + "{@b Commander:} The character or NPC who controls a unit.", + "{@b Decrement:} To decrease the number on a die by 1.", + "{@b Defense:} A numerical value representing a unit’s ability to maneuver in such a way as to avoid an opposed unit’s attack. Used as the DC for an opposed unit’s Attack test.", + "{@b Defenseless:} Lacking an army in a battle.", + "{@b Deployment:} The placing of units in legal spaces on the battlefield. Usually the first thing that happens in a battle.", + "{@b Diminished:} A unit is diminished when its current casualties are half or less than its starting casualties.", + "{@b Disband:} A unit that disbands is gone forever and cannot be rallied.", + "{@b Exposed:} A unit that is vulnerable to enemy cavalry because it is not properly protected by other units.", + "{@b Fortification:} A construction in one or more spaces on the battlefield, which grants units various bonuses during the battle.", + "{@b Front:} The vanguard rank of an army plus all of an opposed side’s ranks.", + "{@b Increment:} To increase the number on a die by 1.", + "{@b Infantry:} Basic ground troops, trained to fight in melee and hard to kill.", + "{@b Levies:} Laborers who briefly put down their pitchforks and ploughshares and pick up sword and pike to serve their domain.", + "{@b Maneuver:} A special action a unit can take, many of which require a Command test.", + "{@b Martial Advantages:} Special features that units gain based on the character class of the officer commanding those units.", + "{@b Morale:} A bonus to a d20 roll representing a unit’s ability to maintain discipline in the face of overwhelming odds, magic, exotic enemies, and impending destruction.", + "{@b Opposed Units:} All units that are part of the army of the other side, or which are friendly to that army.", + "{@b Order of Battle:} The rules that describe which units can attack which other units.", + "{@b Power:} A bonus to a d20 roll representing a unit’s physical strength and its ability to inflict casualties on an opposed unit. Opposed by Toughness.", + "{@b Rank:} A row on the battlefield.", + "{@b Rear:} The last rank on the battlefield, whose units defend the center rank from enemy cavalry. Usually populated by levies. (Wish them luck!)", + "{@b Reserve:} A well-protected rank on the battlefield where units can be stacked until needed.", + "{@b Special Unit:} A warfare unit that cannot be mustered through a normal Operations check, or that is unique to a specific domain.", + "{@b Tier:} A measure of how powerful a unit is. Higher-tier units are more effective in combat, and harder to muster.", + "{@b Toughness:} A numerical value representing a unit’s physical hardiness and its soldiers’ ability to withstand attacks and keep fighting. Used as the DC for an opposed unit’s Power test.", + "{@b Unit:} A group of soldiers, civilians, or monsters who make up an army.", + "{@b Unit Dependency:} The rule governing how many units of each tier can be fielded.", + "{@b Vanguard:} The first rank of an army, which faces the opposing army. Usually populated by infantry." ] } ] From c9c3bfccd06f448cd85e44050b944315f182fca6 Mon Sep 17 00:00:00 2001 From: Billiam9420 Date: Thu, 7 Apr 2022 20:31:27 -0400 Subject: [PATCH 03/65] Update MCDM Productions; Kingdoms & Warfare.json Added missing pointers to ToC and started the next section --- .../MCDM Productions; Kingdoms & Warfare.json | 100 +++++++++++++++++- 1 file changed, 96 insertions(+), 4 deletions(-) diff --git a/book/MCDM Productions; Kingdoms & Warfare.json b/book/MCDM Productions; Kingdoms & Warfare.json index 9fdeac6269..f89e320bb2 100644 --- a/book/MCDM Productions; Kingdoms & Warfare.json +++ b/book/MCDM Productions; Kingdoms & Warfare.json @@ -35,29 +35,90 @@ "How to Use This Book", "Scale", "The Operation", - "Glossary of Terms" + "Glossary of Terms", + "Domains & Intrigue", + "Warfare" ] }, { "name": "Domains & Intrigue", "headers": [ "The Core Assumptions", + "Characters and Officers", + "What is an Organization?", + "Describing a Domain", + "Intrigue", + "Founding an Organization", + "Organizations and Warfare", + "Before Intrigue", + "Domain Skill Tests", + "Running Intrigue", + "Domain Turns and Actions", + "Domain Skills", + "Domain Defenses", + "Domain Size", + "Domain Powers", + "Villainous and NPC Realms" "Heroic Organizations", - "NPC Realms" + "Adventuring Party", + "Martial Regiment", + "Mercantile Guild", + "Mystic Circle", + "Nature Pact", + "Noble Court", + "Religious Order", + "Underworld Syndicate", + "NPC Realms", + "Despotic Regime", + "Draconic Empire", + "Dwarven Thanedom", + "Fey Court", + "Giant Jarldom", + "Gnomish Kingdom", + "Goblinoid Coalition", + "Hag Coven", + "Infernal Echelon", + "Medusean Tyranny", + "Orc Clan", + "Planar Invaders", + "Reptilian Band", + "Undead Dominion", + "Undersea Colony", + "World Below City-State" ] }, { "name": "Warfare", "headers": [ - "Using These Realms" + "Using These Rules", + "Maneuvers", + "Martial Advantages", + "Opposing Commanders", + "Fortifications", + "Terrain", + "Scenarios", + "Unit Traits", + "Ancestral Units", + "The Special Unit Deck", + "For the GM: Building the Villain's Army" ] }, { "name": "Monsters & Magic Items", "headers": [ "Monsters", + "Action-Oriented", + "Court of Decay", + "Court of the Deep", + "Court of Seven Cities", + "Gemstone Dragons", + "Relg, the Descender, the Lord in Corpulect" "Magic Items", - "New Codices" + "New Codices", + "Encountering a Codex", + "Attuning to a Codex", + "Sacrifice", + "New Codex Descriptions" ] }, { @@ -306,6 +367,37 @@ ] } ] + }, + { + "type": "section", + "name": "Domains & Intrigue", + "page": 8, + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/epw5QYs.jpg" + } + }, + "Every fantasy RPG campaign contains domains. The local church is one. The baron, their court, and the people of the barony are another. The thieves’ guild. The secret society of rangers and druids. Whatever your choice of fantasy subgenre, your campaign contains many different domains feeding a network of alliances, allegiances, suspicions, and grudges.", + "The rules in this book give you a straightforward way to represent those domains with game mechanics, and to allow the player characters to step up onto a larger stage and translate their influence from adventuring into political power. Player-run domains are called {@b organizations}. NPC-run domains are called {@b realms}. This book presents eight different player organizations, each with three specialties, and another sixteen NPC realms.", + "When two domains come into direct conflict, this is called an {@b intrigue}. The purpose of intrigue is to move toward a climactic confrontation involving combat between the officers of opposed domains and battles between their armies. Some adventures might end with just a final warfare battle at the end of intrigue, while others will feature numerous smaller battles leading up to a final battle alongside a final combat between the characters and the officers of an opposed domain. A domain can be destroyed only by neutralizing its officers. As such, once an intrigue starts, it continues until initiative is called for the final showdown between the domains’ officers.", + { + "type": "entries", + "name": "The Core Assumptions", + "page": 9, + "entries": [ + "Running nations and guilds and churches and spy networks can be incredibly complex. It’s easy to imagine a highly detailed game system that can model a world at this level. Tracking a barony’s food supply, determining how much iron is available to a duchy, mapping out a spy network’s elaborate web of agents, or even maintaining a list of a local religion’s temples and shrines—it’s all a complicated process. Games like that already exist, and are typically complex grand-strategy simulations that might even require a computer to run them.", + "This book takes a different approach.", + "First off, these rules understand that you’re already playing a complex fantasy RPG. We all know that just managing a single character or a world of NPCs can be a lot of work. So ideally, any domain management system has to be something that sits lightly on top of the game that players and GMs are already enjoying.", + "Furthermore, the game almost always has a heavy focus on fighting monsters. Most monsters are defined by their combat prowess, and many of a character’s best class features revolve around making them a better monster fighter. By assuming that training followers makes characters better at the stuff they’re already good at—whether that means research, study, or fighting—running a domain provides another way to improve the effectiveness of player characters and NPCs in combat.", + "Finally, almost every adventure involves some villain plotting and scheming while the heroes try to stop them. This system assumes that the villain runs their own villainous realm, that the player characters’ organization is actively trying to stop them, and that this conflict will eventually come to a head in an all-out battle—or perhaps more than one. This is the same way things would pan out if you weren’t using the new rules in this book. But with these rules, every officer in a domain has new special features called domain powers. These powers require communication and cooperation to use, even as armies clash in warfare to all sides.", + "In simplest terms, the rules in this book assume that characters continue adventuring as they normally do. While the characters are adventuring, slowly working their way toward a final confrontation with the villain, their domain is looking for allies to lend aid, investigating the villain and their lieutenants to learn their secrets, and disrupting the workings of the villain’s realm to weaken that realm’s forces in a final showdown. Even for a campaign that’s in the middle of an adventure right now, players and GMs can adopt the new rules in this book to provide a framework for the campaign’s existing plots and intrigue—then raise the stakes for both heroes and enemies in a warfare battle!", + "The adventure included with this book—“The Regent of Bedegar”—serves as an example of how a straightforward adventure can include rewards such as military units or resistance to an opposing realm’s features based on a domain’s actions during the adventure." + ] + } + ] } ] } From 80eeabdf8a9c4b59e2fdae4a9f8deb8918e1639b Mon Sep 17 00:00:00 2001 From: Billiam9420 Date: Fri, 8 Apr 2022 09:15:20 -0400 Subject: [PATCH 04/65] Update MCDM Productions; Kingdoms & Warfare.json Added missing commas, added some links to other sections, completed a bunch of entries up to Domain Defenses->Communications --- .../MCDM Productions; Kingdoms & Warfare.json | 580 +++++++++++++++++- 1 file changed, 577 insertions(+), 3 deletions(-) diff --git a/book/MCDM Productions; Kingdoms & Warfare.json b/book/MCDM Productions; Kingdoms & Warfare.json index f89e320bb2..751fb71886 100644 --- a/book/MCDM Productions; Kingdoms & Warfare.json +++ b/book/MCDM Productions; Kingdoms & Warfare.json @@ -58,7 +58,7 @@ "Domain Defenses", "Domain Size", "Domain Powers", - "Villainous and NPC Realms" + "Villainous and NPC Realms", "Heroic Organizations", "Adventuring Party", "Martial Regiment", @@ -112,7 +112,7 @@ "Court of the Deep", "Court of Seven Cities", "Gemstone Dragons", - "Relg, the Descender, the Lord in Corpulect" + "Relg, the Descender, the Lord in Corpulect", "Magic Items", "New Codices", "Encountering a Codex", @@ -274,7 +274,7 @@ "name": "Glossary of Terms", "page": 5, "entries": [ - "This section collects the terminology underlying the domains, intrigue, and warfare systems at the heart of the book. As you read the rules for the first time, you might want to refer back here to check unfamiliar terms—or to flip forward to the Heroic Organizations and NPC Realms sections, and to the Warfare chapter, to see how these terms play out in the rules.", + "This section collects the terminology underlying the domains, intrigue, and warfare systems at the heart of the book. As you read the rules for the first time, you might want to refer back here to check unfamiliar terms—or to flip forward to the {@book Heroic Organizations|Kaw|2|Heroic Organizations} and {@book NPC Realms|KaW|2|NPC Realms} sections, and to the {@book Warfare|KaW|3} chapter, to see how these terms play out in the rules.", { "type": "entries", "name": "Domains & Intrigue", @@ -396,6 +396,580 @@ "In simplest terms, the rules in this book assume that characters continue adventuring as they normally do. While the characters are adventuring, slowly working their way toward a final confrontation with the villain, their domain is looking for allies to lend aid, investigating the villain and their lieutenants to learn their secrets, and disrupting the workings of the villain’s realm to weaken that realm’s forces in a final showdown. Even for a campaign that’s in the middle of an adventure right now, players and GMs can adopt the new rules in this book to provide a framework for the campaign’s existing plots and intrigue—then raise the stakes for both heroes and enemies in a warfare battle!", "The adventure included with this book—“The Regent of Bedegar”—serves as an example of how a straightforward adventure can include rewards such as military units or resistance to an opposing realm’s features based on a domain’s actions during the adventure." ] + }, + { + "type": "entries", + "name": "Characters and Officers", + "page": 10, + "entries": [ + "{@i Kingdoms & Warfare} assumes that all the player characters in a campaign will be officers in a domain organization. These rules introduce a new dice pool (described below) shared by all the officers of an organization, which grants characters access to domain powers. Those new features are based on what type of organization the players choose, and require the players to communicate and cooperate as a team. (A villainous realm has its own dice pool that the leader and their lieutenants gain access to for their own domain powers.)", + "A character can be an officer in more than one organization, but they can be involved only in one intrigue at a time and can benefit only from the effects of one party sheet at a time. (That’s the record of a domain’s stats, defenses, and features.) A wizard might be a member of the party’s noble court organization and run their own arcane order on the side. But during an intrigue involving the noble court, the character is focused on that organization while their arcane order tends to its own affairs." + ] + }, + { + "type": "entries", + "name": "What is an Organization?", + "page": 10, + "entries": [ + "An organization is a domain built around the officers who founded it—the player characters. The players decide what their characters’ organization does, and who its initial allies and enemies are. Among those allies, an organization also includes the NPC followers, retainers, and lieutenants the characters attract as a result of rising fame or infamy earned through adventuring. For example, if the party’s organization is an underworld syndicate, that organization includes all the members of the syndicate down to the lowest-level agents keeping their ears to the ground and feeding the characters information. Likewise, an organization set up as a noble court might include large numbers of farmers and laborers who rely on the heroes for protection, and who are ready to serve to show their thanks.", + "Using the rules in this book, an adventuring party becomes an organization when it founds a stronghold, typically by buying, building, discovering, or inheriting it. Founding a stronghold announces to the world that the adventurers are more than just mercenaries, and are ready to get involved with local affairs in one way or another." + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/8G5Rlk1.jpg" + } + }, + { + "type": "entries", + "name": "Describing a Domain", + "page": 11, + "entries": [ + "Each fully detailed domain (whether a player character organization or a villainous realm) is described by its collection of skills, defenses, domain powers, and domain features, as well as its size.", + "A domain has four {@b skills}: Diplomacy, Espionage, Lore, and Operations, each of which has a modifier. A domain’s officers use these skills during intrigue.", + "A domain has three {@b defenses}: Communications, Resolve, and Resources. Each defense has a numerical value that provides a target number for tests made with domain skills during an intrigue. Each defense also has a level that can be raised or lowered. Any domains can gain bonuses or take penalties during battle or combat based on their domain defense levels.", + "Each domain also grants its officers access to special {@b domain powers} they can use in combat. Each officer gets a {@b power die} that they roll at the beginning of any combat against one or more officers of an opposed domain. The roll goes into a {@b power pool} shared by all the officers of a domain, with these dice fueling each character’s domain powers.", + "Every domain also provides a number of unique {@b domain features} that officers can make use of during intrigue, allowing the domain to affect the opposed domain’s defenses and units, to muster special units, and make other preparations for battle.", + "Finally, each domain has a {@b size} that determines how many turns it can take during intrigue, how large its officers’ power dice are, and the scope of certain benefits available to the domain’s army (as detailed in the {@book Warfare|KaW|3} chapter)." + ] + }, + { + "type": "entries", + "name": "Intrigue", + "page": 11, + "entries": [ + "Conflict between domains is called intrigue, and serves as the backdrop to the warfare battles that can play out between the heroes and the villains. The characters can use their organization’s skills outside of intrigue, making use of Diplomacy to forge alliances, Espionage to gather intelligence, and so forth. But once the heroes decide it’s time to act and stop the villain (or once the villain decides to stop the heroes), the GM announces that intrigue has begun as its own special phase of the game.", + "Intrigue occurs between two domains—by default, the heroes’ organization and the villain’s enemy realm. NPC realms might also be involved, but they don’t act on their own during intrigue. Rather, they lend aid to one side or the other.", + "Intrigue is divided up into domain turns, during which the players and the GM make use of the domain features and special actions available to them. Intrigue ends once both sides have completed all their domain turns, at which point the GM will set up a final showdown between domains— involving combat between the characters and their enemies, a climactic battle between the armies of powerful domains, or both!" + ] + }, + { + "type": "entries", + "name": "Founding an Organization", + "page": 11, + "entries": [ + "The players create an organization when their characters acquire a stronghold. They might do so by spending time and money to buy or build a stronghold, or through other means such as discovering an old ruin, clearing it out, and fixing it up. Some campaigns might even begin with the heroes inheriting a stronghold!", + "The game’s core rules note prices for different strongholds of different sizes, but there’s also an entire book dedicated to this—{@book Strongholds & Followers|SaF}. (You don’t need that book to use the rules in this book, but it might be fun.) ", + "Once the characters gain a stronghold, they naturally start to attract followers. Folks hear about the deeds they’ve done, notice the new headquarters, and volunteer to help or serve the characters. That stronghold and those followers are the foundation of the player characters’ organization.", + "Of course, the GM can waive any of these requirements if doing so is a better fit for the campaign. The only thing that’s really necessary is to have people working for the characters. But without some kind of headquarters, even if it’s just the local tavern (an establishment according to the {@book Strongholds & Followers|SaF} rules), there’s no physical structure to defend and nothing for an enemy to attack—and these things are important to the new rules in this book, as you will see.", + { + "type": "entries", + "name": "Choosing an Organization Type", + "page": 12, + "entries": [ + "Eight different types of organizations for player character domains are presented in this book, and each of those has three specializations. Two of those organizations—the noble court and the adventuring party—are good for existing campaigns in which the players don’t want to make new characters to use these rules, or for campaigns with a wide range of character types. The rest are themed more narrowly, and are best for new characters built around a specific organization type—and for parties where characters are focused on similar or even the same classes. (See {@b Granting Titles} below for more information.)", + "That said, even the most strongly themed organizations don’t make any assumptions about what classes officers can or should be. With only a few exceptions, none of the domain powers that officers can take make reference to class features. Any group of characters could decide to be a thieves’ guild or a knightly order. After all, every criminal enterprise needs wizards and clerics, and you don’t have to be a heavily armored and chivalrous paladin to follow a knight’s creed." + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/AYBHLdv.jpg" + } + }, + { + "type": "entries", + "name": "Development Points", + "page": 13, + "entries": [ + "Each organization is set up with a {@b party sheet} that defines the organization’s starting skills, its defenses, its domain powers, and its domain features. The sheet even has a place for the characters’ pool of power dice.", + "When characters found an organization, they begin with {@b 8 development points}, which are available to spend on skills and defenses. The players take turns passing the party sheet around, with each player spending 1 point and checking off the appropriate blank box on the party sheet (see below) until all points have been spent.", + "Players can make choices for spending development points as a group, or each player can do what they like individually. The GM can also weigh in if necessary, depending on the circumstances of the campaign. For example, in a campaign where one character has inherited a barony from their parent and the other characters are the new baron’s lieutenants, it might make sense for the new baron’s player to spend most of the organization’s initial development points. (That’s less fun, though!)", + "Every time a domain levels up, the officers gain an additional 8 development points to spend on improving their organization. The players once more pass the sheet around, with each player spending 1 point until all points are spent.", + "Each development point spent lets a player mark off a box on the party sheet, moving to the right. When a box is marked off, the box on its right is marked off next. When a box with a value in it is marked off, the organization’s skills or defenses become that number. For example, if an organization has +2 marked off in Diplomacy and the players mark off the next two boxes to reach +3, the organization’s Diplomacy modifier increases to +3. If Resolve is marked as 14 and the players mark off the next four boxes, the organization’s Resolve increases to 16.", + "Each organization starts with its skills and defenses at specific values, representing what the organization is naturally good at based on its type. (See the {@book Heroic Organizations|Kaw|2|Heroic Organizations} section on page 31 for details.) If that value is anything above the lowest level, mark off the boxes up to and including that point. Then players spending development points continue marking off boxes to the right.", + "Any time an effect changes a domain’s skills or defenses, the effect always refers to the modifier, not the number of boxes. If a domain specialization grants an organization a +1 to Diplomacy, that means the domain’s Diplomacy modifier increases by 1. Only development points are applied one box at a time." + ] + }, + { + "type": "entries", + "name": "Raising an Army", + "page": 13, + "entries": [ + "As a setup for using the warfare rules, when the characters found an organization, the players immediately muster four Tier I units of their choice to start up their army, from any ancestry the GM agrees the organization has access to. Each unit must be controlled by an officer of the organization, and each officer can command a number of units equal to their proficiency bonus. (The {@book Warfare|KaW|3} chapter has more information on all these things.)", + "During intrigue, players can muster more units for their organization’s army. Rules for this are covered under the {@b Operations} domain skill in this chapter (page 23) and {@b Building an Army} in the {@book Warfare|KaW|3} chapter (page 100).", + "An army obeys the commands of an organization’s officers, and can be deployed outside of intrigue or warfare for narrative purposes. As a rule, an army can perform any activity that an organization’s officers could perform but which the characters are too high a level to bother with, from escorting a diplomat to quelling an uprising of cultists.", + "The Operations domain skill can be used to resolve tasks an army performs outside of battle." + ] + }, + { + "type": "entries", + "name": "Granting Titles", + "page": 14, + "entries": [ + "Each organization grants its officers access to five titles that are distinct to each type of organization. Each character claims a different title within an organization, with that title granting new features and proficiencies. A character can have more than one title, but they can benefit from only one at a time, switching titles during a long rest. If a party includes more than five player characters, the GM can allow specific titles in an organization to be duplicated or allow a character to take a title from a different type of organization.", + "Most organizations’ titles are designed to support playing an organization whose officers are all of the same class, by giving those officers a wider range of features. For example, in a normal game, a party consisting of all rogues will deal formidable damage and be very stealthy indeed! At the same time, though, the lack of a tank and a healer makes such a group more fragile and less versatile than a typical group of adventurers. But in a thieves’ guild organization whose officers are all rogues, titles help shore up these deficiencies.", + "As an optional rule, the GM might consider allowing titles only when the players create a single-class party. This isn’t a strict requirement, but players and GMs should all be aware that some titles might become overpowered if stacked with similar benefits from class features or feats." + ] + } + ] + }, + { + "type": "entries", + "name": "Organizations and Warfare", + "page": 14, + "entries": [ + "This book is built around the iconic idea of the heroes fighting an adventure’s villain in one or more epic bouts of combat, while outside the characters’ or the villain’s sanctum, a battle rages between the armies controlled by both sides. If the characters run an arcane order or a druid circle, their army might be composed of elementals or treants. A thieves’ guild might hire mercenaries or field units of elite scouts, harriers, and sappers. But regardless of which organization the players choose, {@b the rules assume they have an army}. The battle that rages alongside the combat has a mechanical impact on the characters. When the army of one domain or the other wins a battle, the officers of the victorious domain gain a morale surge that offers a one-time benefit in combat.", + "For some players, this idea fits the fantasy concept just fine. But for others, the idea of their characters’ thieves’ guild or arcane order fielding an army might seem strange, and out of line with their ambitions or style of play, or the way they imagine their organization. If this is ever the case, the players and the GM should feel free to ignore the warfare system in this book altogether. You can still use the intrigue system, and these rules will still work and be fun. Or you might try ignoring both warfare and intrigue to just use an organization’s skills and powers! The power dice mechanic works well on its own, and will be fun even if the characters never raise an army.", + "Even so, the GM is encouraged to describe the villain’s realm as still having an army! But those forces will just be off doing something terrible in grand cinematic fashion (and possibly creating the reason the heroes need to stop the villain in the first place). Some sort of final combat still happens, with the heroes fighting the Scion of Orcus or Lord Saxton or what have you. But the villain’s armies are busy wreaking havoc elsewhere." + ] + }, + { + "type": "entries", + "name": "Before Intrigue", + "page": 14, + "entries": [ + "Domain-level play works the same way the skirmish-level game works. Just as each character has skills they can use outside of and during combat, an organization has skills it can use before and during intrigue. In the same way that characters decide to draw steel and initiate combat, an organization can decide to deploy its agents and begin intrigue. Likewise, the GM can decide, “You’ve pushed this NPC far enough! It’s time for intrigue!” Or, “This villainous realm has decided the party is an active threat, and they initiate intrigue!”", + "In any event, the GM determines when intrigue begins, regardless of which side initiates it.", + "Before intrigue begins, the characters’ organization can probe and test their enemy, but {@b they can’t use their skills directly against a villainous realm}. That kind of action is what begins intrigue. This is a fine line, and it’s up to the GM to adjudicate it. But in general, if the characters can make use of their organization’s skills to deal with everyday people (for example, learning something about a villainous realm by making general inquiries using Diplomacy) or known information (for example, researching a villain’s history using Lore), then those activities can remain part of the regular game. (See below for more information on these domain skills and their use.)", + "A Diplomacy test made against one of Lord Saxton’s allies might provide some idea what kind of army he’s preparing without starting intrigue. But an Espionage test to spy on Lord Saxton would initiate intrigue. Likewise, a Lore test to learn what Lord Saxton can do in combat might be allowable outside of intrigue if the GM decides Lord Saxton has shown off his combat skills often enough that there are people outside his domain who know that information. But any domain skill that requires targeting a villainous realm (including its agents, libraries, and lands) should start intrigue." + ] + }, + { + "type": "entries", + "name": "Domain Skill Tests", + "page": 15, + "entries": [ + "A domain skill test works exactly like a character or creature making an ability check. A d20 is rolled, modifiers are added, and the total is compared to the test’s Difficulty Class, determined by the GM. If the total is equal to or higher than the DC, the test succeeds. Tests can likewise be made with advantage and disadvantage, just like ability checks. The rules use the word test instead of check to help differentiate domain skills from the abilities and skills used by the characters.", + { + "type": "entries", + "name": "Using Domain Skills Outside of Intrigue", + "page": 15, + "entries": [ + "Players don’t have to wait until intrigue begins to use the skills of their characters’ domain. A domain and its agents are always standing by, waiting for orders. For example, a Diplomacy test—along with some good roleplaying and effort on the characters’ part—could change the attitude of a clan of elves toward an organization, so that once intrigue begins, the DC to convince the elves to aid the organization is lower.", + "Outside of their place in intrigue, there are no hard and fast rules describing how domain skills can be used. Players can suggest ideas, and if the GM agrees that an idea makes sense, they can try it! The goal with skills outside of intrigue is to keep the rules purposefully broad, so each table can develop their own standards.", + "How long it takes to resolve a domain skill test outside of intrigue is also up to the GM. A good rule of thumb is one domain skill test per week, but this is entirely dependent on the timeframe of the game and the campaign. If you don’t track the passage of time closely in your game, it might be easier to tie domain skill tests to major narrative events, such as the awarding of XP to characters, the end of a session, or even the end of a major encounter. (See {@book Time and Domain Turns|KaW|2|Time and Domain Turns|0} below for more guidance in this area.)", + "Regardless of how the GM rules, characters use their domain’s skills by giving orders to the organization’s followers and waiting, sometimes for days or even weeks of campaign time. During that time, those followers work to carry out those orders. Making an Espionage test to determine what military units a villainous realm has mustered can take an enormous amount of effort to pull off, including long days spent in research and networking." + ] + } + ] + }, + { + "type": "entries", + "name": "Running Intrigue", + "page": 16, + "entries": [ + "A villainous realm is defeated only when its leader is defeated in combat, whether that means death, or surrender, or stranding them in another part of the multiverse. The defeated realm’s agents and followers might organize under a different leader later, but that will be a different domain with its own stats and features.", + "Before the final showdown between the characters (in their roles of officers of their domain organization) and the officers of the villain’s realm, the characters’ organization conducts an intrigue against that realm. During intrigue, the players can use their organization’s skills to put their army together, or sabotage certain elements of the opposed domain’s power structure to impose penalties on its skills or defenses. At the same time, agents of the villainous realm are making their own attempts to weaken the characters’ organization.", + "Much like deciding when to call for initiative rolls in combat, the GM decides when intrigue starts. This usually happens once the heroes encounter one or more agents of the villainous realm, or the effects of those agents’ villainy. This might occur at a different point in each adventure, but once the characters have direct evidence of the existence and operation of a villainous realm, intrigue can begin.", + "As a rule, the heroes’ organization can’t research or confront a villainous realm they don’t know about, or which is beyond the reach of their influence. The characters can’t use their friendly neighborhood thieves’ guild to sabotage another domain on the other side of the planet.", + "An intrigue is focused on one boss villain. A short adventure with only one main villain will likely have only one intrigue, which begins as soon as the heroes encounter the agents of that villain (and recognize them for what they are) or the results of their villainy. For complex campaigns in which the characters will face off against increasingly powerful sub-bosses before getting to the main boss, it’s a good rule of thumb to plan for additional intrigues—perhaps even one per sub-boss. Each sub-boss fight can mark the end of a chapter or act, and will have its own intrigue leading up to it. As such, each sub-boss should be treated as the leader of their own villainous realm, in service to the end-boss’s realm." + ] + }, + { + "type": "entries", + "name": "Domain Turns and Actions", + "page": 16, + "entries": [ + "During an intrigue, each {@b domain can act a number of times equal to 4 + the domain’s size}. Each time a domain acts during an intrigue is called a domain turn. This is true for the heroes’ organization as well as the villain’s realm.", + { + "type": "entries", + "name": "Choosing Actions", + "page": 16, + "entries": [ + "During a domain turn, the characters’ organization and the villainous realm act at the same time. The GM chooses a domain action for the villainous realm and keeps it secret. Then the characters choose a domain action for their organization. After the players declare the organization’s domain action, the GM reveals the action of the villainous realm. Once actions are declared, the players roll any necessary skill tests for their characters’ organization’s domain action while the GM does the same for the villainous realm. Then the players share the results of their organization’s actions followed by the GM sharing the villainous realm’s results." + ] + }, + { + "type": "entries", + "name": "Who Knows What?", + "page": 17, + "entries": [ + "Spies from both domains monitor each other, so almost all actions a domain takes and the results of those actions are public knowledge. The exception is mustering units and using domain skills to improve a domain’s stats (its domain skills and defenses). Enemies know when units are mustered or when a domain’s stats are improved, but knowing which units a domain has or what the domain’s current stats are requires a successful Espionage test. See {@b Domain Skills} on page 18 for more information." + ] + }, + { + "type": "entries", + "name": "Taking Domain Turns", + "page": 17, + "entries": [ + "Sometimes one domain in an intrigue has a greater domain size and can take more turns than the other. If the larger domain initiated the intrigue, those extra domain turns are taken at the start of the intrigue before the other domain can act. If the larger domain didn’t initiate the intrigue, the extra domain turns are taken at the end of intrigue, after the other domain can no longer act.", + { + "type": "entries", + "name": "Domain Features", + "page": 17, + "entries": [ + "When a domain takes a turn, one of its player character or NPC officers runs the domain turn, directing the domain to make use of its domain features, or to use domain skills as a domain action. Many features also involve the use of domain skills. When using a domain skill, if the officer is proficient with any of the domain skill’s associated character skills, they can add their proficiency bonus to the skill test roll. However, this can be done only once per officer per intrigue.", + "There are three domain action types: domain action, domain bonus action, and domain reaction. An officer can make one domain bonus action in addition to a domain action during a domain turn. Each officer can take only one domain reaction during an intrigue. Any domain reactions that an officer can make have specific triggers noted in their descriptions.", + "Because domain features are used during intrigue, many of them relate directly to the warfare rules as they set up battles featuring the army of the characters’ domain. The {@book Warfare|KaW|3} chapter (page 92) has more information on the rules and terminology referenced in those domain features." + ] + }, + { + "type": "entries", + "name": "Whose Turn Is It?", + "page": 17, + "entries": [ + "There is no limit to the number of rolls an officer can make during intrigue—only on the number of domain turns each domain can take. Each officer issues orders to the domain’s agents and followers, which can easily require multiple domain turns. However, because only one of that officer’s skill tests can gain the officer’s proficiency bonus during an intrigue, it’s best to have different characters and NPCs take domain turns. The more one character must spread their attention between different activities, the less effective their leadership." + ] + }, + { + "type": "entries", + "name": "Time and Domain Turns", + "page": 17, + "entries": [ + "As noted above, the GM decides how often domains can take domain turns during regular adventuring. Intrigue begins when one domain threatens another; continues through periods of campaigning, battles, or both; and lasts until a final confrontation when the characters, the villains, and their armies face off for the last time. During the intrigue, an entire adventure might play out, featuring several encounters and multiple days or weeks of game time. One intrigue might last just a short period of time while another lasts a month or more, simply because of the different scope of the adventure.", + "The GM should feel free to use any of the following options when deciding when and how often to call for new domain turns:", + { + "type": "list", + "items": [ + "One domain turn per week.", + "One domain turn per day.", + "One domain turn after each combat encounter.", + "One domain turn per short rest, as the officers dash off orders to their agents.", + "Two domain turns every time experience is awarded." + ] + }, + "The GM should also feel free to change these milestones on a per-adventure basis depending on how much time is passing. Or even to change them within an adventure to represent the changing pace of action! This might mean calling for two domain turns per day at the start, and then calling for a domain turn after every encounter as the end of intrigue gets closer. The final domain turn usually occurs just before the climactic confrontation begins!", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/iANndu2.jpg" + } + }, + "Ultimately, there’s no wrong way to do this, and the GM should feel free to adapt how and when they call for domain turns to suit the adventure they’re running and the ways in which they track time in their game." + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Domain Skills", + "page": 18, + "entries": [ + "Each domain has four skills: Diplomacy, Espionage, Lore, and Operations. These skills define how an organization or realm interacts with the world and with other domains. Skills can be used before and during intrigue. During intrigue, making a domain skill test is a domain action.", + "Each domain skill represents an entire department inside a domain, including followers and retainers who are experts in their fields. Those NPCs can mount operations on their own with just the direction of a domain’s officers, with those operations not requiring any direct involvement of the heroes or the villain. As such, not only do domain skills allow a domain to do things while the characters are adventuring, they allow the domain to do things outside the scope of adventuring, from research to sabotage to negotiation.", + "Players are encouraged to be creative with their domain’s skills, the same way players can improvise how they use a character’s abilities and skills. Don’t worry about “doing it right.” Each group will develop their own standards for which skills are best and what the appropriate defense or DC is, in much the same way each table develops its own sense of when Dexterity (Acrobatics) is preferable to Strength (Athletics).", + "During intrigue, each skill can be used to improve a domain’s defense levels or to target the opposed domain and reduce its defense levels. But it’s up to the players and the GM to imagine how this plays out, by translating skill tests and their effects into game terms.", + { + "type": "entries", + "name": "Adjusting Defense Levels", + "page": 19, + "entries": [ + "Once intrigue begins, each domain involved in the intrigue prepares for some sort of final confrontation between their officers—the player character heroes versus the GM’s villain and their lieutenants. Each side can use domain actions to make use of their domain skills, with the goal of either improving a domain’s defense levels, or of targeting the opposed side’s defenses to make them less prepared for the warfare battles that take place during intrigue.", + { + "type": "entries", + "name": "Improving a Domain's Defenses", + "page": 19, + "entries": [ + "Each domain has three defenses—{@b Communications}, {@b Resolve}, and {@b Resources}—each of which is rated at a level from 3 to −3 (as described in detail under {@book Domain Defenses|KaW|2|Domain Defenses} on page 24). {@b The DC to improve one of a domain’s defense levels is 13 + the defense’s current level.} So a domain skill test to take its Resolve level from normal (level 0) to loyal (level 1) has a DC of 13. Improving Resolve level from loyal (level 1) to fanatic (level 2) is a DC 14 check, and going from revolt (level −3) to rebellious (level −2) is DC 10. The level of any defense cannot be increased above 3.", + "When the players want to affect one of their organization’s defense levels using a domain skill, an acting officer chooses the intended defense level, a skill, and sets out how that skill is to be used. For example, Anna (playing a character named Judge) wants to raise the Communications level of her group’s mercenary company, the Chain of Acheron, using that organization’s Espionage domain skill. She tells the GM: “I want to require all our agents to use only verbal communications, nothing written down, and to use our secret battle language.”", + "This is a great idea—but it’s not necessarily easy to implement. The Chain of Acheron has a lot of soldiers, agents, and allies in the city, so there’s no guarantee that these orders will work well enough to make a difference. To make the domain skill test, Anna rolls a d20 and adds the Espionage bonus for Acheron’s Chain. She also adds Judge’s proficiency bonus, since Judge is proficient in Investigation and has not already used their bonus during this intrigue. (See the domain skill descriptions below for more information on associated character skills.)", + "The Chain of Acheron’s Communications defense is currently secure (level 1), which sets the check as DC 14. If Anna succeeds, the domain’s Communications goes up one level. If she rolls badly, Communications remains secure but does not improve, with the GM likely interpreting this as meaning Judge’s plans were too ambitious.", + "A defense level can normally be improved only by one level by making a domain skill test as a domain action. However, if a player rolls a 20 on the test, this represents an unexpectedly successful result that improves the defense by two levels.", + "Villainous realms can increase their defense levels the same way, with the GM making the decision as to which officer, skill, and specific approach are involved." + ] + }, + { + "type": "entries", + "name": "Lowering a Domain's Defenses", + "page": 19, + "entries": [ + "In the same manner, the players can target a villainous realm in the hopes of lowering that domain’s defense levels. An acting officer picks a skill and one of the opposed domain’s defenses, then describes how they intend to use that skill to compromise the defense. If the scenario makes sense to the GM, the officer rolls a d20, adds the domain skill’s modifier, adds their proficiency bonus if applicable, and compares the result with the enemy realm’s defense score. If the result is equal to or greater than the chosen defense’s score, that defense is lowered one level. If the player rolls a 20 on the check, the chosen defense is lowered two levels. The level of any defense cannot be decreased below −3.", + "Villainous realms can target the defenses of the heroes’ organization in the same way, with the GM making the decision as to which officer, skill, and specific approach are involved." + ] + } + ] + }, + { + "type": "entries", + "name": "Other Uses for Domain Skills", + "page": 19, + "entries": [ + "The only limit to what benefits characters can earn through the use of their domain skills is the players’ imaginations and the GM’s sense of what’s fair and reasonable. Each skill gives some ideas of what can be done with it, and a GM should refer to the DCs noted in the core rules when trying to set difficulties for an optimal balance between what’s realistic and what’s dramatic." ] + }, + { + "type": "entries", + "name": "Diplomacy", + "page": 20, + "entries": [ + "{@i Associated Character Skills: Insight, Persuasion}", + "The Diplomacy domain skill represents a domain’s ability to get what it wants without resorting to war or espionage. It’s primarily used to make alliances with other domains. An alliance is not a mechanical notion, but is just an agreement between two domains. The terms of the agreement are up to the officers of each domain, but usually an alliance means that two domains each agree to help the other in times of conflict.", + "Some alliances are purely defensive. “We agree to go to war against an enemy who attacks either of us.” More rarely, alliances can be offensive. “Lord Saxton must be stopped! Will you help us?” Offensive alliances are more difficult to establish, though, and another domain might require great assurances before entering into one. “We might attack Lord Saxton if things are as you say. But what proof can you offer that Saxton is a villain?”", + { + "type": "entries", + "name": "Gaining Special Units", + "page": 20, + "entries": [ + "As a domain action, a domain can make a Diplomacy test to petition an NPC realm for military aid for an upcoming battle. The DC depends on the attitude of the NPC realm, as noted on the following table.", + { + "type": "table", + "colLabels": [ + "Attitude", + "Diplomacy DC", + "" + ], + "colStyles": [ + "col-1 text-left", + "col-2 text-center", + "col-9 text-left" + ], + "rows": [ + [ + "Hostile", + "18", + "" + ], + [ + "Suspicious", + "15", + "" + ], + [ + "Neutral", + "13", + "" + ], + [ + "Friendly", + "10", + "" + ], + [ + "Allied", + "8", + "" + ] + ] + }, + "This Diplomacy test can be used more than once per intrigue, but only once per NPC realm.", + "Each NPC realm has a special unit that another domain can gain as a result of an alliance. This is the same special unit the domain can muster using a domain action, as noted in its description. For example, a successful Diplomacy test made by the characters’ organization to seek aid from a giant jarldom NPC realm gets the organization a Pet Roc special unit to command in an upcoming battle. Each NPC realm has only one special unit to provide, so characters had better recruit them before their enemies do! A special unit gained through an alliance with an NPC realm returns to the NPC realm after the battle in which it is used." + ] + }, + { + "type": "entries", + "name": "Allies and Enemies", + "page": 20, + "entries": [ + "A hostile NPC realm is not the same thing as a villainous realm. A villainous realm is actively trying to destroy the heroes’ organization, whereas a hostile realm is merely one with a tradition of enmity toward the heroes’ domain or other domains like it. A local druid circle might have a troubled history with a noble court that rules the land near their forest, creating potential problems for the different noble court run by the characters even if the characters have never interacted with the druids before.", + "At the GM’s discretion, a realm that is allied with the characters’ organization can send units to aid the organization in battle even without a Diplomacy test. But sometimes allies are busy or occupied with other conflicts, in which case the GM will ask for a test to be made.", + "Diplomacy can also be used to convince an NPC realm currently allied with an enemy to sit a battle out, or to convince a neutral realm to lend aid beyond units. Such aid might include a powerful lieutenant, or information that would benefit the domain requesting assistance.", + "If a domain fails a Diplomacy test to influence or gain allies from an NPC realm, the domain can make a new Diplomacy test to achieve the same goal on a new domain turn. However, if a Diplomacy test fails by 5 or more, the NPC realm’s attitude toward the Domain moves one step toward hostile." + ] + } + ] + }, + { + "type": "entries", + "name": "Espionage", + "page": 20, + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/tcxG4gQ.jpg" + } + }, + "{@i Associated Character Skills: Investigation, Stealth}", + "Espionage allows a domain to learn the secrets of other domains, including their plans, their current activities, and who they are allied with. Successful Espionage tests often decrease the level of an opposing domain’s Communications defense, reflecting how successful attempts at destabilizing the opposed domain have been.", + "Espionage can be used to learn the makeup of an opposed domain’s units and the disposition of its allies in advance of a battle. The DC is usually set by targeting one of the opposed domain’s defenses, but the GM can also set a DC arbitrarily (as per the guidelines for setting difficulty in the core rules). Espionage does not reveal the nature of specific magic in use by an opposed domain, but it might reveal that an opposed domain has some magical resources or secrets, which a successful Lore test can then ferret out.", + "When an opposed domain makes a skill test to muster units or raise its defenses, the GM doesn’t automatically reveal the specifics of a successful result. The characters learn that the opposed domain mustered units, but not how many units or what kind. Likewise, the specifics of which defense was raised and by how much remain a mystery. If the characters want to know these things, they need to make a successful Espionage test as a domain action, typically against the opposed domain’s Communications. On a success, the players can choose to know one of the following pieces of information:", + { + "type": "list", + "items": [ + "The target domain’s current defense scores", + "The target domain’s current defense levels", + "The target domain’s skill bonuses", + "The target domain’s current units", + "Another statistic or piece of information, at the GM’s discretion" + ] + }, + "Knowing the kinds of units an opposed domain has mustered helps a domain plan its own army. For example, if a villainous realm is building aerial units, the characters’ organization will want some aerial units or artillery of their own to take them on. Likewise, if an opposed domain keeps boosting its Resources defense levels, the characters might decide to try to lower that defense and undo some of that progress!", + "If a domain feature requires a domain to know a secret piece of information to work properly, then the domain learns the information when they successfully use the feature. A separate Espionage test is not necessary. For example, a fey court domain can duplicate an opposed domain’s highest-tier unit with the Your Own Worst Enemy feature. When the court succeeds on the Lore test to use the feature, they automatically learn what the target domain’s highest-tier unit is." + ] + }, + { + "type": "entries", + "name": "Lore", + "page": 22, + "entries": [ + "{@i Associated Character Skills: Arcana, History, Religion}", + "Lore represents a domain’s ability to research both magical and historical knowledge. This is a broad and wide-ranging skill, which can be used outside of intrigue to unlock arcane discoveries, dig up the details of forgotten history, discover the existence of lost spells, or reveal the answers to ancient mysteries. The only limit on what a Lore check can accomplish is what the GM rules is reasonable.", + "As a rule, the Lore domain skill should not be used as a substitute for adventuring. But at the GM’s discretion, it can be used to supplement the normal adventures of a domain’s player character officers. For example, a team of NPC agents might be sent out to recover the legendary headpiece for the Staff of Ra, even as the characters quest after the location of the map room in the hidden Well of Souls. In general, if it would be easy but time-consuming for a domain’s officers to acquire important knowledge or rare antiquities, then the Lore domain skill can be used to delegate that task. But if doing so is merely difficult, then the officers should undertake that task themselves.", + "Lore can be used to learn an opposed domain’s secrets when those secrets are explicitly magical, such as the nature of supernatural attacks or defenses, or the presence of any famous magic items or artifacts in a domain’s arsenal. Likewise, the presence and features of extraordinary units in a domain’s army is something a Lore test can ferret out.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/cbMxAnC.jpg" + } + } + ] + }, + { + "type": "entries", + "name": "Operations", + "page": 23, + "entries": [ + "{@i Associated Character Skills: Athletics, Insight}", + "Operations represents a domain’s ability to muster new units, as well as to perform many of the basic functions of maintaining a domain. This is intended to be a catchall domain skill for any activity the players or GM might think of that doesn’t easily fit into another skill.", + { + "type": "entries", + "name": "Building Fortifications", + "page": 23, + "entries": [ + "Heroic organizations and NPC realms can acquire strongholds and other fortifications during the course of a campaign in any number of ways. The characters might seize enemy fortifications after a successful battle (or have their own fortifications seized by a villainous realm), claim fortifications as a reward for adventuring, or find some other means of acquiring an existing fortified site.", + "A domain can also build specific battle-ready fortifications (as discussed in {@b Fortifications} in the {@book Warfare|Kaw|3} chapter) in any space on a battlefield the domain controls. Doing so during intrigue requires a successful Operations test made as a domain action. A successful DC 11 test is required to build a stone fence, while a successful DC 13 test is required to build a tower. Multiple fences and towers can then be put together in different configurations to build castles, keeps, and other fortifications.", + "The GM decides the time scale it takes to build a fortification, but here are some typical guidelines:", + { + "type": "list", + "items": [ + "If the Operations test to build the fortification succeeds by 5 or more, the fortification is built at the end of the current domain turn, or after 1 week if the domain is not in intrigue.", + "If the Operations test succeeds by 4 or fewer, the fortification is built at the end of the next domain turn, or after 2 weeks if the domain is not engaged in intrigue.", + "If the Operations test fails by 4 or fewer, the domain’s fortification is still constructed, but it takes 3 domain turns (or 3 weeks) to do so.", + "If the test fails by 5 or more, the fortification can’t be built, and the players or the GM must wait for a new domain turn (or for 1 week to pass if not engaged in intrigue) before they can try again." + ] + } + ] + }, + { + "type": "entries", + "name": "Mustering Units", + "page": 23, + "entries": [ + "A domain’s officer can use a domain action during intrigue to muster a new unit. The Operations skill covers this activity, though an Operations test is normally not required unless the GM feels there’s a chance that the mustering might fail. This new unit belongs to the officer who mustered it. An officer can control a number of units equal to their proficiency bonus.", + "The units an officer musters can be from any ancestry the GM agrees that character has access to, and which conform to the rules for unit dependency. (See {@b Building an Army} on page 100 in the {@book Warfare|KaW|3} chapter for information on ancestries, unit dependency, and much more.)", + "Units mustered through alliances and Diplomacy tests are controlled by a character but not owned by that character. They return to their home NPC realm after the battle in which they are used." + ] + }, + { + "type": "entries", + "name": "Modifying Units", + "page": 23, + "entries": [ + "A domain can spend money to upgrade a unit’s equipment from light to medium, medium to heavy, and so forth. This requires a domain action and is considered a use of the Operations skill, but normally no Operations check is required. A domain can upgrade as many units as are controlled by the officer using a domain action. Upgrades to a unit can be made to any level a domain can afford, from light to super-heavy.", + { + "type": "table", + "colLabels": [ + "Upgrade from...", + "Cost" + ], + "colStyles": [ + "col-2 text-left", + "col-10 text-left" + ], + "rows": [ + [ + "Light to medium", + "500 gp × the tier of the unit" + ], + [ + "Medium to heavy", + "1,000 gp × the tier of the unit" + ], + [ + "Heavy to super-heavy", + "2,000 gp × the tier of the unit" + ] + ] + }, + "A domain cannot upgrade a unit that was mustered through alliances and other Diplomacy checks. Likewise, levies cannot have their gear upgraded. Upgraded units retain their original tier." + ] + }, + { + "type": "entries", + "name": "Disbanding Units", + "page": 23, + "entries": [ + "Eventually, a domain will max out the number of units it controls, making it impossible to muster any new units. When this happens, a domain can disband any number of units to free up space in its army. This isn’t an action, but is simply an order an officer can issue under the umbrella of the Operations skill. The domain does not regain any money spent on equipment upgrades for units that are disbanded." + ] + }, + { + "type": "entries", + "name": "Special Units", + "page": 24, + "entries": [ + "Every type of domain has an action it can use to summon a special unit consisting of rare and powerful creatures. These include such units as the Crew, a unique group of roguish heroes that an underworld syndicate organization can muster; the drake-mounted knights known as the Praetores Draconis, mustered by a draconic empire realm; and many more. See {@book Heroic Organizations|Kaw|2|Heroic Organizations} (page 31) and {@book NPC Realms|Kaw|2|NPC Realms} (page 65) later in this chapter for full details.", + "A domain can muster a special unit once per intrigue. If an attempt to muster a special unit fails, additional attempts can be made in the same intrigue until successful. When the battle in which a special unit is used ends, the unit leaves the control of the domain, heading off on important business, returning to its home plane, and so forth. A special unit can be mustered again during a new intrigue, responding when duty calls.", + "A domain can make use of other special units in addition to the unit it can muster, by making use of the Diplomacy domain skill (as discussed earlier in this chapter). By talking to the leaders of NPC realms, the players (and their enemies) can see if those realms are willing to lend their own special units for a battle." + ] + }, + { + "type": "entries", + "name": "Beyond Intrigue", + "page": 24, + "entries": [ + "The Operations domain skill covers many mundane activities outside of intrigue, including building roads or watchtowers, sending out a unit of scouts to explore the local wilderness, and so forth. Anything a domain might reasonably be able to do but which isn’t covered by another domain skill can be accomplished using Operations." + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Domain Defenses", + "page": 24, + "entries": [ + "Every domain has three defenses, all of which can be targeted by an opposing domain: {@b Communications}, {@b Resolve}, and {@b Resources}. Defenses operate at one of seven levels, each of which has a name and a numerical rating from 3 to −3. A defense’s level represents how robust and functional that defense is at any given moment. Each defense also has a numerical score used as the DC for the domain skill test of an opposed domain wanting to sabotage that defense.", + "At each level above normal (level 0), the level benefits for a defense are cumulative with the levels below. For example, if a domain’s Communications levels are unbreakable (level 3), that domain gains all the bonuses for secure, coded, and unbreakable Communications. Similarly, at each level below normal (level 0), the level penalties for a defense are cumulative with the levels above.", + "At the beginning of intrigue, all of a domain’s defenses start at level 0. The players and the GM can use domain actions during intrigue to raise the level of a domain’s defenses or to lower the levels of an opposed domain’s defenses (see {@book Adjusting Defense Levels|KaW|2|Adjusting Defense Levels} on page 19). The level of any defense cannot be increased above 3 or decreased below −3.", + "Once intrigue ends, and after any final battle between the characters’ organization and the villainous realm is over, the defense levels of both domains slowly return to normal, moving one step closer to 0 each week.", + { + "type": "entries", + "name": "Communications", + "page": 24, + "entries": [ + "The Communications defense is a measure of how rapidly and accurately information is transmitted between a domain’s officers and followers. Every domain, from a hard-as-nails mercenary company to a grove of peaceful druids, relies on its network of followers, retainers, and servants to accomplish its goals. And without effective communications, those goals can easily break down.", + "Communications directly affects an army’s ability to coordinate its activities. When Communications is high, an army can efficiently maneuver into a better starting deployment—the arrangement of units under the warfare rules. (See the {@book Warfare|KaW|3} chapter for more information.) If Communications is poor or compromised, a domain’s enemies know what its officers and agents are doing, and can interfere with deployment by sending false signals to the domain’s units.", + { + "type": "table", + "caption": "Communications Levels", + "colLabels": [ + "Level", + "Effect" + ], + "colStyles": [ + "col-1 text-center", + "col-11 text-left" + ], + "rows": [ + [ + "3", + "Unbreakable" + ], + [ + "2", + "Coded" + ], + [ + "1", + "Secure" + ], + [ + "0", + "Normal" + ], + [ + "-1", + "Compromised" + ], + [ + "-2", + "Garbled" + ], + [ + "-3", + "Broken" + ] + ] + }, + "{@b Unbreakable (3).} At the end of the next deployment, this domain chooses any allied infantry or artillery unit on the battlefield, then moves that unit to any unoccupied space on the battlefield.", + "{@b Coded (2).} At the end of the next deployment, this domain chooses two allied units in any rank on the battlefield and swaps those units’ locations.", + "{@b Secure (1).} At the end of the next deployment, this domain chooses an allied unit in any rank and moves that unit into any adjacent space.", + "{@b Normal (0).} No effect.", + "{@b Compromised (−1).} At the end of the next deployment, the opposed domain chooses one of this domain’s units in any rank on the battlefield and moves it into any adjacent space.", + "{@b Garbled (−2).} At the end of the next deployment, the opposed domain chooses one of this domain’s cavalry units, which is removed from battle and does not deploy until the end of the first round of battle.", + "{@b Broken (−3).} At the end of the next deployment, the opposed domain chooses two of this domain’s infantry units, which are removed from battle and do not deploy until the end of the first round of battle." + ] + } + ] } ] } From 0da94113ff2b655eeb62439374d6f6afaa8fcb6f Mon Sep 17 00:00:00 2001 From: Billiam9420 Date: Fri, 8 Apr 2022 11:06:08 -0400 Subject: [PATCH 05/65] Update MCDM Productions; Kingdoms & Warfare.json "The Core Assumptions" section of "Domains & Intrigue" complete --- .../MCDM Productions; Kingdoms & Warfare.json | 302 ++++++++++++++++++ 1 file changed, 302 insertions(+) diff --git a/book/MCDM Productions; Kingdoms & Warfare.json b/book/MCDM Productions; Kingdoms & Warfare.json index 751fb71886..5193d8024f 100644 --- a/book/MCDM Productions; Kingdoms & Warfare.json +++ b/book/MCDM Productions; Kingdoms & Warfare.json @@ -968,6 +968,308 @@ "{@b Garbled (−2).} At the end of the next deployment, the opposed domain chooses one of this domain’s cavalry units, which is removed from battle and does not deploy until the end of the first round of battle.", "{@b Broken (−3).} At the end of the next deployment, the opposed domain chooses two of this domain’s infantry units, which are removed from battle and do not deploy until the end of the first round of battle." ] + }, + { + "type": "entries", + "name": "Resolve", + "page": 25, + "entries": [ + "Resolve measures the commitment that the followers of a domain have to its cause, and depends on many factors—including how well those followers understand the domain’s cause. A domain’s followers and army, by default, share the philosophy of the domain’s officers and leaders, whatever that philosophy is. For example, the followers of an arcane order domain value neutrality and knowledge, while the soldiers of a despotic regime domain revel in the glory and victories produced by their iron-fisted leaders.", + "A domain’s Resolve has a direct effect on its officers. If everyone working for the domain is committed and engaged, it makes training easier and gives followers hope and confidence in victory. But the reverse is equally true. If everyone working for a domain is convinced of the domain’s imminent failure, it makes training more exhausting and affects officer confidence. High Resolve means that a domain’s officers are energized, coordinated, and convinced of victory, granting benefits to those officers in combat against the officers of an opposed domain. Poor resolve means that officers are distracted and tired, and their performance against foes from an opposed domain will suffer.", + { + "type": "table", + "caption": "Resolve Levels", + "colLabels": [ + "Level", + "Effect" + ], + "colStyles": [ + "col-1 text-center", + "col-11 text-left" + ], + "rows": [ + [ + "3", + "Zealous" + ], + [ + "2", + "Fanatic" + ], + [ + "1", + "Loyal" + ], + [ + "0", + "Normal" + ], + [ + "-1", + "Discontented" + ], + [ + "-2", + "Rebellious" + ], + [ + "-3", + "Revolt" + ] + ] + }, + "{@b Zealous (3).} During any combat against officers of an opposed domain, each of this domain’s officers has advantage on attack rolls until the end of their first turn.", + "{@b Fanatic (2).} As a reaction when an enemy starts their turn during the first round of any combat against officers of an opposed domain, one of this domain’s officers who has not yet acted can cast a spell or make a weapon attack.", + "{@b Loyal (1).} The speed of each of this domain’s officers increases by 10 feet during the first round of any combat against officers of an opposed domain.", + "{@b Normal (0).} No effect.", + "{@b Discontented (−1).} The speed of each of this domain’s officers decreases by 5 feet during the first round of any combat against officers of an opposed domain.", + "{@b Rebellious (−2).} During any combat against officers of an opposed domain, the first saving throw made by one of this domain’s officers against a spell or effect directed by an enemy has disadvantage.", + "{@b Revolt (−3).} The first attack roll made by each of this domain’s officers during any combat against officers of an opposed domain has disadvantage." + ] + }, + { + "type": "entries", + "name": "Resources", + "page": 26, + "entries": [ + "The wealth of a domain is measured as Resources, though this defense represents more than just money. Resources includes whatever a domain values and collects, whether gold, knowledge, secrets, or things more esoteric. When a domain’s Resources is high, it directly affects the gear of that domain’s units, granting them improved power or damage. Poor Resources affects morale. Troops that haven’t been fed or whose armor and weapons are in dire need of repair become agitated.", + { + "type": "table", + "caption": "Resolve Levels", + "colLabels": [ + "Level", + "Effect" + ], + "colStyles": [ + "col-1 text-center", + "col-11 text-left" + ], + "rows": [ + [ + "3", + "Booming" + ], + [ + "2", + "Abundant" + ], + [ + "1", + "Surplus" + ], + [ + "0", + "Normal" + ], + [ + "-1", + "Low" + ], + [ + "-2", + "Poor" + ], + [ + "-3", + "Bankrupt" + ] + ] + }, + "{@b Booming (3).} During the first round of battle, each of this domain’s artillery units that inflicts casualties inflicts 1 extra casualty.", + "{@b Abundant (2).} Each of this domain’s cavalry units has advantage on Power tests until the end of the first round of battle.", + "{@b Surplus (1).} Each of this domain’s infantry units has advantage on Power tests until the end of the first round of battle.", + "{@b Normal (0).} No effect.", + "{@b Low (−1).} Each of this domain’s artillery units has disadvantage on Morale and Command tests until the end of the first round of battle.", + "{@b Poor (−2).} Each of this domain’s cavalry and aerial units has disadvantage on Morale and Command tests until the end of the first round of battle.", + "{@b Bankrupt (−3).} Each of the domain’s infantry units has disadvantage on Morale and Command tests until the end of the first round of battle." + ] + } + ] + }, + { + "type": "entries", + "name": "Domain Size", + "page": 26, + "entries": [ + "Size determines how far a domain’s power extends, and the size of the power die used by the domain’s officers. Size is a relative measure of the reach and influence of a domain, though not an absolute measure of an area of land the domain controls. In one GM’s campaign, where the map covers a whole region hundreds of miles across, a size 3 domain might extend its influence for 60 miles out from its stronghold. In another campaign that takes place entirely in one district in a large city, a size 3 domain might cover only a few blocks.", + "An organization starts at size 1 if the characters are its founders (but might start at a larger size if the GM has the characters take over an established organization). {@b Every time the characters’ organization defeats another domain, the organization’s domain size increases by 1}. The size of the organization’s power die likewise increases, and the organization gains more development points to spend on the party sheet, as shown on the Domain Size table. (See {@book Development Points|KaW|2|Development Points} earlier in this chapter for more information.)", + "A domain cannot have a size greater than 5. However, at the GM’s discretion, an organization of domain size 5 can still continue to gain new development points by defeating villainous realms.", + "Villainous realms are not built the same way the characters’ organization is. The size of a villainous realm is thus determined by the GM. (See {@book Building a Villainous Realm|KaW|2|Building a Villainous Realm} on page 28 for full information.)", + { + "type": "table", + "caption": "Domain Size", + "colLabels": [ + "Domain Size", + "Power Die", + "Development Points", + "" + ], + "colStyles": [ + "col-1 text-center", + "col-1 text-center", + "col-2 text-center", + "col-8 text-left" + ], + "intro": [ + "Optional intro entries." + ], + "rows": [ + [ + "1", + "d4", + "8 (starting points)", + "" + ], + [ + "2", + "d6", + "+8", + "" + ], + [ + "3", + "d8", + "+8", + "" + ], + [ + "4", + "d10", + "+8", + "" + ], + [ + "5", + "d12", + "+8", + "" + ] + ] + } + ] + }, + { + "type": "entries", + "name": "Domain Powers", + "page": 27, + "entries": [ + "Domain powers represent the new features that a domain’s officers earn as a result of the research and training they do with their agents. The officers of a thieves’ guild work and train with their bravos and apprentice thieves, and as a result, become better at what they themselves do. Likewise, the stewards of a druid circle spend time between adventures studying, tending to nature, and training their acolytes, and so gain greater insight into the summoning of nature spirits.", + "Each type of domain—both heroic organizations and NPC realms—grants a number of unique domain powers, whose mechanics are broken out in the domain type’s description. But all domain powers rely on the use of a shared resource—a pool of power dice.", + { + "type": "entries", + "name": "Power Dice", + "page": 27, + "entries": [ + "Each officer in a domain—player characters and the villain and lieutenants of an opposed domain alike— gets one power die, with the die type determined by the domain’s size (see above). Any officer can choose to roll their power die immediately after they roll initiative at the start of any combat (no action required). Once a power die is rolled, it cannot be rolled again until the officer who rolled it finishes an extended rest. (An extended rest is defined in {@book Strongholds & Followers|SaF} as 1 week of study and training spent at the stronghold of the officer’s domain. The GM might use this as a guideline, or set some other parameters for what an extended rest means in the campaign.)", + "Each domain power allows the officers in the player characters’ organization to use some or all of the dice in their shared pool to produce crazy new effects in combat. At the same time, the officers of a villainous realm will use their own domain powers and power dice to fuel their domain’s push for victory over the characters.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/PBkX8QB.jpg" + } + }, + "Any power dice that aren’t used are removed from a domain’s pool at the end of the combat in which they were rolled.", + "For example, Anna, Lars, Grace, and Tom are playing the officers in a thieves’ guild (one of the options for an {@b underworld syndicate organization}; see page 61). They’re just starting out, so each of their characters has a d4 power die. In a fight against a local enemy thieves’ guild (an NPC realm) known as the Clock, Lars waits until initiative is determined, and decides to roll his power die, getting a 3. He adds this to the empty pool on the party sheet.", + "Following suit, the other officers, including officers of the Clock, all decide to roll their power dice. Anna rolls a 4, Tom a 1, and Grace another 4, all of which are added to their pool. The heroes’ pool now has four dice in it: a 1, a 3, and two 4s. Whichever hero acts first can take any or all of those dice out of the pool, depending on which domain power they intend to use.", + "Rolling power dice together in the same combat provides a potential benefit by increasing the number of dice in the pool, and increased chances of high rolls. But some players might want to not roll their power dice, so as to save them for another upcoming combat. Likewise, the GM might decide to not roll power dice even when the players are, if they think their villainous officers will face the characters again before everyone has time to take an extended rest.", + { + "type": "entries", + "name": "Decrementing", + "page": 28, + "entries": [ + "When a player or GM activates a domain power, the rules for that power sometimes instruct them to decrement the power die, usually at the end of each turn of the character who used the power. Decrementing the power die means to decrease the number on the die by 1. When a power die showing a 1 is decremented, the die is spent and the power activated with that die is no longer in effect.", + "If a domain power that calls for decrementing a power die has been used and is currently active on an officer, that power cannot be activated again for the same officer until the power die being decremented is spent." + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Villainous and NPC Realms", + "page": 28, + "entries": [ + "The player characters’ enemies also run their own domains, known as villainous realms. A villainous realm is run by a {@b leader}, whose chief agents are known as {@b lieutenants}. Leaders and lieutenants are the domain’s officers, and are referred to specifically by certain domain features.", + { + "type": "entries", + "name": "Building a Villainous Realm", + "page": 28, + "entries": [ + "The GM builds villainous realms in much the same way the players build the characters’ organization. However, the process for the GM has more options, and allows for the creation of a domain that is larger than the size 1 domain the characters must start with. GMs can establish realms at the start of the campaign or at any point within it, and NPC and villainous realms can rise, fall, and evolve as the GM sees fit.", + "A GM builds a villainous realm using the following process:", + { + "type": "list", + "items": [ + "The GM picks a domain type from the {@book NPC Realms|KaW|2|NPC Realms} section, or a domain and a specialization from the domain types presented in the {@book Heroic Organizations|KaW|2|Heroic Organizations} section (both of which follow later in this chapter). This allows for the creation of nefarious holy churches, druid circles, and mercenary companies, in addition to the traditionally antagonistic realms of despotic regimes, fey courts, and others.", + "The GM chooses the domain size of the villainous realm. In most cases, it’s best to set the realm’s size within 1 of the size of the characters’ organization by the time both sides get into an intrigue.", + "The GM spends development points improving the villainous realm’s skills and defenses. The GM has a number of points to spend equal to 8 × the villainous realm’s domain size.", + "The GM picks stat blocks for the villainous realm’s leader and lieutenants, and gives one of the domain’s titles to the leader. (If the domain has been chosen from the {@book NPC Realms|KaW|2|NPC Realms} section, it has only one title.) The lieutenants of the realm do not get titles (because the GM already has enough to worry about), but all officers might have access to the realm’s domain powers and domain features.", + "The GM picks a stronghold for the villainous realm." + ] + }, + "For example, consider a group of heroes running a size 2 holy church. With that organization’s latest foes vanquished, the GM wants to reveal the vampire Countess Sanguin’s villainous realm, which has observed the characters’ last battle from the shadows and wants to remove the threat their organization poses. The GM knows that Sanguin’s servants include vampire spawn, wights, and other undead, so they make the villainous realm an undead dominion (page 86). Since Sanguin’s domain has been established for some time, the GM makes it size 3. It poses a threat to the heroes’ organization, but not an overwhelming one.", + "The GM then spends 24 development points to improve the undead dominion’s domain skills and defenses, using the same party sheet the players use for the characters’ domain. They choose the {@creature vampire} stat block for Countess Sanguin and give her the deathlord title. The GM gives Sanguin three {@creature vampire spawn} lieutenants and names each of them, then gives the undead dominion a stronghold: an ancient castle." + ] + }, + { + "type": "entries", + "name": "Building an NPC Realm", + "page": 29, + "entries": [ + "Building an NPC realm is easier than building a heroic organization or a villainous realm, because NPC realms don’t directly influence intrigue or battles. They might be persuaded by the characters’ organization or the villainous realm to lend aid during a battle, but the GM can easily set that up without finalizing all of an NPC realm’s stats. (That said, a GM is free to flesh out any NPC realm with the same level of detail as a villainous realm—especially if the NPC realm has enemy potential!)", + "The baseline process for creating an NPC realm is as follows:", + { + "type": "list", + "items": [ + "As with creating a villainous realm, the GM picks either a domain and a specialization from the {@book Heroic Organizations|KaW|2|Heroic Organizations} section or a domain from the {@book NPC Realms|KaW|2|NPC Realms} section. This choice doesn’t imply a specific role for the NPC realm, though, which might be friendly or antagonistic toward the characters’ organization as the GM decides.", + "The GM picks the NPC realm’s starting attitude toward the characters’ organization, using the table under {@book Diplomacy|KaW|2|Diplomacy} in {@b Domain Skills} (page 20). This attitude should be based on the NPC realm’s history not just with the characters, but also with domains similar to the characters’ organization.", + "The GM names the NPC realm’s leader. This NPC doesn’t necessarily need a stat block, but it helps to note a few details about their appearance and personality.", + "The GM chooses the NPC realm’s domain size (which need not bear any relationship to the size of the characters’ organization), and picks a stronghold the NPC realm controls.", + "The GM can freely swap out the special unit the NPC realm can normally muster with a special unit from another domain. Perhaps a fey court of elves in the campaign has a roguish flair and is able to bring together the Crew (normally associated with an underworld syndicate domain) instead of the Court Jesters." + ] + }, + "For example, consider a GM who wants to create a domain of secluded stone giants living in the mountains near the characters’ stronghold. The GM begins with the giant jarldom NPC realm and gives the isolationist giants a suspicious attitude toward the characters. Smallfolk warred with the giants centuries ago, and while the humanoids might have forgotten that past, the stone remembers. The stone giants are led by Jarl Klanga. She’s young and defensive minded, after her parents died in the same landslide that resulted in her losing an arm. The GM decides the realm doesn’t hold much influence given their isolationist nature, and gives it a size of 1. The domain has a stronghold: a mountain fortress called Citadel Adamantine." + ] + }, + { + "type": "entries", + "name": "Creating NPC Realms Together", + "page": 30, + "entries": [ + "In a campaign in which the GM enjoys letting the players join in on the fun of setting creation, it can be cool to let each of the players design an NPC realm for the GM to use. The GM can assign each of the players a domain size and an attitude that their NPC realm has toward the characters’ organization, then let them determine the rest of the details. The players get in on the fun of building the easiest type of domain, and the GM has to do less work. Win-win!", + { + "type": "entries", + "name": "Reskinning Domains", + "page": 30, + "entries": [ + "GMs might find that their worlds include a villainous or NPC domain that’s not an automatic fit for any of the concepts this book provides. For example, consider a campaign that features a powerful faction of gnolls. Even though there’s no NPC realm set up as a gnoll war band, there’s almost certainly another domain that fits. If the gnolls are proud warriors, the GM can use the orc clan domain and call it something else. If the gnolls are religious zealots, their domain could be built as a hidden cult religious order. Or for gnolls with a culture of invention and innovation, the gnomish kingdom might be a perfect fit!", + "Likewise, GMs shouldn’t feel locked into building NPC realms based on ancestry. The goblinoid realm in a campaign doesn’t have to be a goblinoid coalition domain. The GM can make it an arcane order, a despotic regime, an undersea colony, or whatever makes sense for their world." + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/mxGfUs2.jpg" + } + } + ] + } + ] + }, + { + "type": "entries", + "name": "Heroic Organizations", + "page": 31, + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/dWxXH2c.jpg" + } } ] } From 066c7d27de46f384807281e58ab12a05671c6c72 Mon Sep 17 00:00:00 2001 From: Billiam9420 Date: Fri, 8 Apr 2022 13:00:56 -0400 Subject: [PATCH 06/65] Update MCDM Productions; Kingdoms & Warfare.json Work on "Heroic Organizations" complete up to and including "Adventuring Party" --- .../MCDM Productions; Kingdoms & Warfare.json | 336 ++++++++++++++++++ 1 file changed, 336 insertions(+) diff --git a/book/MCDM Productions; Kingdoms & Warfare.json b/book/MCDM Productions; Kingdoms & Warfare.json index 5193d8024f..32d8f34d67 100644 --- a/book/MCDM Productions; Kingdoms & Warfare.json +++ b/book/MCDM Productions; Kingdoms & Warfare.json @@ -1270,6 +1270,342 @@ "type": "external", "url": "https://i.imgur.com/dWxXH2c.jpg" } + }, + "When a group of characters founds a domain, the players choose one of the eight organization types described in this section. Each organization features three specializations that the players also choose from, creating a wide range of possibilities for the heroes’ domain.", + "Though this section is primarily for player characters, and is written to speak to the players, a GM can also use the domains presented in this section to create enemy and NPC realms.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Gaining New Proficiencies", + "page": 31, + "entries": [ + "If a character gains a proficiency from a domain title that they already gain from another source, that character can take another proficiency of the same kind (skill or tool) instead." + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Adventuring Party", + "page": 31, + "entries": [ + "Mercenaries. Troubleshooters. Rag-tag heroes trying to get by—except “heroes” might not be quite the right word. Your characters have banded together as an adventuring party, a haphazard group of individuals traveling the realm with a common goal. Though you might not be the most diplomatic or noble of groups, you get the job done when it counts. It just might be a bit...messy.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 2, + "items": [ + "Skills", + "{@b Diplomacy:} -1", + "{@b Espionage:} +0", + "{@b Lore:} +1", + "{@b Operations:} +2", + "Defenses", + "{@b Communications:} 11", + "{@b Resolve:} 12", + "{@b Resources:} 10" + ] + }, + { + "type": "entries", + "name": "Domain Titles", + "page": 32, + "entries": [ + "Adventuring party officers gain access to the following titles, each of which grants a character the noted additional features.", + "{@b Cap’n.} You add your proficiency bonus to your initiative rolls. Additionally, when you hit a creature with an attack, each ally who can hear you and is within 5 feet of you gains a bonus to weapon damage rolls against the target creature equal to half your proficiency bonus (rounded down). This bonus lasts until the start of your next turn.", + "{@b Doc.} You gain proficiency in the Medicine skill and proficiency with an herbalism kit. Whenever you take a long rest, you can craft two {@item potion of healing|DMG|potions of healing} during the rest using the supplies in an herbalism kit. Potions created this way are effective only if consumed within 24 hours of their creation.", + "{@b Know-It-All.} You gain proficiency in the History and Nature skills. Additionally, as a reaction when you roll initiative, you can make an Intelligence (Nature) check to identify the weak points of one creature you can see. The DC for this check is equal to 10 + half the creature’s challenge rating (rounded down). On a success, you gain a bonus to attack rolls against that creature equal to your proficiency bonus, and which lasts for 1 minute.", + "{@b Smart Mouth.} You gain proficiency in the Intimidation and Persuasion skills. Additionally, you can try to catch an enemy off-guard at the start of combat with your quips. As a reaction when a hostile creature you can see rolls initiative, you reduce that creature’s initiative by a number equal to your Charisma modifier.", + "{@b Weirdo.} You gain proficiency in the Arcana skill, and you know a number of spells equal to your Intelligence modifier. These spells can be from any spell list, but they must be 3rd level or lower and have the ritual tag. Intelligence is your spellcasting ability for these spells. You can cast each of these spells once as a ritual, and regain the ability to do so when you finish a long rest.", + "Additionally, you can cast the {@spell counterspell} spell, and regain the ability to do so when you finish a long rest." + ] + }, + { + "type": "entries", + "name": "Domain Power", + "page": 32, + "entries": [ + "Adventuring party officers gain access to the following domain power.", + "{@b Never Tell Me the Odds.} When you take an action or a bonus action that forces at least one creature to make a saving throw, you can take a power die from your domain’s pool and add twice the number on the die to the saving throw DC. You can use this feature after affected creatures have rolled their saving throws." + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 32, + "entries": [ + "Adventuring party officers gain access to the following domain features.", + "{@b Call in a Favor.} As a domain bonus action, your adventuring party can petition an NPC realm for their domain special unit. Make a Diplomacy test targeting the NPC realm, with a DC determined by the realm’s attitude toward your domain as shown on the following table.", + { + "type": "table", + "colLabels": [ + "Attitude", + "Diplomacy DC" + ], + "colStyles": [ + "col-1 text-left", + "col-2 text-center", + "col-9 text-left" + ], + "rows": [ + [ + "Hostile", + "18", + "" + ], + [ + "Suspicious", + "15", + "" + ], + [ + "Neutral", + "13", + "" + ], + [ + "Friendly", + "10", + "" + ], + [ + "Allied", + "8", + "" + ] + ] + }, + "{@b To Arms, Fellow Adventurers (Special Unit).} As a domain action, you make a DC 13 Operations test. On a success, you muster the Ratcatchers—a special unit of adventurers just like you! (See the {@book Warfare|KaW|3} chapter for full details on how to read a unit card.)", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/XQrg2XU.jpg" + }, + "title": "The Ratcatchers unit card", + "maxWidth": "500" + } + ] + }, + { + "type": "entries", + "name": "Specialization", + "page": 33, + "entries": [ + "When you found your adventuring party, you’ll also choose a specialization. Are you an explorers’ society, dedicated to seeking out the unseen frontiers of the world? Are you a mercenary company, completing dangerous jobs for coin? Or maybe you’re just a band of disorganized misfits, doing all you can to help those in need?" + ] + }, + { + "type": "entries", + "name": "Disorganized Misfits", + "page": 33, + "entries": [ + "You’re...well, you’re trying your best. You might not be the most disciplined or most knowledgeable. You all fight a lot and rarely agree on anything. But you’re hard to kill. More importantly, though, you all have good hearts, and you’re willing to do whatever it takes to help those in need.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 2, + "name": "Skill and Defense Bonuses", + "items": [ + "{@b Operations:} +1", + "{@b Resolve:} +1" + ] + } + ] + }, + { + "type": "entries", + "name": "Domain Power", + "page": 33, + "entries": [ + "Disorganized misfits officers gain access to the following domain power.", + "{@b Avenge Me.} When an officer in your domain that you can see within 30 feet of you is reduced to 0 hit points by a creature, you can use your reaction to swear vengeance. Take any number of power dice from your domain’s pool. You and each ally you can see within 30 feet of you gain a bonus to damage rolls against the creature that dropped your officer equal to the total of the power dice. This bonus lasts as long as the officer is dying or dead, or until the end of the encounter, whichever comes first." + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 33, + "entries": [ + "Disorganized misfits officers gain access to the following domain features.", + "{@b Like in the Great Stories.} As a domain action, you make a DC 14 Operations test. On a success, your domain’s Resolve level increases by 2 until the end of the intrigue. Additionally, the next time an opposed domain makes a test to lower one of your domain defenses, the test is made with disadvantage.", + "{@b Whatever it Takes.} At the end of the next deployment, you can make a DC 15 Operations test as a domain bonus action. On a success, units deployed in your vanguard gain the following trait until the end of the battle:", + { + "type": "entries", + "name": "Walk it Off", + "entries": [ + "The first time this unit would become broken as a result of an inflicted casualty, the unit can make a DC 13 Morale test. On a success, the unit does not break this round, regardless of the number of casualties it suffers." ] + } + ] + }, + { + "type": "entries", + "name": "Explorers' Society", + "page": 33, + "entries": [ + "As the name suggests, your adventuring party is a band of explorers, dedicated to traversing uncharted forests and plumbing the depths of mysterious caverns in search of new discoveries.", + { + "type": "list", + "style": "list-no-bullets", + "name": "Skill and Defense Bonuses", + "items": [ + "{@b Lore:} +2" + ] + } + ] + }, + { + "type": "entries", + "name": "Domain Power", + "page": 33, + "entries": [ + "Explorers’ society officers gain access to the following domain power.", + "{@b What Does This Button Do?} Your curiosity gets the better of you as you explore. When you take the Use an Object action, you can remove one power die from your domain’s pool and trigger an effect. Roll a d10 and consult the Button Effects table to determine the nature of the effect.", + { + "type": "table", + "caption": "Button Effects", + "colLabels": [ + "d10", + "Effect", + "" + ], + "colStyles": [ + "col-1 text-center", + "col-2 text-left", + "col-9 text-left" + ], + "rows": [ + [ + "1", + "Energy Burst", + "" + ], + [ + "2", + "Arcane surge", + "" + ], + [ + "3", + "Shadow infusion", + "" + ], + [ + "4", + "Destructive force", + "" + ], + [ + "5", + "Weakening energy", + "" + ], + [ + "6", + "Magic investment", + "" + ], + [ + "7", + "Light blades", + "" + ], + [ + "8", + "Energy shield", + "" + ], + [ + "9", + "Bold energy", + "" + ], + [ + "10", + "Rejuvenating aura", + "" + ] + ] + }, + "{@b Energy Burst.} An overload of magical energy hits you, dealing force damage equal to 1d6 + the number on the power die.", + "{@b Arcane Surge.} You are infused with shimmering arcane energy. For 1 minute, all your attacks deal extra force damage equal to twice the number on the power die.", + "{@b Shadow Infusion.} You are infused with shadowy arcane energy. For 1 hour, your hit point maximum is reduced by the number on the power die, but you gain a bonus to your attack and damage rolls equal to twice the number on the power die.", + "{@b Destructive Force.} A wave of destructive energy can be directed toward a foe. Choose a hostile creature within 30 feet of you. The creature takes necrotic damage equal to 10 × the number on the power die.", + "{@b Weakening Energy.} Enfeebling energy suddenly washes over you. For 1 minute, you have a penalty to saving throws equal to the number on the power die.", + "{@b Magic Investment.} Magical energy refines a gem or art object you carry, increasing its gp value by 250 × the number on the power die.", + "{@b Light Blades.} Magic manifests around you as spinning blades of light. You and each creature within 30 feet of you must make a Dexterity saving throw with a DC equal to 8 + the number on the power die. A creature takes radiant damage equal to 1d4 × the number on the power die on a failed save, or half as much damage on a success.", + "{@b Energy Shield.} Shielding energy surrounds you. For 1 minute, your AC increases by the number on the power die.", + "{@b Bold Energy.} Emboldening energy washes over you. You gain temporary hit points equal to 5 × the number on the power die.", + "{@b Rejuvenating Aura.} A rejuvenating aura spreads out around you. Choose a number of creatures equal to the number on the power die that you can see within 30 feet of you (including you if you choose). Each creature regains all its hit points. " + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 35, + "entries": [ + "Explorers’ society officers gain access to the following domain features.", + "{@b I’ve Seen Weirder.} Your adventures have provided you a wealth of knowledge regarding the strange and arcane. If your domain’s Communications level is 2 or higher at the start of a battle, each unit your domain controls has advantage on Power tests to resist battle magic during that battle.", + "{@b Research, Research, Research.} If your time spent delving through dungeons has taught you anything, it’s that it pays to know what you’re walking into. As a domain action, make a DC 16 Lore test. On a success, each of your domain’s defense levels increases by 1 until the end of the current intrigue." + ] + }, + { + "type": "entries", + "name": "Mercenary Company", + "page": 35, + "entries": [ + "You’re a team of soldiers for hire, fighting the battles no one else wants to. For the right price, of course.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 2, + "name": "Skill and Defense Bonuses", + "items": [ + "{@b Operations:} +1", + "{@b Resources:} +1" + ] + } + ] + }, + { + "type": "entries", + "name": "Domain Power", + "page": 35, + "entries": [ + "Mercenary company officers gain access to the following domain power.", + "{@b Fighting Dirty.} Before you make a weapon or spell attack, you can use a bonus action to target one of your opponent’s vulnerable spots, making for a more challenging attack but dealing more damage. Take a power die from your domain’s pool and subtract the number on the die from your attack roll. If the attack hits, it deals extra damage equal to 5 × the number on the power die." + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 35, + "entries": [ + "Mercenary company officers gain access to the following domain features.", + "{@b Can We Get a Raise?} As a domain action, make a DC 14 Operations test. On a success, choose one of the following benefits:", + { + "type": "list", + "items": [ + "Until the end of the next battle, each officer has a +1 bonus to weapon attack and damage rolls. (The GM can rule that this bonus ends if it takes too long for the next battle to happen.)", + "The next time you muster a cavalry or artillery unit, you can also muster an additional infantry unit.", + "Each infantry unit you muster from now until the start of the next battle has its experience increased one level." + ] + }, + "You can use this feature multiple times, but must pick a different benefit each time. The DC increases by 2 for each successive use.", + "{@b Survive Till Payday.} If your domain’s Resolve level is 2 or higher at the start of a battle, each unit your domain controls has advantage on Power tests to resist battle magic during that battle." + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/Sptzxht.jpg" + }, + "title": "Adventuring party sheet" } ] } From f05f321dc6ca76ac299be4038b256736ab422170 Mon Sep 17 00:00:00 2001 From: Billiam9420 Date: Fri, 8 Apr 2022 17:09:08 -0400 Subject: [PATCH 07/65] Update MCDM Productions; Kingdoms & Warfare.json Martial Regiment added --- .../MCDM Productions; Kingdoms & Warfare.json | 211 +++++++++++++++++- 1 file changed, 209 insertions(+), 2 deletions(-) diff --git a/book/MCDM Productions; Kingdoms & Warfare.json b/book/MCDM Productions; Kingdoms & Warfare.json index 32d8f34d67..448796c1f3 100644 --- a/book/MCDM Productions; Kingdoms & Warfare.json +++ b/book/MCDM Productions; Kingdoms & Warfare.json @@ -1299,12 +1299,12 @@ "style": "list-no-bullets", "columns": 2, "items": [ - "Skills", + "{@b Skills}", "{@b Diplomacy:} -1", "{@b Espionage:} +0", "{@b Lore:} +1", "{@b Operations:} +2", - "Defenses", + "{@b Defenses}", "{@b Communications:} 11", "{@b Resolve:} 12", "{@b Resources:} 10" @@ -1608,6 +1608,213 @@ "title": "Adventuring party sheet" } ] + }, + { + "type": "entries", + "name": "Martial Regiment", + "page": 36, + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/fLgrqGT.jpg" + } + }, + "Armed to the teeth and with battle strength to match, your characters have come together to form a martial regiment. All of you are skilled warriors, willing to fight the battles others shirk from. And while your group might not always act as the most subtle of organizations, you are well-known for your tactical strategy and efficiency in combat.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 2, + "items": [ + "{@b Skills}", + "{@b Diplomacy:} +1", + "{@b Espionage:} +0", + "{@b Lore:} -1", + "{@b Operations:} +2", + "{@b Defenses}", + "{@b Communications:} 12", + "{@b Resolve:} 11", + "{@b Resources:} 10" + ] + }, + { + "type": "entries", + "name": "Domain Titles", + "page": 36, + "entries": [ + "Martial regiment officers gain access to the following titles, each of which grants a character the noted additional features.", + "{@b Ambush Captain.} You gain proficiency in the Stealth skill, and you can use a bonus action to take the Hide action. Additionally, when you hit a creature with a weapon attack and have advantage on the attack roll, the attack deals one additional weapon die of damage.", + "{@b Bravura Commander.} You gain proficiency in the Persuasion skill. Additionally, when a creature within 30 feet of you that can hear you makes a saving throw to avoid being charmed, frightened, or stunned, you can use your reaction to roll a d4 and add the result to the creature’s saving throw. You use this reaction after the saving throw is made but before the result is known.", + "{@b Field Medic.} You gain proficiency in the Medicine skill. Additionally, when a creature within 5 feet of you takes damage, you can use your reaction to make a Wisdom (Medicine) check. The DC of the check is equal half the damage taken by the creature or 10, whichever is higher. On a success, the creature regains a number of hit points equal to 5 + your character level, to a maximum of half the creature’s hit point maximum.", + "{@b Tactical Marshal.} Your speed increases by 10 feet, you gain a +3 bonus to your passive Wisdom (Perception) score, and difficult terrain no longer impedes your movement. Additionally, as a bonus action, you can choose one creature within 60 feet of you that can hear you. That creature can immediately move up to half its speed without provoking opportunity attacks.", + "{@b War Mage.} You gain proficiency in the Arcana skill. As a bonus action, you can charge one melee weapon you are holding with magical energy. Choose one of the following damage types: acid, cold, fire, lightning, radiant, or necrotic. While charged in this way, the weapon is magical and deals an extra 1d4 damage of the chosen type. This benefit lasts for 1 minute, or until you either end it as a bonus action or stop touching the weapon.", + "Additionally, when you hit a creature or object with a weapon charged in this way, you can cast {@spell dispel magic} from the weapon to affect the target. Intelligence is your spellcasting ability for the spell. You can’t cast the spell again in this way until you finish a long rest." + ] + }, + { + "type": "entries", + "name": "Domain Power", + "page": 38, + "entries": [ + "Martial regiment officers gain access to the following domain power.", + "{@b Brute Force.} When a creature you can see within 60 feet of you moves, you can use your reaction to take any number of power dice from your domain’s pool and make one weapon attack against the creature. Add the total of the power dice to the attack roll, and to the damage roll if the attack hits." + ] + }, + { + "type": "entries", + "name": "Domains Features", + "page": 38, + "entries": [ + "Martial regiment officers gain access to the following domain features.", + "{@b Armament.} Once per intrigue as a domain bonus action, make a DC 15 Operations test. On a success, your domain’s Resolve level cannot be lower than 0 for the remainder of the intrigue.", + "{@b The Professionals (Special Unit).} As a domain action, make a DC 13 Operations test. On a success, you muster the Professionals, a special unit of heroic infantry. (See the {@book Warfare|KaW|3} chapter for full details on how to read a unit card.)", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/ehKCqhP.jpg" + }, + "title": "The Professionals unit card", + "maxWidth": "500" + } + ] + }, + { + "type": "entries", + "name": "Specialization", + "page": 38, + "entries": [ + "When you found your martial regiment, you’ll also choose a specialization. Are you a localized regiment, keeping your homes safe as members of a city watch? Are you members of a military squadron, striking as a crew of highly skilled experts on the most dangerous battlefields? Or are you perhaps a knightly order, united by your dedication to a creed or religion?" + ] + }, + { + "type": "entries", + "name": "City Watch", + "page": 38, + "entries": [ + "You might not be the best trained or most efficient of soldiers. But as members of a city watch, you are dedicated to protecting the place you call home—no matter the cost.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 2, + "name": "Skill and Defense Bonuses", + "items": [ + "{@b Communications:} +1", + "{@b Resources:} +1" + ] + } + ] + }, + { + "type": "entries", + "name": "Domain Power", + "page": 38, + "entries": [ + "City watch officers gain access to the following domain power.", + "{@b Steel Resolve.} When you fail a saving throw to avoid being {@condition charmed}, {@condition frightened}, knocked {@condition prone}, {@condition paralyzed}, {@condition poisoned}, or {@condition stunned}, you can take a power die from your domain’s pool and add the number on the power die to your saving throw." + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 39, + "entries": [ + "City watch officers gain access to the following domain features.", + "{@b Community Effort.} Once per intrigue as a domain reaction in response to failing a Diplomacy test, you can immediately make an Operations test with a DC equal to 5 + half the DC of the Diplomacy test (rounded down). On a success, you treat the failed Diplomacy test as a success.", + "{@b They Will Not Breach This Wall.} As a domain action, make a DC 15 Operations test. On a success, you gain the resources to bolster your city’s defenses. At the start of the next battle, each fortification you’re defending gains additional hit points equal to your domain’s Resolve level." + ] + }, + { + "type": "entries", + "name": "Knightly Order", + "page": 39, + "entries": [ + "Knightly orders are composed of warriors united under a single ideal. Some have religious ties, while others ascribe to more abstract creeds not bound to any church. Regardless of its members’ affiliation, though, every knightly order delineates a certain sense of honor and pride.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 2, + "name": "Skill and Defense Bonuses", + "items": [ + "{@b Diplomacy:} +1", + "{@b Resolve:} +1" + ] + } + ] + }, + { + "type": "entries", + "name": "Domain Power", + "page": 39, + "entries": [ + "Knightly order officers gain access to the following domain power.", + "{@b Sworn to Protect.} As a bonus action, take a power die from your domain’s pool and add the number on the die to your AC. Additionally, allied creatures within 15 feet of you gain a bonus to saving throws equal to the number on the power die. At the end of each of your turns, decrement the power die." + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 39, + "entries": [ + "Knightly order officers gain access to the following domain features.", + "{@b Gallant Company.} As a domain action, make a DC 12 Diplomacy test targeting an NPC realm. On a success, the NPC realm’s attitude toward your domain improves one step and any special units mustered from that realm gain a +2 bonus to Defense and Morale in the next battle in which they are used. Your domain can use this feature only once on each NPC realm during an intrigue.", + "{@b Stay Strong.} If your domain’s Resolve level is 2 or higher at the start of a battle, each cavalry unit your domain controls automatically succeeds on Morale tests for the Rally maneuver during that battle." + ] + }, + { + "type": "entries", + "name": "Military Squadron", + "page": 39, + "entries": [ + "As members of a military squadron, you are an archetypal team of soldiers. Though you can be discreet when missions call for it, your main focus is always on honing your deadly and precise skills in combat.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 2, + "name": "Skill and Defense Bonuses", + "items": [ + "{@b Espionage:} +1", + "{@b Operations:} +1" + ] + } + ] + }, + { + "type": "entries", + "name": "Domain Power", + "page": 39, + "entries": [ + "Military squadron officers gain access to the following domain power.", + "{@b Skirmisher.} As a bonus action, take a power die from your domain’s pool. Your speed increases by a number of feet equal to 5 × the number on the die. While your speed is increased in this way, your movement doesn’t provoke opportunity attacks, and you gain a bonus to weapon damage rolls equal to the number on the power die. At the end of each of your turns, decrement the power die." + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 39, + "entries": [ + "Military squadron officers gain access to the following domain features.", + "{@b No Mercy.} If your domain’s Communications level is 2 or higher at the start of a battle, all your infantry units gain the following trait until the end of the battle:", + { + "type": "entries", + "name": "Take No Prisoners", + "entries": [ + "When this unit makes an attack that causes an opposed unit to break, the unit can make one additional attack against any adjacent unit." + ] + }, + "{@b The War Room Where It Happens.} As a domain action, make an Operations test against an opposed domain’s Communications. On a success, the opposed domain has disadvantage on tests made to increase its Communications level for the remainder of the intrigue." + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/s3RGaYI.jpg" + }, + "title": "Martial regiment party sheet" + } + ] } ] } From 722e49571d0218e1958fac19c33dbc77c83e0fc5 Mon Sep 17 00:00:00 2001 From: Billiam9420 Date: Fri, 8 Apr 2022 17:42:05 -0400 Subject: [PATCH 08/65] Update MCDM Productions; Kingdoms & Warfare.json Mercantile Guild added, S&D lists reformatted --- .../MCDM Productions; Kingdoms & Warfare.json | 218 +++++++++++++++++- 1 file changed, 213 insertions(+), 5 deletions(-) diff --git a/book/MCDM Productions; Kingdoms & Warfare.json b/book/MCDM Productions; Kingdoms & Warfare.json index 448796c1f3..7bc1216cfb 100644 --- a/book/MCDM Productions; Kingdoms & Warfare.json +++ b/book/MCDM Productions; Kingdoms & Warfare.json @@ -1408,7 +1408,7 @@ { "type": "list", "style": "list-no-bullets", - "columns": 2, + "columns": 6, "name": "Skill and Defense Bonuses", "items": [ "{@b Operations:} +1", @@ -1562,7 +1562,7 @@ { "type": "list", "style": "list-no-bullets", - "columns": 2, + "columns": 6, "name": "Skill and Defense Bonuses", "items": [ "{@b Operations:} +1", @@ -1697,7 +1697,7 @@ { "type": "list", "style": "list-no-bullets", - "columns": 2, + "columns": 6, "name": "Skill and Defense Bonuses", "items": [ "{@b Communications:} +1", @@ -1734,7 +1734,7 @@ { "type": "list", "style": "list-no-bullets", - "columns": 2, + "columns": 6, "name": "Skill and Defense Bonuses", "items": [ "{@b Diplomacy:} +1", @@ -1771,7 +1771,7 @@ { "type": "list", "style": "list-no-bullets", - "columns": 2, + "columns": 6, "name": "Skill and Defense Bonuses", "items": [ "{@b Espionage:} +1", @@ -1815,6 +1815,214 @@ "title": "Martial regiment party sheet" } ] + }, + { + "type": "entries", + "name": "Mercantile Guild", + "page": 40, + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/KoH5m9O.jpg" + } + }, + "Your characters’ organization is built on the back of economic prosperity, whether you acquire income from producing, selling, or plundering goods. You might be merchants, artisans, or pirates, looking to expand and defend your empire of industry, and with a network of agents ready to battle for profit.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 2, + "items": [ + "{@b Skills}", + "{@b Diplomacy:} +1", + "{@b Espionage:} +0", + "{@b Lore:} -1", + "{@b Operations:} +2", + "{@b Defenses}", + "{@b Communications:} 11", + "{@b Resolve:} 10", + "{@b Resources:} 12" + ] + }, + { + "type": "entries", + "name": "Domain Titles", + "page": 40, + "entries": [ + "Mercantile guild officers gain access to the following titles, each of which grants a character the noted additional features.", + "{@b Acquisitions Expert. You gain proficiency in the Arcana skill. Additionally, if you are unable to cast spells of 1st level or higher (either because you have no spellcasting ability, you have expended all your spell slots, or you have used all your innate spells), you can cast the following spells using Intelligence as your spellcasting ability:", + { + "type": "list", + "style": "list-no-bullets", + "items": [ + "At will: {@spell detect magic}, {@spell identify}", + "3/day each: {@spell charm person}, {@spell comprehend languages}, {@spell unseen servant}", + "1/day each: {@spell dispel magic}, {@spell glyph of warding}" + ] + }, + "{@b Chief of Security.} When a creature within 5 feet of you makes an attack against a target other than you, you can use your reaction to make a melee weapon attack against that creature. If the attack hits, it deals extra damage equal to your proficiency bonus.", + "{@b Executive Manager.} When a creature within 5 feet of you misses with an attack or fails a saving throw, you can use your reaction to roll a d4 and add the roll to the attack roll or saving throw. ", + "{@b Fixer.} You gain proficiency in the Stealth skill. Additionally, you can use a bonus action to take the Dash, Disengage, or Hide action.", + "{@b Safety Officer.} While you are not {@condition unconscious}, you and friendly creatures within 10 feet of you have advantage on saving throws against being {@condition frightened}. Additionally, as a bonus action, choose an ally you can see within 30 feet of you. That ally regains hit points equal to 1d4 + your domain size. You can use this feature a number of times per day equal to your Wisdom modifier (minimum one)." + ] + }, + { + "type": "entries", + "name": "Domain Power", + "page": 41, + "entries": [ + "Mercantile guild officers gain access to the following domain power.", + "{@b Outgunned.} When you miss with an attack, you can take a power die from your domain’s pool and add twice the number on the die to your attack roll. Alternatively, when you hit with an attack, you can take a power die from your domain’s pool and add the number on the die to the attack’s damage roll." + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 41, + "entries": [ + "Mercantile guild officers gain access to the following domain features.", + "{@b Soldiers of Fortune (Special Unit).} Make a DC 13 Operations test as a domain action. On a success, you muster the Soldiers of Fortune, a highly professional (and very expensive) special unit of mercenaries. (See the {@book Warfare|KaW|3}} chapter for full details on how to read a unit card.)", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/kKr4RjT.jpg" + }, + "title": "Soldiers of Fortune unit card", + "maxWidth": "500" + }, + "{@b Spared No Expense.} At the start of a battle, you can use a domain reaction to make a DC 14 Operations test. On a success, increase the levels of two of your domain’s defenses by 1." + ] + }, + { + "type": "entries", + "name": "Specialization", + "page": 41, + "entries": [ + "When you found your mercantile guild, you’ll also choose a specialization. Are you a monopoly, looking to not just dominate but to own an entire industry? Are you a pirate band, sailing the seas looking for loot and plunder? Or perhaps you’re a trade guild—a group of artisans banded together to establish the best business deals and working conditions?" + ] + }, + { + "type": "entries", + "name": "Monopoly", + "page": 41, + "entries": [ + "Your organization seeks to dominate the market, squashing any resistance you encounter. As such, you invest in making your enterprise the only option, letting your expansionist views force prospective competition to fold into your ranks or fight you to survive. Depending on your market, you might be viewed as an evil corporation or a force of positive change. But at the end of the day, your organization is going to come out on top.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 6, + "name": "Skill and Defense Bonuses", + "items": [ + "{@b Espionage:} +1", + "{@b Resources:} +1" + ] + } + ] + }, + { + "type": "entries", + "name": "Domain Power", + "page": 41, + "entries": [ + "Monopoly officers gain access to the following domain power.", + "{@b Action Plan.} On your turn, you can take a power die from your domain’s pool, then take one additional action. You can add the number on the power die to one attack roll or ability check made as part of that action, or increase the DC of a spell cast during the action by the number on the die." + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 43, + "entries": [ + "Monopoly officers gain access to the following domain features.", + "{@b Corporate Espionage.} Once per intrigue as a domain bonus action, make an Espionage test against an opposed domain’s Communications. On a success, the opposed domain has disadvantage on Espionage tests until the end of the intrigue, and your domain’s Communications level increases by 1.", + "{@b Embargo.} At the start of a battle, if your domain’s Resources level is 2 or higher, choose a number of infantry units an opposed domain controls equal to your domain size. Each of those units takes −2 to Attack and Defense until the end of the battle." + ] + }, + { + "type": "entries", + "name": "Pirate Band", + "page": 43, + "entries": [ + "You are a pirate band, robbing others of their goods to be resold as you see fit. Though you might ally yourselves with other pirate crews, follow a code of conduct, or work for governments as a privateer, the members of your band are truly beholden only to yourselves. Whatever the reasons you adopted a life of piracy, your organization is viewed with caution wherever you travel.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 6, + "name": "Skill and Defense Bonuses", + "items": [ + "{@b Espionage:} +1", + "{@b Resolve:} +1" + ] + } + ] + }, + { + "type": "entries", + "name": "Domain Power", + "page": 43, + "entries": [ + "Pirate band officers gain access to the following domain power.", + "{@b Pillage.} As a bonus action, take a power die from your domain’s pool and choose a power die in the opposed domain’s pool showing a higher number than the die you took. Add the opposed die to your domain’s pool." + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 43, + "entries": [ + "Pirate band officers gain access to the following domain features.", + "{@b Commandeer.} Once per intrigue as a domain bonus action, make an Espionage test against an opposed domain’s Resources. On a success, the opposed domain’s Resources level decreases by 1, and your domain’s Resources level increases by 1.", + "{@b Fight Dirty.} If your domain’s Resources level is 2 or higher at the end of deployment, choose a number of infantry or artillery units equal to your domain size. Each of those units gets a surprise activation before the battle goes into initiative. After this activation concludes, the battle plays out as normal." + ] + }, + { + "type": "entries", + "name": "Trade Guild", + "page": 43, + "entries": [ + "You oversee a network of like-minded artisans who pool their interests together for maximum potential. You might own businesses, or you could facilitate the businesses of others. Whatever the case, you have many skilled individuals investing in your organization to protect their own interests. While a trade guild might seem harmless to a casual observer, the number of resources at your disposal can summon a threat to rival any ruling body.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 6, + "name": "Skill and Defense Bonuses", + "items": [ + "{@b Diplomacy:} +1", + "{@b Resources:} +1" + ] + } + ] + }, + { + "type": "entries", + "name": "Domain Power", + "page": 43, + "entries": [ + "Trade guild officers gain access to the following domain power.", + "{@b Healthcare.} As a bonus action, take a power die from your domain’s pool. You immediately spend and roll a number of your Hit Dice equal to the number on the power die, regaining hit points equal to the total of Hit Dice rolled." + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 43, + "entries": [ + "Trade guild officers gain access to the following domain features.", + "{@b Business Connections.} Once per intrigue, you can make a DC 13 Diplomacy test as a domain bonus action. On a success, all of your domain’s officers begin the next battle with their hit point maximum and current hit points increased by 5 × your domain size.", + "{@b Well Fed.} As a domain action, make a DC 13 Operations test. On a success, each of your infantry units gains a bonus to Morale equal to your domain size until the end of the next battle." + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/orZacWg.jpg" + }, + "title": "Mercantile guild party sheet" + } + ] } ] } From 0d9fdda795940848e280c49ab2f1f9af5561d466 Mon Sep 17 00:00:00 2001 From: Billiam9420 Date: Fri, 8 Apr 2022 18:04:09 -0400 Subject: [PATCH 09/65] Update MCDM Productions; Kingdoms & Warfare.json Added Mystic Circle --- .../MCDM Productions; Kingdoms & Warfare.json | 202 ++++++++++++++++++ 1 file changed, 202 insertions(+) diff --git a/book/MCDM Productions; Kingdoms & Warfare.json b/book/MCDM Productions; Kingdoms & Warfare.json index 7bc1216cfb..a94b6dbfb3 100644 --- a/book/MCDM Productions; Kingdoms & Warfare.json +++ b/book/MCDM Productions; Kingdoms & Warfare.json @@ -2023,6 +2023,208 @@ "title": "Mercantile guild party sheet" } ] + }, + { + "type": "entries", + "name": "Mystic Circle", + "page": 44, + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/vze6NP1.jpg" + } + }, + "Your organization is an association of arcane practitioners whose agents include wizards, sorcerers, scribes, and sages. Not all your associates cast magic—your order needs guards and spies as much as anyone else—but every member of your mystic circle respects the power of the magical arts. The collections of scrolls and tomes in your libraries contain knowledge that others seek, and unearthing the secrets of your enemies isn’t so different from uncovering forbidden spells.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 2, + "items": [ + "{@b Skills}", + "{@b Diplomacy:} +0", + "{@b Espionage:} +1", + "{@b Lore:} +2", + "{@b Operations:} -1", + "{@b Defenses}", + "{@b Communications:} 12", + "{@b Resolve:} 10", + "{@b Resources:} 11" + ] + }, + { + "type": "entries", + "name": "Domain Titles", + "page": 44, + "entries": [ + "Mystic circle officers gain access to the following titles, each of which grants a character the noted additional features.", + "{@b Augur.} You have a second sight that grants you limited precognition. You add your Intelligence modifier to your initiative rolls. Additionally, if you and any of your allies within 60 feet of you are surprised when you roll initiative, you can choose for you and your allies to not be surprised, and for a number of enemies equal to the number of characters in your party to be surprised instead. You must finish a long rest before you can use this feature again.", + "{@b Bewitcher.} You have advantage on Charisma (Performance) checks. At the end of a long rest, choose one enchantment or illusion spell you can cast that requires concentration. That spell does not require concentration until the end of your next long rest.", + "{@b Medium.} When learning or preparing spells, all necromancy spells are available to you, regardless of whether they are on your class’s spell list.", + "Additionally, you can channel the waning life force of a dying creature to aid an ally. When a creature you can see with a challenge rating of 1 or higher dies within 60 feet of you, another creature of your choice that you can see within 60 feet of you regains hit points equal to 1d4 × the dead creature’s challenge rating.", + "{@b Shade.} You gain proficiency in the Stealth skill. While in darkness or dim light, you can turn invisible as an action. Anything you wear or carry is invisible as long as it is on your person. This invisibility ends after 1 hour or if you enter an area of bright light. You must finish a long rest before you can use this feature again.", + "{@b Spellsword.} You gain proficiency with martial weapons. Whenever you hit a creature with a melee attack, you reduce that creature’s speed to 0 until the start of your next turn." + ] + }, + { + "type": "entries", + "name": "Domain Power", + "page": 46, + "entries": [ + "Mystic circle officers gain access to the following domain power.", + "{@b Universal Energy Field.} As an action, take a power die from your domain’s pool and recover a number of spell slots with a combined level equal to the number on the power die. None of the slots you recover can be 6th level or higher.", + "Alternatively, as a bonus action, you can take a power die from your domain’s pool and charge one weapon you are holding with magical energy. Choose one of the following damage types: acid, cold, fire, or lightning. Until the start of your next turn, the weapon deals extra damage of the chosen type equal to the number on the power die." + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 46, + "entries": [ + "Mystic circle officers gain access to the following domain features.", + "{@b Forgotten Rite of Animation (Special Unit).} As a domain action, make a DC 13 Lore test. On a success, your domain’s spellcasters weave an ancient spell to create a special unit of magical constructs called an Ersatz Infantry. These constructs could be golems, animated suits of armor, or clockwork soldiers. (See the Warfare chapter for full details on how to read a unit card.)", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/xpkoN1F.jpg" + }, + "title": "Ersatz Infantry unit card" + }, + "{@b Unravel Sorcery.} Once per intrigue as a domain bonus action, you can make a Lore test against an opposed domain’s Communications to learn about the magical abilities of one of that domain’s officers. On a success, you learn what spells the target knows and has prepared, and you have advantage on saving throws against spells and other magical effects used by that officer until the end of the intrigue." + ] + }, + { + "type": "entries", + "name": "Specialization", + "page": 46, + "entries": [ + "When you found your mystic circle, you’ll also choose a specialization. Are you an arcane order, tirelessly seeking answers to the mysteries of the universe? Are you a secret cabal, hiding your dark schemes from the world? Or are you a theatrical troupe, using the art of magic to enhance your performances?" + ] + }, + { + "type": "entries", + "name": "Arcane Order", + "page": 46, + "entries": [ + "You are a public institution of magic, seeking to expand the understanding of the cosmic forces which ebb and flow through reality. You might be an arcane academy, a great library, or an assembly of notorious mages. Local lords approach you for counsel, unless you prefer to stay neutral in mundane affairs.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 6, + "name": "Skill and Defense Bonuses", + "items": [ + "{@b Lore:} +1", + "{@b Resources:} +1" + ] + } + ] + }, + { + "type": "entries", + "name": "Domain Power", + "page": 46, + "entries": [ + "Arcane order officers gain access to the following domain power.", + "{@b Your Staff is Broken. As an action, take any number of power dice from your domain’s pool and target an enemy spellcaster. That caster must succeed on an Intelligence saving throw against a DC equal to the total of the power dice or lose the ability to cast spells in any way for 24 hours. This power doesn’t break the target’s concentration on a spell already cast, or prevent the target from taking actions that are part of an ongoing spell that the target has already cast (such as {@spell call lightning})." + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 47, + "entries": [ + "Arcane order officers gain access to the following domain features.", + "{@b Find True Name.} As a domain action, you make a Lore test against an opposed domain’s Communications. On a success, you learn the true name of one of that domain’s spellcasting officers of the GM’s choice, and during the next battle, that officer has disadvantage on saving throws against the Your Staff is Broken domain power.", + "{@b Midnight Oil.} If you prepare spells and you succeed on any Lore test made as a domain action, you can then use a domain reaction to make a DC 12 Lore test. On a success, the number of spells that all officers of your domain are able to prepare the day of the next battle increases by 1.", + "{@b Wards of Protection Against Missiles.} If your domain’s Communications level is 2 or higher at the end of deployment, choose a number of units equal to your domain size. The first time during the battle that each chosen unit would be hit by an Attack test from an opposed artillery or aerial unit, that Attack test fails." + ] + }, + { + "type": "entries", + "name": "Secret Cabal", + "page": 47, + "entries": [ + "Your organization is clandestine. People might know you exist, but your work stays hidden to protect your members, keep your studies confidential, or better allow you to pull strings from behind the scenes. No matter what the reasons for your secrecy, one thing is certain: You look out for your own first and foremost.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 6, + "name": "Skill and Defense Bonuses", + "items": [ + "{@b Espionage:} +1", + "{@b Communications:} +1" + ] + } + ] + }, + { + "type": "entries", + "name": "Domain Power", + "page": 47, + "entries": [ + "Secret cabal officers gain access to the following domain power.", + "{@b Elemental Bargain.} As an action, take a power die from your domain’s pool and conjure an elemental with a challenge rating equal to or lower than the number on the die. The creature appears in an unoccupied space that you can see within 30 feet of you. You mentally control the actions the creature takes. It acts when it is summoned, and on each of your turns thereafter.", + "Creatures summoned by this power disappear when they are reduced to 0 hit points or after a number of rounds equal to 1 + your domain size, whichever comes first." + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 47, + "entries": [ + "Secret cabal officers gain access to the following domain features.", + "{@b Curse of Vitiation.} If your domain’s Communications level is 2 or higher at the start of a battle, choose one lieutenant from an opposed domain. That lieutenant has disadvantage on saving throws during the battle.", + "{@b We Were Never Here.} As a domain action, make a Lore test against an opposed domain’s Communications. On a success, your domain’s Communications level increases by 1 and the opposed domain’s Communications level decreases by 1." + ] + }, + { + "type": "entries", + "name": "Theatrical Troupe", + "page": 47, + "entries": [ + "Magic and artifice have always gone hand in hand, and the art of spellcasting makes for some impressive stage effects. Whether you are a performance company with an established base of operations or a band of entertainers travelling far and wide, you endeavor to make magic accessible to all! Your organization doesn’t believe in keeping sorcery hidden away in secluded towers, underground lairs, or exclusive clubs. Showing magic to the world encourages others to take up the art, dispels fears of spellcasting, and can bring joy to the common folk.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 6, + "name": "Skill and Defense Bonuses", + "items": [ + "{@b Diplomacy:} +1", + "{@b Operations:} +1" + ] + } + ] + }, + { + "type": "entries", + "name": "Domain Power", + "page": 47, + "entries": [ + "Theatrical troupe officers gain access to the following domain power.", + "{@b Magic Misdirection.} As an action, take a power die from your domain’s pool and make a Charisma check contested by one creature of your choice that you can see. Add the number on the power die to your check. On a success, the creature is charmed by you until the end of your next turn. While charmed in this way, the creature sees its allies as enemies, and it must use its action before moving on its turn to make a melee weapon attack against an ally it can reach. If the creature has no allies within reach, it takes no action on its turn." + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 48, + "entries": [ + "Theatrical troupe officers gain access to the following domain features.", + "{@b Combat Anthem.} As a domain action, make a DC 12 Operations test. On a success, during the next battle, you can choose a number of units your domain controls equal to your domain size. Any opposed unit has disadvantage on Morale tests while adjacent to any selected unit, and any allied unit has advantage on Power tests while adjacent to any selected unit.", + "{@b You Didn’t Hear This From Me.} As a domain action, make a DC 12 Diplomacy test. On a success, whenever you succeed on a Diplomacy test to muster a unit through an alliance, your domain’s Communications level increases by 1 until the end of the intrigue." + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/wFxP5KQ.jpg" + }, + "title": "Mystic Circle party sheet" + } + ] } ] } From c0179b67b7e9824000d97520e422c35a813d360c Mon Sep 17 00:00:00 2001 From: Billiam9420 Date: Sat, 9 Apr 2022 15:37:54 -0400 Subject: [PATCH 10/65] Update MCDM Productions; Kingdoms & Warfare.json Nature Pact added --- .../MCDM Productions; Kingdoms & Warfare.json | 201 ++++++++++++++++++ 1 file changed, 201 insertions(+) diff --git a/book/MCDM Productions; Kingdoms & Warfare.json b/book/MCDM Productions; Kingdoms & Warfare.json index a94b6dbfb3..7422067e2f 100644 --- a/book/MCDM Productions; Kingdoms & Warfare.json +++ b/book/MCDM Productions; Kingdoms & Warfare.json @@ -2225,6 +2225,207 @@ "title": "Mystic Circle party sheet" } ] + }, + { + "type": "entries", + "name": "Nature Pact", + "page": 48, + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/TGa1PlE.jpg" + } + }, + "Your organization lives and thrives in the untamed wilds, whether forests, deserts, tundra, or even oceans. Nature cannot be controlled, but you know how to channel primal magic. Barbarians, druids, rangers, beasts, and nature spirits are your domain’s agents, and with these forces on your side, you are unstoppable.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 2, + "items": [ + "{@b Skills}", + "{@b Diplomacy:} +1", + "{@b Espionage:} +0", + "{@b Lore:} +2", + "{@b Operations:} -1", + "{@b Defenses}", + "{@b Communications:} 10", + "{@b Resolve:} 12", + "{@b Resources:} 11" + ] + }, + { + "type": "entries", + "name": "Domain Titles", + "page": 48, + "entries": [ + "Nature pact officers gain access to the following titles, each of which grants a character the noted additional features.", + "{@b The Connected.} Nature links a companion’s senses with your own. As an action, you can link yourself to a willing creature you can see within 30 feet of you for 1 hour. This replaces any previous links you made using this feature.", + "While a linked creature is within 100 feet of you and one of you has to make an ability check or a saving throw, both of you roll the same check or save. The creature making the check or save then uses the highest roll.", + "{@b The Pack Leader.} As an action, you summon a beast of your choice with a challenge rating equal to or lower than your domain size into an unoccupied space you can see within 30 feet of you. The beast’s weapon attacks are magical, and it gains temporary hit points equal to 5 × your domain size. The beast acts on its own initiative and understands and follows your verbal commands. The beast follows your commands for 1 hour or until it is reduced to 0 hit points, at which point it disappears. You must finish a long rest before you can use this feature again.", + "{@b The Primal.} If you move at least 10 feet toward a Huge or smaller creature, then hit that creature with a melee weapon attack on the same turn, the attack deals extra damage equal to twice your proficiency bonus and the target must succeed on a Strength saving throw or be knocked prone. The DC for this saving throw equals 8 + your proficiency bonus + your Strength or Dexterity modifier, whichever is higher.", + "{@b The Speaker.} You gain proficiency in the Persuasion skill. Additionally, as an action, you can select a number of willing creatures you can see within 100 feet of you equal to your level + your domain size. For 1 hour, any of these creatures and you can speak telepathically to each other, singly or in groups, regardless of distance.", + "{@b The Stalwart.} As an action, you grant yourself and one ally you can see temporary hit points equal to 5 × your domain size. You must finish a long rest before you can use this feature again." + ] + }, + { + "type": "entries", + "name": "Domain Power", + "page": 48, + "entries": [ + "Nature pact officers gain access to the following domain power.", + "{@b Vine Entrapment.} As a bonus action, take a power die from your domain’s pool and choose a creature within 30 feet of you that you can see. That creature must make a Dexterity saving throw with a DC equal to 10 + the number on the power die. On a failure, thorny vines erupt from the ground and wrap around the creature, which is restrained for a number of rounds equal to the number on the power die. A restrained creature can use an action to make a Strength (Athletics) or Dexterity (Acrobatics) check against the save DC. On a success, the creature ends the restrained condition but takes piercing damage equal to 1d10 × your domain size." + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 49, + "entries": [ + "Nature pact officers gain access to the following domain features.", + "{@b Frog of War (Special Unit).} As a domain action, make a DC 16 Lore test. On a success, you summon the Frog of War, a special unit that is a single massive amphibian ready to devour enemies of nature. (See the {@book Warfare|KaW|3} chapter for full details on how to read a unit card.)", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/1dU1aye.jpg" + }, + "title": "The Frog of War unit card", + "maxWidth": "500" + }, + "{@b Natural Disaster.} Once per intrigue as a domain bonus action, you can make a Lore test against an opposed domain’s Resources. On a success, the opposed domain’s Resources level decreases by 2." + ] + }, + { + "type": "entries", + "name": "Spcialization", + "page": 49, + "entries": [ + "When you found your nature pact, you’ll also choose a specialization. Are you a barbarian tribe, escaping the conventions and customs of settled life by making your own rules in the wild? Are you a druid circle, living as an extension of the natural world and unable to fathom a home anywhere else? Or are you a hunter conclave defending nature from evil’s corruption and industry’s greed?" + ] + }, + { + "type": "entries", + "name": "Barbarian Tribe", + "page": 51, + "entries": [ + "Power, ferocity, and strength define the barbarian warriors who make up your organization, allowing you to push through enemies and knock all obstacles out of your path.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 6, + "name": "Skill and Defense Bonuses", + "items": [ + "{@b Operations:} +1", + "{@b Resolve:} +1" + ] + } + ] + }, + { + "type": "entries", + "name": "Domain Power", + "page": 51, + "entries": [ + "Barbarian tribe officers gain access to the following domain power.", + "{@b Impenetrable Defense.} As a bonus action, take a power die from your domain’s pool and select a number of creatures within 15 feet of you equal to the number on the power die. Until the end of your next turn, any damage each of those creatures takes is reduced by the number on the power die." + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 51, + "entries": [ + "Barbarian tribe officers gain access to the following domain features.", + "{@b Ready to Slay.} If your domain’s Resources level is 2 or higher at the start of a battle, whenever a unit your domain controls is attacked by an opposed unit, the target unit can use its reaction to make an attack against the opposed unit. This feature can be used a number of times during the battle equal to your domain size.", + "{@b Trial by Pyre.} As a domain action, make an Operations test against an opposed domain’s Resolve. On a success, reduce the target domain’s Resolve level by 1 and select one of that domain’s lieutenants. That lieutenant is vulnerable to fire damage until the end of the intrigue. Additionally, each time that lieutenant takes fire damage until the end of the intrigue, they become frightened of the source of the damage until the end of their next turn." + ] + }, + { + "type": "entries", + "name": "Druid Circle", + "page": 51, + "entries": [ + "As the leaders of a druid circle, you gain the allegiance of beasts, plants, and even the elements to your cause. Your agents learn how to use terrain to their advantage, hiding in plain sight and creating an information network unlike any other.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 6, + "name": "Skill and Defense Bonuses", + "items": [ + "{@b Espionage:} +1", + "{@b Lore:} +1" + ] + } + ] + }, + { + "type": "entries", + "name": "Domain Power", + "page": 51, + "entries": [ + "Druid circle officers gain access to the following domain power.", + "{@b Primal Conjuration.} As an action, take a power die from your domain’s pool and conjure a beast, a fey, or a plant creature (your choice) with a challenge rating equal to or lower than the number on the power die. The creature appears in an unoccupied space that you can see within 30 feet of you. You mentally control the actions the creature takes. It acts when it is summoned, and on each of your turns thereafter.", + "Creatures summoned by this power disappear when they are reduced to 0 hit points or after a number of rounds equal to 1 + your domain size, whichever comes first." + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 51, + "entries": [ + "Druid circle officers gain access to the following domain features.", + "{@b Eagle Eye.} Make an Espionage test against an opposed domain’s Resources as a domain action. On a success, you increase your domain’s Communications level by 1, and you learn the ability scores, AC, hit points, traits, and action options of one lieutenant from the opposed domain.", + "{@b Torrential Terrain.} If your domain’s Communications level is 2 or higher at the end of deployment, select a number of spaces on the battlefield equal to your domain size. These spaces contain rain until the end of the battle. Any unit your domain controls ignores the effect of rain in these spaces." + ] + }, + { + "type": "entries", + "name": "Hunter Conclave", + "page": 51, + "entries": [ + "You lead a hunter conclave, whose members are dedicated to taking on aberrations, monstrosities, undead, and other unnatural creatures that threaten the wilds.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 6, + "name": "Skill and Defense Bonuses", + "items": [ + "{@b Diplomacy:} +1", + "{@b Espionage:} +1" + ] + } + ] + }, + { + "type": "entries", + "name": "Domain Power", + "page": 52, + "entries": [ + "Hunter conclave officers gain access to the following domain power.", + "{@b Rapid Assault.} When you hit with a weapon attack, you can use a bonus action to take a power die from your domain’s pool and immediately make another attack with the same weapon. The attack has a bonus to the attack and damage roll equal to the number on the power die." + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 52, + "entries": [ + "Hunter conclave officers gain access to the following domain features.", + "{@b Marked Targets.} If your domain’s Communications level is 2 or higher at the end of deployment, select a number of opposed units equal to 3 + your domain size. The next Attack test made against any chosen unit by a unit your domain controls has advantage.", + "{@b Ruinous Fire.} As a domain action, make an Espionage test against an opposed domain’s Communications. On a success, at the end of the next deployment, select a number of that opposed domain’s units equal to your domain size. Those units cannot move during the first round of the battle." + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/H32Ct9Q.jpg" + }, + "title": "Nature Pact party sheet" + } + ] } ] } From b0dae3a3cc97765994580f337fdc29ce827e09d2 Mon Sep 17 00:00:00 2001 From: Billiam9420 Date: Sat, 9 Apr 2022 16:14:56 -0400 Subject: [PATCH 11/65] Update MCDM Productions; Kingdoms & Warfare.json Added missing bracket to "Your Staff is Broken." Added Noble Court. --- .../MCDM Productions; Kingdoms & Warfare.json | 201 +++++++++++++++++- 1 file changed, 200 insertions(+), 1 deletion(-) diff --git a/book/MCDM Productions; Kingdoms & Warfare.json b/book/MCDM Productions; Kingdoms & Warfare.json index 7422067e2f..4efad9ee0a 100644 --- a/book/MCDM Productions; Kingdoms & Warfare.json +++ b/book/MCDM Productions; Kingdoms & Warfare.json @@ -2127,7 +2127,7 @@ "page": 46, "entries": [ "Arcane order officers gain access to the following domain power.", - "{@b Your Staff is Broken. As an action, take any number of power dice from your domain’s pool and target an enemy spellcaster. That caster must succeed on an Intelligence saving throw against a DC equal to the total of the power dice or lose the ability to cast spells in any way for 24 hours. This power doesn’t break the target’s concentration on a spell already cast, or prevent the target from taking actions that are part of an ongoing spell that the target has already cast (such as {@spell call lightning})." + "{@b Your Staff is Broken.} As an action, take any number of power dice from your domain’s pool and target an enemy spellcaster. That caster must succeed on an Intelligence saving throw against a DC equal to the total of the power dice or lose the ability to cast spells in any way for 24 hours. This power doesn’t break the target’s concentration on a spell already cast, or prevent the target from taking actions that are part of an ongoing spell that the target has already cast (such as {@spell call lightning})." ] }, { @@ -2426,6 +2426,205 @@ "title": "Nature Pact party sheet" } ] + }, + { + "type": "entries", + "name": "Noble Court", + "page": 52, + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/QaZyxjD.jpg" + } + }, + "A noble court domain is unique among the organizations in this section, as it allows the characters to take responsibility for governing a land and the citizens who live and work there. (And if your noble court reaches size 5, it could become a kingdom! Yay, it’s the title of the book!) Farmers, smiths, carpenters, and shepherds might be the agents of a rural noble court, while clockmakers, luthiers, butchers, or musicians might serve you in a city. Whoever your followers are, they all look to you for guidance and protection.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 2, + "items": [ + "{@b Skills}", + "{@b Diplomacy:} +2", + "{@b Espionage:} +0", + "{@b Lore:} -1", + "{@b Operations:} +1", + "{@b Defenses}", + "{@b Communications:} 10", + "{@b Resolve:} 12", + "{@b Resources:} 11" + ] + }, + { + "type": "entries", + "name": "Domain Titles", + "page": 52, + "entries": [ + "Noble court officers gain access to the following titles, each of which grants a character the noted additional features.", + "{@b Court Mage.} You must have the Spellcasting feature to claim this title. You can cast the {@spell detect magic} spell at will, without expending a spell slot. Additionally, you have one extra spell slot of the highest spell level you can cast, to a maximum of 5th level.", + "{@b Court Minstrel.} You have advantage on Charisma (Performance) checks. Additionally, you know the {@spell vicious mockery} cantrip and can cast it as a bonus action. Charisma is your spellcasting ability for this cantrip.", + "{@b High Priest.} Once per turn when you damage a creature with an attack or a spell, you can choose another creature you can see within 30 feet of you. The chosen creature gains temporary hit points equal to 1d6 × your proficiency bonus.", + "{@b Master Assassin.} You gain proficiency in the Stealth skill. Additionally, whenever you hit with a light weapon or a ranged weapon, you gain a bonus to damage rolls equal to your proficiency bonus.", + "{@b Master-at-Arms.} You gain proficiency in the Athletics skill. Additionally, you learn a fighting style of your choice from the fighter’s {@classFeature Fighting Style|Fighter||1} feature in the core rules." + ] + }, + { + "type": "entries", + "name": "Domain Power", + "page": 53, + "entries": [ + "Noble court officers gain access to the following domain power.", + "{@b Mantle of Authority.} The burden of leadership passed down from your forebears allows you to call upon their strength in battle. As a bonus action, take a power die from your domain’s pool and add half the number on the die (rounded up) to one of your ability scores. This can increase your ability score above 20. At the end of each of your turns, decrement the power die." + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 53, + "entries": [ + "Noble court officers gain access to the following domain features.", + "{@b Prepare the Steeds (Special Unit).} As a domain action, make a DC 13 Operations test. On a success, you muster the Lancers, a special unit of skilled equestrians. (See the {@book Warfare|KaW|3} chapter for full details on how to read a unit card.)", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/uGEVQzM.jpg" + }, + "title": "The Lancers unit card", + "maxWidth": "500" + }, + "{@b Skilled Negotiators.} Once per intrigue as a domain bonus action, you can make a Diplomacy test to gain a special unit from an NPC realm. On a success, the unit also has its casualty die increased one step." + ] + }, + { + "type": "entries", + "name": "Specialization", + "page": 53, + "entries": [ + "When you found your noble court, you’ll also choose a specialization. Are you a court of war, focused on growing your holdings and resources through military might? Are you a political administration, engaging in trade and detente to provide for your people? Or are you a regent state, honoring the traditions of your land and the family that leads it?" + ] + }, + { + "type": "entries", + "name": "Court of War", + "page": 53, + "entries": [ + "Your noble court focuses on conquest, seeking growth through martial power. Like the subjects of so many great empires, your people are kept happy through the prosperity gained by annexing new territory. But those you conquer might view your actions as those of a tyrant rather than a hero.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 6, + "name": "Skill and Defense Bonuses", + "items": [ + "{@b Operations:} +1", + "{@b Resolve:} +1" + ] + } + ] + }, + { + "type": "entries", + "name": "Domain Power", + "page": 55, + "entries": [ + "Court of war officers gain access to the following domain power.", + "{@b Conqueror.} As a bonus action, take a power die from your domain’s pool. Until the end of your next turn, you gain a bonus to weapon attack rolls equal to the number on the power die, your speed increases by 10 feet, and your movement doesn’t provoke opportunity attacks." + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 55, + "entries": [ + "Court of war officers gain access to the following domain features.", + "{@b Forewarned is Forearmed.} Once per intrigue, as a domain reaction when an opposed domain musters a special unit, you can make a DC 13 Operations test. On a success, you increase your domain’s Communications level by 2.", + "{@b Outmaneuvered.} If your domain’s Communications level is 2 or higher at the end of deployment, choose a number of opposed units equal to your domain size. Each of those units must make a DC 15 Command test. If a unit fails the check, you can move one of your deployed units into any unoccupied space next to that unit." + ] + }, + { + "type": "entries", + "name": "Political Administration", + "page": 55, + "entries": [ + "Your organization is focused on the skills and traditions of statecraft. Its officers are politicians first, pulling strings and manipulating neighbors, gathering favors and making deals. You prefer to use your diplomatic skills to avoid war—but if that proves impossible, you ensure that the battle happens on your terms, surrounded by allies while your enemy stands alone.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 6, + "name": "Skill and Defense Bonuses", + "items": [ + "{@b Diplomacy:} +2" + ] + } + ] + }, + { + "type": "entries", + "name": "Domain Power", + "page": 55, + "entries": [ + "Political administration officers gain access to the following domain power.", + "{@b Timely Aid.} As a reaction to a successful attack made against a creature you can see within 30 feet of you, take a die from the power pool. Until the end of its next turn, that creature gains a bonus to its AC (including against the triggering attack) equal to the number on the power die. Additionally, the creature regains hit points equal to the number on the power die." + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 55, + "entries": [ + "Political administration officers gain access to the following domain features.", + "{@b Diplomacy for Intel.} As a domain action, make a DC 15 Diplomacy test. On a success, your domain’s Communications level increases by 1, and you can make Diplomacy tests in place of Espionage tests until the end of the intrigue.", + "{@b Enchantment Economy.} As a domain action, make a DC 14 Diplomacy test. On a success, all officers in your organization have advantage on saving throws against spells and other magical effects during the next combat against the officers of an opposed domain." + ] + }, + { + "type": "entries", + "name": "Regent State", + "page": 55, + "entries": [ + "A regent holds power in trust to someone else, usually an absent monarch or an heir too young to rule. But a regent can also hold power in trust to the people, always working to act in their best interests. Regents concern themselves first with their people’s well-being, and work hard to establish justice, prosperity, and security.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 6, + "name": "Skill and Defense Bonuses", + "items": [ + "{@b Resolve:} +1", + "{@b Resources:} +1" + ] + } + ] + }, + { + "type": "entries", + "name": "Domain Power", + "page": 55, + "entries": [ + "Regent state officers gain access to the following domain power.", + "{@b Voices of the Past.} Past custodians of your domain answer your call for aid. As an action, take a power die from your domain’s pool and conjure a celestial or an undead (your choice) with a challenge rating equal to or lower than the number on the power die. The creature appears in an unoccupied space that you can see within 30 feet of you. You mentally control the actions the creature takes. It acts when it is summoned, and on each of your turns thereafter.", + "Creatures summoned by this power disappear when they are reduced to 0 hit points or after a number of rounds equal to 1 + your domain size, whichever comes first." + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 56, + "entries": [ + "Regent state officers gain access to the following domain features.", + "{@b Backdoor Negotiations.} As a domain reaction when an opposed domain gains a special unit from an NPC realm, make a Diplomacy test against the opposed domain’s Communications. On a success, the NPC realm doesn’t send the special unit to aid the opposed domain, and the NPC realm’s attitude toward your domain improves one step.", + "{@b Volunteer Blacksmiths.} As a domain action, make a DC 13 Operations test. On a success, any levies you muster before the end of intrigue start with heavy equipment." + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/MK4Lc2z.jpg" + }, + "title": "Noble Court party sheet" + } + ] } ] } From 768743e9cddd352e314c2f5828085b57a3a463e9 Mon Sep 17 00:00:00 2001 From: Billiam9420 Date: Sun, 10 Apr 2022 14:26:48 -0400 Subject: [PATCH 12/65] Update MCDM Productions; Kingdoms & Warfare.json Stopped being dumb and started turning Domain Titles, Powers, and Features things into optional features. --- .../MCDM Productions; Kingdoms & Warfare.json | 669 +++++++++++++----- 1 file changed, 511 insertions(+), 158 deletions(-) diff --git a/book/MCDM Productions; Kingdoms & Warfare.json b/book/MCDM Productions; Kingdoms & Warfare.json index 4efad9ee0a..2729e07b2f 100644 --- a/book/MCDM Productions; Kingdoms & Warfare.json +++ b/book/MCDM Productions; Kingdoms & Warfare.json @@ -15,7 +15,12 @@ ], "version": "v1.0" } - ] + ], + "optionalFeatureTypes": { + "DTTL": "Domain Title", + "DPWR": "Domain Power", + "DFTR": "Domain Feature" + } }, "book": [ { @@ -1316,12 +1321,17 @@ "page": 32, "entries": [ "Adventuring party officers gain access to the following titles, each of which grants a character the noted additional features.", - "{@b Cap’n.} You add your proficiency bonus to your initiative rolls. Additionally, when you hit a creature with an attack, each ally who can hear you and is within 5 feet of you gains a bonus to weapon damage rolls against the target creature equal to half your proficiency bonus (rounded down). This bonus lasts until the start of your next turn.", - "{@b Doc.} You gain proficiency in the Medicine skill and proficiency with an herbalism kit. Whenever you take a long rest, you can craft two {@item potion of healing|DMG|potions of healing} during the rest using the supplies in an herbalism kit. Potions created this way are effective only if consumed within 24 hours of their creation.", - "{@b Know-It-All.} You gain proficiency in the History and Nature skills. Additionally, as a reaction when you roll initiative, you can make an Intelligence (Nature) check to identify the weak points of one creature you can see. The DC for this check is equal to 10 + half the creature’s challenge rating (rounded down). On a success, you gain a bonus to attack rolls against that creature equal to your proficiency bonus, and which lasts for 1 minute.", - "{@b Smart Mouth.} You gain proficiency in the Intimidation and Persuasion skills. Additionally, you can try to catch an enemy off-guard at the start of combat with your quips. As a reaction when a hostile creature you can see rolls initiative, you reduce that creature’s initiative by a number equal to your Charisma modifier.", - "{@b Weirdo.} You gain proficiency in the Arcana skill, and you know a number of spells equal to your Intelligence modifier. These spells can be from any spell list, but they must be 3rd level or lower and have the ritual tag. Intelligence is your spellcasting ability for these spells. You can cast each of these spells once as a ritual, and regain the ability to do so when you finish a long rest.", - "Additionally, you can cast the {@spell counterspell} spell, and regain the ability to do so when you finish a long rest." + { + "type": "list", + "style": "list-no-bullets", + "items": [ + "{@optfeature Cap’n|KaW}", + "{@optfeature Doc|KaW}", + "{@optfeature Know-It-All|KaW}", + "{@optfeature Smart Mouth|KaW}", + "{@optfeature Weirdo|KaW}" + ] + } ] }, { @@ -1330,7 +1340,7 @@ "page": 32, "entries": [ "Adventuring party officers gain access to the following domain power.", - "{@b Never Tell Me the Odds.} When you take an action or a bonus action that forces at least one creature to make a saving throw, you can take a power die from your domain’s pool and add twice the number on the die to the saving throw DC. You can use this feature after affected creatures have rolled their saving throws." + "{@optfeature Never Tell Me the Odds|KaW}" ] }, { @@ -1339,56 +1349,8 @@ "page": 32, "entries": [ "Adventuring party officers gain access to the following domain features.", - "{@b Call in a Favor.} As a domain bonus action, your adventuring party can petition an NPC realm for their domain special unit. Make a Diplomacy test targeting the NPC realm, with a DC determined by the realm’s attitude toward your domain as shown on the following table.", - { - "type": "table", - "colLabels": [ - "Attitude", - "Diplomacy DC" - ], - "colStyles": [ - "col-1 text-left", - "col-2 text-center", - "col-9 text-left" - ], - "rows": [ - [ - "Hostile", - "18", - "" - ], - [ - "Suspicious", - "15", - "" - ], - [ - "Neutral", - "13", - "" - ], - [ - "Friendly", - "10", - "" - ], - [ - "Allied", - "8", - "" - ] - ] - }, - "{@b To Arms, Fellow Adventurers (Special Unit).} As a domain action, you make a DC 13 Operations test. On a success, you muster the Ratcatchers—a special unit of adventurers just like you! (See the {@book Warfare|KaW|3} chapter for full details on how to read a unit card.)", - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/XQrg2XU.jpg" - }, - "title": "The Ratcatchers unit card", - "maxWidth": "500" - } + "{@optfeature Call In a Favor|KaW}", + "{@optfeature To Arms, Fellow Adventurers (Special Unit)|KaW}" ] }, { @@ -1423,7 +1385,7 @@ "page": 33, "entries": [ "Disorganized misfits officers gain access to the following domain power.", - "{@b Avenge Me.} When an officer in your domain that you can see within 30 feet of you is reduced to 0 hit points by a creature, you can use your reaction to swear vengeance. Take any number of power dice from your domain’s pool. You and each ally you can see within 30 feet of you gain a bonus to damage rolls against the creature that dropped your officer equal to the total of the power dice. This bonus lasts as long as the officer is dying or dead, or until the end of the encounter, whichever comes first." + "{@optfeature Avenge Me|KaW}" ] }, { @@ -1432,14 +1394,8 @@ "page": 33, "entries": [ "Disorganized misfits officers gain access to the following domain features.", - "{@b Like in the Great Stories.} As a domain action, you make a DC 14 Operations test. On a success, your domain’s Resolve level increases by 2 until the end of the intrigue. Additionally, the next time an opposed domain makes a test to lower one of your domain defenses, the test is made with disadvantage.", - "{@b Whatever it Takes.} At the end of the next deployment, you can make a DC 15 Operations test as a domain bonus action. On a success, units deployed in your vanguard gain the following trait until the end of the battle:", - { - "type": "entries", - "name": "Walk it Off", - "entries": [ - "The first time this unit would become broken as a result of an inflicted casualty, the unit can make a DC 13 Morale test. On a success, the unit does not break this round, regardless of the number of casualties it suffers." ] - } + "{@optfeature Like in the Great Stories|KaW}", + "{@optfeature Whatever it Takes|KaW}" ] }, { @@ -1464,83 +1420,7 @@ "page": 33, "entries": [ "Explorers’ society officers gain access to the following domain power.", - "{@b What Does This Button Do?} Your curiosity gets the better of you as you explore. When you take the Use an Object action, you can remove one power die from your domain’s pool and trigger an effect. Roll a d10 and consult the Button Effects table to determine the nature of the effect.", - { - "type": "table", - "caption": "Button Effects", - "colLabels": [ - "d10", - "Effect", - "" - ], - "colStyles": [ - "col-1 text-center", - "col-2 text-left", - "col-9 text-left" - ], - "rows": [ - [ - "1", - "Energy Burst", - "" - ], - [ - "2", - "Arcane surge", - "" - ], - [ - "3", - "Shadow infusion", - "" - ], - [ - "4", - "Destructive force", - "" - ], - [ - "5", - "Weakening energy", - "" - ], - [ - "6", - "Magic investment", - "" - ], - [ - "7", - "Light blades", - "" - ], - [ - "8", - "Energy shield", - "" - ], - [ - "9", - "Bold energy", - "" - ], - [ - "10", - "Rejuvenating aura", - "" - ] - ] - }, - "{@b Energy Burst.} An overload of magical energy hits you, dealing force damage equal to 1d6 + the number on the power die.", - "{@b Arcane Surge.} You are infused with shimmering arcane energy. For 1 minute, all your attacks deal extra force damage equal to twice the number on the power die.", - "{@b Shadow Infusion.} You are infused with shadowy arcane energy. For 1 hour, your hit point maximum is reduced by the number on the power die, but you gain a bonus to your attack and damage rolls equal to twice the number on the power die.", - "{@b Destructive Force.} A wave of destructive energy can be directed toward a foe. Choose a hostile creature within 30 feet of you. The creature takes necrotic damage equal to 10 × the number on the power die.", - "{@b Weakening Energy.} Enfeebling energy suddenly washes over you. For 1 minute, you have a penalty to saving throws equal to the number on the power die.", - "{@b Magic Investment.} Magical energy refines a gem or art object you carry, increasing its gp value by 250 × the number on the power die.", - "{@b Light Blades.} Magic manifests around you as spinning blades of light. You and each creature within 30 feet of you must make a Dexterity saving throw with a DC equal to 8 + the number on the power die. A creature takes radiant damage equal to 1d4 × the number on the power die on a failed save, or half as much damage on a success.", - "{@b Energy Shield.} Shielding energy surrounds you. For 1 minute, your AC increases by the number on the power die.", - "{@b Bold Energy.} Emboldening energy washes over you. You gain temporary hit points equal to 5 × the number on the power die.", - "{@b Rejuvenating Aura.} A rejuvenating aura spreads out around you. Choose a number of creatures equal to the number on the power die that you can see within 30 feet of you (including you if you choose). Each creature regains all its hit points. " + "{@optfeature What Does This Button Do?|KaW}" ] }, { @@ -1549,8 +1429,8 @@ "page": 35, "entries": [ "Explorers’ society officers gain access to the following domain features.", - "{@b I’ve Seen Weirder.} Your adventures have provided you a wealth of knowledge regarding the strange and arcane. If your domain’s Communications level is 2 or higher at the start of a battle, each unit your domain controls has advantage on Power tests to resist battle magic during that battle.", - "{@b Research, Research, Research.} If your time spent delving through dungeons has taught you anything, it’s that it pays to know what you’re walking into. As a domain action, make a DC 16 Lore test. On a success, each of your domain’s defense levels increases by 1 until the end of the current intrigue." + "{@optfeature I’ve Seen Weirder|KaW}", + "{@optfeature Research, Research, Research|KaW}" ] }, { @@ -1577,7 +1457,7 @@ "page": 35, "entries": [ "Mercenary company officers gain access to the following domain power.", - "{@b Fighting Dirty.} Before you make a weapon or spell attack, you can use a bonus action to target one of your opponent’s vulnerable spots, making for a more challenging attack but dealing more damage. Take a power die from your domain’s pool and subtract the number on the die from your attack roll. If the attack hits, it deals extra damage equal to 5 × the number on the power die." + "{@optfeature Fighting Dirty|KaW}" ] }, { @@ -1586,17 +1466,8 @@ "page": 35, "entries": [ "Mercenary company officers gain access to the following domain features.", - "{@b Can We Get a Raise?} As a domain action, make a DC 14 Operations test. On a success, choose one of the following benefits:", - { - "type": "list", - "items": [ - "Until the end of the next battle, each officer has a +1 bonus to weapon attack and damage rolls. (The GM can rule that this bonus ends if it takes too long for the next battle to happen.)", - "The next time you muster a cavalry or artillery unit, you can also muster an additional infantry unit.", - "Each infantry unit you muster from now until the start of the next battle has its experience increased one level." - ] - }, - "You can use this feature multiple times, but must pick a different benefit each time. The DC increases by 2 for each successive use.", - "{@b Survive Till Payday.} If your domain’s Resolve level is 2 or higher at the start of a battle, each unit your domain controls has advantage on Power tests to resist battle magic during that battle." + "{@optfeature Can We Get a Raise?|KaW}", + "{@optfeature Survive Till Payday|KaW}" ] }, { @@ -2630,5 +2501,487 @@ } ] } + ], + "optionalfeature": [ + { + "name": "Cap’n", + "source": "KaW", + "page": 32, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Adventuring Party" + } + ], + "entries": [ + "You add your proficiency bonus to your initiative rolls. Additionally, when you hit a creature with an attack, each ally who can hear you and is within 5 feet of you gains a bonus to weapon damage rolls against the target creature equal to half your proficiency bonus (rounded down). This bonus lasts until the start of your next turn." + ], + "foundryEffects": [ + { + "name": "Cap'n Initiative Bonus", + "changes": [ + { + "key": "data.attributes.init.value", + "mode": "ADD", + "value": "@data.attributes.prof" + } + ] + } + ] + }, + { + "name": "Doc", + "source": "KaW", + "page": 32, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Adventuring Party" + } + ], + "entries": [ + "You gain proficiency in the Medicine skill and proficiency with an herbalism kit. Whenever you take a long rest, you can craft two {@item potion of healing|DMG|potions of healing} during the rest using the supplies in an herbalism kit. Potions created this way are effective only if consumed within 24 hours of their creation." + ], + "skillProficiencies": [ + { + "medicine": true + } + ], + "toolProficiencies": [ + { + "herbalism kit": true + } + ] + }, + { + "name": "Know-It-All", + "source": "KaW", + "page": 32, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Adventuring Party" + } + ], + "entries": [ + "You gain proficiency in the History and Nature skills. Additionally, as a reaction when you roll initiative, you can make an Intelligence (Nature) check to identify the weak points of one creature you can see. The DC for this check is equal to 10 + half the creature’s challenge rating (rounded down). On a success, you gain a bonus to attack rolls against that creature equal to your proficiency bonus, and which lasts for 1 minute." + ], + "skillProficiencies": [ + { + "history": true, + "nature": true + } + ], + "foundryData": { + "activation.type": "reaction", + "activation.cost": "1", + "activation.condition": "when you roll initiative" + } + }, + { + "name": "Smart Mouth", + "source": "KaW", + "page": 32, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Adventuring Party" + } + ], + "entries": [ + "You gain proficiency in the Intimidation and Persuasion skills. Additionally, you can try to catch an enemy off-guard at the start of combat with your quips. As a reaction when a hostile creature you can see rolls initiative, you reduce that creature’s initiative by a number equal to your Charisma modifier." + ], + "skillProficiencies": [ + { + "intimidation": true, + "persuasion": true + } + ], + "foundryData": { + "activation.type": "reaction", + "activation.cost": "1", + "activation.condition": "a hostile creature you can see rolls initiative" + } + }, + { + "name": "Weirdo", + "source": "KaW", + "page": 32, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Adventuring Party" + } + ], + "entries": [ + "You gain proficiency in the Arcana skill, and you know a number of spells equal to your Intelligence modifier. These spells can be from any spell list, but they must be 3rd level or lower and have the ritual tag. Intelligence is your spellcasting ability for these spells. You can cast each of these spells once as a ritual, and regain the ability to do so when you finish a long rest.", + "Additionally, you can cast the {@spell counterspell} spell, and regain the ability to do so when you finish a long rest." + ], + "skillProficiencies": [ + { + "arcana": true + } + ], + "additionalSpells": [ + { + "innate": { + "_": [ + "counterspell" + ] + } + } + ] + }, + { + "name": "Never Tell Me The Odds", + "source": "KaW", + "page": 32, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Adventuring Party" + } + ], + "entries": [ + "When you take an action or a bonus action that forces at least one creature to make a saving throw, you can take a power die from your domain’s pool and add twice the number on the die to the saving throw DC. You can use this feature after affected creatures have rolled their saving throws." + ] + }, + { + "name": "Call In a Favor", + "source": "KaW", + "page": 32, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Adventuring Party" + } + ], + "entries": [ + "As a domain bonus action, your adventuring party can petition an NPC realm for their domain special unit. Make a Diplomacy test targeting the NPC realm, with a DC determined by the realm’s attitude toward your domain as shown on the following table.", + { + "type": "table", + "colLabels": [ + "Attitude", + "Diplomacy DC" + ], + "colStyles": [ + "col-1 text-left", + "col-2 text-center", + "col-9 text-left" + ], + "rows": [ + [ + "Hostile", + "18", + "" + ], + [ + "Suspicious", + "15", + "" + ], + [ + "Neutral", + "13", + "" + ], + [ + "Friendly", + "10", + "" + ], + [ + "Allied", + "8", + "" + ] + ] + } + ] + }, + { + "name": "To Arms, Fellow Adventurers (Special Unit)", + "source": "KaW", + "page": 32, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Adventuring Party" + } + ], + "entries": [ + "As a domain action, you make a {@dc 13} Operations test. On a success, you muster the Ratcatchers—a special unit of adventurers just like you!", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/XQrg2XU.jpg" + }, + "title": "The Ratcatchers unit card", + "maxWidth": 500 + } + ] + }, + { + "name": "Avenge Me", + "source": "KaW", + "page": 33, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Adventuring Party (Disorganized Misfits)" + } + ], + "entries": [ + "When an officer in your domain that you can see within 30 feet of you is reduced to 0 hit points by a creature, you can use your reaction to swear vengeance. Take any number of power dice from your domain’s pool. You and each ally you can see within 30 feet of you gain a bonus to damage rolls against the creature that dropped your officer equal to the total of the power dice. This bonus lasts as long as the officer is dying or dead, or until the end of the encounter, whichever comes first." + ], + "foundryData": { + "activation.type": "reaction", + "activation.cost": "1", + "activation.condition": "an officer in your domain that you can see within 30 feet of you is reduced to 0 hit points by a creature" + } + }, + { + "name": "Like in the Great Stories", + "source": "KaW", + "page": 33, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Adventuring Party (Disorganized Misfits)" + } + ], + "entries": [ + "As a domain action, you make a {@dc 14} Operations test. On a success, your domain’s Resolve level increases by 2 until the end of the intrigue. Additionally, the next time an opposed domain makes a test to lower one of your domain defenses, the test is made with disadvantage." + ] + }, + { + "name": "Whatever It Takes", + "source": "KaW", + "page": 33, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Adventuring Party (Disorganized Misfits)" + } + ], + "entries": [ + "At the end of the next deployment, you can make a {@dc 15} Operations test as a domain bonus action. On a success, units deployed in your vanguard gain the following trait until the end of the battle:", + { + "type": "entries", + "name": "Walk it Off", + "entries": [ + "The first time this unit would become broken as a result of an inflicted casualty, the unit can make a {@dc 13} Morale test. On a success, the unit does not break this round, regardless of the number of casualties it suffers." + ] + } + ] + }, + { + "name": "What Does This Button Do?", + "source": "KaW", + "page": 33, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Adventuring Party (Explorers' Society)" + } + ], + "entries": [ + "Your curiosity gets the better of you as you explore. When you take the Use an Object action, you can remove one power die from your domain’s pool and trigger an effect. Roll a d10 and consult the Button Effects table to determine the nature of the effect.", + { + "type": "table", + "caption": "Button Effects", + "colLabels": [ + "d10", + "Effect", + "" + ], + "colStyles": [ + "col-1 text-center", + "col-2 text-left", + "col-9 text-left" + ], + "rows": [ + [ + "1", + "Energy Burst", + "" + ], + [ + "2", + "Arcane surge", + "" + ], + [ + "3", + "Shadow infusion", + "" + ], + [ + "4", + "Destructive force", + "" + ], + [ + "5", + "Weakening energy", + "" + ], + [ + "6", + "Magic investment", + "" + ], + [ + "7", + "Light blades", + "" + ], + [ + "8", + "Energy shield", + "" + ], + [ + "9", + "Bold energy", + "" + ], + [ + "10", + "Rejuvenating aura", + "" + ] + ] + }, + "{@b Energy Burst.} An overload of magical energy hits you, dealing force damage equal to 1d6 + the number on the power die.", + "{@b Arcane Surge.} You are infused with shimmering arcane energy. For 1 minute, all your attacks deal extra force damage equal to twice the number on the power die.", + "{@b Shadow Infusion.} You are infused with shadowy arcane energy. For 1 hour, your hit point maximum is reduced by the number on the power die, but you gain a bonus to your attack and damage rolls equal to twice the number on the power die.", + "{@b Destructive Force.} A wave of destructive energy can be directed toward a foe. Choose a hostile creature within 30 feet of you. The creature takes necrotic damage equal to 10 × the number on the power die.", + "{@b Weakening Energy.} Enfeebling energy suddenly washes over you. For 1 minute, you have a penalty to saving throws equal to the number on the power die.", + "{@b Magic Investment.} Magical energy refines a gem or art object you carry, increasing its gp value by 250 × the number on the power die.", + "{@b Light Blades.} Magic manifests around you as spinning blades of light. You and each creature within 30 feet of you must make a Dexterity saving throw with a DC equal to 8 + the number on the power die. A creature takes radiant damage equal to 1d4 × the number on the power die on a failed save, or half as much damage on a success.", + "{@b Energy Shield.} Shielding energy surrounds you. For 1 minute, your AC increases by the number on the power die.", + "{@b Bold Energy.} Emboldening energy washes over you. You gain temporary hit points equal to 5 × the number on the power die.", + "{@b Rejuvenating Aura.} A rejuvenating aura spreads out around you. Choose a number of creatures equal to the number on the power die that you can see within 30 feet of you (including you if you choose). Each creature regains all its hit points." + ] + }, + { + "name": "I’ve Seen Weirder", + "source": "KaW", + "page": 35, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Adventuring Party (Explorers' Society)" + } + ], + "entries": [ + "Your adventures have provided you a wealth of knowledge regarding the strange and arcane. If your domain’s Communications level is 2 or higher at the start of a battle, each unit your domain controls has advantage on Power tests to resist battle magic during that battle." + ] + }, + { + "name": "Research, Research, Research", + "source": "KaW", + "page": 35, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Adventuring Party (Explorers' Society)" + } + ], + "entries": [ + "If your time spent delving through dungeons has taught you anything, it’s that it pays to know what you’re walking into. As a domain action, make a {@dc 16} Lore test. On a success, each of your domain’s defense levels increases by 1 until the end of the current intrigue." + ] + }, + { + "name": "Fighting Dirty", + "source": "KaW", + "page": 35, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Adventuring Party (Mercenary Company)" + } + ], + "entries": [ + "Before you make a weapon or spell attack, you can use a bonus action to target one of your opponent’s vulnerable spots, making for a more challenging attack but dealing more damage. Take a power die from your domain’s pool and subtract the number on the die from your attack roll. If the attack hits, it deals extra damage equal to 5 × the number on the power die." + ], + "foundryData": { + "activation.type": "bonus", + "activation.cost": "1" + } + }, + { + "name": "Can We Get a Raise?", + "source": "KaW", + "page": 35, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Adventuring Party (Mercenary Company)" + } + ], + "entries": [ + "As a domain action, make a {@dc 14} Operations test. On a success, choose one of the following benefits:", + { + "type": "list", + "items": [ + "Until the end of the next battle, each officer has a +1 bonus to weapon attack and damage rolls. (The GM can rule that this bonus ends if it takes too long for the next battle to happen.)", + "The next time you muster a cavalry or artillery unit, you can also muster an additional infantry unit.", + "Each infantry unit you muster from now until the start of the next battle has its experience increased one level." + ] + }, + "You can use this feature multiple times, but must pick a different benefit each time. The DC increases by 2 for each successive use." + ] + }, + { + "name": "Survive Till Payday", + "source": "KaW", + "page": 35, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Adventuring Party (Mercenary Company)" + } + ], + "entries": [ + "If your domain’s Resolve level is 2 or higher at the start of a battle, each unit your domain controls has advantage on Power tests to resist battle magic during that battle." + ] + } ] } \ No newline at end of file From e8be5a9bd1dd991b417676d845ecc85169953c41 Mon Sep 17 00:00:00 2001 From: Billiam9420 Date: Sun, 10 Apr 2022 18:11:36 -0400 Subject: [PATCH 13/65] Update MCDM Productions; Kingdoms & Warfare.json More orgs properly converted --- .../MCDM Productions; Kingdoms & Warfare.json | 831 ++++++++++++++++-- 1 file changed, 761 insertions(+), 70 deletions(-) diff --git a/book/MCDM Productions; Kingdoms & Warfare.json b/book/MCDM Productions; Kingdoms & Warfare.json index 2729e07b2f..b7d07d2f01 100644 --- a/book/MCDM Productions; Kingdoms & Warfare.json +++ b/book/MCDM Productions; Kingdoms & Warfare.json @@ -1515,12 +1515,17 @@ "page": 36, "entries": [ "Martial regiment officers gain access to the following titles, each of which grants a character the noted additional features.", - "{@b Ambush Captain.} You gain proficiency in the Stealth skill, and you can use a bonus action to take the Hide action. Additionally, when you hit a creature with a weapon attack and have advantage on the attack roll, the attack deals one additional weapon die of damage.", - "{@b Bravura Commander.} You gain proficiency in the Persuasion skill. Additionally, when a creature within 30 feet of you that can hear you makes a saving throw to avoid being charmed, frightened, or stunned, you can use your reaction to roll a d4 and add the result to the creature’s saving throw. You use this reaction after the saving throw is made but before the result is known.", - "{@b Field Medic.} You gain proficiency in the Medicine skill. Additionally, when a creature within 5 feet of you takes damage, you can use your reaction to make a Wisdom (Medicine) check. The DC of the check is equal half the damage taken by the creature or 10, whichever is higher. On a success, the creature regains a number of hit points equal to 5 + your character level, to a maximum of half the creature’s hit point maximum.", - "{@b Tactical Marshal.} Your speed increases by 10 feet, you gain a +3 bonus to your passive Wisdom (Perception) score, and difficult terrain no longer impedes your movement. Additionally, as a bonus action, you can choose one creature within 60 feet of you that can hear you. That creature can immediately move up to half its speed without provoking opportunity attacks.", - "{@b War Mage.} You gain proficiency in the Arcana skill. As a bonus action, you can charge one melee weapon you are holding with magical energy. Choose one of the following damage types: acid, cold, fire, lightning, radiant, or necrotic. While charged in this way, the weapon is magical and deals an extra 1d4 damage of the chosen type. This benefit lasts for 1 minute, or until you either end it as a bonus action or stop touching the weapon.", - "Additionally, when you hit a creature or object with a weapon charged in this way, you can cast {@spell dispel magic} from the weapon to affect the target. Intelligence is your spellcasting ability for the spell. You can’t cast the spell again in this way until you finish a long rest." + { + "type": "list", + "style": "list-no-bullets", + "items": [ + "{@optfeature Ambush Captain|KaW}", + "{@optfeature Bravura Commander|KaW}", + "{@optfeature Field Medic|KaW}", + "{@optfeature Tactical Marshal|KaW}", + "{@optfeature War Mage|KaW}" + ] + } ] }, { @@ -1529,7 +1534,7 @@ "page": 38, "entries": [ "Martial regiment officers gain access to the following domain power.", - "{@b Brute Force.} When a creature you can see within 60 feet of you moves, you can use your reaction to take any number of power dice from your domain’s pool and make one weapon attack against the creature. Add the total of the power dice to the attack roll, and to the damage roll if the attack hits." + "{@optfeature Brute Force|KaW}" ] }, { @@ -1538,17 +1543,8 @@ "page": 38, "entries": [ "Martial regiment officers gain access to the following domain features.", - "{@b Armament.} Once per intrigue as a domain bonus action, make a DC 15 Operations test. On a success, your domain’s Resolve level cannot be lower than 0 for the remainder of the intrigue.", - "{@b The Professionals (Special Unit).} As a domain action, make a DC 13 Operations test. On a success, you muster the Professionals, a special unit of heroic infantry. (See the {@book Warfare|KaW|3} chapter for full details on how to read a unit card.)", - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/ehKCqhP.jpg" - }, - "title": "The Professionals unit card", - "maxWidth": "500" - } + "{@optfeature Armament|KaW}", + "{@optfeature The Professionals (Special Unit)|KaW}" ] }, { @@ -1583,7 +1579,7 @@ "page": 38, "entries": [ "City watch officers gain access to the following domain power.", - "{@b Steel Resolve.} When you fail a saving throw to avoid being {@condition charmed}, {@condition frightened}, knocked {@condition prone}, {@condition paralyzed}, {@condition poisoned}, or {@condition stunned}, you can take a power die from your domain’s pool and add the number on the power die to your saving throw." + "{@optfeature Steel Resolve|KaW}" ] }, { @@ -1592,8 +1588,8 @@ "page": 39, "entries": [ "City watch officers gain access to the following domain features.", - "{@b Community Effort.} Once per intrigue as a domain reaction in response to failing a Diplomacy test, you can immediately make an Operations test with a DC equal to 5 + half the DC of the Diplomacy test (rounded down). On a success, you treat the failed Diplomacy test as a success.", - "{@b They Will Not Breach This Wall.} As a domain action, make a DC 15 Operations test. On a success, you gain the resources to bolster your city’s defenses. At the start of the next battle, each fortification you’re defending gains additional hit points equal to your domain’s Resolve level." + "{@optfeature Community Effort|KaW}", + "{@optfeature They Will Not Breach This Wall|KaW}" ] }, { @@ -1620,7 +1616,7 @@ "page": 39, "entries": [ "Knightly order officers gain access to the following domain power.", - "{@b Sworn to Protect.} As a bonus action, take a power die from your domain’s pool and add the number on the die to your AC. Additionally, allied creatures within 15 feet of you gain a bonus to saving throws equal to the number on the power die. At the end of each of your turns, decrement the power die." + "{@optfeature Sworn to Protect|KaW}" ] }, { @@ -1629,8 +1625,8 @@ "page": 39, "entries": [ "Knightly order officers gain access to the following domain features.", - "{@b Gallant Company.} As a domain action, make a DC 12 Diplomacy test targeting an NPC realm. On a success, the NPC realm’s attitude toward your domain improves one step and any special units mustered from that realm gain a +2 bonus to Defense and Morale in the next battle in which they are used. Your domain can use this feature only once on each NPC realm during an intrigue.", - "{@b Stay Strong.} If your domain’s Resolve level is 2 or higher at the start of a battle, each cavalry unit your domain controls automatically succeeds on Morale tests for the Rally maneuver during that battle." + "{@optfeature Gallant Company|KaW}", + "{@optfeature Stay Strong|KaW}" ] }, { @@ -1657,7 +1653,7 @@ "page": 39, "entries": [ "Military squadron officers gain access to the following domain power.", - "{@b Skirmisher.} As a bonus action, take a power die from your domain’s pool. Your speed increases by a number of feet equal to 5 × the number on the die. While your speed is increased in this way, your movement doesn’t provoke opportunity attacks, and you gain a bonus to weapon damage rolls equal to the number on the power die. At the end of each of your turns, decrement the power die." + "{@optfeature Skirmisher|KaW}" ] }, { @@ -1666,15 +1662,8 @@ "page": 39, "entries": [ "Military squadron officers gain access to the following domain features.", - "{@b No Mercy.} If your domain’s Communications level is 2 or higher at the start of a battle, all your infantry units gain the following trait until the end of the battle:", - { - "type": "entries", - "name": "Take No Prisoners", - "entries": [ - "When this unit makes an attack that causes an opposed unit to break, the unit can make one additional attack against any adjacent unit." - ] - }, - "{@b The War Room Where It Happens.} As a domain action, make an Operations test against an opposed domain’s Communications. On a success, the opposed domain has disadvantage on tests made to increase its Communications level for the remainder of the intrigue." + "{@optfeature No Mercy|KaW}", + "{@optfeature The War Room Where It Happens|KaW}" ] }, { @@ -1722,20 +1711,17 @@ "page": 40, "entries": [ "Mercantile guild officers gain access to the following titles, each of which grants a character the noted additional features.", - "{@b Acquisitions Expert. You gain proficiency in the Arcana skill. Additionally, if you are unable to cast spells of 1st level or higher (either because you have no spellcasting ability, you have expended all your spell slots, or you have used all your innate spells), you can cast the following spells using Intelligence as your spellcasting ability:", { "type": "list", "style": "list-no-bullets", "items": [ - "At will: {@spell detect magic}, {@spell identify}", - "3/day each: {@spell charm person}, {@spell comprehend languages}, {@spell unseen servant}", - "1/day each: {@spell dispel magic}, {@spell glyph of warding}" + "{@optfeature Acquisitions Expert|KaW}", + "{@optfeature Chief of Security|KaW}", + "{@optfeature Executive Manager|KaW}", + "{@optfeature Fixer|KaW}", + "{@optfeature Safety Officer|KaW}" ] - }, - "{@b Chief of Security.} When a creature within 5 feet of you makes an attack against a target other than you, you can use your reaction to make a melee weapon attack against that creature. If the attack hits, it deals extra damage equal to your proficiency bonus.", - "{@b Executive Manager.} When a creature within 5 feet of you misses with an attack or fails a saving throw, you can use your reaction to roll a d4 and add the roll to the attack roll or saving throw. ", - "{@b Fixer.} You gain proficiency in the Stealth skill. Additionally, you can use a bonus action to take the Dash, Disengage, or Hide action.", - "{@b Safety Officer.} While you are not {@condition unconscious}, you and friendly creatures within 10 feet of you have advantage on saving throws against being {@condition frightened}. Additionally, as a bonus action, choose an ally you can see within 30 feet of you. That ally regains hit points equal to 1d4 + your domain size. You can use this feature a number of times per day equal to your Wisdom modifier (minimum one)." + } ] }, { @@ -1744,7 +1730,7 @@ "page": 41, "entries": [ "Mercantile guild officers gain access to the following domain power.", - "{@b Outgunned.} When you miss with an attack, you can take a power die from your domain’s pool and add twice the number on the die to your attack roll. Alternatively, when you hit with an attack, you can take a power die from your domain’s pool and add the number on the die to the attack’s damage roll." + "{@optfeature Outgunned|KaW}" ] }, { @@ -1753,17 +1739,8 @@ "page": 41, "entries": [ "Mercantile guild officers gain access to the following domain features.", - "{@b Soldiers of Fortune (Special Unit).} Make a DC 13 Operations test as a domain action. On a success, you muster the Soldiers of Fortune, a highly professional (and very expensive) special unit of mercenaries. (See the {@book Warfare|KaW|3}} chapter for full details on how to read a unit card.)", - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/kKr4RjT.jpg" - }, - "title": "Soldiers of Fortune unit card", - "maxWidth": "500" - }, - "{@b Spared No Expense.} At the start of a battle, you can use a domain reaction to make a DC 14 Operations test. On a success, increase the levels of two of your domain’s defenses by 1." + "{@optfeature Soldiers of Fortune (Special Unit)|KaW}", + "{@optfeature Spared No Expense|KaW}" ] }, { @@ -1798,7 +1775,7 @@ "page": 41, "entries": [ "Monopoly officers gain access to the following domain power.", - "{@b Action Plan.} On your turn, you can take a power die from your domain’s pool, then take one additional action. You can add the number on the power die to one attack roll or ability check made as part of that action, or increase the DC of a spell cast during the action by the number on the die." + "{@optfeature Action Plan|KaW}" ] }, { @@ -1807,8 +1784,8 @@ "page": 43, "entries": [ "Monopoly officers gain access to the following domain features.", - "{@b Corporate Espionage.} Once per intrigue as a domain bonus action, make an Espionage test against an opposed domain’s Communications. On a success, the opposed domain has disadvantage on Espionage tests until the end of the intrigue, and your domain’s Communications level increases by 1.", - "{@b Embargo.} At the start of a battle, if your domain’s Resources level is 2 or higher, choose a number of infantry units an opposed domain controls equal to your domain size. Each of those units takes −2 to Attack and Defense until the end of the battle." + "{@optfeature Corporate Espionage|KaW}", + "{@optfeature Embargo|KaW}" ] }, { @@ -1835,7 +1812,7 @@ "page": 43, "entries": [ "Pirate band officers gain access to the following domain power.", - "{@b Pillage.} As a bonus action, take a power die from your domain’s pool and choose a power die in the opposed domain’s pool showing a higher number than the die you took. Add the opposed die to your domain’s pool." + "{@optfeature Pillage|KaW}" ] }, { @@ -1844,8 +1821,8 @@ "page": 43, "entries": [ "Pirate band officers gain access to the following domain features.", - "{@b Commandeer.} Once per intrigue as a domain bonus action, make an Espionage test against an opposed domain’s Resources. On a success, the opposed domain’s Resources level decreases by 1, and your domain’s Resources level increases by 1.", - "{@b Fight Dirty.} If your domain’s Resources level is 2 or higher at the end of deployment, choose a number of infantry or artillery units equal to your domain size. Each of those units gets a surprise activation before the battle goes into initiative. After this activation concludes, the battle plays out as normal." + "{@optfeature Commandeer|KaW}", + "{@optfeature Fight Dirty|KaW}" ] }, { @@ -1872,7 +1849,7 @@ "page": 43, "entries": [ "Trade guild officers gain access to the following domain power.", - "{@b Healthcare.} As a bonus action, take a power die from your domain’s pool. You immediately spend and roll a number of your Hit Dice equal to the number on the power die, regaining hit points equal to the total of Hit Dice rolled." + "{@optfeature Healthcare|KaW}" ] }, { @@ -1881,8 +1858,8 @@ "page": 43, "entries": [ "Trade guild officers gain access to the following domain features.", - "{@b Business Connections.} Once per intrigue, you can make a DC 13 Diplomacy test as a domain bonus action. On a success, all of your domain’s officers begin the next battle with their hit point maximum and current hit points increased by 5 × your domain size.", - "{@b Well Fed.} As a domain action, make a DC 13 Operations test. On a success, each of your infantry units gains a bonus to Morale equal to your domain size until the end of the next battle." + "{@optfeature Business Connections|KaW}", + "{@optfeature Well Fed|KaW}" ] }, { @@ -2163,7 +2140,7 @@ "url": "https://i.imgur.com/1dU1aye.jpg" }, "title": "The Frog of War unit card", - "maxWidth": "500" + "maxWidth": 500 }, "{@b Natural Disaster.} Once per intrigue as a domain bonus action, you can make a Lore test against an opposed domain’s Resources. On a success, the opposed domain’s Resources level decreases by 2." ] @@ -2363,7 +2340,7 @@ "url": "https://i.imgur.com/uGEVQzM.jpg" }, "title": "The Lancers unit card", - "maxWidth": "500" + "maxWidth": 500 }, "{@b Skilled Negotiators.} Once per intrigue as a domain bonus action, you can make a Diplomacy test to gain a special unit from an NPC realm. On a success, the unit also has its casualty die increased one step." ] @@ -2581,7 +2558,7 @@ "foundryData": { "activation.type": "reaction", "activation.cost": "1", - "activation.condition": "when you roll initiative" + "activation.condition": "you roll initiative" } }, { @@ -2635,9 +2612,13 @@ "additionalSpells": [ { "innate": { - "_": [ - "counterspell" - ] + "_": { + "daily": { + "1": [ + "counterspell" + ] + } + } } } ] @@ -2982,6 +2963,716 @@ "entries": [ "If your domain’s Resolve level is 2 or higher at the start of a battle, each unit your domain controls has advantage on Power tests to resist battle magic during that battle." ] + },{ + "name": "Ambush Captain", + "source": "KaW", + "page": 36, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Martial Regiment" + } + ], + "entries": [ + "You gain proficiency in the Stealth skill, and you can use a bonus action to take the {@action Hide} action. Additionally, when you hit a creature with a weapon attack and have advantage on the attack roll, the attack deals one additional weapon die of damage." + ], + "skillProficiencies": [ + { + "stealth": true + } + ], + "foundryData": { + "activation.type": "bonus", + "activation.cost": "1" + } + }, + { + "name": "Bravura Commander", + "source": "KaW", + "page": 36, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Martial Regiment" + } + ], + "entries": [ + "You gain proficiency in the Persuasion skill. Additionally, when a creature within 30 feet of you that can hear you makes a saving throw to avoid being {@condition charmed}, {@condition frightened}, or {@condition stunned}, you can use your reaction to roll a d4 and add the result to the creature’s saving throw. You use this reaction after the saving throw is made but before the result is known." + ], + "skillProficiencies": [ + { + "persuasion": true + } + ], + "foundryData": { + "activation.type": "reaction", + "activation.cost": "1", + "activation.condition": "a creature within 30 feet of you that can hear you makes a saving throw to avoid being charmed, frightened, or stunned" + } + }, + { + "name": "Field Medic", + "source": "KaW", + "page": 36, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Martial Regiment" + } + ], + "entries": [ + "You gain proficiency in the Medicine skill. Additionally, when a creature within 5 feet of you takes damage, you can use your reaction to make a Wisdom (Medicine) check. The DC of the check is equal half the damage taken by the creature or 10, whichever is higher. On a success, the creature regains a number of hit points equal to 5 + your character level, to a maximum of half the creature’s hit point maximum." + ], + "skillProficiencies": [ + { + "medicine": true + } + ], + "foundryData": { + "activation.type": "reaction", + "activation.cost": "1", + "activation.condition": "a creature within 5 feet of you takes damage" + } + }, + { + "name": "Tactical Marshal", + "source": "KaW", + "page": 38, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Martial Regiment" + } + ], + "entries": [ + "Your speed increases by 10 feet, you gain a +3 bonus to your passive Wisdom (Perception) score, and difficult terrain no longer impedes your movement. Additionally, as a bonus action, you can choose one creature within 60 feet of you that can hear you. That creature can immediately move up to half its speed without provoking opportunity attacks." + ], + "foundryEffects": [ + { + "name": "Tactical Marshal Speed Increase", + "changes": [ + { + "key": "data.attributes.movement.walk", + "mode": "ADD", + "value": "10" + } + ] + }, + { + "name": "Tactical Marshal Passive Perception Increase", + "changes": [ + { + "key": "data.skills.prc.bonuses.passive", + "mode": "ADD", + "value": "3" + } + ] + } + ], + "foundryData": { + "activation.type": "bonus", + "activation.cost": "1" + } + }, + { + "name": "War Mage", + "source": "KaW", + "page": 38, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Martial Regiment" + } + ], + "entries": [ + "You gain proficiency in the Arcana skill. As a bonus action, you can charge one melee weapon you are holding with magical energy. Choose one of the following damage types: acid, cold, fire, lightning, radiant, or necrotic. While charged in this way, the weapon is magical and deals an extra {@damage 1d4} damage of the chosen type. This benefit lasts for 1 minute, or until you either end it as a bonus action or stop touching the weapon.", + "Additionally, when you hit a creature or object with a weapon charged in this way, you can cast {@spell dispel magic} from the weapon to affect the target. Intelligence is your spellcasting ability for the spell. You can’t cast the spell again in this way until you finish a long rest." + ], + "skillProficiencies": [ + { + "arcana": true + } + ], + "foundryData": { + "activation.type": "bonus", + "activation.cost": "1" + } + }, + { + "name": "Brute Force", + "source": "KaW", + "page": 38, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Martial Regiment" + } + ], + "entries": [ + "When a creature you can see within 60 feet of you moves, you can use your reaction to take any number of power dice from your domain’s pool and make one weapon attack against the creature. Add the total of the power dice to the attack roll, and to the damage roll if the attack hits." + ], + "foundryData": { + "activation.type": "reaction", + "activation.cost": "1", + "activation.condition": "a creature you can see within 60 feet of you moves" + } + }, + { + "name": "Armament", + "source": "KaW", + "page": 38, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Martial Regiment" + } + ], + "entries": [ + "Once per intrigue as a domain bonus action, make a {@dc 15} Operations test. On a success, your domain’s Resolve level cannot be lower than 0 for the remainder of the intrigue." + ] + }, + { + "name": "The Professionals (Special Unit)", + "source": "KaW", + "page": 38, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Martial Regiment" + } + ], + "entries": [ + "As a domain action, make a {@dc 13} Operations test. On a success, you muster the Professionals, a special unit of heroic infantry.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/ehKCqhP.jpg" + }, + "title": "The Professionals unit card", + "maxWidth": 500 + } + ] + }, + { + "name": "Steel Resolve", + "source": "KaW", + "page": 38, + "featureType":[ + "DPWR" + ], + "prerequisite": [ + { + "other": "Martial Regiment (City Watch)" + } + ], + "entries": [ + "When you fail a saving throw to avoid being {@condition charmed}, {@condition frightened}, knocked {@condition prone}, {@condition paralyzed}, {@condition poisoned}, or {@condition stunned}, you can take a power die from your domain’s pool and add the number on the power die to your saving throw." + ] + }, + { + "name": "Community Effort", + "source": "KaW", + "page": 39, + "featureType":[ + "DFTR" + ], + "prerequisite": [ + { + "other": "Martial Regiment (City Watch)" + } + ], + "entries": [ + "Once per intrigue as a domain reaction in response to failing a Diplomacy test, you can immediately make an Operations test with a DC equal to 5 + half the DC of the Diplomacy test (rounded down). On a success, you treat the failed Diplomacy test as a success." + ] + }, + { + "name": "They Will Not Breach This Wall", + "source": "KaW", + "page": 39, + "featureType":[ + "DFTR" + ], + "prerequisite": [ + { + "other": "Martial Regiment (City Watch)" + } + ], + "entries": [ + "As a domain action, make a {@dc 15} Operations test. On a success, you gain the resources to bolster your city’s defenses. At the start of the next battle, each fortification you’re defending gains additional hit points equal to your domain’s Resolve level." + ] + }, + { + "name": "Sworn to Protect", + "source": "KaW", + "page": 38, + "featureType":[ + "DPWR" + ], + "prerequisite": [ + { + "other": "Martial Regiment (Knightly Order)" + } + ], + "entries": [ + "As a bonus action, take a power die from your domain’s pool and add the number on the die to your AC. Additionally, allied creatures within 15 feet of you gain a bonus to saving throws equal to the number on the power die. At the end of each of your turns, decrement the power die." + ], + "foundryData": { + "activation.type": "bonus", + "activation.cost": "1" + } + }, + { + "name": "Gallant Company", + "source": "KaW", + "page": 39, + "featureType":[ + "DFTR" + ], + "prerequisite": [ + { + "other": "Martial Regiment (Knightly Order)" + } + ], + "entries": [ + "As a domain action, make a {@dc 12} Diplomacy test targeting an NPC realm. On a success, the NPC realm’s attitude toward your domain improves one step and any special units mustered from that realm gain a +2 bonus to Defense and Morale in the next battle in which they are used. Your domain can use this feature only once on each NPC realm during an intrigue." + ] + }, + { + "name": "Stay Strong", + "source": "KaW", + "page": 39, + "featureType":[ + "DFTR" + ], + "prerequisite": [ + { + "other": "Martial Regiment (Knightly Order)" + } + ], + "entries": [ + "If your domain’s Resolve level is 2 or higher at the start of a battle, each cavalry unit your domain controls automatically succeeds on Morale tests for the Rally maneuver during that battle." + ] + }, + { + "name": "Skirmisher", + "source": "KaW", + "page": 38, + "featureType":[ + "DPWR" + ], + "prerequisite": [ + { + "other": "Martial Regiment (Military Squadron)" + } + ], + "entries": [ + "As a bonus action, take a power die from your domain’s pool. Your speed increases by a number of feet equal to 5 × the number on the die. While your speed is increased in this way, your movement doesn’t provoke opportunity attacks, and you gain a bonus to weapon damage rolls equal to the number on the power die. At the end of each of your turns, decrement the power die." + ], + "foundryData": { + "activation.type": "bonus", + "activation.cost": "1" + } + }, + { + "name": "No Mercy", + "source": "KaW", + "page": 39, + "featureType":[ + "DFTR" + ], + "prerequisite": [ + { + "other": "Martial Regiment (KMilitary Squadron)" + } + ], + "entries": [ + "If your domain’s Communications level is 2 or higher at the start of a battle, all your infantry units gain the following trait until the end of the battle:", + { + "type": "entries", + "name": "Take No Prisoners", + "entries": [ + "When this unit makes an attack that causes an opposed unit to break, the unit can make one additional attack against any adjacent unit." + ] + } + ] + }, + { + "name": "The War Room Where It Happens", + "source": "KaW", + "page": 39, + "featureType":[ + "DFTR" + ], + "prerequisite": [ + { + "other": "Martial Regiment (Military Squadron)" + } + ], + "entries": [ + "As a domain action, make an Operations test against an opposed domain’s Communications. On a success, the opposed domain has disadvantage on tests made to increase its Communications level for the remainder of the intrigue." + ] + }, + { + "name": "Acquisitions Expert", + "source": "KaW", + "page": 40, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Mercantile Guild" + } + ], + "entries": [ + "You gain proficiency in the Arcana skill. Additionally, if you are unable to cast spells of 1st level or higher (either because you have no spellcasting ability, you have expended all your spell slots, or you have used all your innate spells), you can cast the following spells using Intelligence as your spellcasting ability:", + { + "type": "list", + "style": "list-no-bullets", + "items": [ + "At will: {@spell detect magic}, {@spell identify}", + "3/day each: {@spell charm person}, {@spell comprehend languages}, {@spell unseen servant}", + "1/day each: {@spell dispel magic}, {@spell glyph of warding}" + ] + } + ], + "skillProficiencies": [ + { + "arcana": true + } + ], + "additionalSpells": [ + { + "innate": { + "_": { + "will": [ + "detect magic", + "identify" + ], + "daily": { + "3": [ + "charm person", + "comprehend languages", + "unseen servant" + ], + "1": [ + "dispel magic", + "glyph of warding" + ] + } + } + } + } + ] + }, + { + "name": "Chief of Security", + "source": "KaW", + "page": 41, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Mercantile Guild" + } + ], + "entries": [ + "When a creature within 5 feet of you makes an attack against a target other than you, you can use your reaction to make a melee weapon attack against that creature. If the attack hits, it deals extra damage equal to your proficiency bonus." + ], + "foundryData": { + "activation.type": "reaction", + "activation.cost": "1", + "activation.condition": "a creature within 5 feet of you makes an attack against a target other than you" + } + }, + { + "name": "Executive Manager", + "source": "KaW", + "page": 41, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Mercantile Guild" + } + ], + "entries": [ + "When a creature within 5 feet of you misses with an attack or fails a saving throw, you can use your reaction to roll a d4 and add the roll to the attack roll or saving throw." + ], + "foundryData": { + "activation.type": "reaction", + "activation.cost": "1", + "activation.condition": "a creature within 5 feet of you misses with an attack or fails a saving throw" + } + }, + { + "name": "Fixer", + "source": "KaW", + "page": 41, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Mercantile Guild" + } + ], + "entries": [ + "You gain proficiency in the Stealth skill. Additionally, you can use a bonus action to take the {@action Dash}, {@action Disengage}, or {@action Hide} action." + ], + "skillProficiencies": [ + { + "stealth": true + } + ] + }, + { + "name": "Safety Officer", + "source": "KaW", + "page": 41, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Mercantile Guild" + } + ], + "entries": [ + "While you are not {@condition unconscious}, you and friendly creatures within 10 feet of you have advantage on saving throws against being {@condition frightened}. Additionally, as a bonus action, choose an ally you can see within 30 feet of you. That ally regains hit points equal to {@dice 1d4} + your domain size. You can use this feature a number of times per day equal to your Wisdom modifier (minimum one)." + ], + "foundryData": { + "activation.type": "bonus", + "activation.cost": "1", + "count": "@abilities.wis.mod" + } + }, + { + "name": "Outgunned", + "source": "KaW", + "page": 41, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Mercantile Guild" + } + ], + "entries": [ + "When you miss with an attack, you can take a power die from your domain’s pool and add twice the number on the die to your attack roll. Alternatively, when you hit with an attack, you can take a power die from your domain’s pool and add the number on the die to the attack’s damage roll." + ] + }, + { + "name": "Soldiers of Fortune (Special Unit)", + "source": "KaW", + "page": 42, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Mercantile Guild" + } + ], + "entries": [ + "Make a {@dc 13} Operations test as a domain action. On a success, you muster the Soldiers of Fortune, a highly professional (and very expensive) special unit of mercenaries.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/kKr4RjT.jpg" + }, + "title": "Soldiers of Fortune unit card" + } + ] + }, + { + "name": "Spared No Expense", + "source": "KaW", + "page": 42, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Mercantile Guild" + } + ], + "entries": [ + "At the start of a battle, you can use a domain reaction to make a {@dc 14} Operations test. On a success, increase the levels of two of your domain’s defenses by 1." + ] + }, + { + "name": "Action Plan", + "source": "KaW", + "page": 41, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Mercantile Guild (Monopoly)" + } + ], + "entries": [ + "On your turn, you can take a power die from your domain’s pool, then take one additional action. You can add the number on the power die to one attack roll or ability check made as part of that action, or increase the DC of a spell cast during the action by the number on the die." + ] + }, + { + "name": "Corporate Espionage", + "source": "KaW", + "page": 43, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Mercantile Guild (Monopoly)" + } + ], + "entries": [ + "Once per intrigue as a domain bonus action, make an Espionage test against an opposed domain’s Communications. On a success, the opposed domain has disadvantage on Espionage tests until the end of the intrigue, and your domain’s Communications level increases by 1." + ] + }, + { + "name": "Embargo", + "source": "KaW", + "page": 43, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Mercantile Guild (Monopoly)" + } + ], + "entries": [ + "At the start of a battle, if your domain’s Resources level is 2 or higher, choose a number of infantry units an opposed domain controls equal to your domain size. Each of those units takes −2 to Attack and Defense until the end of the battle." + ] + }, + { + "name": "Pillage", + "source": "KaW", + "page": 41, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Mercantile Guild (Pirate Band)" + } + ], + "entries": [ + "As a bonus action, take a power die from your domain’s pool and choose a power die in the opposed domain’s pool showing a higher number than the die you took. Add the opposed die to your domain’s pool." + ], + "foundryData": { + "activation.type": "bonus", + "activation.cost": "1" + } + }, + { + "name": "Commandeer", + "source": "KaW", + "page": 43, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Mercantile Guild (Pirate Band)" + } + ], + "entries": [ + "Once per intrigue as a domain bonus action, make an Espionage test against an opposed domain’s Resources. On a success, the opposed domain’s Resources level decreases by 1, and your domain’s Resources level increases by 1." + ] + }, + { + "name": "Fight Dirty", + "source": "KaW", + "page": 43, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Mercantile Guild (Pirate Band)" + } + ], + "entries": [ + "If your domain’s Resources level is 2 or higher at the end of deployment, choose a number of infantry or artillery units equal to your domain size. Each of those units gets a surprise activation before the battle goes into initiative. After this activation concludes, the battle plays out as normal." + ] + }, + { + "name": "Healthcare", + "source": "KaW", + "page": 41, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Mercantile Guild (Trade Guild)" + } + ], + "entries": [ + "As a bonus action, take a power die from your domain’s pool. You immediately spend and roll a number of your Hit Dice equal to the number on the power die, regaining hit points equal to the total of Hit Dice rolled." + ], + "foundryData": { + "activation.type": "bonus", + "activation.cost": "1" + } + }, + { + "name": "Business Connections", + "source": "KaW", + "page": 43, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Mercantile Guild (Trade Guild)" + } + ], + "entries": [ + "Once per intrigue, you can make a {@dc 13} Diplomacy test as a domain bonus action. On a success, all of your domain’s officers begin the next battle with their hit point maximum and current hit points increased by 5 × your domain size." + ] + }, + { + "name": "Well Fed", + "source": "KaW", + "page": 43, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Mercantile Guild (Trade Guild)" + } + ], + "entries": [ + "As a domain action, make a {@dc 13} Operations test. On a success, each of your infantry units gains a bonus to Morale equal to your domain size until the end of the next battle." + ] } ] } \ No newline at end of file From edde667709be0e50d8995df050fb7c900f58344e Mon Sep 17 00:00:00 2001 From: Billiam9420 Date: Tue, 12 Apr 2022 07:22:52 -0400 Subject: [PATCH 14/65] Update MCDM Productions; Kingdoms & Warfare.json Finished correcting things into optional features --- .../MCDM Productions; Kingdoms & Warfare.json | 1140 +++++++++++++++-- 1 file changed, 1056 insertions(+), 84 deletions(-) diff --git a/book/MCDM Productions; Kingdoms & Warfare.json b/book/MCDM Productions; Kingdoms & Warfare.json index b7d07d2f01..e223f31c75 100644 --- a/book/MCDM Productions; Kingdoms & Warfare.json +++ b/book/MCDM Productions; Kingdoms & Warfare.json @@ -1907,12 +1907,17 @@ "page": 44, "entries": [ "Mystic circle officers gain access to the following titles, each of which grants a character the noted additional features.", - "{@b Augur.} You have a second sight that grants you limited precognition. You add your Intelligence modifier to your initiative rolls. Additionally, if you and any of your allies within 60 feet of you are surprised when you roll initiative, you can choose for you and your allies to not be surprised, and for a number of enemies equal to the number of characters in your party to be surprised instead. You must finish a long rest before you can use this feature again.", - "{@b Bewitcher.} You have advantage on Charisma (Performance) checks. At the end of a long rest, choose one enchantment or illusion spell you can cast that requires concentration. That spell does not require concentration until the end of your next long rest.", - "{@b Medium.} When learning or preparing spells, all necromancy spells are available to you, regardless of whether they are on your class’s spell list.", - "Additionally, you can channel the waning life force of a dying creature to aid an ally. When a creature you can see with a challenge rating of 1 or higher dies within 60 feet of you, another creature of your choice that you can see within 60 feet of you regains hit points equal to 1d4 × the dead creature’s challenge rating.", - "{@b Shade.} You gain proficiency in the Stealth skill. While in darkness or dim light, you can turn invisible as an action. Anything you wear or carry is invisible as long as it is on your person. This invisibility ends after 1 hour or if you enter an area of bright light. You must finish a long rest before you can use this feature again.", - "{@b Spellsword.} You gain proficiency with martial weapons. Whenever you hit a creature with a melee attack, you reduce that creature’s speed to 0 until the start of your next turn." + { + "type": "list", + "style": "list-no-bullets", + "items": [ + "{@optfeature Augur|KaW}", + "{@optfeature Bewitcher|KaW}", + "{@optfeature Medium|KaW}", + "{@optfeature Shade|KaW}", + "{@optfeature Spellsword|KaW}" + ] + } ] }, { @@ -1921,8 +1926,7 @@ "page": 46, "entries": [ "Mystic circle officers gain access to the following domain power.", - "{@b Universal Energy Field.} As an action, take a power die from your domain’s pool and recover a number of spell slots with a combined level equal to the number on the power die. None of the slots you recover can be 6th level or higher.", - "Alternatively, as a bonus action, you can take a power die from your domain’s pool and charge one weapon you are holding with magical energy. Choose one of the following damage types: acid, cold, fire, or lightning. Until the start of your next turn, the weapon deals extra damage of the chosen type equal to the number on the power die." + "{@optfeature Universal Energy Field|KaW}" ] }, { @@ -1931,16 +1935,8 @@ "page": 46, "entries": [ "Mystic circle officers gain access to the following domain features.", - "{@b Forgotten Rite of Animation (Special Unit).} As a domain action, make a DC 13 Lore test. On a success, your domain’s spellcasters weave an ancient spell to create a special unit of magical constructs called an Ersatz Infantry. These constructs could be golems, animated suits of armor, or clockwork soldiers. (See the Warfare chapter for full details on how to read a unit card.)", - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/xpkoN1F.jpg" - }, - "title": "Ersatz Infantry unit card" - }, - "{@b Unravel Sorcery.} Once per intrigue as a domain bonus action, you can make a Lore test against an opposed domain’s Communications to learn about the magical abilities of one of that domain’s officers. On a success, you learn what spells the target knows and has prepared, and you have advantage on saving throws against spells and other magical effects used by that officer until the end of the intrigue." + "{@optfeature Forgotten Rite of Animation (Special Unit)|KaW}", + "{@optfeature Unravel Sorcery|KaW}" ] }, { @@ -1975,7 +1971,7 @@ "page": 46, "entries": [ "Arcane order officers gain access to the following domain power.", - "{@b Your Staff is Broken.} As an action, take any number of power dice from your domain’s pool and target an enemy spellcaster. That caster must succeed on an Intelligence saving throw against a DC equal to the total of the power dice or lose the ability to cast spells in any way for 24 hours. This power doesn’t break the target’s concentration on a spell already cast, or prevent the target from taking actions that are part of an ongoing spell that the target has already cast (such as {@spell call lightning})." + "{@optfeature Your Staff is Broken|KaW}" ] }, { @@ -1984,9 +1980,9 @@ "page": 47, "entries": [ "Arcane order officers gain access to the following domain features.", - "{@b Find True Name.} As a domain action, you make a Lore test against an opposed domain’s Communications. On a success, you learn the true name of one of that domain’s spellcasting officers of the GM’s choice, and during the next battle, that officer has disadvantage on saving throws against the Your Staff is Broken domain power.", - "{@b Midnight Oil.} If you prepare spells and you succeed on any Lore test made as a domain action, you can then use a domain reaction to make a DC 12 Lore test. On a success, the number of spells that all officers of your domain are able to prepare the day of the next battle increases by 1.", - "{@b Wards of Protection Against Missiles.} If your domain’s Communications level is 2 or higher at the end of deployment, choose a number of units equal to your domain size. The first time during the battle that each chosen unit would be hit by an Attack test from an opposed artillery or aerial unit, that Attack test fails." + "{@optfeature Find True Name|KaW}", + "{@optfeature Midnight Oil|KaW}", + "{@optfeature Wards of Protection Against Missiles|KaW}" ] }, { @@ -2013,8 +2009,7 @@ "page": 47, "entries": [ "Secret cabal officers gain access to the following domain power.", - "{@b Elemental Bargain.} As an action, take a power die from your domain’s pool and conjure an elemental with a challenge rating equal to or lower than the number on the die. The creature appears in an unoccupied space that you can see within 30 feet of you. You mentally control the actions the creature takes. It acts when it is summoned, and on each of your turns thereafter.", - "Creatures summoned by this power disappear when they are reduced to 0 hit points or after a number of rounds equal to 1 + your domain size, whichever comes first." + "{@optfeature Elemental Bargain|KaW}" ] }, { @@ -2023,8 +2018,8 @@ "page": 47, "entries": [ "Secret cabal officers gain access to the following domain features.", - "{@b Curse of Vitiation.} If your domain’s Communications level is 2 or higher at the start of a battle, choose one lieutenant from an opposed domain. That lieutenant has disadvantage on saving throws during the battle.", - "{@b We Were Never Here.} As a domain action, make a Lore test against an opposed domain’s Communications. On a success, your domain’s Communications level increases by 1 and the opposed domain’s Communications level decreases by 1." + "{@optfeature Curse of Vitiation|KaW}", + "{@optfeature We Were Never Here|KaW}" ] }, { @@ -2051,7 +2046,7 @@ "page": 47, "entries": [ "Theatrical troupe officers gain access to the following domain power.", - "{@b Magic Misdirection.} As an action, take a power die from your domain’s pool and make a Charisma check contested by one creature of your choice that you can see. Add the number on the power die to your check. On a success, the creature is charmed by you until the end of your next turn. While charmed in this way, the creature sees its allies as enemies, and it must use its action before moving on its turn to make a melee weapon attack against an ally it can reach. If the creature has no allies within reach, it takes no action on its turn." + "{@optfeature Magic Misdirection|KaW}" ] }, { @@ -2060,8 +2055,8 @@ "page": 48, "entries": [ "Theatrical troupe officers gain access to the following domain features.", - "{@b Combat Anthem.} As a domain action, make a DC 12 Operations test. On a success, during the next battle, you can choose a number of units your domain controls equal to your domain size. Any opposed unit has disadvantage on Morale tests while adjacent to any selected unit, and any allied unit has advantage on Power tests while adjacent to any selected unit.", - "{@b You Didn’t Hear This From Me.} As a domain action, make a DC 12 Diplomacy test. On a success, whenever you succeed on a Diplomacy test to muster a unit through an alliance, your domain’s Communications level increases by 1 until the end of the intrigue." + "{@optfeature Combat Anthem|KaW}", + "{@optfeature You Didn't Hear This From Me|KaW}" ] }, { @@ -2109,12 +2104,17 @@ "page": 48, "entries": [ "Nature pact officers gain access to the following titles, each of which grants a character the noted additional features.", - "{@b The Connected.} Nature links a companion’s senses with your own. As an action, you can link yourself to a willing creature you can see within 30 feet of you for 1 hour. This replaces any previous links you made using this feature.", - "While a linked creature is within 100 feet of you and one of you has to make an ability check or a saving throw, both of you roll the same check or save. The creature making the check or save then uses the highest roll.", - "{@b The Pack Leader.} As an action, you summon a beast of your choice with a challenge rating equal to or lower than your domain size into an unoccupied space you can see within 30 feet of you. The beast’s weapon attacks are magical, and it gains temporary hit points equal to 5 × your domain size. The beast acts on its own initiative and understands and follows your verbal commands. The beast follows your commands for 1 hour or until it is reduced to 0 hit points, at which point it disappears. You must finish a long rest before you can use this feature again.", - "{@b The Primal.} If you move at least 10 feet toward a Huge or smaller creature, then hit that creature with a melee weapon attack on the same turn, the attack deals extra damage equal to twice your proficiency bonus and the target must succeed on a Strength saving throw or be knocked prone. The DC for this saving throw equals 8 + your proficiency bonus + your Strength or Dexterity modifier, whichever is higher.", - "{@b The Speaker.} You gain proficiency in the Persuasion skill. Additionally, as an action, you can select a number of willing creatures you can see within 100 feet of you equal to your level + your domain size. For 1 hour, any of these creatures and you can speak telepathically to each other, singly or in groups, regardless of distance.", - "{@b The Stalwart.} As an action, you grant yourself and one ally you can see temporary hit points equal to 5 × your domain size. You must finish a long rest before you can use this feature again." + { + "type": "list", + "style": "list-no-bullets", + "items": [ + "{@optfeature The Connected|KaW}", + "{@optfeature The Pack Leader|KaW}", + "{@optfeature The Primal|KaW}", + "{@optfeature The Speaker|KaW}", + "{@optfeature The Stalwart|KaW}" + ] + } ] }, { @@ -2123,7 +2123,7 @@ "page": 48, "entries": [ "Nature pact officers gain access to the following domain power.", - "{@b Vine Entrapment.} As a bonus action, take a power die from your domain’s pool and choose a creature within 30 feet of you that you can see. That creature must make a Dexterity saving throw with a DC equal to 10 + the number on the power die. On a failure, thorny vines erupt from the ground and wrap around the creature, which is restrained for a number of rounds equal to the number on the power die. A restrained creature can use an action to make a Strength (Athletics) or Dexterity (Acrobatics) check against the save DC. On a success, the creature ends the restrained condition but takes piercing damage equal to 1d10 × your domain size." + "{@optfeature Vine Entrapment|KaW}" ] }, { @@ -2132,17 +2132,8 @@ "page": 49, "entries": [ "Nature pact officers gain access to the following domain features.", - "{@b Frog of War (Special Unit).} As a domain action, make a DC 16 Lore test. On a success, you summon the Frog of War, a special unit that is a single massive amphibian ready to devour enemies of nature. (See the {@book Warfare|KaW|3} chapter for full details on how to read a unit card.)", - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/1dU1aye.jpg" - }, - "title": "The Frog of War unit card", - "maxWidth": 500 - }, - "{@b Natural Disaster.} Once per intrigue as a domain bonus action, you can make a Lore test against an opposed domain’s Resources. On a success, the opposed domain’s Resources level decreases by 2." + "{@optfeature Frog of War (Special Unit)|KaW}", + "{@optfeature Natural Disaster|KaW}" ] }, { @@ -2177,7 +2168,7 @@ "page": 51, "entries": [ "Barbarian tribe officers gain access to the following domain power.", - "{@b Impenetrable Defense.} As a bonus action, take a power die from your domain’s pool and select a number of creatures within 15 feet of you equal to the number on the power die. Until the end of your next turn, any damage each of those creatures takes is reduced by the number on the power die." + "{@optfeature Impenetrable Defense|KaW}" ] }, { @@ -2186,8 +2177,8 @@ "page": 51, "entries": [ "Barbarian tribe officers gain access to the following domain features.", - "{@b Ready to Slay.} If your domain’s Resources level is 2 or higher at the start of a battle, whenever a unit your domain controls is attacked by an opposed unit, the target unit can use its reaction to make an attack against the opposed unit. This feature can be used a number of times during the battle equal to your domain size.", - "{@b Trial by Pyre.} As a domain action, make an Operations test against an opposed domain’s Resolve. On a success, reduce the target domain’s Resolve level by 1 and select one of that domain’s lieutenants. That lieutenant is vulnerable to fire damage until the end of the intrigue. Additionally, each time that lieutenant takes fire damage until the end of the intrigue, they become frightened of the source of the damage until the end of their next turn." + "{@optfeature Ready to Slay|KaW}", + "{@optfeature Trial by Pyre|KaW}" ] }, { @@ -2214,8 +2205,7 @@ "page": 51, "entries": [ "Druid circle officers gain access to the following domain power.", - "{@b Primal Conjuration.} As an action, take a power die from your domain’s pool and conjure a beast, a fey, or a plant creature (your choice) with a challenge rating equal to or lower than the number on the power die. The creature appears in an unoccupied space that you can see within 30 feet of you. You mentally control the actions the creature takes. It acts when it is summoned, and on each of your turns thereafter.", - "Creatures summoned by this power disappear when they are reduced to 0 hit points or after a number of rounds equal to 1 + your domain size, whichever comes first." + "{@optfeature Primal Conjuration|KaW}" ] }, { @@ -2224,8 +2214,8 @@ "page": 51, "entries": [ "Druid circle officers gain access to the following domain features.", - "{@b Eagle Eye.} Make an Espionage test against an opposed domain’s Resources as a domain action. On a success, you increase your domain’s Communications level by 1, and you learn the ability scores, AC, hit points, traits, and action options of one lieutenant from the opposed domain.", - "{@b Torrential Terrain.} If your domain’s Communications level is 2 or higher at the end of deployment, select a number of spaces on the battlefield equal to your domain size. These spaces contain rain until the end of the battle. Any unit your domain controls ignores the effect of rain in these spaces." + "{@optfeature Eagle Eye|KaW}", + "{@optfeature Torrential Terrain|KaW}" ] }, { @@ -2252,7 +2242,7 @@ "page": 52, "entries": [ "Hunter conclave officers gain access to the following domain power.", - "{@b Rapid Assault.} When you hit with a weapon attack, you can use a bonus action to take a power die from your domain’s pool and immediately make another attack with the same weapon. The attack has a bonus to the attack and damage roll equal to the number on the power die." + "{@optfeature Rapid Assault|KaW}" ] }, { @@ -2261,8 +2251,8 @@ "page": 52, "entries": [ "Hunter conclave officers gain access to the following domain features.", - "{@b Marked Targets.} If your domain’s Communications level is 2 or higher at the end of deployment, select a number of opposed units equal to 3 + your domain size. The next Attack test made against any chosen unit by a unit your domain controls has advantage.", - "{@b Ruinous Fire.} As a domain action, make an Espionage test against an opposed domain’s Communications. On a success, at the end of the next deployment, select a number of that opposed domain’s units equal to your domain size. Those units cannot move during the first round of the battle." + "{@optfeature Marked Targets|KaW}", + "{@optfeature Ruinous Fire|KaW}" ] }, { @@ -2310,11 +2300,17 @@ "page": 52, "entries": [ "Noble court officers gain access to the following titles, each of which grants a character the noted additional features.", - "{@b Court Mage.} You must have the Spellcasting feature to claim this title. You can cast the {@spell detect magic} spell at will, without expending a spell slot. Additionally, you have one extra spell slot of the highest spell level you can cast, to a maximum of 5th level.", - "{@b Court Minstrel.} You have advantage on Charisma (Performance) checks. Additionally, you know the {@spell vicious mockery} cantrip and can cast it as a bonus action. Charisma is your spellcasting ability for this cantrip.", - "{@b High Priest.} Once per turn when you damage a creature with an attack or a spell, you can choose another creature you can see within 30 feet of you. The chosen creature gains temporary hit points equal to 1d6 × your proficiency bonus.", - "{@b Master Assassin.} You gain proficiency in the Stealth skill. Additionally, whenever you hit with a light weapon or a ranged weapon, you gain a bonus to damage rolls equal to your proficiency bonus.", - "{@b Master-at-Arms.} You gain proficiency in the Athletics skill. Additionally, you learn a fighting style of your choice from the fighter’s {@classFeature Fighting Style|Fighter||1} feature in the core rules." + { + "type": "list", + "style": "list-no-bullets", + "items": [ + "{@optfeature Court Mage|KaW}", + "{@optfeature Court Minstrel|KaW}", + "{@optfeature High Priest|KaW}", + "{@optfeature Master Assassin|KaW}", + "{@optfeature Master-at-Arms|KaW}" + ] + } ] }, { @@ -2323,7 +2319,7 @@ "page": 53, "entries": [ "Noble court officers gain access to the following domain power.", - "{@b Mantle of Authority.} The burden of leadership passed down from your forebears allows you to call upon their strength in battle. As a bonus action, take a power die from your domain’s pool and add half the number on the die (rounded up) to one of your ability scores. This can increase your ability score above 20. At the end of each of your turns, decrement the power die." + "{@optfeature Mantle of Authority|KaW}" ] }, { @@ -2332,17 +2328,8 @@ "page": 53, "entries": [ "Noble court officers gain access to the following domain features.", - "{@b Prepare the Steeds (Special Unit).} As a domain action, make a DC 13 Operations test. On a success, you muster the Lancers, a special unit of skilled equestrians. (See the {@book Warfare|KaW|3} chapter for full details on how to read a unit card.)", - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/uGEVQzM.jpg" - }, - "title": "The Lancers unit card", - "maxWidth": 500 - }, - "{@b Skilled Negotiators.} Once per intrigue as a domain bonus action, you can make a Diplomacy test to gain a special unit from an NPC realm. On a success, the unit also has its casualty die increased one step." + "{@optfeature Prepare the Steeds (Special Unit)|KaW}", + "{@optfeature Skilled Negotiators|KaW}" ] }, { @@ -2377,7 +2364,7 @@ "page": 55, "entries": [ "Court of war officers gain access to the following domain power.", - "{@b Conqueror.} As a bonus action, take a power die from your domain’s pool. Until the end of your next turn, you gain a bonus to weapon attack rolls equal to the number on the power die, your speed increases by 10 feet, and your movement doesn’t provoke opportunity attacks." + "{@optfeature Conqueror|KaW}" ] }, { @@ -2386,8 +2373,8 @@ "page": 55, "entries": [ "Court of war officers gain access to the following domain features.", - "{@b Forewarned is Forearmed.} Once per intrigue, as a domain reaction when an opposed domain musters a special unit, you can make a DC 13 Operations test. On a success, you increase your domain’s Communications level by 2.", - "{@b Outmaneuvered.} If your domain’s Communications level is 2 or higher at the end of deployment, choose a number of opposed units equal to your domain size. Each of those units must make a DC 15 Command test. If a unit fails the check, you can move one of your deployed units into any unoccupied space next to that unit." + "{@optfeature Forewarned is Forearmed|KaW}", + "{@optfeature Outmaneuvered|KaW}" ] }, { @@ -2413,7 +2400,7 @@ "page": 55, "entries": [ "Political administration officers gain access to the following domain power.", - "{@b Timely Aid.} As a reaction to a successful attack made against a creature you can see within 30 feet of you, take a die from the power pool. Until the end of its next turn, that creature gains a bonus to its AC (including against the triggering attack) equal to the number on the power die. Additionally, the creature regains hit points equal to the number on the power die." + "{@optfeature Timely Aid|KaW}" ] }, { @@ -2422,8 +2409,8 @@ "page": 55, "entries": [ "Political administration officers gain access to the following domain features.", - "{@b Diplomacy for Intel.} As a domain action, make a DC 15 Diplomacy test. On a success, your domain’s Communications level increases by 1, and you can make Diplomacy tests in place of Espionage tests until the end of the intrigue.", - "{@b Enchantment Economy.} As a domain action, make a DC 14 Diplomacy test. On a success, all officers in your organization have advantage on saving throws against spells and other magical effects during the next combat against the officers of an opposed domain." + "{@optfeature Diplomacy for Intel|KaW}", + "{@optfeature Enchantment Economy|KaW}" ] }, { @@ -2450,8 +2437,7 @@ "page": 55, "entries": [ "Regent state officers gain access to the following domain power.", - "{@b Voices of the Past.} Past custodians of your domain answer your call for aid. As an action, take a power die from your domain’s pool and conjure a celestial or an undead (your choice) with a challenge rating equal to or lower than the number on the power die. The creature appears in an unoccupied space that you can see within 30 feet of you. You mentally control the actions the creature takes. It acts when it is summoned, and on each of your turns thereafter.", - "Creatures summoned by this power disappear when they are reduced to 0 hit points or after a number of rounds equal to 1 + your domain size, whichever comes first." + "{@optfeature Voices of the Past|KaW}" ] }, { @@ -2460,8 +2446,8 @@ "page": 56, "entries": [ "Regent state officers gain access to the following domain features.", - "{@b Backdoor Negotiations.} As a domain reaction when an opposed domain gains a special unit from an NPC realm, make a Diplomacy test against the opposed domain’s Communications. On a success, the NPC realm doesn’t send the special unit to aid the opposed domain, and the NPC realm’s attitude toward your domain improves one step.", - "{@b Volunteer Blacksmiths.} As a domain action, make a DC 13 Operations test. On a success, any levies you muster before the end of intrigue start with heavy equipment." + "{@optfeature Backdoor Negotiations|KaW}", + "{@optfeature Volunteer Blacksmiths|KaW}" ] }, { @@ -3673,6 +3659,992 @@ "entries": [ "As a domain action, make a {@dc 13} Operations test. On a success, each of your infantry units gains a bonus to Morale equal to your domain size until the end of the next battle." ] + }, + { + "name": "Augur", + "source": "KaW", + "page": 44, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Mystic Circle" + } + ], + "entries": [ + "You have a second sight that grants you limited precognition. You add your Intelligence modifier to your initiative rolls. Additionally, if you and any of your allies within 60 feet of you are surprised when you roll initiative, you can choose for you and your allies to not be surprised, and for a number of enemies equal to the number of characters in your party to be surprised instead. You must finish a long rest before you can use this feature again." + ], + "foundryEffects": [ + { + "name": "Augur Initiative Bonus", + "changes": [ + { + "key": "data.attributes.init.value", + "mode": "ADD", + "value": "(@data.abilities.int.value - 10) / 2" + } + ] + } + ] + }, + { + "name": "Bewitcher", + "source": "KaW", + "page": 44, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Mystic Circle" + } + ], + "entries": [ + "You have advantage on Charisma (Performance) checks. At the end of a long rest, choose one enchantment or illusion spell you can cast that requires concentration. That spell does not require concentration until the end of your next long rest." + ] + }, + { + "name": "Medium", + "source": "KaW", + "page": 44, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Mystic Circle" + } + ], + "entries": [ + "When learning or preparing spells, all necromancy spells are available to you, regardless of whether they are on your class’s spell list.", + "Additionally, you can channel the waning life force of a dying creature to aid an ally. When a creature you can see with a challenge rating of 1 or higher dies within 60 feet of you, another creature of your choice that you can see within 60 feet of you regains hit points equal to {@dice 1d4} × the dead creature’s challenge rating." + ] + }, + { + "name": "Shade", + "source": "KaW", + "page": 46, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Mystic Circle" + } + ], + "entries": [ + "You gain proficiency in the Stealth skill. While in darkness or dim light, you can turn {@condition invisible} as an action. Anything you wear or carry is invisible as long as it is on your person. This invisibility ends after 1 hour or if you enter an area of bright light. You must finish a long rest before you can use this feature again." + ], + "skillProficiencies": [ + { + "stealth": true + } + ] + }, + { + "name": "Spellsword", + "source": "KaW", + "page": 46, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Mystic Circle" + } + ], + "entries": [ + "You gain proficiency with martial weapons. Whenever you hit a creature with a melee attack, you reduce that creature’s speed to 0 until the start of your next turn." + ], + "weaponProficiencies": [ + { + "martial": true + } + ] + }, + { + "name": "Universal Energy Field", + "source": "KaW", + "page": 46, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Mystic Circle" + } + ], + "entries": [ + "As an action, take a power die from your domain’s pool and recover a number of spell slots with a combined level equal to the number on the power die. None of the slots you recover can be 6th level or higher.", + "Alternatively, as a bonus action, you can take a power die from your domain’s pool and charge one weapon you are holding with magical energy. Choose one of the following damage types: acid, cold, fire, or lightning. Until the start of your next turn, the weapon deals extra damage of the chosen type equal to the number on the power die." + ] + }, + { + "name": "Forgotten Rite of Animation (Special Unit)", + "source": "KaW", + "page": 46, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Mystic Circle" + } + ], + "entries": [ + "As a domain action, make a {@dc 13} Lore test. On a success, your domain’s spellcasters weave an ancient spell to create a special unit of magical constructs called an Ersatz Infantry. These constructs could be golems, animated suits of armor, or clockwork soldiers.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/xpkoN1F.jpg" + }, + "title": "Ersatz Infantry unit card" + } + ] + }, + { + "name": "Unravel Sorcery", + "source": "KaW", + "page": 46, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Mystic Circle" + } + ], + "entries": [ + "Once per intrigue as a domain bonus action, you can make a Lore test against an opposed domain’s Communications to learn about the magical abilities of one of that domain’s officers. On a success, you learn what spells the target knows and has prepared, and you have advantage on saving throws against spells and other magical effects used by that officer until the end of the intrigue." + ] + }, + { + "name": "Your Staff is Broken", + "source": "KaW", + "page": 46, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Mystic Circle (Arcane Order)" + } + ], + "entries": [ + "As an action, take any number of power dice from your domain’s pool and target an enemy spellcaster. That caster must succeed on an Intelligence saving throw against a DC equal to the total of the power dice or lose the ability to cast spells in any way for 24 hours. This power doesn’t break the target’s concentration on a spell already cast, or prevent the target from taking actions that are part of an ongoing spell that the target has already cast (such as {@spell call lightning})." + ], + "foundryData": { + "activation.type": "action", + "activation.cost": "1" + } + }, + { + "name": "Find True Name", + "source": "KaW", + "page": 47, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Mystic Circle (Arcane Order)" + } + ], + "entries": [ + "As a domain action, you make a Lore test against an opposed domain’s Communications. On a success, you learn the true name of one of that domain’s spellcasting officers of the GM’s choice, and during the next battle, that officer has disadvantage on saving throws against the Your Staff is Broken domain power." + ] + }, + { + "name": "Midnight Oil", + "source": "KaW", + "page": 47, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Mystic Circle (Arcane Order)" + } + ], + "entries": [ + "If you prepare spells and you succeed on any Lore test made as a domain action, you can then use a domain reaction to make a DC 12 Lore test. On a success, the number of spells that all officers of your domain are able to prepare the day of the next battle increases by 1." + ] + }, + { + "name": "Wards of Protection Against Missiles", + "source": "KaW", + "page": 47, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Mystic Circle (Arcane Order)" + } + ], + "entries": [ + "If your domain’s Communications level is 2 or higher at the end of deployment, choose a number of units equal to your domain size. The first time during the battle that each chosen unit would be hit by an Attack test from an opposed artillery or aerial unit, that Attack test fails." + ] + }, + { + "name": "Elemental Bargain", + "source": "KaW", + "page": 47, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Mystic Circle (Secret Cabal)" + } + ], + "entries": [ + "As an action, take a power die from your domain’s pool and conjure an elemental with a challenge rating equal to or lower than the number on the die. The creature appears in an unoccupied space that you can see within 30 feet of you. You mentally control the actions the creature takes. It acts when it is summoned, and on each of your turns thereafter.", + "Creatures summoned by this power disappear when they are reduced to 0 hit points or after a number of rounds equal to 1 + your domain size, whichever comes first." + ], + "foundryData": { + "activation.type": "action", + "activation.cost": "1" + } + }, + { + "name": "Curse of Vitiation", + "source": "KaW", + "page": 47, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Mystic Circle (Secret Cabal)" + } + ], + "entries": [ + "If your domain’s Communications level is 2 or higher at the start of a battle, choose one lieutenant from an opposed domain. That lieutenant has disadvantage on saving throws during the battle." + ] + }, + { + "name": "We Were Never Here", + "source": "KaW", + "page": 47, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Mystic Circle (Secret Cabal)" + } + ], + "entries": [ + "As a domain action, make a Lore test against an opposed domain’s Communications. On a success, your domain’s Communications level increases by 1 and the opposed domain’s Communications level decreases by 1." + ] + }, + { + "name": "Magic Misdirection", + "source": "KaW", + "page": 47, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Mystic Circle (Theatrical Troupe)" + } + ], + "entries": [ + "As an action, take a power die from your domain’s pool and make a Charisma check contested by one creature of your choice that you can see. Add the number on the power die to your check. On a success, the creature is charmed by you until the end of your next turn. While charmed in this way, the creature sees its allies as enemies, and it must use its action before moving on its turn to make a melee weapon attack against an ally it can reach. If the creature has no allies within reach, it takes no action on its turn." + ], + "foundryData": { + "activation.type": "action", + "activation.cost": "1" + } + }, + { + "name": "Combat Anthem", + "source": "KaW", + "page": 48, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Mystic Circle (Theatrical Troupe)" + } + ], + "entries": [ + "As a domain action, make a {@dc 12} Operations test. On a success, during the next battle, you can choose a number of units your domain controls equal to your domain size. Any opposed unit has disadvantage on Morale tests while adjacent to any selected unit, and any allied unit has advantage on Power tests while adjacent to any selected unit." + ] + }, + { + "name": "You Didn't Hear This From Me", + "source": "KaW", + "page": 48, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Mystic Circle (Theatrical Troupe)" + } + ], + "entries": [ + "As a domain action, make a {@dc 12} Diplomacy test. On a success, whenever you succeed on a Diplomacy test to muster a unit through an alliance, your domain’s Communications level increases by 1 until the end of the intrigue." + ] + }, + { + "name": "The Connected", + "source": "KaW", + "page": 48, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Nature Pact" + } + ], + "entries": [ + "Nature links a companion’s senses with your own. As an action, you can link yourself to a willing creature you can see within 30 feet of you for 1 hour. This replaces any previous links you made using this feature.", + "While a linked creature is within 100 feet of you and one of you has to make an ability check or a saving throw, both of you roll the same check or save. The creature making the check or save then uses the highest roll." + ], + "foundryData": { + "activation.type": "action", + "activation.cost": "1" + } + }, + { + "name": "The Pack Leader", + "source": "KaW", + "page": 48, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Nature Pact" + } + ], + "entries": [ + "As an action, you summon a beast of your choice with a challenge rating equal to or lower than your domain size into an unoccupied space you can see within 30 feet of you. The beast’s weapon attacks are magical, and it gains temporary hit points equal to 5 × your domain size. The beast acts on its own initiative and understands and follows your verbal commands. The beast follows your commands for 1 hour or until it is reduced to 0 hit points, at which point it disappears. You must finish a long rest before you can use this feature again." + ], + "foundryData": { + "activation.type": "action", + "activation.cost": "1" + } + }, + { + "name": "The Primal", + "source": "KaW", + "page": 48, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Nature Pact" + } + ], + "entries": [ + "If you move at least 10 feet toward a Huge or smaller creature, then hit that creature with a melee weapon attack on the same turn, the attack deals extra damage equal to twice your proficiency bonus and the target must succeed on a Strength saving throw or be knocked {@condition prone}. The DC for this saving throw equals 8 + your proficiency bonus + your Strength or Dexterity modifier, whichever is higher." + ] + }, + { + "name": "The Speaker", + "source": "KaW", + "page": 48, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Nature Pact" + } + ], + "entries": [ + "You gain proficiency in the Persuasion skill. Additionally, as an action, you can select a number of willing creatures you can see within 100 feet of you equal to your level + your domain size. For 1 hour, any of these creatures and you can speak telepathically to each other, singly or in groups, regardless of distance." + ], + "skillProficiencies": [ + { + "persuasion": true + } + ], + "foundryData": { + "activation.type": "action", + "activation.cost": "1" + } + }, + { + "name": "The Stalwart", + "source": "KaW", + "page": 48, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Nature Pact" + } + ], + "entries": [ + "As an action, you grant yourself and one ally you can see temporary hit points equal to 5 × your domain size. You must finish a long rest before you can use this feature again." + ], + "foundryData": { + "activation.type": "action", + "activation.cost": "1" + } + }, + { + "name": "Vine Entrapment", + "source": "KaW", + "page": 48, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Nature Pact" + } + ], + "entries": [ + "As a bonus action, take a power die from your domain’s pool and choose a creature within 30 feet of you that you can see. That creature must make a Dexterity saving throw with a DC equal to 10 + the number on the power die. On a failure, thorny vines erupt from the ground and wrap around the creature, which is {@condition restrained} for a number of rounds equal to the number on the power die. A restrained creature can use an action to make a Strength (Athletics) or Dexterity (Acrobatics) check against the save DC. On a success, the creature ends the {@condition restrained} condition but takes piercing damage equal to {@damage 1d10} × your domain size." + ], + "foundryData": { + "activation.type": "bonus", + "activation.cost": "1" + } + }, + { + "name": "Frog of War (Special Unit)", + "source": "KaW", + "page": 49, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Nature Pact" + } + ], + "entries": [ + "As a domain action, make a {@dc 16} Lore test. On a success, you summon the Frog of War, a special unit that is a single massive amphibian ready to devour enemies of nature.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/1dU1aye.jpg" + }, + "title": "The Frog of War unit card", + "maxWidth": 500 + } + ] + }, + { + "name": "Natural Disaster", + "source": "KaW", + "page": 49, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Nature Pact" + } + ], + "entries": [ + "Once per intrigue as a domain bonus action, you can make a Lore test against an opposed domain’s Resources. On a success, the opposed domain’s Resources level decreases by 2." + ] + }, + { + "name": "Impenetrable Defense", + "source": "KaW", + "page": 51, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Nature Pact (Barbarian Tribe)" + } + ], + "entries": [ + "As a bonus action, take a power die from your domain’s pool and select a number of creatures within 15 feet of you equal to the number on the power die. Until the end of your next turn, any damage each of those creatures takes is reduced by the number on the power die." + ], + "foundryData": { + "activation.type": "bonus", + "activation.cost": "1" + } + }, + { + "name": "Ready to Slay", + "source": "KaW", + "page": 51, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Nature Pact (Barbarian Tribe)" + } + ], + "entries": [ + "If your domain’s Resources level is 2 or higher at the start of a battle, whenever a unit your domain controls is attacked by an opposed unit, the target unit can use its reaction to make an attack against the opposed unit. This feature can be used a number of times during the battle equal to your domain size." + ] + }, + { + "name": "Trial by Pyre", + "source": "KaW", + "page": 51, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Nature Pact (Barbarian Tribe)" + } + ], + "entries": [ + "As a domain action, make an Operations test against an opposed domain’s Resolve. On a success, reduce the target domain’s Resolve level by 1 and select one of that domain’s lieutenants. That lieutenant is vulnerable to fire damage until the end of the intrigue. Additionally, each time that lieutenant takes fire damage until the end of the intrigue, they become frightened of the source of the damage until the end of their next turn." + ] + }, + { + "name": "Primal Conjuration", + "source": "KaW", + "page": 51, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Nature Pact (Druid Circle)" + } + ], + "entries": [ + "As an action, take a power die from your domain’s pool and conjure a beast, a fey, or a plant creature (your choice) with a challenge rating equal to or lower than the number on the power die. The creature appears in an unoccupied space that you can see within 30 feet of you. You mentally control the actions the creature takes. It acts when it is summoned, and on each of your turns thereafter.", + "Creatures summoned by this power disappear when they are reduced to 0 hit points or after a number of rounds equal to 1 + your domain size, whichever comes first." + ], + "foundryData": { + "activation.type": "action", + "activation.cost": "1" + } + }, + { + "name": "Eagle Eye", + "source": "KaW", + "page": 51, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Nature Pact (Druid Circle)" + } + ], + "entries": [ + "Make an Espionage test against an opposed domain’s Resources as a domain action. On a success, you increase your domain’s Communications level by 1, and you learn the ability scores, AC, hit points, traits, and action options of one lieutenant from the opposed domain." + ] + }, + { + "name": "Torrential Terrain", + "source": "KaW", + "page": 51, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Nature Pact (Druid Circle)" + } + ], + "entries": [ + "If your domain’s Communications level is 2 or higher at the end of deployment, select a number of spaces on the battlefield equal to your domain size. These spaces contain rain until the end of the battle. Any unit your domain controls ignores the effect of rain in these spaces." + ] + }, + { + "name": "Rapid Assault", + "source": "KaW", + "page": 52, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Nature Pact (Hunter Conclave)" + } + ], + "entries": [ + "When you hit with a weapon attack, you can use a bonus action to take a power die from your domain’s pool and immediately make another attack with the same weapon. The attack has a bonus to the attack and damage roll equal to the number on the power die." + ], + "foundryData": { + "activation.type": "bonus", + "activation.cost": "1" + } + }, + { + "name": "Marked Targets", + "source": "KaW", + "page": 52, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Nature Pact (Hunter Conclave)" + } + ], + "entries": [ + "If your domain’s Communications level is 2 or higher at the end of deployment, select a number of opposed units equal to 3 + your domain size. The next Attack test made against any chosen unit by a unit your domain controls has advantage." + ] + }, + { + "name": "Ruinous Fire", + "source": "KaW", + "page": 52, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Nature Pact (Hunter Conclave)" + } + ], + "entries": [ + "As a domain action, make an Espionage test against an opposed domain’s Communications. On a success, at the end of the next deployment, select a number of that opposed domain’s units equal to your domain size. Those units cannot move during the first round of the battle." + ] + }, + { + "name": "Court Mage", + "source": "KaW", + "page": 52, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Noble Court" + } + ], + "entries": [ + "You must have the Spellcasting feature to claim this title. You can cast the {@spell detect magic} spell at will, without expending a spell slot. Additionally, you have one extra spell slot of the highest spell level you can cast, to a maximum of 5th level." + ], + "additionalSpells": [ + { + "innate": { + "_": + { + "will": [ + "detect magic" + ] + } + } + } + ] + }, + { + "name": "Court Minstrel", + "source": "KaW", + "page": 52, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Noble Court" + } + ], + "entries": [ + "You have advantage on Charisma (Performance) checks. Additionally, you know the {@spell vicious mockery} cantrip and can cast it as a bonus action. Charisma is your spellcasting ability for this cantrip." + ], + "additionalSpells": [ + { + "innate": { + "_": + { + "will": [ + "vicious mockery" + ] + } + } + } + ] + }, + { + "name": "High Priest", + "source": "KaW", + "page": 52, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Noble Court" + } + ], + "entries": [ + "Once per turn when you damage a creature with an attack or a spell, you can choose another creature you can see within 30 feet of you. The chosen creature gains temporary hit points equal to {@dice 1d6} × your proficiency bonus." + ] + }, + { + "name": "Master Assassin", + "source": "KaW", + "page": 52, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Noble Court" + } + ], + "entries": [ + "You gain proficiency in the Stealth skill. Additionally, whenever you hit with a light weapon or a ranged weapon, you gain a bonus to damage rolls equal to your proficiency bonus." + ], + "skillProficiencies": [ + { + "stealth": true + } + ] + }, + { + "name": "Master-at-Arms", + "source": "KaW", + "page": 52, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Noble Court" + } + ], + "entries": [ + "You gain proficiency in the Athletics skill. Additionally, you learn a fighting style of your choice from the {@class fighter}’s {@classFeature Fighting Style|Fighter||1} feature in the core rules." + ], + "skillProficiencies": [ + { + "athletics": true + } + ] + }, + { + "name": "Mantle of Authority", + "source": "KaW", + "page": 52, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Noble Court" + } + ], + "entries": [ + "The burden of leadership passed down from your forebears allows you to call upon their strength in battle. As a bonus action, take a power die from your domain’s pool and add half the number on the die (rounded up) to one of your ability scores. This can increase your ability score above 20. At the end of each of your turns, decrement the power die." + ], + "foundryData": { + "activation.type": "bonus", + "activation.cost": "1" + } + }, + { + "name": "Prepare the Steeds (Special Unit)", + "source": "KaW", + "page": 52, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Noble Court" + } + ], + "entries": [ + "As a domain action, make a {@dc 13} Operations test. On a success, you muster the Lancers, a special unit of skilled equestrians.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/uGEVQzM.jpg" + }, + "title": "The Lancers unit card", + "maxWidth": 500 + } + ] + }, + { + "name": "Skilled Negotiators", + "source": "KaW", + "page": 52, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Noble Court" + } + ], + "entries": [ + "Once per intrigue as a domain bonus action, you can make a Diplomacy test to gain a special unit from an NPC realm. On a success, the unit also has its casualty die increased one step." + ] + }, + { + "name": "Conqueror", + "source": "KaW", + "page": 52, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Noble Court (Court of War)" + } + ], + "entries": [ + "As a bonus action, take a power die from your domain’s pool. Until the end of your next turn, you gain a bonus to weapon attack rolls equal to the number on the power die, your speed increases by 10 feet, and your movement doesn’t provoke opportunity attacks." + ], + "foundryData": { + "activation.type": "bonus", + "activation.cost": "1" + } + }, + { + "name": "Forewarned is Forearmed", + "source": "KaW", + "page": 52, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Noble Court (Court of War)" + } + ], + "entries": [ + "Once per intrigue, as a domain reaction when an opposed domain musters a special unit, you can make a DC 13 Operations test. On a success, you increase your domain’s Communications level by 2." + ] + }, + { + "name": "Outmaneuvered", + "source": "KaW", + "page": 52, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Noble Court (Court of War)" + } + ], + "entries": [ + "If your domain’s Communications level is 2 or higher at the end of deployment, choose a number of opposed units equal to your domain size. Each of those units must make a {@dc 15} Command test. If a unit fails the check, you can move one of your deployed units into any unoccupied space next to that unit." + ] + }, + { + "name": "Timely Aid", + "source": "KaW", + "page": 52, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Noble Court (Political Administration)" + } + ], + "entries": [ + "As a reaction to a successful attack made against a creature you can see within 30 feet of you, take a die from the power pool. Until the end of its next turn, that creature gains a bonus to its AC (including against the triggering attack) equal to the number on the power die. Additionally, the creature regains hit points equal to the number on the power die." + ], + "foundryData": { + "activation.type": "reaction", + "activation.cost": "1", + "activation.condition": "a successful attack is made against a creature you can see within 30 feet of you" + } + }, + { + "name": "Diplomacy for Intel", + "source": "KaW", + "page": 52, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Noble Court (Political Administration)" + } + ], + "entries": [ + "As a domain action, make a {@dc 15} Diplomacy test. On a success, your domain’s Communications level increases by 1, and you can make Diplomacy tests in place of Espionage tests until the end of the intrigue." + ] + }, + { + "name": "Enchantment Economy", + "source": "KaW", + "page": 52, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Noble Court (Political Administration)" + } + ], + "entries": [ + "As a domain action, make a {@dc 14} Diplomacy test. On a success, all officers in your organization have advantage on saving throws against spells and other magical effects during the next combat against the officers of an opposed domain." + ] + }, + { + "name": "Voices of the Past", + "source": "KaW", + "page": 52, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Noble Court (Regent State)" + } + ], + "entries": [ + "Past custodians of your domain answer your call for aid. As an action, take a power die from your domain’s pool and conjure a celestial or an undead (your choice) with a challenge rating equal to or lower than the number on the power die. The creature appears in an unoccupied space that you can see within 30 feet of you. You mentally control the actions the creature takes. It acts when it is summoned, and on each of your turns thereafter.", + "Creatures summoned by this power disappear when they are reduced to 0 hit points or after a number of rounds equal to 1 + your domain size, whichever comes first." + ], + "foundryData": { + "activation.type": "action", + "activation.cost": "1" + } + }, + { + "name": "Backdoor Negotiations", + "source": "KaW", + "page": 52, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Noble Court (Regent State)" + } + ], + "entries": [ + "As a domain reaction when an opposed domain gains a special unit from an NPC realm, make a Diplomacy test against the opposed domain’s Communications. On a success, the NPC realm doesn’t send the special unit to aid the opposed domain, and the NPC realm’s attitude toward your domain improves one step." + ] + }, + { + "name": "Volunteer Blacksmiths", + "source": "KaW", + "page": 52, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Noble Court (Regent State)" + } + ], + "entries": [ + "As a domain action, make a {@dc 13} Operations test. On a success, any levies you muster before the end of intrigue start with heavy equipment." + ] } ] } \ No newline at end of file From 2b5b2f9af14f63ca58e9e109d28024c54e4c81c6 Mon Sep 17 00:00:00 2001 From: Billiam9420 Date: Wed, 13 Apr 2022 07:00:04 -0400 Subject: [PATCH 15/65] Update MCDM Productions; Kingdoms & Warfare.json Religious Order added --- .../MCDM Productions; Kingdoms & Warfare.json | 549 ++++++++++++++++++ 1 file changed, 549 insertions(+) diff --git a/book/MCDM Productions; Kingdoms & Warfare.json b/book/MCDM Productions; Kingdoms & Warfare.json index e223f31c75..748a6678e0 100644 --- a/book/MCDM Productions; Kingdoms & Warfare.json +++ b/book/MCDM Productions; Kingdoms & Warfare.json @@ -2459,6 +2459,202 @@ "title": "Noble Court party sheet" } ] + }, + { + "type": "entries", + "name": "Religious Order", + "page": 56, + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/bFXj9c9.jpg" + } + }, + "Your characters have formed a religious order, assembled in service to a higher power such as a god, archfiend, or unfathomable elder entity. You are no stranger to poring over ancient scriptures, and you can mobilize your tight-knit community of acolytes, priests, and champions to care for the poor and vulnerable, defend the faith, or conduct occult rituals. Whether congregating beneath the scintillating glow of stained glass windows or engaging in lost rites before ancient altars, your faith is strong, and you know that through prayer, all things are possible.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 2, + "items": [ + "{@b Skills}", + "{@b Diplomacy:} +0", + "{@b Espionage:} -1", + "{@b Lore:} +2", + "{@b Operations:} +1", + "{@b Defenses}", + "{@b Communications:} 11", + "{@b Resolve:} 12", + "{@b Resources:} 10" + ] + }, + { + "type": "entries", + "name": "Domain Titles", + "page": 56, + "entries": [ + "Religious order officers gain access to the following titles, each of which grants a character the noted additional features.", + { + "type": "list", + "style": "list-no-bullets", + "items": [ + "{@optfeature Conduit|KaW}", + "{@optfeature Crusader|KaW}", + "{@optfeature Herald|KaW}", + "{@optfeature Omen|KaW}", + "{@optfeature Prophet|KaW}" + ] + } + ] + }, + { + "type": "entries", + "name": "Domain Power", + "page": 57, + "entries": [ + "Religious order officers gain access to the following domain power.", + "{@optfeature Beseech the Most High|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 59, + "entries": [ + "Religious order officers gain access to the following domain features.", + "{@optfeature Consult the Scriptures|KaW}", + "{@optfeature Spread the Holy Word (Special Unit)|KaW}" + ] + }, + { + "type": "entries", + "name": "Specialization", + "page": 59, + "entries": [ + "When you found your religious order, you’ll also choose a specialization. Are your rituals taboo or even illegal, forcing you to operate from the shadows as a hidden cult? Does your god command you to grow their faith by operating as a holy church, sending missionaries throughout the land? Or perhaps you’re part of a monastic order, guarding ancient secrets in some secluded domain of faith?" + ] + }, + { + "type": "entries", + "name": "Hidden Cult", + "page": 59, + "entries": [ + "Society is rife with close-minded individuals who disapprove of your causes or your methods, so you must conduct your rituals in secret. The agents of your hidden cult are everyday people—acolytes and blacksmiths, guards and government officials—who mask their true natures behind ceremonial garb and closed-door meetings. Your stronghold is likely a front for occult activity, and your allies are won through temptation, manipulation, and intimidation. And though you try to keep a low profile, conflict is sometimes inevitable.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 6, + "name": "Skill and Defense Bonuses", + "items": [ + "{@b Espionage:} +1", + "{@b Lore:} +1" + ] + } + ] + }, + { + "type": "entries", + "name": "Domain Power", + "page": 59, + "entries": [ + "Hidden cult officers gain access to the following domain power.", + "{@optfeature Penance|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 59, + "entries": [ + "Hidden cult officers gain access to the following domain features.", + "{@optfeature Blood Sacrifice|KaW}", + "{@optfeature Poison the Well|KaW}" + ] + }, + { + "type": "entries", + "name": "Holy Church", + "page": 60, + "entries": [ + "As a devout group of worshipers, you act as the instruments of a god. Your agents are dedicated and organized, proudly proclaiming their faith to would-be converts and constructing gleaming temples to receive them. Your clothing or armor is emblazoned with the holy symbol of your deity as a reminder that your cause has been ordained by the ultimate authority.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 6, + "name": "Skill and Defense Bonuses", + "items": [ + "{@b Diplomacy:} +1", + "{@b Resources:} +1" + ] + } + ] + }, + { + "type": "entries", + "name": "Domain Power", + "page": 60, + "entries": [ + "Holy church officers gain access to the following domain power.", + "{@optfeature Turn the Tide|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 60, + "entries": [ + "Holy church officers gain access to the following domain features.", + "{@optfeature Having the Gods on Our Side|KaW}", + "{@optfeature Resplendent Armor|KaW}" + ] + }, + { + "type": "entries", + "name": "Monastic Order", + "page": 60, + "entries": [ + "As a monastic order, you create a secluded community devoted to a cause, doctrine, or philosophy. Your agents are servants, scholars, and sages who renounced the world in favor of a nobler path. Monasticism is a way of life, full of strict regimens designed to hone the body, mind, and spirit. But though you spend your days in peaceful meditation, your order’s arduous training makes you a dangerous weapon.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 6, + "name": "Skill and Defense Bonuses", + "items": [ + "{@b Lore:} +1", + "{@b Operations:} +1" + ] + } + ] + }, + { + "type": "entries", + "name": "Domain Power", + "page": 60, + "entries": [ + "Monastic order officers gain access to the following domain power.", + "{@optfeature Quaking Fist|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 60, + "entries": [ + "Monastic order officers gain access to the following domain features.", + "{@optfeature Ancient Archives|KaW}", + "{@optfeature Iron Will|KaW}" + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/qc1PLTr.jpg" + }, + "title": "Religious Order party sheet" + } + ] } ] } @@ -4645,6 +4841,359 @@ "entries": [ "As a domain action, make a {@dc 13} Operations test. On a success, any levies you muster before the end of intrigue start with heavy equipment." ] + }, + { + "name": "Conduit", + "source": "KaW", + "page": 56, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Religious Order" + } + ], + "entries": [ + "You know the {@spell thaumaturgy} cantrip. Additionally, as an action, you can channel the power of your faith to become a sacred vessel, manifesting one of the following effects that you choose when you take this title:", + { + "type": "entries", + "name": "Light", + "entries": [ + "You emit an aura of divine light in a 15-foot radius. Choose a number of creatures that you can see in the area. Each creature must succeed on a Constitution saving throw with a DC equal to 8 + your proficiency bonus + your Constitution modifier or be blinded for 1 minute. An affected creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success." + ] + }, + { + "type": "entries", + "name": "Darkness", + "entries": [ + "You emanate a 15-foot-radius sphere of magical darkness for 1 minute. The sphere moves with you and spreads around corners, and its area is heavily obscured for all creatures except you." + ] + }, + "Once you manifest your chosen effect, you can’t do so again until you finish a short or long rest." + ], + "additionalSpells": [ + { + "innate": { + "_": + { + "will": [ + "thaumaturgy" + ] + } + } + } + ], + "foundryData": { + "activation.type": "action", + "activation.cost": "1" + } + }, + { + "name": "Crusader", + "source": "KaW", + "page": 56, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Religious Order" + } + ], + "entries": [ + "You have advantage on Wisdom saving throws and death saving throws, and you regain the maximum number of hit points from any effect that restores hit points." + ] + }, + { + "name": "Herald", + "source": "KaW", + "page": 56, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Religious Order" + } + ], + "entries": [ + "You gain proficiency in the Persuasion skill. Additionally, you can cast {@spell sanctuary} and {@spell calm emotions} once each, and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells." + ], + "skillProficiencies": [ + { + "persuasion": true + } + ], + "additionalSpells": [ + { + "innate": { + "_": { + "daily": { + "1": [ + "sanctuary", + "calm emotions" + ] + } + } + } + } + ] + }, + { + "name": "Omen", + "source": "KaW", + "page": 56, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Religious Order" + } + ], + "entries": [ + "As an action or a bonus action, you utter a loud, empowering chant. The first creature you hit with a weapon attack before the start of your next turn takes an extra {@damage 1d8} radiant or necrotic damage from the attack (your choice). If you use a bonus action to chant again on your following turn, the extra damage increases to {@damage 2d8}. If you use a bonus action to chant for three or more turns in a row, the extra damage increases to a maximum {@damage 3d8}, and you have advantage on attack rolls until the start of your next turn." + ], + "foundryData": { + "activation.type": "bonus", + "activation.cost": "1" + } + }, + { + "name": "Prophet", + "source": "KaW", + "page": 57, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Religious Order" + } + ], + "entries": [ + "When a creature you can see within 30 feet of you makes a saving throw, you can use your reaction to grant that creature advantage on attack rolls and saving throws (including the triggering saving throw) until the start of your next turn." + ], + "foundryData": { + "activation.type": "reaction", + "activation.cost": "1", + "activation.condition": "a creature you can see within 30 feet of you makes a saving throw" + } + }, + { + "name": "Beseech the Most High", + "source": "KaW", + "page": 57, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Religious Order" + } + ], + "entries": [ + "You can summon servants of your higher power to aid you in battle. As an action, take a power die from your domain’s pool and conjure an aberration, a celestial, or a fiend (your choice) with a challenge rating equal to or lower than the number on the power die. The creature appears in an unoccupied space that you can see within 30 feet of you. You mentally control the actions the creature takes. It acts when it is summoned, and on each of your turns thereafter.", + "Creatures summoned by this power disappear when they are reduced to 0 hit points or after a number of rounds equal to 1 + your domain size, whichever comes first." + ], + "foundryData": { + "activation.type": "action", + "activation.cost": "1" + } + }, + { + "name": "Consult the Scriptures", + "source": "KaW", + "page": 59, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Religious Order" + } + ], + "entries": [ + "Once per intrigue, you can make a {@dc 14} Lore test as a domain bonus action. On a success, you can bless one unit your domain controls of your choice, granting it a bonus to Attack tests equal to your domain size and advantage on Power tests to resist battle magic. This bonus lasts until the end of the next battle." + ] + }, + { + "name": "Spread the Holy Word (Special Unit)", + "source": "KaW", + "page": 59, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Religious Order" + } + ], + "entries": [ + "Make a {@dc 15} Diplomacy test as a domain action. On a success, you muster the Crusaders, a special unit of devout warriors.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/NkGXoDA.jpg" + }, + "title": "Crusaders unit card" + }, + "Additionally, at the end of the next deployment, you can choose one of an opposed domain’s Tier I units. That unit’s casualty die is decreased one step (minimum d4)." + ] + }, + { + "name": "Penance", + "source": "KaW", + "page": 59, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Religious Order (Hidden Cult)" + } + ], + "entries": [ + "As a bonus action, take a power die from your domain’s pool and choose an enemy creature you can see within 60 feet of you. The target takes necrotic or radiant damage (your choice) equal to double the number on the power die at the start of each of its turns, and its speed is reduced by a number of feet equal to 5 × the number on the power die. At the end of each of your turns, decrement the power die." + ], + "foundryData": { + "activation.type": "bonus", + "activation.cost": "1" + } + }, + { + "name": "Blood Sacrifice", + "source": "KaW", + "page": 59, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Religious Order (Hidden Cult)" + } + ], + "entries": [ + "As a domain action, destroy one unit you control. At the start of the next battle, choose a number of units you control equal to your domain size. Each unit has its casualty die increased one step." + ] + }, + { + "name": "Poison the Well", + "source": "KaW", + "page": 60, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Religious Order (Hidden Cult)" + } + ], + "entries": [ + "Once per intrigue as a domain reaction when an opposed domain makes an Operations test, make an Espionage test against the opposed domain’s Resources. On a success, the opposed domain’s Resources level decreases by 1, and your domain’s Resolve level increases by 1." + ] + }, + { + "name": "Turn the Tide", + "source": "KaW", + "page": 58, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Religious Order (Holy Church)" + } + ], + "entries": [ + "As a bonus action, take any number of power dice from your domain’s pool and multiply their total by your domain size. You can restore a number of hit points equal to that number, divided among any number of creatures of your choice that you can see (including yourself) within 60 feet of you." + ], + "foundryData": { + "activation.type": "bonus", + "activation.cost": "1" + } + }, + { + "name": "Having the Gods on Our Side", + "source": "KaW", + "page": 58, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Religious Order (Holy Church)" + } + ], + "entries": [ + "Once per intrigue as a domain reaction when an opposed domain musters a unit from another domain, make a Diplomacy test against the opposed domain’s Communications. On a success, the opposed domain fails to muster the unit." + ] + }, + { + "name": "Resplendent Armor", + "source": "KaW", + "page": 59, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Religious Order (Holy Church)" + } + ], + "entries": [ + "As a domain action, make a {@dc 13} Operations test. On a success, at the end of the next deployment, choose a number of units equal to your domain size. Each of those units gains +2 to Defense and has its casualty die increased one step. These benefits last until the end of the battle." + ] + }, + { + "name": "Quaking Fist", + "source": "KaW", + "page": 60, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Religious Order (Monastic Order)" + } + ], + "entries": [ + "When you hit a creature with a melee attack, take any number of power dice from your domain’s pool. You push the target of your attack away from you a number of feet equal to 5 × the total of the power dice. If the target’s movement is stopped early by a wall or other surface, the target takes 1d6 bludgeoning damage for every 5 feet it was pushed, and is knocked prone." + ] + }, + { + "name": "Ancient Archives", + "source": "KaW", + "page": 60, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Religious Order (Monastic Order)" + } + ], + "entries": [ + "Once per intrigue, you can make a {@dc 13} Lore test as a domain action. On a success, all officers gain a bonus to saving throws against spells and other magical effects equal to your domain size during the next combat against officers of an opposed domain." + ] + }, + { + "name": "Iron Will", + "source": "KaW", + "page": 60, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Religious Order (Monastic Order)" + } + ], + "entries": [ + "If your domain’s Communications level is 2 or higher at the end of deployment, choose a number of units equal to your domain size. Each of these units has advantage on Morale tests for the Rally maneuver until the end of the battle." + ] } ] } \ No newline at end of file From b1244f0b9430fc2ecb56f0f68b93b3c0c0f82d0a Mon Sep 17 00:00:00 2001 From: Billiam9420 Date: Wed, 13 Apr 2022 07:40:15 -0400 Subject: [PATCH 16/65] Update MCDM Productions; Kingdoms & Warfare.json Underworld Syndicate added. Heroic Organizations section complete! --- .../MCDM Productions; Kingdoms & Warfare.json | 562 ++++++++++++++++++ 1 file changed, 562 insertions(+) diff --git a/book/MCDM Productions; Kingdoms & Warfare.json b/book/MCDM Productions; Kingdoms & Warfare.json index 748a6678e0..eb9fe68e62 100644 --- a/book/MCDM Productions; Kingdoms & Warfare.json +++ b/book/MCDM Productions; Kingdoms & Warfare.json @@ -2655,6 +2655,202 @@ "title": "Religious Order party sheet" } ] + }, + { + "type": "entries", + "name": "Underworld Syndicate", + "page": 61, + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/vBycJFQ.jpg" + } + }, + "Your organization is an underworld syndicate acting from the shadows, running agents who might be thugs, spies, killers, or cutpurses. The resources you control put you in a perfect position to undertake clandestine activities, morally ambiguous deals, and jobs not for the faint of heart. You go in, you get the job done, and you get out again, all without anyone knowing. Or, if you’re especially good at what you do, you’ll leave everyone thinking someone else was responsible.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 2, + "items": [ + "{@b Skills}", + "{@b Diplomacy:} +0", + "{@b Espionage:} +2", + "{@b Lore:} -1", + "{@b Operations:} +1", + "{@b Defenses}", + "{@b Communications:} 12", + "{@b Resolve:} 10", + "{@b Resources:} 11" + ] + }, + { + "type": "entries", + "name": "Domain Titles", + "page": 61, + "entries": [ + "Underworld syndicate officers gain access to the following titles, each of which grants a character the noted additional features.", + { + "type": "list", + "style": "list-no-bullets", + "items": [ + "{@optfeature Enforcement|KaW}", + "{@optfeature Narcotics|KaW}", + "{@optfeature Negotiations|KaW}", + "{@optfeature Operations|KaW}", + "{@optfeature Records|KaW}" + ] + } + ] + }, + { + "type": "entries", + "name": "Domain Power", + "page": 63, + "entries": [ + "Underworld syndicate officers gain access to the following domain power.", + "{@optfeature Find Weakness|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 63, + "entries": [ + "Underworld syndicate officers gain access to the following domain features.", + "{@optfeature Plans within Plans|KaW}", + "{@optfeature The Crew (Special Unit)|KaW}" + ] + }, + { + "type": "entries", + "name": "Specialization", + "page": 63, + "entries": [ + "When you found your underworld syndicate, you’ll also choose a specialization. Are you a venerable and prestigious assassins’ college, training a proud line of professional killers? Are you an official spy network, your existence known to the general public even as your work is shrouded in mystery? Or are you a down-and-dirty thieves’ guild, taking on any jobs for the right price?" + ] + }, + { + "type": "entries", + "name": "Assassins’ College", + "page": 63, + "entries": [ + "Assassination is a most misunderstood art. You kill people for money, sure—but only certain people and only under certain circumstances. There are rules, after all, and new assassins must learn those rules at the hands of masters.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 6, + "name": "Skill and Defense Bonuses", + "items": [ + "{@b Espionage:} +1", + "{@b Resources:} +1" + ] + } + ] + }, + { + "type": "entries", + "name": "Domain Power", + "page": 63, + "entries": [ + "Assassins’ college officers gain access to the following domain power.", + "{@optfeature Assassin's Strike|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 63, + "entries": [ + "Assassins’ college officers gain access to the following domain features.", + "{@optfeature Looks Like We Need a New Boss|KaW}", + "{@optfeature The Best There Is|KaW}" + ] + }, + { + "type": "entries", + "name": "Spy Network", + "page": 64, + "entries": [ + "As part of a covert team of spies, you gather intelligence and engage in clandestine activities for a government, a specific organization—or the highest bidder. Your agents are well trained and savvy, able to operate in even the most challenging conditions.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 6, + "name": "Skill and Defense Bonuses", + "items": [ + "{@b Diplomacy:} +1", + "{@b Espionage:} +1" + ] + } + ] + }, + { + "type": "entries", + "name": "Domain Power", + "page": 64, + "entries": [ + "Spy network officers gain access to the following domain power.", + "{@optfeature Traitor|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 64, + "entries": [ + "Spy network officers gain access to the following domain features.", + "{@optfeature Create Vulnerability|KaW}", + "{@optfeature False Orders|KaW}" + ] + }, + { + "type": "entries", + "name": "Thieves’ Guild", + "page": 64, + "entries": [ + "Your organization is a second-story crew, focusing on getting into where you don’t belong, taking what isn’t yours, and earning your well-deserved rewards. You’re not much for politics, spying, and information brokering—except when it helps you cut deals with the law.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 6, + "name": "Skill and Defense Bonuses", + "items": [ + "{@b Espionage:} +1", + "{@b Operations:} +1" + ] + } + ] + }, + { + "type": "entries", + "name": "Domain Power", + "page": 64, + "entries": [ + "Thieves’ guild officers gain access to the following domain power.", + "{@optfeature Poison Weapons|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 64, + "entries": [ + "Thieves’ guild officers gain access to the following domain features.", + "{@optfeature Stolen Supplies|KaW}", + "{@optfeature They’re Going to Have a Hard Time Making Payroll This Week|KaW}" + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/NXf1vGW.jpg" + }, + "title": "Underworld Syndicate party sheet" + } + ] } ] } @@ -5194,6 +5390,372 @@ "entries": [ "If your domain’s Communications level is 2 or higher at the end of deployment, choose a number of units equal to your domain size. Each of these units has advantage on Morale tests for the Rally maneuver until the end of the battle." ] + }, + { + "name": "Enforcement", + "source": "KaW", + "page": 61, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Underworld Syndicate" + } + ], + "entries": [ + "You gain proficiency with light, medium, and heavy armor. Additionally, any enemy within 5 feet of you has disadvantage on melee attacks against any of your allies within 5 feet of you." + ], + "armorProficiencies": [ + { + "light": true, + "medium": true, + "heavy": true + } + ] + }, + { + "name": "Narcotics", + "source": "KaW", + "page": 61, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Underworld Syndicate" + } + ], + "entries": [ + "You have advantage on saving throws against poison. Additionally, when a creature within 5 feet of you that you can see is reduced to 0 hit points but not killed outright, you can use your reaction to give that creature a stimulant. The creature regains a number of hit points equal to {@dice 1d8} + your proficiency bonus, and gains a number of temporary hit points equal to 10 + your character level." + ], + "foundryData": { + "activation.type": "reaction", + "activation.cost": "1", + "activation.condition": "a creature within 5 feet of you that you can see is reduced to 0 hit points but not killed outright" + } + }, + { + "name": "Negotiations", + "source": "KaW", + "page": 61, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Underworld Syndicate" + } + ], + "entries": [ + "You gain proficiency in the Persuasion skill. You can make a Charisma check with advantage, and can do so again after you finish a long rest.", + "Additionally, you can cast the {@spell disguise self} and {@spell suggestion} spells, requiring no material components. Charisma is your spellcasting ability for these spells. You can cast each spell once in this way, and regain the ability to do so when you finish a long rest." + ], + "skillProficiencies": [ + { + "persuasion": true + } + ], + "additionalSpells": [ + { + "innate": { + "_": { + "daily": { + "1": [ + "disguise self", + "suggestion" + ] + } + } + } + } + ] + }, + { + "name": "Operations", + "source": "KaW", + "page": 61, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Underworld Syndicate" + } + ], + "entries": [ + "As an action, choose one ally and one enemy, each of which is within 30 feet of you and that you can see. The ally can use a reaction to move their speed and make a weapon attack against the enemy. If the attack hits, the enemy is knocked {@condition prone}." + ], + "foundryData": { + "activation.type": "action", + "activation.cost": "1" + } + }, + { + "name": "Records", + "source": "KaW", + "page": 63, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Underworld Syndicate" + } + ], + "entries": [ + "You gain proficiency in the Arcana skill. Additionally, if you are unable to cast spells of 1st level or higher (either because you have no spellcasting ability, you have expended all your spell slots, or you have used all your innate spells), you can cast the following spells using Intelligence as your spellcasting ability:", + { + "type": "list", + "style": "list-no-bullets", + "items": [ + "At will: {@spell detect magic}, {@spell mage hand}, {@spell minor illusion}", + "3/day each: {@spell comprehend languages}, {@spell disguise self}, {@spell faerie fire}", + "1/day each: {@spell invisibility}, {@spell locate object}" + ] + } + ], + "skillProficiencies": [ + { + "arcana": true + } + ], + "additionalSpells": [ + { + "innate": { + "_": { + "will": [ + "detect magic", + "mage hand", + "minor illusion" + ], + "daily": { + "3": [ + "comprehend languages", + "disguise self", + "faerie fire" + ], + "1": [ + "invisibility", + "locate object" + ] + } + } + } + } + ] + }, + { + "name": "Find Weakness", + "source": "KaW", + "page": 63, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Underworld Syndicate" + } + ], + "entries": [ + "As a bonus action, take a power die from your domain’s pool. One creature of your choice that you can see takes a penalty to AC equal to the number on the power die until the end of your next turn." + ], + "foundryData": { + "activation.type": "bonus", + "activation.cost": "1" + } + }, + { + "name": "Plans within Plans", + "source": "KaW", + "page": 63, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Underworld Syndicate" + } + ], + "entries": [ + "Once per intrigue as a domain bonus action, you can make an Espionage test against an opposed domain’s Communications. On a success, you raise your domain’s Communications level by 1 and decrease the opposed domain’s Communications level by 1." + ] + }, + { + "name": "The Crew (Special Unit)", + "source": "KaW", + "page": 63, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Underworld Syndicate" + } + ], + "entries": [ + "As a domain action, make a {@dc 13} Operations test. On a success, you muster the Crew, a special unit of thieves, fighters, bandits, and brawlers who have low morale and are hard to command—but who fight like demons.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/mAD2k2a.jpg" + }, + "title": "The Crew unit card" + } + ] + }, + { + "name": "Assassin's Strike", + "source": "KaW", + "page": 63, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Underworld Syndicate (Assassins’ College)" + } + ], + "entries": [ + "When you hit with a weapon attack, take all the power dice from your domain’s pool. The target of your attack must make a Constitution saving throw with a DC equal to 12 plus your domain size. On a failure, the target takes extra damage equal to 3 × the total of the dice. On a success, the target takes extra damage equal to the total of the dice." + ] + }, + { + "name": "Looks Like We Need a New Boss", + "source": "KaW", + "page": 64, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Underworld Syndicate (Assassins’ College)" + } + ], + "entries": [ + "As a domain reaction when an opposed domain makes an Operations test, you can make an Espionage test against the opposed domain’s Resolve. On a success, the opposed domain makes the Operations test with disadvantage." + ] + }, + { + "name": "The Best There Is", + "source": "KaW", + "page": 64, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Underworld Syndicate (Assassins’ College)" + } + ], + "entries": [ + "If your domain’s Resolve level is 2 or higher when one or more of your officers roll their power dice, choose a number of power dice equal to your domain size. Increase each of these dice to their maximum value." + ] + }, + { + "name": "Traitor", + "source": "KaW", + "page": 64, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Underworld Syndicate (Spy Network)" + } + ], + "entries": [ + "As an action, select a creature that is not another domain’s leader that you can see within 30 feet of you, and take all the power dice from your domain’s pool. If the target’s current hit points are equal to or less than the total of the power dice × your domain size, the target turns traitor and serves you as a retainer, or is revealed to secretly already be in your service." + ], + "foundryData": { + "activation.type": "action", + "activation.cost": "1" + } + }, + { + "name": "Create Vulnerability", + "source": "KaW", + "page": 64, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Underworld Syndicate (Spy Network)" + } + ], + "entries": [ + "Once per intrigue, if your domain’s Communications level is 2 or higher, you can choose one opposed domain’s lieutenant and one damage type. That lieutenant is vulnerable to that damage type until the end of the next combat involving that lieutenant." + ] + }, + { + "name": "False Orders", + "source": "KaW", + "page": 64, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Underworld Syndicate (Spy Network)" + } + ], + "entries": [ + "As a domain action, make an Espionage test against an opposed domain’s Communications. On a success, at the end of the next deployment, you can move one of the opposed domain’s Tier I artillery or infantry units to any space on your side of the field. You can use this feature multiple times to affect additional units in the same battle." + ] + }, + { + "name": "Poison Weapons", + "source": "KaW", + "page": 64, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Underworld Syndicate (Thieves’ Guild)" + } + ], + "entries": [ + "As a bonus action, take a power die from your domain’s pool and choose one of your weapons. When that weapon hits, it deals extra poison damage equal to the number on the power die, and any creature that takes that damage is poisoned until the end of their next turn. At the end of each of your turns, decrement the power die." + ], + "foundryData": { + "activation.type": "bonus", + "activation.cost": "1" + } + }, + { + "name": "Stolen Supplies", + "source": "KaW", + "page": 64, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Underworld Syndicate (Thieves’ Guild)" + } + ], + "entries": [ + "Once per intrigue as a domain action, you can make an Operations test against an opposed domain’s Resolve. On a success, choose a number of your infantry units equal to your domain size. Each unit has +2 to Attack and Defense during the next battle." + ] + }, + { + "name": "They’re Going to Have a Hard Time Making Payroll This Week", + "source": "KaW", + "page": 64, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Underworld Syndicate (Thieves’ Guild)" + } + ], + "entries": [ + "As a domain action, make an Espionage test against an opposed domain’s Resources. On a success, your domain’s Resources level increases by by 1, and at the start of the next battle, one of the opposed domain’s Tier I units of your choice must decrement its casualty die." + ] } ] } \ No newline at end of file From 0b136fbec701769b89d4cb1173cdd2daa6d98c64 Mon Sep 17 00:00:00 2001 From: Billiam9420 Date: Wed, 13 Apr 2022 21:16:19 -0400 Subject: [PATCH 17/65] Update MCDM Productions; Kingdoms & Warfare.json NPC Realms started, Despotic Regime added --- .../MCDM Productions; Kingdoms & Warfare.json | 201 ++++++++++++++++++ 1 file changed, 201 insertions(+) diff --git a/book/MCDM Productions; Kingdoms & Warfare.json b/book/MCDM Productions; Kingdoms & Warfare.json index eb9fe68e62..87c2568eb5 100644 --- a/book/MCDM Productions; Kingdoms & Warfare.json +++ b/book/MCDM Productions; Kingdoms & Warfare.json @@ -2851,6 +2851,72 @@ "title": "Underworld Syndicate party sheet" } ] + }, + { + "type": "entries", + "name": "NPC Realms", + "page": 65, + "entries": [ + "When a domain is controlled by an NPC—whether a villain, an ally, or a mystery figure whose role the characters need to figure out—the GM sets that domain up as an NPC realm. This section presents sixteen NPC realms for the GM’s use in a campaign, covering a wide array of domain types, from the explicitly villainous (it’s hard to imagine how a despotic regime could be a good thing) to neutral and possibly friendly realms such as a fey court or a gnomish kingdom.", + "Unlike heroic organizations, {@b each NPC realm has only one title, given to the leader}. This reflects the fact that all the officers of a villainous realm (and any other domain outside the characters’ domain) are run by the GM, and no GM needs to worry about five NPCs with special abilities! Also unlike organizations, NPC realms have no specialization. They have the same number of domain powers and domain features overall, but those powers and features are consistent for each type of realm. This allows a GM to quickly copy the details for an NPC realm onto the generic domain sheet (page 315) and be ready to go.", + "Some of an NPC realm’s domain powers can be taken only by the domain’s leader. Other powers can be taken by the leader or other officers.", + "There’s no rule that says all the NPC domains in a game must be realms from this section. GMs can use the domains in the {@book Heroic Organizations|KaW|2|Heroic Organizations} section as well when populating a world with NPC domains. But by keeping the setup for these realms simpler and less customizable, the intent is to make them easier for the GM to use." + ] + }, + { + "type": "entries", + "name": "Despotic Regime", + "page": 65, + "entries": [ + "A despotic warlord rules through fear and propaganda. They are not interested in the health or well-being of their people, but only in making sure their army is always prepared for battle. Despots are cruel. Conquest is the tool they use to appease their soldiers, but power is all they care about. If it ever seems as though a despot is being reasonable during negotiations, this is a ruse. They are always scheming, even against their allies. And if they defer to a greater power, it is only because a despot fears anyone with more power than them.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 2, + "items": [ + "{@b Skills}", + "{@b Diplomacy:} -1", + "{@b Espionage:} +2", + "{@b Lore:} +0", + "{@b Operations:} +2", + "{@b Defenses}", + "{@b Communications:} 11", + "{@b Resolve:} 12", + "{@b Resources:} 10" + ] + }, + { + "type": "entries", + "name": "Domain Title", + "page": 66, + "entries": [ + "The despotic regime leader gains the following title and the noted additional features.", + "{@optfeature Despot|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Powers", + "page": 66, + "entries": [ + "The despotic regime leader gains access to the following domain powers.", + "{@optfeature Make an Example|KaW}", + "{@optfeature My Life for Yours|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 66, + "entries": [ + "Despotic regime officers gain access to the following domain features.", + "{@optfeature Death to Spies|KaW}", + "{@optfeature Readiness is All|KaW}", + "{@optfeature The Crimson Guard (Special Unit)|KaW}", + "{@optfeature Work the Prisoners to the Bone|KaW}" + ] + } + ] } ] } @@ -5756,6 +5822,141 @@ "entries": [ "As a domain action, make an Espionage test against an opposed domain’s Resources. On a success, your domain’s Resources level increases by by 1, and at the start of the next battle, one of the opposed domain’s Tier I units of your choice must decrement its casualty die." ] + }, + { + "name": "Despot", + "source": "KaW", + "page": 66, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Despotic Regime (Leader)" + } + ], + "entries": [ + "When an enemy the despot can see drops to 0 hit points within 30 feet of them, the despot can use a reaction to have their attacks deal an extra {@damage 1d6} damage for 1 minute. If an enemy triggers this effect while the despot’s attacks are already dealing this extra damage, the benefit is cumulative." + ], + "foundryData": { + "activation.type": "reaction", + "activation.cost": "1", + "activation.condition": "an enemy the despot can see drops to 0 hit points within 30 feet of them" + } + }, + { + "name": "Make an Example", + "source": "KaW", + "page": 66, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Despotic Regime (Leader)" + } + ], + "entries": [ + "As an action, the leader takes any number of power dice from their domain’s pool. If the total of the dice is equal to or greater than the remaining hit points of one of the domain’s lieutenant’s, the leader executes the lieutenant. Each of the domain’s remaining lieutenants can then immediately use a reaction to make one weapon attack or cast a cantrip with a casting time of 1 action." + ], + "foundryData": { + "activation.type": "action", + "activation.cost": "1" + } + }, + { + "name": "My Life for Yours", + "source": "KaW", + "page": 66, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Despotic Regime (Leader)" + } + ], + "entries": [ + "When the leader is hit by a melee attack, they can take one power die from their domain’s pool and cause a lieutenant within 5 feet of them to use a reaction to become the target of the attack instead. The attack’s damage is reduced by the number on the power die. As part of the reaction, the lieutenant can then make a melee weapon attack against the triggering attacker." + ], + "foundryData": { + "activation.type": "reaction", + "activation.cost": "1", + "activation.condition": "the leader is hit by a melee attack" + } + }, + { + "name": "Death to Spies", + "source": "KaW", + "page": 66, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Despotic Regime (Officer)" + } + ], + "entries": [ + "As a domain reaction when an opposed domain makes an Espionage test, an officer makes an Operations test against the opposed domain’s Communications. On a success, the opposed domain’s Communications level decreases by 1." + ] + }, + { + "name": "Readiness is All", + "source": "KaW", + "page": 66, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Despotic Regime (Officer)" + } + ], + "entries": [ + "If the despotic regime’s Resources level is 2 or higher at the start of a battle, the level of another defense of the officer’s choice increases by 1." + ] + }, + { + "name": "The Crimson Guard (Special Unit)", + "source": "KaW", + "page": 66, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Despotic Regime (Officer)" + } + ], + "entries": [ + "As a domain action, an officer makes a DC 13 Operations test. On a success, the despotic regime musters the Crimson Guard, a special unit of loyal soldiers who show no mercy to enemies.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/fSJu3i4.jpg" + }, + "title": "Crimson Guard unit card", + "maxWidth": 500 + } + ] + }, + { + "name": "Work the Prisoners to the Bone", + "source": "KaW", + "page": 66, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Despotic Regime (Officer)" + } + ], + "entries": [ + "Once per intrigue as a domain bonus action, an officer can make an Operations test against an opposed domain’s Resources. On a success, the opposed domain immediately loses a number of levies equal to the despotic regime’s domain size (chosen by whoever controls the opposed domain), and the despotic regime’s Resources level increases by 1. If the opposed domain has no levies, it instead loses one unit, and the despotic regime’s Resources level increases by 1." + ] } ] } \ No newline at end of file From 8e99dfe09491b4d2c7299f1bb284c044b25aa1df Mon Sep 17 00:00:00 2001 From: Billiam9420 Date: Thu, 14 Apr 2022 07:20:00 -0400 Subject: [PATCH 18/65] Update MCDM Productions; Kingdoms & Warfare.json Draconic Empire added --- .../MCDM Productions; Kingdoms & Warfare.json | 228 ++++++++++++++++++ 1 file changed, 228 insertions(+) diff --git a/book/MCDM Productions; Kingdoms & Warfare.json b/book/MCDM Productions; Kingdoms & Warfare.json index 87c2568eb5..f5369eda38 100644 --- a/book/MCDM Productions; Kingdoms & Warfare.json +++ b/book/MCDM Productions; Kingdoms & Warfare.json @@ -2917,6 +2917,62 @@ ] } ] + }, + { + "type": "entries", + "name": "Draconic Empire", + "page": 67, + "entries": [ + "Some dragons amass gold and jewels; others covet the wealth of magic. But the most formidable and cunning of dragons hoard whole kingdoms. A draconic empire is the end result of such unparalleled greed: an amalgamation of cities and lands brought together under a single dragon’s rapacious purview. With a lifespan of over a thousand years, a draconic ruler maintains an iron hold over their realm, crushing any attempt to conquer or disband their empire with ease.", + "Though dragons and other creatures such as wyverns are found among a draconic empire’s subjects, the empire absorbs many by way of conquest, and not every citizen of such a realm has draconic blood. At the same time, not every draconic sovereign is seen as a tyrant, and some of the empire’s folk might even prefer the efficient and judicious rulings of a dragon overlord compared to the alternatives.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 2, + "items": [ + "{@b Skills}", + "{@b Diplomacy:} -1", + "{@b Espionage:} +0", + "{@b Lore:} +2", + "{@b Operations:} +2", + "{@b Defenses}", + "{@b Communications:} 10", + "{@b Resolve:} 11", + "{@b Resources:} 13" + ] + }, + { + "type": "entries", + "name": "Domain Title", + "page": 67, + "entries": [ + "The draconic empire leader gains the following title and the noted additional features.", + "{@optfeature Imperator Draconis|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Powers", + "page": 67, + "entries": [ + "Draconic empire officers gain access to the following domain powers.", + "{@optfeature Glittering Armor|KaW}", + "{@optfeature The Great and Terrible|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 67, + "entries": [ + "Draconic empire officers gain access to the following domain features.", + "{@optfeature Pillage|KaW}", + "{@optfeature Destruction Rains from Above|KaW}", + "{@optfeature Furnishings of the Hoard|KaW}", + "{@optfeature Praetores Draconis (Special Unit)|KaW}" + ] + } + ] } ] } @@ -5957,6 +6013,178 @@ "entries": [ "Once per intrigue as a domain bonus action, an officer can make an Operations test against an opposed domain’s Resources. On a success, the opposed domain immediately loses a number of levies equal to the despotic regime’s domain size (chosen by whoever controls the opposed domain), and the despotic regime’s Resources level increases by 1. If the opposed domain has no levies, it instead loses one unit, and the despotic regime’s Resources level increases by 1." ] + }, + { + "name": "Imperator Draconis", + "source": "KaW", + "page": 67, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Draconic Empire (Leader)" + } + ], + "entries": [ + "When the imperator draconis rolls a 1 or 2 on a damage die for an attack or effect that deals the damage type associated with the imperator’s draconic ancestry (fire damage for gold or red dragons, lightning damage for blue or bronze dragons, and so forth), the imperator can reroll the die and must use the new roll." + ] + }, + { + "name": "Glittering Armor", + "source": "KaW", + "page": 67, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Draconic Empire (Officer)" + } + ], + "entries": [ + "As a reaction to taking damage, an officer can take any number of power dice from their domain’s pool and reduce the amount of damage taken by the total of the dice. Additionally, the officer gains resistance to the type of damage that triggered this reaction for 1 minute or until they use this power again." + ], + "foundryData": { + "activation.type": "reaction", + "activation.cost": "1", + "activation.condition": "the officer takes damage" + } + }, + { + "name": "The Great and Terrible", + "source": "KaW", + "page": 67, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Draconic Empire (Officer)" + } + ], + "entries": [ + "When an officer is {@condition charmed}, {@condition frightened}, {@condition paralyzed}, or {@condition stunned}, they can use a reaction to expend a power die from their domain’s pool and remove one of those conditions. They are then immune to that condition for a number of rounds equal to the number on the power die." + ], + "foundryData": { + "activation.type": "reaction", + "activation.cost": "1", + "activation.condition": "the officer becomes charmed, frightened, paralyzed, or stunned" + } + }, + { + "name": "Pillage", + "source": "KaW", + "page": 67, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Draconic Empire (Officer)" + } + ], + "entries": [ + "Once per intrigue as a domain bonus action, an officer can make an Operations test against an opposed domain’s Resources. On a success, the target domain’s Resources level decreases by 1, and the draconic empire’s Resources level increases by 1." + ] + }, + { + "name": "Destruction Rains from Above", + "source": "KaW", + "page": 67, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Draconic Empire (Officer)" + } + ], + "entries": [ + "Once per intrigue as a domain action, an officer can make a {@dc 16} Diplomacy test. On a success, two allied dragons are summoned to harry the domain’s enemies, chosen from the list below:", + { + "type": "entries", + "name": "The Acrid Bite", + "entries": [ + "This dragon unleashes streams of viscous acid that corrodes the armor and weapons of an opposed domain’s forces. The target domain’s Resources level decreases by 2." + ] + }, + { + "type": "entries", + "name": "The Bitter Frost", + "entries": [ + "This dragon unleashes vicious winter cold through an opposed domain’s ranks. The target domain’s Communications level decreases by 2." + ] + }, + { + "type": "entries", + "name": "The Flame Tongue", + "entries": [ + "This dragon razes an opposed domain’s forces with searing fire. The target domain’s Resolve level decreases by 2." + ] + }, + { + "type": "entries", + "name": "The Poisonous Wrath", + "entries": [ + "This dragon’s poisonous breath blights an opposed domain’s lands and servants. The target domain takes −2 to its Resources score until the end of the intrigue." + ] + }, + { + "type": "entries", + "name": "The Silent Reaper", + "entries": [ + "This dragon unleashes a deadly plague upon an opposed domain. The target domain takes −2 to its Resolve score until the end of the intrigue." + ] + }, + { + "type": "entries", + "name": "The Storm Mayhem", + "entries": [ + "This dragon unleashes wind and lightning that plunges an opposed domain into chaos. The target domain takes −2 to its Communications score until the end of the intrigue." + ] + } + ] + }, + { + "name": "Furnishings of the Hoard", + "source": "KaW", + "page": 68, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Draconic Empire (Officer)" + } + ], + "entries": [ + "If the draconic empire’s Resources level is 2 or higher at the start of a battle, a number of aerial or artillery units equal to the draconic empire’s domain size gain one of the following wands of an officer’s choice: a {@optfeature wand of acid pool|KaW}, a {@optfeature wand of fire|KaW}, or a {@optfeature wand of lightning storm|KaW}." + ] + }, + { + "name": "Praetores Draconis (Special Unit)", + "source": "KaW", + "page": 68, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Draconic Empire (Officer)" + } + ], + "entries": [ + "As a domain action, an officer makes a {@dc 13} Operations test. On a success, the draconic empire musters the Praetores Draconis, a special unit of drake-mounted knights.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/84l18Ys.jpg" + }, + "title": "Praetores Draconis unit card" + } + ] } ] } \ No newline at end of file From bd074c3b38dfa36fa8fb8d89520b80f8c9494852 Mon Sep 17 00:00:00 2001 From: Billiam9420 Date: Thu, 14 Apr 2022 07:48:25 -0400 Subject: [PATCH 19/65] Update MCDM Productions; Kingdoms & Warfare.json Dwarven Thanedom added (missing an image due to crappy internet) --- .../MCDM Productions; Kingdoms & Warfare.json | 204 ++++++++++++++++++ 1 file changed, 204 insertions(+) diff --git a/book/MCDM Productions; Kingdoms & Warfare.json b/book/MCDM Productions; Kingdoms & Warfare.json index f5369eda38..410edc226a 100644 --- a/book/MCDM Productions; Kingdoms & Warfare.json +++ b/book/MCDM Productions; Kingdoms & Warfare.json @@ -2973,6 +2973,68 @@ ] } ] + }, + { + "type": "entries", + "name": "Dwarven Thanedom", + "page": 69, + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "" + } + }, + "Not all dwarven cultures are bellicose, but the dwarves’ history of stalwart bravery lends them several advantages when a dwarven thanedom is drawn into conflict—or when its folk decide to start trouble themselves. Dwarven physiology and hardiness is well suited to land war. But even more importantly, many dwarves possess a strong analytical streak that underlies their success as crafters, engineers, and miners. With an instinctive sense of how various parts work together to create a machine, dwarves called to battle understand how to become a part in a war machine, making dwarf soldiers a force to be reckoned with on the field.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 2, + "items": [ + "{@b Skills}", + "{@b Diplomacy:} +0", + "{@b Espionage:} -1", + "{@b Lore:} +1", + "{@b Operations:} +2", + "{@b Defenses}", + "{@b Communications:} 11", + "{@b Resolve:} 12", + "{@b Resources:} 12" + ] + }, + { + "type": "entries", + "name": "Domain Title", + "page": 69, + "entries": [ + "The dwarven thanedom leader gains the following title and the noted additional features.", + "{@optfeature Thane|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Powers", + "page": 69, + "entries": [ + "Dwarven thanedom officers gain access to the following domain powers.", + "{@optfeature Iron Tide|KaW}", + "{@optfeature Natural Sprinter|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 69, + "entries": [ + "Dwarven thanedom officers gain access to the following domain features.", + "{@optfeature Accelerated Industry|KaW}", + "{@optfeature Blazing Forges|KaW}", + "{@optfeature Siege Manufacturing|KaW}", + "{@optfeature Warpath|KaW}" + ] + } + ] } ] } @@ -6185,6 +6247,148 @@ "title": "Praetores Draconis unit card" } ] + }, + { + "name": "Thane", + "source": "KaW", + "page": 69, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Dwarven Thanedom (Leader)" + } + ], + "entries": [ + "The thane cannot be {@condition stunned}. Additionally, the thane and any allies within 20 feet of them can add the dwarven thanedom’s domain size to their initiative rolls." + ] + }, + { + "name": "Iron Tide", + "source": "KaW", + "page": 69, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Dwarven Thanedom (Officer)" + } + ], + "entries": [ + "As an action, the leader can take a power die from their domain’s pool. All allies who can see and hear the leader and are within 60 feet of them gain a bonus to weapon damage rolls or Armor Class (the leader’s choice) equal to the number on the power die. This bonus lasts until the start of the leader’s next turn." + ], + "foundryData": { + "activation.type": "action", + "activation.cost": "1" + } + }, + { + "name": "Natural Sprinter", + "source": "KaW", + "page": 69, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Dwarven Thanedom (Officer)" + } + ], + "entries": [ + "As a bonus action, an officer can take a power die from their domain’s pool and increase their movement by 5 × the number on the power die. This benefit lasts until the end of the officer’s next turn, during which time their movement does not provoke opportunity attacks." + ], + "foundryData": { + "activation.type": "bonus", + "activation.cost": "1" + } + }, + { + "name": "Accelerated Industry", + "source": "KaW", + "page": 69, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Dwarven Thanedom (Officer)" + } + ], + "entries": [ + "Once per intrigue as a domain bonus action, an officer can make a {@dc 13} Operations test. On a success, the dwarven thanedom’s Resources level increases by 2." + ] + }, + { + "name": "Blazing Forges", + "source": "KaW", + "page": 69, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Dwarven Thanedom (Officer)" + } + ], + "entries": [ + "As a domain action, an officer makes a {@dc 14} Operations test. On a success, the dwarven thanedom gains the following benefit until the end of the intrigue: When the dwarven thanedom successfully uses Operations to muster infantry, one officer gains a +1 bonus to attack and damage rolls to one of their weapons or a +1 bonus to Armor Class for their armor. A weapon or suit of armor can receive this bonus only once per intrigue. These bonuses last until the end of the intrigue." + ] + }, + { + "name": "Siege Manufacturing", + "source": "KaW", + "page": 70, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Dwarven Thanedom (Officer)" + } + ], + "entries": [ + "As a domain action, an officer makes a DC 13 Operations test. On a success, the dwarven thanedom does one of the following:", + { + "type": "entries", + "name": "The Device", + "entries": [ + "The thanedom musters the Device, a special unit of heavy infantry.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/vjxAvZ7.jpg" + }, + "title": "The Device unit card" + } + ] + }, + { + "type": "entries", + "name": "Walking Walls", + "entries": [ + "The thanedom builds a mobile fortification that acts as a wall, but which can move around the battlefield on intricate mechanical legs. Each walking wall is treated as a fortification taking up 1 space, and the dwarven thanedom places it on any space on their side of the battlefield at the end of deployment. When a dwarven thanedom infantry unit moves out of a walking wall’s space, that unit can bring the walking wall with them. Other units cannot move these walls, but can still gain their benefit." + ] + } + ] + }, + { + "name": "Warpath", + "source": "KaW", + "page": 70, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Dwarven Thanedom (Officer)" + } + ], + "entries": [ + "If the dwarven thanedom’s Resources level is 2 or higher at the start of a battle, officers can reroll Attack tests for units controlled by the thanedom during the battle, and must use the new result. They can reroll a total number of times equal to the dwarven thanedom’s domain size." + ] } ] } \ No newline at end of file From b24be69800503dc8281de9d1ce57456553573d14 Mon Sep 17 00:00:00 2001 From: Billiam9420 Date: Thu, 14 Apr 2022 07:50:04 -0400 Subject: [PATCH 20/65] Update MCDM Productions; Kingdoms & Warfare.json image fixed --- book/MCDM Productions; Kingdoms & Warfare.json | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/book/MCDM Productions; Kingdoms & Warfare.json b/book/MCDM Productions; Kingdoms & Warfare.json index 410edc226a..058f1bad82 100644 --- a/book/MCDM Productions; Kingdoms & Warfare.json +++ b/book/MCDM Productions; Kingdoms & Warfare.json @@ -2983,7 +2983,7 @@ "type": "image", "href": { "type": "external", - "url": "" + "url": "https://i.imgur.com/kXusLtz.jpg" } }, "Not all dwarven cultures are bellicose, but the dwarves’ history of stalwart bravery lends them several advantages when a dwarven thanedom is drawn into conflict—or when its folk decide to start trouble themselves. Dwarven physiology and hardiness is well suited to land war. But even more importantly, many dwarves possess a strong analytical streak that underlies their success as crafters, engineers, and miners. With an instinctive sense of how various parts work together to create a machine, dwarves called to battle understand how to become a part in a war machine, making dwarf soldiers a force to be reckoned with on the field.", From fb36ee2fc581c57fb04ede7ccc68d35353332157 Mon Sep 17 00:00:00 2001 From: Billiam9420 Date: Fri, 15 Apr 2022 07:54:37 -0400 Subject: [PATCH 21/65] Update MCDM Productions; Kingdoms & Warfare.json Missing image added, Fey Court added, Giant Jarldom added --- .../MCDM Productions; Kingdoms & Warfare.json | 387 ++++++++++++++++++ 1 file changed, 387 insertions(+) diff --git a/book/MCDM Productions; Kingdoms & Warfare.json b/book/MCDM Productions; Kingdoms & Warfare.json index 058f1bad82..ef2b4f02d4 100644 --- a/book/MCDM Productions; Kingdoms & Warfare.json +++ b/book/MCDM Productions; Kingdoms & Warfare.json @@ -2857,6 +2857,13 @@ "name": "NPC Realms", "page": 65, "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/HlxdCwF.jpg" + } + }, "When a domain is controlled by an NPC—whether a villain, an ally, or a mystery figure whose role the characters need to figure out—the GM sets that domain up as an NPC realm. This section presents sixteen NPC realms for the GM’s use in a campaign, covering a wide array of domain types, from the explicitly villainous (it’s hard to imagine how a despotic regime could be a good thing) to neutral and possibly friendly realms such as a fey court or a gnomish kingdom.", "Unlike heroic organizations, {@b each NPC realm has only one title, given to the leader}. This reflects the fact that all the officers of a villainous realm (and any other domain outside the characters’ domain) are run by the GM, and no GM needs to worry about five NPCs with special abilities! Also unlike organizations, NPC realms have no specialization. They have the same number of domain powers and domain features overall, but those powers and features are consistent for each type of realm. This allows a GM to quickly copy the details for an NPC realm onto the generic domain sheet (page 315) and be ready to go.", "Some of an NPC realm’s domain powers can be taken only by the domain’s leader. Other powers can be taken by the leader or other officers.", @@ -3035,6 +3042,123 @@ ] } ] + }, + { + "type": "entries", + "name": "Fey Court", + "page": 70, + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/Ba0Fltp.jpg" + } + }, + "The courts of the elves, the fairies who serve them, and the fey creatures of the wode are alien to most people of the world. Cruel and capricious, the fey court’s rulers are driven by motivations unknowable. They are older than the world, and remember magics that mortal creatures were not meant to know. Draw the ire of a fey court, and the shadows you see, the sounds you hear, the world you touch could well become an illusion designed to lead you down a long, torturous road of doom.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 2, + "items": [ + "{@b Skills}", + "{@b Diplomacy:} +0", + "{@b Espionage:} +1", + "{@b Lore:} +3", + "{@b Operations:} -1", + "{@b Defenses}", + "{@b Communications:} 11", + "{@b Resolve:} 12", + "{@b Resources:} 11" + ] + }, + { + "type": "entries", + "name": "Domain Title", + "page": 70, + "entries": [ + "The fey court leader gains the following title and the noted additional features.", + "{@optfeature Monarch of Mischief|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Powers", + "page": 70, + "entries": [ + "Fey court officers gain access to the following domain powers.", + "{@optfeature Now You See Me...and Me...and Me!|KaW}", + "{@optfeature Watch Where You Swing|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 72, + "entries": [ + "Fey court officers gain access to the following domain features.", + "{@optfeature Disillusioned Illusions|KaW}", + "{@optfeature Fairy Circles|KaW}", + "{@optfeature Surely You Jest (Special Unit)|KaW}", + "{@optfeature Your Own Worst Enemy|KaW}" + ] + } + ] + }, + { + "type": "entries", + "name": "Giant Jarldom", + "page": 72, + "entries": [ + "In warfare, size matters. Giant jarls often have little patience for ingenuity or diplomatic negotiations, preferring to throw their weight around and squash any puny fools who dare to challenge their will. In the eyes of a living siege weapon, most fortifications constructed by the smallfolk are laughable at best. Giant jarldoms are living engines of war, ready for battle at a moment’s notice. Jarls can live hundreds of years, none of which are spent suffering fickle alliances, usurpers, or smallfolk kingdoms who’ve forgotten their place. The mere touch of a giant’s barrel-sized fist can topple a soldier in full plate armor, and the tremors of their footsteps foreshadow the destruction that comes in their wake.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 2, + "items": [ + "{@b Skills}", + "{@b Diplomacy:} +0", + "{@b Espionage:} -1", + "{@b Lore:} +2", + "{@b Operations:} +2", + "{@b Defenses}", + "{@b Communications:} 10", + "{@b Resolve:} 13", + "{@b Resources:} 11" + ] + }, + { + "type": "entries", + "name": "Domain Title", + "page": 72, + "entries": [ + "The fey court leader gains the following title and the noted additional features.", + "{@optfeature Jarl|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Powers", + "page": 73, + "entries": [ + "Fey court officers gain access to the following domain powers.", + "{@optfeature The Bigger I Am, the Harder You Fall|KaW}", + "{@optfeature Thick Hide|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 73, + "entries": [ + "Fey court officers gain access to the following domain features.", + "{@optfeature Bring the Big Rocks|KaW}", + "{@optfeature Indomitable Might|KaW}", + "{@optfeature Runic Omens|KaW}", + "{@optfeature There Are Giants in the Sky (Special Unit)|KaW}" + ] + } + ] } ] } @@ -6389,6 +6513,269 @@ "entries": [ "If the dwarven thanedom’s Resources level is 2 or higher at the start of a battle, officers can reroll Attack tests for units controlled by the thanedom during the battle, and must use the new result. They can reroll a total number of times equal to the dwarven thanedom’s domain size." ] + }, + { + "name": "Monarch of Mischief", + "source": "KaW", + "page": 70, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Fey Court (Leader)" + } + ], + "entries": [ + "As an action, the monarch of mischief chooses one creature they can see within 30 feet of them. That creature must make a Wisdom saving throw with a DC equal to 8 + the monarch’s proficiency bonus + the monarch’s Charisma modifier. On a failure, the target is charmed by the monarch for 1 minute. A charmed target can repeat the saving throw whenever it takes damage, ending the effect on itself on a success. A creature that succeeds on the saving throw is immune to this effect for 24 hours.", + "The monarch of mischief can use this feature a number of times equal to the fey court’s domain size, and regains all expended uses when they finish a long rest." + ], + "foundryData": { + "activation.type": "action", + "activation.cost": "1" + } + }, + { + "name": "Now You See Me...and Me...and Me!", + "source": "KaW", + "page": 70, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Fey Court (Officer)" + } + ], + "entries": [ + "As a bonus action, the leader can take any number of power dice from their domain’s pool and summon a number of duplicates equal to the total of the dice. These duplicates function the same way as the duplicates created by a {@spell mirror image} spell, except that the leader must roll a 6 or higher to change an attack’s target if they have three or more duplicates." + ], + "foundryData": { + "activation.type": "bonus", + "activation.cost": "1" + } + }, + { + "name": "Watch Where You Swing", + "source": "KaW", + "page": 72, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Fey Court (Officer)" + } + ], + "entries": [ + "When a fey court officer is hit by an attack, the officer can use a reaction to take a power die from their domain’s pool, then choose a creature within 10 feet of the officer to become the target of the attack instead. If the attack hits, it deals extra damage equal to the number on the power die." + ], + "foundryData": { + "activation.type": "reaction", + "activation.cost": "1", + "activation.condition": "the officer is hit by an attack" + } + }, + { + "name": "Disillusioned Illusions", + "source": "KaW", + "page": 72, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Fey Court (Officer)" + } + ], + "entries": [ + "If the fey court’s Communications level is 2 or higher at the end of deployment, an officer selects a number of opposed units equal to the fey court’s domain size and forces those units to attack another unit of the officer’s choice within range. Attack tests for these attacks are made with disadvantage." + ] + }, + { + "name": "Fairy Circles", + "source": "KaW", + "page": 72, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Fey Court (Officer)" + } + ], + "entries": [ + "As a domain action, an officer makes a {@dc 13} Lore test. On a success, at the end of the next deployment, the fey court can secretly place a number of undetectable traps on the battlefield equal to the fey court’s domain size. These traps cannot be placed in spaces occupied by opposed units. When an opposed unit enters a trapped space, the unit is pulled into the fairy realm and removed from the battlefield until the end of their next turn, and the trap disappears." + ] + }, + { + "name": "Surely You Jest (Special Unit)", + "source": "KaW", + "page": 72, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Fey Court (Officer)" + } + ], + "entries": [ + "As a domain action, an officer makes a {@dc 13} Lore test. On a success, the fey court musters a specialty aerial unit of flying fey, the Court Jesters.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/12QZmxA.jpg" + }, + "title": "Court Jesters unit card" + } + ] + }, + { + "name": "Your Own Worst Enemy", + "source": "KaW", + "page": 72, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Fey Court (Officer)" + } + ], + "entries": [ + "Once per intrigue as a domain bonus action, a fey court officer can make a Lore test against an opposed domain’s Communications. On a success, the court’s Communications level increases by 1. Additionally, at the start of the next battle, the highest-tier unit of the opposed domain is duplicated in the closest unoccupied space. If the opposed domain has two or more units in the highest tier, the GM picks one at random. This duplicate unit has the Ethereal trait, is under the fey court’s control, and lasts until the end of the battle. " + ] + }, + { + "name": "Jarl", + "source": "KaW", + "page": 72, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Giant Jarldom (Leader)" + } + ], + "entries": [ + "The jarl can’t be knocked {@condition prone} or moved against their will. Additionally, when the jarl hits a creature with a melee attack, the target must succeed on a {@dc 15} Strength saving throw or be knocked {@condition prone}." + ] + }, + { + "name": "The Bigger I Am, the Harder You Fall", + "source": "KaW", + "page": 73, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Giant Jarldom (Officer)" + } + ], + "entries": [ + "As a bonus action, an officer removes one power die from their domain’s pool. The officer gains a bonus to weapon attack and damage rolls equal to the number on the die, and any creature the officer hits with an attack is knocked prone. At the end of each of the officer’s turns, decrement the power die." + ], + "foundryData": { + "activation.type": "bonus", + "activation.cost": "1" + } + }, + { + "name": "Thick Hide", + "source": "KaW", + "page": 73, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Giant Jarldom (Officer)" + } + ], + "entries": [ + "When an officer is hit by a weapon attack, they can use a reaction to take one power die from their domain’s pool. Until the start of the officer’s next turn, any damage they take from weapon attacks (including the triggering attack) is reduced by an amount equal to the number on the die." + ], + "foundryData": { + "activation.type": "reaction", + "activation.cost": "1", + "activation.condition": "the officer is hit by a weapon attack" + } + }, + { + "name": "Bring the Big Rocks", + "source": "KaW", + "page": 73, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Giant Jarldom (Officer)" + } + ], + "entries": [ + "Once per intrigue as a domain action, an officer can make a {@dc 13} Operations test. On a success, all units controlled by the giant jarldom with the Rock! trait gain the Siege Weapon trait." + ] + }, + { + "name": "Indomitable Might", + "source": "KaW", + "page": 73, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Giant Jarldom (Officer)" + } + ], + "entries": [ + "If the giant jarldom’s Communications level is 2 or higher at the start of a battle, officers can reroll Power tests for units controlled by the jarldom during the battle, and must use the new result. They can reroll a total number of times equal to the giant jarldom’s domain size." + ] + }, + { + "name": "Runic Omens", + "source": "KaW", + "page": 73, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Giant Jarldom (Officer)" + } + ], + "entries": [ + "Once per intrigue as a domain bonus action, an officer can make a {@dc 13} Lore test. On a success, the giant jarldom’s Communications level increases by 1, and each of its officers gains resistance to damage dealt by spells during the first round of the next combat against officers of an opposed domain." + ] + }, + { + "name": "There Are Giants in the Sky (Special Unit)", + "source": "KaW", + "page": 73, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Giant Jarldom (Officer)" + } + ], + "entries": [ + "As a domain action, an officer makes a {@dc 13} Operations test. On a success, the giant jarldom musters the Pet Roc special unit, an enormous and legendary bird of prey.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/xsK0l5K.jpg" + }, + "title": "Pet Roc unit card" + } + ] } ] } \ No newline at end of file From 5a56895f1309da14e15402d03e35f8eb38f035b1 Mon Sep 17 00:00:00 2001 From: Billiam9420 Date: Fri, 15 Apr 2022 08:25:44 -0400 Subject: [PATCH 22/65] Update MCDM Productions; Kingdoms & Warfare.json Fixed copypasta typo, added Gnomish Kingdom --- .../MCDM Productions; Kingdoms & Warfare.json | 232 +++++++++++++++++- 1 file changed, 229 insertions(+), 3 deletions(-) diff --git a/book/MCDM Productions; Kingdoms & Warfare.json b/book/MCDM Productions; Kingdoms & Warfare.json index ef2b4f02d4..6c15461fb4 100644 --- a/book/MCDM Productions; Kingdoms & Warfare.json +++ b/book/MCDM Productions; Kingdoms & Warfare.json @@ -3132,7 +3132,7 @@ "name": "Domain Title", "page": 72, "entries": [ - "The fey court leader gains the following title and the noted additional features.", + "The giant jarldom leader gains the following title and the noted additional features.", "{@optfeature Jarl|KaW}" ] }, @@ -3141,7 +3141,7 @@ "name": "Domain Powers", "page": 73, "entries": [ - "Fey court officers gain access to the following domain powers.", + "Giant jarldom officers gain access to the following domain powers.", "{@optfeature The Bigger I Am, the Harder You Fall|KaW}", "{@optfeature Thick Hide|KaW}" ] @@ -3151,7 +3151,7 @@ "name": "Domain Features", "page": 73, "entries": [ - "Fey court officers gain access to the following domain features.", + "Giant jarldom officers gain access to the following domain features.", "{@optfeature Bring the Big Rocks|KaW}", "{@optfeature Indomitable Might|KaW}", "{@optfeature Runic Omens|KaW}", @@ -3159,6 +3159,69 @@ ] } ] + }, + { + "type": "entries", + "name": "Gnomish Kingdom", + "page": 72, + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/SkzUtgz.jpg" + } + }, + "Bustling with life, gnomish kingdoms are centers for arcane study and engineering breakthroughs. Here, elderly gnomes pass down stories learned across long life spans to bright-eyed young creators, while clever inventors in underground laboratories chip away at new experiments. Gnomes are often known for innovations that work in tandem with the earth, not against it, and their kingdoms are all the richer for it.", + "Gnomish kingdoms are home to many other types of creatures as well, including students from far-flung lands seeking lore and training. Elderly gnome engineers take on such apprentices happily, ready to share the tricks of their craft. But don’t mistake this friendliness for weakness. When pushed to war, gnomish kingdoms conduct themselves with the same precision and ingenuity that their citizens display in their workshops. Their infantry can cleverly dismantle a fortress in a day, and their artillery squadrons wield powerful firearms unlike any other.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 2, + "items": [ + "{@b Skills}", + "{@b Diplomacy:} +0", + "{@b Espionage:} -1", + "{@b Lore:} +2", + "{@b Operations:} +2", + "{@b Defenses}", + "{@b Communications:} 12", + "{@b Resolve:} 10", + "{@b Resources:} 12" + ] + }, + { + "type": "entries", + "name": "Domain Title", + "page": 73, + "entries": [ + "The gnomish kingdom leader gains the following title and the noted additional features.", + "{@optfeature Prime Sophist|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Powers", + "page": 74, + "entries": [ + "Gnomish kingdom officers gain access to the following domain powers.", + "{@optfeature Never Underestimate the Small|KaW}", + "{@optfeature Thinking Outside the Box|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 74, + "entries": [ + "Gnomish kingdom officers gain access to the following domain features.", + "{@optfeature Clever Together|KaW}", + "{@optfeature Mirror Legion (Special Unit)|KaW}", + "{@optfeature Raw Firepower|KaW}", + "{@optfeature Warfare Engineers|KaW}" + ] + } + ] } ] } @@ -6776,6 +6839,169 @@ "title": "Pet Roc unit card" } ] + }, + { + "name": "Prime Sophist", + "source": "KaW", + "page": 74, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Gnomish Kingdom (Leader)" + } + ], + "entries": [ + "The prime sophist can take the Help action as a bonus action.", + "Additionally, the prime sophist is able to make a quick study of their foes’ weak points. When the prime sophist hits an enemy with an attack, they can make the attack a critical hit. The prime sophist can use this feature a number of times equal to 1 + the gnomish kingdom’s domain size. They regain all expended uses when they finish a long rest." + ] + }, + { + "name": "Never Underestimate the Small", + "source": "KaW", + "page": 74, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Gnomish Kingdom (Officer)" + } + ], + "entries": [ + "When an officer is hit by a weapon attack, each other officer of the gnomish kingdom can use a reaction to take a power die from their domain’s pool and make one weapon attack against the attacker. This attack deals extra damage equal to the number on the power die if it hits." + ], + "foundryData": { + "activation.type": "reaction", + "activation.cost": "1", + "activation.condition": "the officer is hit by a weapon attack" + } + }, + { + "name": "Thinking Outside the Box", + "source": "KaW", + "page": 74, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Gnomish Kingdom (Officer)" + } + ], + "entries": [ + "When an officer makes a saving throw that is not an Intelligence saving throw, they can take a power die from their domain’s pool, then make an Intelligence saving throw instead of the original save, with a bonus equal to the number on the power die." + ] + }, + { + "name": "Clever Together", + "source": "KaW", + "page": 74, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Gnomish Kingdom (Officer)" + } + ], + "entries": [ + "Once per intrigue as a domain bonus action, an officer can make a Diplomacy test to petition an NPC realm for research assistance. The DC for this test depends on the NPC realm’s disposition toward the gnomish kingdom, as shown on the following table.", + { + "type": "table", + "caption": "Optional Caption", + "colLabels": [ + "Attitude", + "Diplomacy DC", + "" + ], + "colStyles": [ + "col-1 text-left", + "col-2 text-center", + "col-9 text-left" + ], + "rows": [ + [ + "Hostile", + "18" + ], + [ + "Suspicious", + "15" + ], + [ + "Neutral", + "13" + ], + [ + "Friendly", + "10" + ], + [ + "Allied", + "8" + ] + ] + }, + "On a success, the gnomish kingdom gains a +1 bonus to Lore tests until the end of the intrigue, and its Communications level increases by 1." + ] + }, + { + "name": "Mirror Legion (Special Unit)", + "source": "KaW", + "page": 75, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Gnomish Kingdom (Officer)" + } + ], + "entries": [ + "As a domain action, an officer makes a {@dc 13} Operations test. On a success, the gnomish kingdom musters a special unit of magic-reflective constructs: the Mirror Legion.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/XWDhJoz.jpg" + }, + "title": "The Mirror Legion unit card" + } + ] + }, + { + "name": "Raw Firepower", + "source": "KaW", + "page": 75, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Gnomish Kingdom (Officer)" + } + ], + "entries": [ + "If the gnomish kingdom’s Communications level is 2 or higher at the start of a battle, all the gnomish kingdom’s artillery units deploy for that battle with heavy equipment." + ] + }, + { + "name": "Warfare Engineers", + "source": "KaW", + "page": 75, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Gnomish Kingdom (Officer)" + } + ], + "entries": [ + "As a domain action, an officer makes a {@dc 15} Lore test. On a success, the gnomish kingdom designs and outfits its soldiers with brutally destructive weaponry, granting each of its artillery units the Siege Weapon trait." + ] } ] } \ No newline at end of file From 1689ad2ab11f7b327650c6078daf26ee86c879ab Mon Sep 17 00:00:00 2001 From: Billiam9420 Date: Fri, 15 Apr 2022 10:50:04 -0400 Subject: [PATCH 23/65] Update MCDM Productions; Kingdoms & Warfare.json Goblinoid Coalition added --- .../MCDM Productions; Kingdoms & Warfare.json | 190 +++++++++++++++++- 1 file changed, 189 insertions(+), 1 deletion(-) diff --git a/book/MCDM Productions; Kingdoms & Warfare.json b/book/MCDM Productions; Kingdoms & Warfare.json index 6c15461fb4..90e11ff575 100644 --- a/book/MCDM Productions; Kingdoms & Warfare.json +++ b/book/MCDM Productions; Kingdoms & Warfare.json @@ -3222,6 +3222,68 @@ ] } ] + }, + { + "type": "entries", + "name": "Goblinoid Coalition", + "page": 75, + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/vktB8Vt.jpg" + } + }, + "Most domains consider enemy goblinoid realms a nuisance rather than a true military threat. Outside of urban environments, goblins, bugbears, and hobgoblins usually live in small clan groups, rising and falling in strength as the strongest leaders jockey for power. But sometimes an ambitious goblinoid leader is able to unite a number of clans as a singular community—and a dangerous fighting force. By pooling resources, goblinoid clans and bands can form a coalition capable of launching devastating attacks on all who threaten their lands and people, bringing goblins, hobgoblins, and bugbears into a unified and disciplined force of capable warriors.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 2, + "items": [ + "{@b Skills}", + "{@b Diplomacy:} +0", + "{@b Espionage:} +1", + "{@b Lore:} -1", + "{@b Operations:} +3", + "{@b Defenses}", + "{@b Communications:} 12", + "{@b Resolve:} 10", + "{@b Resources:} 12" + ] + }, + { + "type": "entries", + "name": "Domain Title", + "page": 75, + "entries": [ + "The goblinoid coalition leader gains the following title and the noted additional features.", + "{@optfeature King Boss|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Powers", + "page": 76, + "entries": [ + "Gnomish kingdom officers gain access to the following domain powers.", + "{@optfeature Cheap Shot|KaW}", + "{@optfeature Worg Pack|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 76, + "entries": [ + "Gnomish kingdom officers gain access to the following domain features.", + "{@optfeature Mumbo Jumbo|KaW}", + "{@optfeature Prisoners of War|KaW}", + "{@optfeature Spike Pits|KaW}", + "{@optfeature The Red Howl (Special Unit)|KaW}" + ] + } + ] } ] } @@ -6607,7 +6669,7 @@ ], "prerequisite": [ { - "other": "Fey Court (Officer)" + "other": "Fey Court (Leader)" } ], "entries": [ @@ -7002,6 +7064,132 @@ "entries": [ "As a domain action, an officer makes a {@dc 15} Lore test. On a success, the gnomish kingdom designs and outfits its soldiers with brutally destructive weaponry, granting each of its artillery units the Siege Weapon trait." ] + }, + { + "name": "King Boss", + "source": "KaW", + "page": 75, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Goblinoid Coalition (Leader)" + } + ], + "entries": [ + "When a creature the king boss can see targets them with an attack, the king boss can use a reaction to choose an ally within 5 feet of them. The two swap places, and the chosen ally becomes the target of the triggering attack instead." + ], + "foundryData": { + "activation.type": "reaction", + "activation.cost": "1", + "activation.condition": "a creature the king boss can see targets them with an attack" + } + }, + { + "name": "Cheap Shot", + "source": "KaW", + "page": 76, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Goblinoid Coalition (Officer)" + } + ], + "entries": [ + "When an officer hits with a weapon attack, they can take a power die from their domain’s pool to wound the target of the attack. At the start of each of the target’s turns, it takes {@damage 1d4} necrotic damage for each wound it has. A wound lasts a number of rounds equal to the number on the power die." + ] + }, + { + "name": "Worg Pack", + "source": "KaW", + "page": 76, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Goblinoid Coalition (Leader)" + } + ], + "entries": [ + "As a bonus action, the leader can take a power die from their domain’s pool to summon worg guardians. A number of {@creature worg|MM|worgs} equal to half the number on the die (minimum one) appear in unoccupied spaces the leader can see within 60 feet of them. A summoned worg’s weapon attacks are magical, and it gains temporary hit points equal to 5 × the goblinoid coalition’s domain size. The worgs act on their own initiative, following the leader’s commands and attacking the leader’s enemies. A summoned worg disappears after 1 hour or when it drops to 0 hit points." + ] + }, + { + "name": "Mumbo Jumbo", + "source": "KaW", + "page": 76, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Goblinoid Coalition (Officer)" + } + ], + "entries": [ + "Once per intrigue as a domain bonus action, an officer can make an Espionage test against an opposed domain’s Communications. On a success, the opposed domain’s Communications level decreases by 1, and the goblinoid coalition’s Resources level increases by 1." + ] + }, + { + "name": "Prisoners of War", + "source": "KaW", + "page": 76, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Goblinoid Coalition (Officer)" + } + ], + "entries": [ + "As domain action, an officer makes an Operations test against an opposed domain’s Resolve. On a success, two units are mustered from the opposed domain (chosen by the players if the opposed domain is a heroic organization) and placed under the goblinoid coalition’s control. Each of these units has disadvantage on Morale tests. If the goblinoid coalition is defeated in the next battle, the units are returned to the opposed domain, even if they were broken or disbanded during the battle." + ] + }, + { + "name": "Spike Pits", + "source": "KaW", + "page": 76, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Goblinoid Coalition (Officer)" + } + ], + "entries": [ + "If the goblinoid coalition’s Resources level is 2 or higher at the start of deployment, an officer secretly selects three spaces on the map to contain undetectable spike pit traps. If the goblinoid coalition is in its stronghold during the battle, the pits can be placed anywhere. Otherwise, the pits must be on the goblinoid coalition’s side of the battle.", + "An opposed unit that moves into a space with a spike pit activates the trap. It suffers 1 casualty and can no longer move or take actions until after the end of its next turn. Once a spike pit is activated, it cannot be activated again." + ] + }, + { + "name": "The Red Howl (Special Unit)", + "source": "KaW", + "page": 77, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Goblinoid Coalition (Officer)" + } + ], + "entries": [ + "As a domain action, an officer makes a DC 13 Operations test. On a success, the goblinoid coalition musters the Red Howl, a special unit of battle-trained, armored hell hounds.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/tRPIID4.jpg" + }, + "title": "The Red Howl unit card" + } + ] } ] } \ No newline at end of file From b54314badfc73d89781bd37bee220bbe2a757965 Mon Sep 17 00:00:00 2001 From: Billiam9420 Date: Fri, 15 Apr 2022 14:31:51 -0400 Subject: [PATCH 24/65] Update MCDM Productions; Kingdoms & Warfare.json Hag Coven added --- .../MCDM Productions; Kingdoms & Warfare.json | 201 ++++++++++++++++++ 1 file changed, 201 insertions(+) diff --git a/book/MCDM Productions; Kingdoms & Warfare.json b/book/MCDM Productions; Kingdoms & Warfare.json index 90e11ff575..4cd088c613 100644 --- a/book/MCDM Productions; Kingdoms & Warfare.json +++ b/book/MCDM Productions; Kingdoms & Warfare.json @@ -3284,6 +3284,68 @@ ] } ] + }, + { + "type": "entries", + "name": "Hag Coven", + "page": 77, + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/FKbN8Eq.jpg" + } + }, + "A hag’s deception and vile reckoning makes for a dangerous and unpredictable foe. Every encounter with one of these fiends is a gamble that might deal results worse than death. When several hags form a hag coven, their combined magical, seductive, and scheming power increases exponentially. Patient and cruel, the members of a hag coven sign pacts with the most desperate mortals, using the might of the horrid fey, fiends, and monstrosities that follow them as an army to enforce their dark bargains against even war leaders and emperors. Be wary when facing or allying with a coven, for every move the hags make furthers their singular goal of seeing the world suffer.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 2, + "items": [ + "{@b Skills}", + "{@b Diplomacy:} +2", + "{@b Espionage:} +0", + "{@b Lore:} +2", + "{@b Operations:} -1", + "{@b Defenses}", + "{@b Communications:} 12", + "{@b Resolve:} 12", + "{@b Resources:} 10" + ] + }, + { + "type": "entries", + "name": "Domain Title", + "page": 77, + "entries": [ + "The goblinoid coalition leader gains the following title and the noted additional features.", + "{@optfeature Queen of Night|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Powers", + "page": 77, + "entries": [ + "Gnomish kingdom officers gain access to the following domain powers.", + "{@optfeature Curse of the Coven|KaW}", + "{@optfeature Know Thy Place|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 78, + "entries": [ + "Gnomish kingdom officers gain access to the following domain features.", + "{@optfeature A Comforting Voice|KaW}", + "{@optfeature Clever Bargain|KaW}", + "{@optfeature Drained Source|KaW}", + "{@optfeature Swamp’s Wrath (Special Unit)|KaW}" + ] + } + ] } ] } @@ -7190,6 +7252,145 @@ "title": "The Red Howl unit card" } ] + }, + { + "name": "Queen of Night", + "source": "KaW", + "page": 77, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Hag Coven (Leader)" + } + ], + "entries": [ + "The queen of night can cast the {@spell find familiar} spell at will, with the spell requiring no material components and having a casting time of 1 action. When the queen of night casts this spell, they summon up to three familiars, each of which can be a beast or fiend with a challenge rating equal to or lower than the hag coven’s domain size. A summoned familiar cannot be a creature with lair actions, legendary actions, or villain actions. There is no limit to the distance through which the queen of night can communicate telepathically with these familiars. The queen of night can have only three familiars at a time, and the familiars disappear if the queen of night dies or becomes incapacitated." + ], + "additionalSpells": [ + { + "innate": { + "_": { + "will": [ + "counterspell" + ] + } + } + } + ] + }, + { + "name": "Curse of the Coven", + "source": "KaW", + "page": 77, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Hag Coven (Officer)" + } + ], + "entries": [ + "As a bonus action, an officer can take a power die from their domain’s pool and select a creature they can see within 30 feet of them. The target must make a Wisdom saving throw with a DC equal to 8 + the number on the power die. On a failed save, the target is cursed for 1 minute. Whenever the officer takes damage from a spell or magical effect, the cursed creature takes the same damage." + ], + "foundryData": { + "activation.type": "bonus", + "activation.cost": "1" + } + }, + { + "name": "Know Thy Place", + "source": "KaW", + "page": 77, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Hag Coven (Leader)" + } + ], + "entries": [ + "As an action, the leader can take a power die from their domain’s pool and select a number of creatures within 30 feet of them equal to the number on the die. Each target must make a Wisdom saving throw with a DC equal to 8 + the hag coven’s domain size. On a failure, the target falls prone and is paralyzed until the end of the leader’s next turn. On a success, the target falls {@condition prone}." + ], + "foundryData": { + "activation.type": "action", + "activation.cost": "1" + } + }, + { + "name": "A Comforting Voice", + "source": "KaW", + "page": 78, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Hag Coven (Officer)" + } + ], + "entries": [ + "As a domain action, an officer makes a Diplomacy test against an opposed domain’s Resolve. On a success, the opposed domain’s Resolve level is reduced by 1, and the hag coven’s Communications level increases by 1." + ] + }, + { + "name": "Clever Bargain", + "source": "KaW", + "page": 78, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Hag Coven (Officer)" + } + ], + "entries": [ + "Once per intrigue as a domain bonus action, an officer can make a Diplomacy test against an opposed domain’s Resolve. On a success, the hag coven’s Communications level increases by 1, and the opposed domain can muster only one unit of levies each time it musters levies until the end of the intrigue." + ] + }, + { + "name": "Drained Source", + "source": "KaW", + "page": 78, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Hag Coven (Officer)" + } + ], + "entries": [ + "If the hag coven’s Communications level is 2 or higher at the start of any combat between officers of the hag coven and an opposed domain, an officer secretly chooses a number of magic items in the possession of the opposed domain’s officers equal to the hag coven’s domain size. These items lose all their magical properties at the end of the combat. Artifacts cannot be targeted in this way." + ] + }, + { + "name": "Swamp’s Wrath (Special Unit)", + "source": "KaW", + "page": 78, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Hag Coven (Officer)" + } + ], + "entries": [ + "As a domain action, an officer makes a {@dc 13} Lore test. On a success, the hag coven musters the Swamp Mother, a special unit formed of shambling mounds.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/9lmPIF6.jpg" + }, + "title": "Swamp Mother unit card" + } + ] } ] } \ No newline at end of file From 876cd8a9332ffdce79192b00e9b4e021832dd3f2 Mon Sep 17 00:00:00 2001 From: Billiam9420 Date: Fri, 15 Apr 2022 15:50:08 -0400 Subject: [PATCH 25/65] Update MCDM Productions; Kingdoms & Warfare.json Infernal Echelon added --- .../MCDM Productions; Kingdoms & Warfare.json | 211 ++++++++++++++++++ 1 file changed, 211 insertions(+) diff --git a/book/MCDM Productions; Kingdoms & Warfare.json b/book/MCDM Productions; Kingdoms & Warfare.json index 4cd088c613..be2433d070 100644 --- a/book/MCDM Productions; Kingdoms & Warfare.json +++ b/book/MCDM Productions; Kingdoms & Warfare.json @@ -3346,6 +3346,62 @@ ] } ] + }, + { + "type": "entries", + "name": "Infernal Echelon", + "page": 18, + "entries": [ + "Fiends are evil incarnate. Whether they seek to cheat mortals out of their souls or simply consume those souls by force, all fiends share the same drive—the suffering of the living. It’s easy to lose sight of this simple truth when dealing with these creatures, as both the Abyss and the Nine Hells are entrenched in complicated politics. Demons and devils both follow strict hierarchies, creating complex power struggles whose machinations have consequences that ripple out across multiple worlds. And at the heart of these grand plots stands the infernal echelon—an organized force of fiends dedicated to powerful leaders, and committed to unleashing death, madness, and despair upon the mortal realm.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 2, + "items": [ + "{@b Skills}", + "{@b Diplomacy:} +2", + "{@b Espionage:} +1", + "{@b Lore:} +1", + "{@b Operations:} +0", + "{@b Defenses}", + "{@b Communications:} 12", + "{@b Resolve:} 10", + "{@b Resources:} 11" + ] + }, + { + "type": "entries", + "name": "Domain Titles", + "page": 79, + "entries": [ + "The infernal echelon leader gains one of the following titles (based on their particular flavor of evil), each of which grants the noted additional features.", + "{@optfeature Deceiver|KaW}", + "{@optfeature Defiler|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Powers", + "page": 79, + "entries": [ + "Infernal echelon officers gain access to the following domain powers.", + "{@optfeature Doom Curse|KaW}", + "{@optfeature Hellfire|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 79, + "entries": [ + "Infernal echelon officers gain access to the following domain features.", + "{@optfeature Face Dancers|KaW}", + "{@optfeature Inferno Artillery|KaW}", + "{@optfeature Led by the Nose|KaW}", + "{@optfeature Summon the Pale Riders (Special Unit)|KaW}" + ] + } + ] } ] } @@ -7391,6 +7447,161 @@ "title": "Swamp Mother unit card" } ] + }, + { + "name": "Deceiver", + "source": "Kaw", + "page": 80, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Infernal Echelon (Leader)" + } + ], + "entries": [ + "The deceiver cannot be targeted by the {@spell scrying} spell and similar effects, or by any effect that would sense their emotions, read their thoughts, or detect their location.", + "Additionally, the deceiver can cast the {@spell major image} spell, requiring no components, and can do so again when they finish a long rest. Charisma is their spellcasting ability for this spell." + ], + "additionalSpells": [ + { + "innate": { + "_": { + "daily": { + "1": [ + "major image" + ] + } + } + } + } + ] + }, + { + "name": "Defiler", + "source": "Kaw", + "page": 80, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Infernal Echelon (Leader)" + } + ], + "entries": [ + "The defiler emits an aura of caustic decay. When any creature chosen by the defiler starts its turn within 20 feet of them, that creature takes {@damage 1d8} poison damage, and all nonmagical armor and weapons the creature carries or wears take a permanent and cumulative −1 penalty to damage rolls or the AC they offer. A weapon whose penalty drops to −5, armor reduced to an AC of 10, or a shield that drops to a +0 bonus is destroyed. Plant creatures take maximum damage from this effect.", + "Additionally, the defiler can choose to ignore any or all effects of the hallow spell." + ] + }, + { + "name": "Doom Curse", + "source": "Kaw", + "page": 80, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Infernal Echelon (Officer)" + } + ], + "entries": [ + "As an action, an officer can take a power die from their domain’s pool and target a creature they can see within 30 feet of them with a terrible curse. The target must make a Charisma saving throw against a DC of 10 + the number on the power die. On a failed save, the cursed creature regains only half the normal number of hit points from magical healing and becomes vulnerable to one type of damage chosen by the officer. This curse lasts 24 hours." + ], + "foundryData": { + "activation.type": "action", + "activation.cost": "1" + } + }, + { + "name": "Hellfire", + "source": "Kaw", + "page": 80, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Infernal Echelon (Officer)" + } + ], + "entries": [ + "Whenever an officer hits with a weapon attack, they can take a power die from their domain’s pool and have the attack deal extra fire damage equal to double the number on the die. This extra fire damage cannot be reduced in any way." + ] + }, + { + "name": "Face Dancers", + "source": "Kaw", + "page": 80, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Infernal Echelon (Officer)" + } + ], + "entries": [ + "Once per intrigue as a domain bonus action, an officer can make an Espionage test against an opposed domain’s Communications. On a success, the opposed domain’s Communications level is reduced by 2. " + ] + }, + { + "name": "Inferno Artillery", + "source": "Kaw", + "page": 80, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Infernal Echelon (Officer)" + } + ], + "entries": [ + "If the infernal echelon’s Communications level is 2 or higher at the start of a battle, all its artillery units deploy for that battle with the Flaming Weapons trait." + ] + }, + { + "name": "Led by the Nose", + "source": "Kaw", + "page": 80, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Infernal Echelon (Officer)" + } + ], + "entries": [ + "As a domain reaction when an opposed domain succeeds on a Diplomacy test to influence an NPC realm, an officer can make their own Diplomacy test. If the officer’s test is higher than the opposed domain’s test, the opposed domain’s Diplomacy test fails and the NPC realm’s attitude toward the opposed domain decreases one step." + ] + }, + { + "name": "Summon the Pale Riders (Special Unit)", + "source": "Kaw", + "page": 80, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Infernal Echelon (Officer)" + } + ], + "entries": [ + "As a domain action, an officer makes a {@dc 13} Lore test to muster the Ashen Chargers, a special unit of fiendish knights riding nightmares.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/NPWCTHI.jpg" + }, + "title": "Ashen Chargers unit card" + } + ] } ] } \ No newline at end of file From 81cb842f9ebb695ef64f7b024113b96c32ceed8f Mon Sep 17 00:00:00 2001 From: Billiam9420 Date: Wed, 20 Apr 2022 21:26:35 -0400 Subject: [PATCH 26/65] Update MCDM Productions; Kingdoms & Warfare.json Added Medusean Tyranny, fixed page number typo, added new entries from 1.1 to the Glossary of Terms. --- .../MCDM Productions; Kingdoms & Warfare.json | 243 +++++++++++++++++- 1 file changed, 242 insertions(+), 1 deletion(-) diff --git a/book/MCDM Productions; Kingdoms & Warfare.json b/book/MCDM Productions; Kingdoms & Warfare.json index be2433d070..7981f2c2a9 100644 --- a/book/MCDM Productions; Kingdoms & Warfare.json +++ b/book/MCDM Productions; Kingdoms & Warfare.json @@ -290,6 +290,8 @@ "{@b Combat:} The normal round-by-round conflict between characters in the game, including the officers of domains.", "{@b Communications:} One of a domain’s three defenses. Communications represents how well agents and followers understand the goals and orders of the domain’s leaders, and can relay the current state of the domain back to them.", "{@b Decrement:} To decrease the number on a die by 1.", + "{@b Defense Levels:} A number that represents the strength and effectiveness of a domain’s Communications, Resolve, and Resources. During intrigue, a domain wants to increase their own defense levels and decrease those of the opposed domain. Defense levels don’t modify defense scores.", + "{@b Defense Score:} A number that represents the security of a domain's Communications, Resolve, and Resources.", "{@b Development Point:} Spent by the officers in a domain to customize its stats.", "{@b Diplomacy:} One of a domain’s four skills, used to negotiate with other domains.", "{@b Domain:} A group of characters or creatures working together to further some long-term goal. The term “domain” encompasses the leaders of the domain, the agents and followers who work for them, and the territory they influence.", @@ -334,6 +336,7 @@ "{@b Battle Magic:} Magic items crafted by officers and given to units in an army.", "{@b Bringing the Siege:} The test that determines which domain marches on the other at the start of a battle. This determines which side defends a stronghold and which side attacks.", "{@b Broken:} A broken unit is removed from the battlefield, usually because it suffered its last casualty. Broken units can be reformed by rallying.", + "{@b Casualty:} The higher a unit's casualties, the more damage it can take. Think of casualties as hit points for units.", "{@b Casualty Die:} The die placed on each unit card that tracks how many casualties the unit has remaining. A unit’s casualty die is initially equal to its size.", "{@b Cavalry:} Highly mobile ground troops, usually mounted.", "{@b Center:} The most protected rank on the battlefield. Archers begin battle in their army’s center rank.", @@ -351,6 +354,7 @@ "{@b Front:} The vanguard rank of an army plus all of an opposed side’s ranks.", "{@b Increment:} To increase the number on a die by 1.", "{@b Infantry:} Basic ground troops, trained to fight in melee and hard to kill.", + "{@b Inflict Casualties:} To damage a unit. If a unit inflicts 1 casualty on another unit, the target loses 1 casualty.", "{@b Levies:} Laborers who briefly put down their pitchforks and ploughshares and pick up sword and pike to serve their domain.", "{@b Maneuver:} A special action a unit can take, many of which require a Command test.", "{@b Martial Advantages:} Special features that units gain based on the character class of the officer commanding those units.", @@ -362,6 +366,7 @@ "{@b Rear:} The last rank on the battlefield, whose units defend the center rank from enemy cavalry. Usually populated by levies. (Wish them luck!)", "{@b Reserve:} A well-protected rank on the battlefield where units can be stacked until needed.", "{@b Special Unit:} A warfare unit that cannot be mustered through a normal Operations check, or that is unique to a specific domain.", + "{@b Suffer Casualties:} When a unit takes damage, it suffers casualities. If a unit suffers 1 casualty, it loses 1 casualty.", "{@b Tier:} A measure of how powerful a unit is. Higher-tier units are more effective in combat, and harder to muster.", "{@b Toughness:} A numerical value representing a unit’s physical hardiness and its soldiers’ ability to withstand attacks and keep fighting. Used as the DC for an opposed unit’s Power test.", "{@b Unit:} A group of soldiers, civilians, or monsters who make up an army.", @@ -3350,7 +3355,7 @@ { "type": "entries", "name": "Infernal Echelon", - "page": 18, + "page": 78, "entries": [ "Fiends are evil incarnate. Whether they seek to cheat mortals out of their souls or simply consume those souls by force, all fiends share the same drive—the suffering of the living. It’s easy to lose sight of this simple truth when dealing with these creatures, as both the Abyss and the Nine Hells are entrenched in complicated politics. Demons and devils both follow strict hierarchies, creating complex power struggles whose machinations have consequences that ripple out across multiple worlds. And at the heart of these grand plots stands the infernal echelon—an organized force of fiends dedicated to powerful leaders, and committed to unleashing death, madness, and despair upon the mortal realm.", { @@ -3402,6 +3407,69 @@ ] } ] + }, + { + "type": "entries", + "name": "Medusean Tyranny", + "page": 81, + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/KFKz7ZQ.jpg" + } + }, + "Those afflicted with the medusa’s curse often retreat into isolation, sequestering themselves in remote lairs to hide their monstrous transformation. Most medusas spend their days collecting not just victims but knowledge, as they attempt to undo the fell magic that has transformed them. A medusean tyranny arises when these powerful beings emerge from the shadows to seek out others of their kind. Alone, a medusa is a terrifying threat. Together, they pool centuries of knowledge and power, becoming all but unstoppable.", + "Medusas working together form a democratic unit known as a Veiled Council, with a medusean tyranny coming into full power when a council seizes a first stronghold. Once a base of operations is established, the council begins to expand across surrounding regions, ruling through fear and squashing resistance with powerful sorcery. The larger the hubris of a bordering domain, the more likely a medusean tyranny is to set their ensorcelled armies upon it.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 2, + "items": [ + "{@b Skills}", + "{@b Diplomacy:} +2", + "{@b Espionage:} -1", + "{@b Lore:} +3", + "{@b Operations:} +0", + "{@b Defenses}", + "{@b Communications:} 10", + "{@b Resolve:} 12", + "{@b Resources:} 11" + ] + }, + { + "type": "entries", + "name": "Domain Title", + "page": 81, + "entries": [ + "The medusean tyranny leader gains one of the following titles (based on their particular flavor of evil), each of which grants the noted additional features.", + "{@optfeature Veiled Sovereign|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Powers", + "page": 81, + "entries": [ + "Medusean tyranny officers gain access to the following domain powers.", + "{@optfeature Doom Curse|KaW}", + "{@optfeature Unrelenting Gaze|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 81, + "entries": [ + "Medusean tyranny officers gain access to the following domain features.", + "{@optfeature Allies to Stone|KaW}", + "{@optfeature Cult of Secrets|KaW}", + "{@optfeature Living Statuary (Special Unit)|KaW}", + "{@optfeature Promises of Power|KaW}" + ] + } + ] } ] } @@ -7602,6 +7670,179 @@ "title": "Ashen Chargers unit card" } ] + }, + { + "name": "Veiled Sovereign", + "source": "KaW", + "page": 81, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Medusean Tyranny (Leader)" + } + ], + "entries": [ + "The veiled sovereign has advantage on attack rolls against a creature if at least one of the sovereign’s allies is within 5 feet of the creature and the ally isn’t {@condition incapacitated}." + ] + }, + { + "name": "Hubris Curse", + "source": "KaW", + "page": 81, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Medusean Tyranny (Officer)" + } + ], + "entries": [ + "As a bonus action, an officer can take a power die from their domain’s pool and afflict one creature they can see with a curse. The effect of the curse is based on the number on the power die.", + { + "type": "table", + "colLabels": [ + "Power Die", + "Curse Effect", + "" + ], + "colStyles": [ + "col-1 text-center", + "col-2 text-left", + "col-9 text-left" + ], + "rows": [ + [ + "1-3", + "Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score. ", + "" + ], + [ + "4-6", + "The officer has advantage on attack rolls against the target.", + "" + ], + [ + "7-9", + "The target must make a Wisdom saving throw at the start of each of its turns, with a DC equal to 10 + the medusean tyranny’s domain size. On a failed save, the target wastes its action that turn doing nothing.", + "" + ], + [ + "10-12", + "The target is afflicted by all three of the effects above.", + "" + ] + ] + }, + "This curse ends at the end of the combat encounter. An affected character can also end the curse early by using a bonus action to take one power die from their domain’s pool, if the number on the die is at least half the number on the die used to inflict the curse." + ], + "foundryData": { + "activation.type": "bonus", + "activation.cost": "1" + } + }, + { + "name": "Unrelenting Gaze", + "source": "KaW", + "page": 81, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Medusean Tyranny (Leader)" + } + ], + "entries": [ + "If the target of the leader’s Petrifying Gaze succeeds on the saving throw to resist that trait’s effect, the leader can use a reaction to take a power die from their domain’s pool, reducing the target’s saving throw by the number on the die." + ], + "foundryData": { + "activation.type": "reaction", + "activation.cost": "1", + "activation.condition": "the target of the leader’s Petrifying Gaze succeeds on the saving throw" + } + }, + { + "name": "Allies to Stone", + "source": "KaW", + "page": 81, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Medusean Tyranny (Officer)" + } + ], + "entries": [ + "Once per intrigue as a domain bonus action, an officer can make a Lore test against an opposed domain’s Resources. On a success, the opposed domain’s Resources level is reduced by 1, and the medusean tyranny has advantage on subsequent Lore tests until the end of the intrigue." + ] + }, + { + "name": "Cult of Secrets", + "source": "KaW", + "page": 82, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Medusean Tyranny (Officer)" + } + ], + "entries": [ + "If the medusean tyranny’s Resources level is 2 or higher at the start of a battle, a number of its artillery units equal to its domain size each begin the battle equipped with a {@i wand of petrification:}", + { + "type": "entries", + "name": "Wand of Petrification", + "page": 82, + "entries": [ + "Choose a unit, which must succeed on a {@dc 13} Power test or become disorganized." + ] + } + ] + }, + { + "name": "Living Statuary (Special Unit)", + "source": "KaW", + "page": 82, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Medusean Tyranny (Officer)" + } + ], + "entries": [ + "As a domain action, an officer makes a DC 13 Lore test. On a success, the medusean tyranny musters the Living Statuary, a special unit of animated statues made from the victims of medusas.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/2suEgFM.jpg" + }, + "title": "Living Statuary unit card" + } + ] + }, + { + "name": "Promises of Power", + "source": "KaW", + "page": 82, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Medusean Tyranny (Officer)" + } + ], + "entries": [ + "As a domain action, an officer makes a {@dc 13} Diplomacy test to obtain a special unit from an NPC realm whose attitude toward an opposed domain is neutral or worse. The medusean tyranny has advantage on this test if the NPC realm’s attitude toward the opposed domain is suspicious or hostile." + ] } ] } \ No newline at end of file From 7e3e6a0c50a9edcdd8555e4ef58a129dcdb9b837 Mon Sep 17 00:00:00 2001 From: Billiam9420 Date: Thu, 21 Apr 2022 07:40:59 -0400 Subject: [PATCH 27/65] Update MCDM Productions; Kingdoms & Warfare.json Updated more text to match v1.1 --- .../MCDM Productions; Kingdoms & Warfare.json | 24 +++++++++---------- 1 file changed, 12 insertions(+), 12 deletions(-) diff --git a/book/MCDM Productions; Kingdoms & Warfare.json b/book/MCDM Productions; Kingdoms & Warfare.json index 7981f2c2a9..43f6f9c6f3 100644 --- a/book/MCDM Productions; Kingdoms & Warfare.json +++ b/book/MCDM Productions; Kingdoms & Warfare.json @@ -366,8 +366,8 @@ "{@b Rear:} The last rank on the battlefield, whose units defend the center rank from enemy cavalry. Usually populated by levies. (Wish them luck!)", "{@b Reserve:} A well-protected rank on the battlefield where units can be stacked until needed.", "{@b Special Unit:} A warfare unit that cannot be mustered through a normal Operations check, or that is unique to a specific domain.", - "{@b Suffer Casualties:} When a unit takes damage, it suffers casualities. If a unit suffers 1 casualty, it loses 1 casualty.", - "{@b Tier:} A measure of how powerful a unit is. Higher-tier units are more effective in combat, and harder to muster.", + "{@b Suffer Casualties:} When a unit takes damage, it suffers casualties. If a unit suffers 1 casualty, it loses 1 casualty.", + "{@b Tier:} A measure of how powerful a unit is. Higher-tier units are more effective in battle, and harder to muster.", "{@b Toughness:} A numerical value representing a unit’s physical hardiness and its soldiers’ ability to withstand attacks and keep fighting. Used as the DC for an opposed unit’s Power test.", "{@b Unit:} A group of soldiers, civilians, or monsters who make up an army.", "{@b Unit Dependency:} The rule governing how many units of each tier can be fielded.", @@ -489,8 +489,8 @@ "When characters found an organization, they begin with {@b 8 development points}, which are available to spend on skills and defenses. The players take turns passing the party sheet around, with each player spending 1 point and checking off the appropriate blank box on the party sheet (see below) until all points have been spent.", "Players can make choices for spending development points as a group, or each player can do what they like individually. The GM can also weigh in if necessary, depending on the circumstances of the campaign. For example, in a campaign where one character has inherited a barony from their parent and the other characters are the new baron’s lieutenants, it might make sense for the new baron’s player to spend most of the organization’s initial development points. (That’s less fun, though!)", "Every time a domain levels up, the officers gain an additional 8 development points to spend on improving their organization. The players once more pass the sheet around, with each player spending 1 point until all points are spent.", - "Each development point spent lets a player mark off a box on the party sheet, moving to the right. When a box is marked off, the box on its right is marked off next. When a box with a value in it is marked off, the organization’s skills or defenses become that number. For example, if an organization has +2 marked off in Diplomacy and the players mark off the next two boxes to reach +3, the organization’s Diplomacy modifier increases to +3. If Resolve is marked as 14 and the players mark off the next four boxes, the organization’s Resolve increases to 16.", - "Each organization starts with its skills and defenses at specific values, representing what the organization is naturally good at based on its type. (See the {@book Heroic Organizations|Kaw|2|Heroic Organizations} section on page 31 for details.) If that value is anything above the lowest level, mark off the boxes up to and including that point. Then players spending development points continue marking off boxes to the right.", + "Each development point spent lets a player mark off a box on the party sheet, moving to the right. When a box is marked off, the box on its right is marked off next. When a box with a value in it is marked off, the organization’s skills or defenses become that number. For example, if an organization has +2 marked off in Diplomacy and the players mark off the next two boxes to reach +3, the organization’s Diplomacy modifier increases to +3. If Resolve starts at 10 and the players mark off the next six boxes, the organization’s Resolve increases to 15.", + "Each organization starts with its skills and defenses at specific values, representing what the organization is naturally good at based on its type. (See the Heroic Organizations section on page 31 for details.) Mark off the boxes with the starting values and all the boxes to the left of those boxes. Then players spending development points continue marking off boxes to the right.", "Any time an effect changes a domain’s skills or defenses, the effect always refers to the modifier, not the number of boxes. If a domain specialization grants an organization a +1 to Diplomacy, that means the domain’s Diplomacy modifier increases by 1. Only development points are applied one box at a time." ] }, @@ -747,7 +747,7 @@ ] ] }, - "This Diplomacy test can be used more than once per intrigue, but only once per NPC realm.", + "This Diplomacy test can be used more than once per intrigue, but each NPC realm can only grant one unit per intrigue.", "Each NPC realm has a special unit that another domain can gain as a result of an alliance. This is the same special unit the domain can muster using a domain action, as noted in its description. For example, a successful Diplomacy test made by the characters’ organization to seek aid from a giant jarldom NPC realm gets the organization a Pet Roc special unit to command in an upcoming battle. Each NPC realm has only one special unit to provide, so characters had better recruit them before their enemies do! A special unit gained through an alliance with an NPC realm returns to the NPC realm after the battle in which it is used." ] }, @@ -3789,7 +3789,7 @@ } ], "entries": [ - "Your curiosity gets the better of you as you explore. When you take the Use an Object action, you can remove one power die from your domain’s pool and trigger an effect. Roll a d10 and consult the Button Effects table to determine the nature of the effect.", + "Your curiosity gets the better of you as you explore. When you take the Use an Object action on your turn to interact with any object, you can remove one power die from your domain’s pool and trigger an effect. Roll a d10 and consult the Button Effects table to determine the nature of the effect.", { "type": "table", "caption": "Button Effects", @@ -3938,11 +3938,11 @@ "type": "list", "items": [ "Until the end of the next battle, each officer has a +1 bonus to weapon attack and damage rolls. (The GM can rule that this bonus ends if it takes too long for the next battle to happen.)", - "The next time you muster a cavalry or artillery unit, you can also muster an additional infantry unit.", + "The next time you muster a cavalry or artillery unit, you can also muster an additional two infantry units.", "Each infantry unit you muster from now until the start of the next battle has its experience increased one level." ] }, - "You can use this feature multiple times, but must pick a different benefit each time. The DC increases by 2 for each successive use." + "You can use this feature multiple times per intrigue, but must pick a different benefit each time. The DC increases by 2 for each successive use." ] }, { @@ -4024,7 +4024,7 @@ } ], "entries": [ - "You gain proficiency in the Medicine skill. Additionally, when a creature within 5 feet of you takes damage, you can use your reaction to make a Wisdom (Medicine) check. The DC of the check is equal half the damage taken by the creature or 10, whichever is higher. On a success, the creature regains a number of hit points equal to 5 + your character level, to a maximum of half the creature’s hit point maximum." + "You gain proficiency in the Medicine skill. Additionally, when a creature within 5 feet of you takes damage, you can use your reaction to make a Wisdom (Medicine) check. The DC of the check is equal to half the damage taken by the creature or 10, whichever is higher. On a success, the creature regains a number of hit points equal to 5 + your character level, to a maximum of half the creature’s hit point maximum." ], "skillProficiencies": [ { @@ -4652,7 +4652,7 @@ } ], "entries": [ - "Once per intrigue, you can make a {@dc 13} Diplomacy test as a domain bonus action. On a success, all of your domain’s officers begin the next battle with their hit point maximum and current hit points increased by 5 × your domain size." + "Once per intrigue, you can make a {@dc 13} Diplomacy test as a domain bonus action. On a success, all of your domain’s officers begin the next combat against an opposed domain’s officers with their hit point maximum and current hit points increased by 5 × your domain size. This benefit disappears at the end of the combat." ] }, { @@ -5337,7 +5337,7 @@ } ], "entries": [ - "You must have the Spellcasting feature to claim this title. You can cast the {@spell detect magic} spell at will, without expending a spell slot. Additionally, you have one extra spell slot of the highest spell level you can cast, to a maximum of 5th level." + "You must have the Pact Magic or Spellcasting feature. You can cast the {@spell detect magic} spell at will, without expending a spell slot. Additionally, you have one extra spell slot of the highest spell level you can cast, to a maximum of 5th level." ], "additionalSpells": [ { @@ -5675,7 +5675,7 @@ "type": "entries", "name": "Light", "entries": [ - "You emit an aura of divine light in a 15-foot radius. Choose a number of creatures that you can see in the area. Each creature must succeed on a Constitution saving throw with a DC equal to 8 + your proficiency bonus + your Constitution modifier or be blinded for 1 minute. An affected creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success." + "You emit an aura of divine light in a 15-foot radius for 1 minute. Choose a number of creatures that you can see in the area. Each creature must succeed on a Constitution saving throw with a DC equal to 8 + your proficiency bonus + your Constitution modifier or be {@condition blinded} for 1 minute. An affected creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success." ] }, { From bf8fc30a2bb44f975401e66cd66a809d1b59c329 Mon Sep 17 00:00:00 2001 From: Billiam9420 Date: Sat, 23 Apr 2022 15:02:17 -0400 Subject: [PATCH 28/65] Update MCDM Productions; Kingdoms & Warfare.json Fixed error in Medusean Tyranny, added Orc Clan --- .../MCDM Productions; Kingdoms & Warfare.json | 202 +++++++++++++++++- 1 file changed, 201 insertions(+), 1 deletion(-) diff --git a/book/MCDM Productions; Kingdoms & Warfare.json b/book/MCDM Productions; Kingdoms & Warfare.json index 43f6f9c6f3..653dd93638 100644 --- a/book/MCDM Productions; Kingdoms & Warfare.json +++ b/book/MCDM Productions; Kingdoms & Warfare.json @@ -3443,7 +3443,7 @@ "name": "Domain Title", "page": 81, "entries": [ - "The medusean tyranny leader gains one of the following titles (based on their particular flavor of evil), each of which grants the noted additional features.", + "The medusean tyranny leader gains the following title and the noted additional features.", "{@optfeature Veiled Sovereign|KaW}" ] }, @@ -3470,6 +3470,63 @@ ] } ] + }, + { + "type": "entries", + "name": "Orc Clan", + "page": 82, + "entries": [ + "Fearless and unwavering in defense of their homelands or in pursuit of plunder, the legions of an orc clan are not to be trifled with. Many folk call themselves superior warriors, with their heavy plate mail and firearms. But countless tales speak of foolish champions who underestimated the power of an orc clan—and the dear price they paid for that ignorance.", + "Most orc clans are composed of numerous smaller tribes and extended families, creating a bond that sees clan members defend their fellows with ruthless tactics and little patience for insult. Clan leadership is not hereditary, but is only rarely determined by age or strength. Instead, the mantle of chieftain is usually passed down to whoever can inspire the most loyalty in their fellow warriors.", + "Many of those who lose a campaign against an orc clan tell tales of the orcs’ brutality, but this paints a picture that is far from accurate. Orc clans connect to a proud warrior culture, but their social infrastructure is no more savage than that of any other civilization. Although some clans are driven by ambition that sees them challenge and conquer other realms, most are dedicated to defending the orcs’ expansive homelands, attacking only when provoked.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 2, + "items": [ + "{@b Skills}", + "{@b Diplomacy:} +1", + "{@b Espionage:} -1", + "{@b Lore:} +1", + "{@b Operations:} +2", + "{@b Defenses}", + "{@b Communications:} 10", + "{@b Resolve:} 13", + "{@b Resources:} 11" + ] + }, + { + "type": "entries", + "name": "Domain Title", + "page": 82, + "entries": [ + "The orc clan leader gains the following title and the noted additional features.", + "{@optfeature Chieftain|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Powers", + "page": 82, + "entries": [ + "Orc clan officers gain access to the following domain powers.", + "{@optfeature Outlast|KaW}", + "{@optfeature Protect the Clan|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 83, + "entries": [ + "Orc clan officers gain access to the following domain features.", + "{@optfeature Proud Warriors|KaW}", + "{@optfeature Take No Insult|KaW}", + "{@optfeature Tales of Clan Heroes Past|KaW}", + "{@optfeature The Unbreakable (Special Unit)|KaW}" + ] + } + ] } ] } @@ -7843,6 +7900,149 @@ "entries": [ "As a domain action, an officer makes a {@dc 13} Diplomacy test to obtain a special unit from an NPC realm whose attitude toward an opposed domain is neutral or worse. The medusean tyranny has advantage on this test if the NPC realm’s attitude toward the opposed domain is suspicious or hostile." ] + }, + { + "name": "Chieftain", + "source": "KaW", + "page": 82, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Orc Clan (Leader)" + } + ], + "entries": [ + "The chieftain gains proficiency in Charisma saving throws.", + "Additionally, as a bonus action, the chieftain can choose one creature that can hear them within 30 feet of them. As a reaction to the chieftain’s command, that creature can immediately move up to half its speed without provoking opportunity attacks, then make one weapon attack." + ], + "foundryData": { + "activation.type": "bonus", + "activation.cost": "1" + } + }, + { + "name": "Outlast", + "source": "KaW", + "page": 82, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Orc Clan (Officer)" + } + ], + "entries": [ + "As a bonus action, an officer can take any number of power dice from their domain’s pool, regaining a number of hit points equal to twice the total of the dice." + ], + "foundryData": { + "activation.type": "bonus", + "activation.cost": "1" + } + }, + { + "name": "Protect the Clan", + "source": "KaW", + "page": 83, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Orc Clan (Officer)" + } + ], + "entries": [ + "When an officer is targeted by an attack, another officer within 30 feet of the target officer can use a reaction to make a defensive maneuver. The second officer takes one power die from their domain’s pool and subtracts the number on the power die from the attack roll." + ], + "foundryData": { + "activation.type": "reaction", + "activation.cost": "1", + "activation.condition": "another officer within 30 feet is targeted by an attack" + } + }, + { + "name": "Proud Warriors", + "source": "KaW", + "page": 83, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Orc Clan (Officer)" + } + ], + "entries": [ + "If the orc clan’s Resolve level is 2 or higher at the start of a battle, all the orc clan’s infantry units have the following trait until the end of the battle:", + { + "type": "entries", + "name": "Unflinching Endurance", + "page": 83, + "entries": [ + "The first time during a battle that this unit suffers 1 or more casualties, it can immediately make an attack against a legal target." + ] + } + ] + }, + { + "name": "Take No Insult", + "source": "KaW", + "page": 83, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Orc Clan (Officer)" + } + ], + "entries": [ + "Once per intrigue when an opposed domain succeeds on a skill test targeting one of the orc clan’s defenses, an officer can use a domain reaction to make an Operations test against the opposed domain’s Resolve. On a success, make note of the opposed domain’s current defense scores. The opposed domain’s Resources score decreases by 1 at the start of each of the domain’s subsequent turns. If the opposed domain’s Resources score is reduced to 10, at the start of its next turn, its Communications score begins to decrease by 1 each turn instead of Resources. If its Communications score is reduced to 10, the opposed domain’s Resolve score begins to decrease in the same manner instead of Communications.", + "This continues until either all the opposed domain’s defense scores are reduced to 10 or the intrigue ends. If the opposed domain defeats the orc clan in the next battle, the opposed domain’s defenses are returned to the scores they had before this feature was used." + ] + }, + { + "name": "Tales of Clan Heroes Past", + "source": "KaW", + "page": 83, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Orc Clan (Officer)" + } + ], + "entries": [ + "Once per intrigue as a domain bonus action, an officer can make a {@dc 15} Lore test. On a success, the orc clan’s Communications level and Resolve level both increase by 1." + ] + }, + { + "name": "The Unbreakable (Special Unit)", + "source": "KaW", + "page": 83, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Orc Clan (Officer)" + } + ], + "entries": [ + "As a domain action, an officer makes a DC 13 Operations test. On a success, the orc clan musters their best warriors: the Unbreakable, a special unit.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/QP95Xik.jpg" + }, + "title": "The Unbreakable unit card" + } + ] } ] } \ No newline at end of file From 7bf8034c66f5a4768a0c39ef5d78b4bc6c290515 Mon Sep 17 00:00:00 2001 From: Billiam9420 Date: Sat, 23 Apr 2022 16:52:13 -0400 Subject: [PATCH 29/65] Update MCDM Productions; Kingdoms & Warfare.json Added Planar Invaders and Reptilian Band --- .../MCDM Productions; Kingdoms & Warfare.json | 644 ++++++++++++++++++ 1 file changed, 644 insertions(+) diff --git a/book/MCDM Productions; Kingdoms & Warfare.json b/book/MCDM Productions; Kingdoms & Warfare.json index 653dd93638..6bcc7830d3 100644 --- a/book/MCDM Productions; Kingdoms & Warfare.json +++ b/book/MCDM Productions; Kingdoms & Warfare.json @@ -3527,6 +3527,187 @@ ] } ] + }, + { + "type": "entries", + "name": "Planar Invaders", + "page": 84, + "entries": [ + "Beyond the life known to the folk of the world, countless other worlds exist, filled with riches, mysteries, and danger. Planar invaders travel between these dimensions, seeking and consuming rare resources, obliterating those who get in their way, and too often leaving behind a trail of suffering. They pay no heed to the mundane conceptions of war understood by worldly folk, with their alien mindset and refusal to follow rules of engagement. Rather, they exploit every advantage they have, with no care to whether or not they leave survivors behind.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 2, + "items": [ + "{@b Skills}", + "{@b Diplomacy:} -1", + "{@b Espionage:} +2", + "{@b Lore:} +0", + "{@b Operations:} +3", + "{@b Defenses}", + "{@b Communications:} 11", + "{@b Resolve:} 12", + "{@b Resources:} 10" + ] + }, + { + "type": "entries", + "name": "Domain Title", + "page": 84, + "entries": [ + "The planar invaders’ leader gains the following title and the noted additional features.", + "{@optfeature Overlord|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Powers", + "page": 84, + "entries": [ + "Planar invaders’ officers gain access to the following domain powers.", + "{@optfeature Resistance is Futile|KaW}", + "{@optfeature You’ll Be of Use Yet|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 84, + "entries": [ + "Planar invaders’ officers gain access to the following domain features.", + "{@optfeature Interplanar Blip|KaW}", + "{@optfeature Recall the Fleet (Special Unit)|KaW}", + "{@optfeature Spatial Anchor|KaW}", + "{@optfeature We Will Take What We Need from Your Mind...Directly|KaW}" + ] + } + ] + }, + { + "type": "entries", + "name": "Reptilian Band", + "page": 85, + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/HW4GKa8.jpg" + } + }, + "Reptilian folk vary widely in their cultures and outlooks, with each preoccupied with unique concerns and internal politics. But every so often, a charismatic leader steps forth to bind disparate factions of kobolds, lizardfolk, dragonborn, and other peoples of reptilian ancestry into a mighty band. When united, these brave peoples make an unbreakable bulwark against those who would intrude into or steal resources from their lands—or a furious swarm dedicated to leveling whole kingdoms and reshaping the world as it was in primordial times.", + { + "type": "entries", + "name": "Frogfolk", + "page": 85, + "entries": [ + "The illustrious history of the world’s oldest fantasy roleplaying game is filled with various frog peoples. While such creatures are technically amphibians, the reptilian band domain works great to create a villainous or NPC realm using such creatures." + ] + }, + { + "type": "list", + "style": "list-no-bullets", + "columns": 2, + "items": [ + "{@b Skills}", + "{@b Diplomacy:} -1", + "{@b Espionage:} +2", + "{@b Lore:} +3", + "{@b Operations:} +0", + "{@b Defenses}", + "{@b Communications:} 11", + "{@b Resolve:} 12", + "{@b Resources:} 10" + ] + }, + { + "type": "entries", + "name": "Domain Title", + "page": 85, + "entries": [ + "The reptilian band leader gains the following title and the noted additional features.", + "{@optfeature Matriarch Rex|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Powers", + "page": 85, + "entries": [ + "Reptilian band officers gain access to the following domain powers.", + "{@optfeature Regenerate|KaW}", + "{@optfeature Vengeful Shriek|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 85, + "entries": [ + "Reptilian band officers gain access to the following domain features.", + "{@optfeature Booby Traps|KaW}", + "{@optfeature Ensorcelled Scales|KaW}", + "{@optfeature Prehistoric Wrath (Special Unit)|KaW}", + "{@optfeature Primal Magic|KaW}" + ] + } + ] + }, + { + "type": "entries", + "name": "Undead Dominion", + "page": 86, + "entries": [ + "Undeath is perhaps the oldest form of fell magic, its foul stain marring history again and again despite the efforts of those who pledge to wipe it out once and for all. Not all undead are evil by nature, but most leaders who seek to live forever are, as they manipulate the magic of life and death to eternally exercise their will over others. And soon enough, some of those undead leaders begin to ask themselves: “Why shouldn’t my people also share in the gift of immortality...?”", + "When an undead dominion rises, it creates a blight on the living landscape, turning soil to ash and draining the energy from all living things. Its people are a labor force that never needs rest. A military that needs no pay or medical care. They cannot be broken. They cannot be bought. They do not need to eat, or sleep, or breathe. They—and the threat they bring to bear on neighboring lands—are perpetual.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 2, + "items": [ + "{@b Skills}", + "{@b Diplomacy:} -1", + "{@b Espionage:} +0", + "{@b Lore:} +1", + "{@b Operations:} +3", + "{@b Defenses}", + "{@b Communications:} 11", + "{@b Resolve:} 13", + "{@b Resources:} 10" + ] + }, + { + "type": "entries", + "name": "Domain Title", + "page": 87, + "entries": [ + "The undead dominion leader gains the following title and the noted additional features.", + "{@optfeature Deathlord|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Powers", + "page": 85, + "entries": [ + "Reptilian band officers gain access to the following domain powers.", + "{@optfeature Knee Deep in the Dead|KaW}", + "{@optfeature Rise Up|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 85, + "entries": [ + "Reptilian band officers gain access to the following domain features.", + "{@optfeature Mass Animate Dead (Special Unit)|KaW}", + "{@optfeature The Curse Spreads|KaW}", + "{@optfeature The Dead Do Not Falter|KaW}", + "{@optfeature Vile Resistance|KaW}" + ] + } + ] } ] } @@ -8043,6 +8224,469 @@ "title": "The Unbreakable unit card" } ] + }, + { + "name": "Overlord", + "source": "KaW", + "page": 84, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Planar Invaders (Leader)" + } + ], + "entries": [ + "Whenever the overlord reduces a creature to 0 hit points, the overlord gains a +2 bonus to attack and damage rolls until the end of the encounter, and gains temporary hit points equal to 5 × the planar invaders’ domain size. If the overlord reduces multiple creatures to 0 hit points during the same encounter, the bonus is cumulative." + ] + }, + { + "name": "Resistance is Futile", + "source": "KaW", + "page": 84, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Planar Invaders (Officer)" + } + ], + "entries": [ + "As an action, an officer can take a power die from their domain’s pool to create an aura of despair centered on the officer. The aura has a radius of 5 feet × the number on the power die, and lasts until the start of the officer’s next turn. Each enemy creature that starts its turn within the aura must make a Wisdom saving throw with a DC of 8 + the planar invaders’ domain size. On a failure, the creature is {@condition paralyzed} until the start of the officer’s next turn." + ], + "foundryData": { + "activation.type": "action", + "activation.cost": "1" + } + }, + { + "name": "You’ll Be of Use Yet", + "source": "KaW", + "page": 84, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Planar Invaders (Leader)" + } + ], + "entries": [ + "As an action, the leader can take any number of power dice from their domain’s pool and cast the {@spell dominate person} spell, requiring no components. The save DC for the spell is equal to 8 + the total of the power dice." + ], + "foundryData": { + "activation.type": "action", + "activation.cost": "1" + } + }, + { + "name": "Interplanar Blip", + "source": "KaW", + "page": 84, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Planar Invaders (Officer)" + } + ], + "entries": [ + "If the planar invaders’ Communications level is 2 or higher at the end of deployment, an officer chooses a number of infantry units controlled by the planar invaders equal to their domain size. These units gain the following trait until the end of the battle:", + { + "type": "entries", + "name": "Blip", + "page": 84, + "entries": [ + "When this unit marches, it can move 1 extra space and can move through other units, though it cannot end its movement in the same space as an opposed unit." + ] + } + ] + }, + { + "name": "Recall the Fleet (Special Unit)", + "source": "KaW", + "page": 84, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Planar Invaders (Officer)" + } + ], + "entries": [ + "As a domain action, an officer makes a {@dc 13} Operations test. On a success, the planar invaders muster Timescape Shock Troops, a special unit of merciless time raiders.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/4RheW6G.jpg" + }, + "title": "Timescape Shock Troops unit card" + } + ] + }, + { + "name": "Spatial Anchor", + "source": "KaW", + "page": 84, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Planar Invaders (Officer)" + } + ], + "entries": [ + "As a domain action, an officer makes a {@dc 12} Lore test. On a success, during the next combat against officers of an opposed domain, each planar invader automatically succeeds on saving throws to avoid being unwillingly sent to another plane (as with spells such as {@spell banishment} or {@spell plane shift}) and against spells and effects that would alter their form (such as {@spell polymorph})." + ] + }, + { + "name": "We Will Take What We Need from Your Mind...Directly", + "source": "KaW", + "page": 85, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Planar Invaders (Officer)" + } + ], + "entries": [ + "Once per intrigue as a domain bonus action, an officer can make an Espionage test against an opposed domain’s Resolve. On a success, the planar invaders’ Communications level and Resolve level both increase by 1." + ] + }, + { + "name": "Matriarch Rex", + "source": "KaW", + "page": 85, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Reptilian Band (Leader)" + } + ], + "entries": [ + "The matriarch rex can shed their skin as a bonus action, immediately ending all conditions affecting them." + ], + "foundryData": { + "activation.type": "bonus", + "activation.cost": "1" + } + }, + { + "name": "Regenerate", + "source": "KaW", + "page": 85, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Reptilian Band (Officer)" + } + ], + "entries": [ + "As a bonus action, an officer can take a power die from their domain’s pool and recover a number of hit points equal to the number on the die. Using a die in this way regrows any of the officer’s missing limbs." + ], + "foundryData": { + "activation.type": "bonus", + "activation.cost": "1" + } + }, + { + "name": "Vengeful Shriek", + "source": "KaW", + "page": 85, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Reptilian Band (Leader)" + } + ], + "entries": [ + "If an ally the leader can see drops to 0 hit points, the leader can use a reaction to emit a vengeful shriek. The leader takes any number of power dice from their domain’s pool, and each creature of the leader’s choice within 30 feet of them that they can see takes thunder damage equal to the total of the power dice." + ], + "foundryData": { + "activation.type": "reaction", + "activation.cost": "1", + "activation.condition": "an ally the leader can see drops to 0 hit points" + } + }, + { + "name": "Booby Traps", + "source": "KaW", + "page": 85, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Reptilian Band (Officer)" + } + ], + "entries": [ + "Once per intrigue as a domain bonus action, an officer can make an Espionage test against an opposed domain’s Resources. On a success, the target domain’s Resources level decreases by 1, and the reptilian band’s Resolve level increases by 1." + ] + }, + { + "name": "Ensorcelled Scales", + "source": "KaW", + "page": 85, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Reptilian Band (Officer)" + } + ], + "entries": [ + "If the reptilian band’s Resolve level is 2 or higher at the start of any combat with officers of an opposed domain, all the reptilian band’s officers have the following reaction during that combat:", + { + "type": "entries", + "page": 86, + "name": "Reflective Scales", + "entries": [ + "If the officer succeeds on a saving throw against a spell that targets a single creature, or if a spell attack misses the officer, they can use a reaction to choose another creature they can see within 60 feet of them. The spell targets the chosen creature instead of the officer, with the new target rerolling the saving throw or the caster rerolling the attack roll, as appropriate." + ] + } + ] + }, + { + "name": "Prehistoric Wrath (Special Unit)", + "source": "KaW", + "page": 86, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Reptilian Band (Officer)" + } + ], + "entries": [ + "As a domain action, an officer makes a {@dc 13} Lore test. On a success, the reptilian band musters the Prehistoric Wrath, a special unit of dinosaurs.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/uvACCcv.jpg" + }, + "title": "Prehistoric Wrath unit card" + } + ] + }, + { + "name": "Primal Magic", + "source": "KaW", + "page": 86, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Reptilian Band (Officer)" + } + ], + "entries": [ + "As a domain action, an officer makes a Lore test against an opposed domain’s Resources. On a success, the opposed domain’s Resources level decreases by 1, and the reptilian band gains a {@item scroll of blood magic|KaW}." + ] + }, + { + "name": "Deathlord", + "source": "KaW", + "page": 87, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Undead Dominion (Leader)" + } + ], + "entries": [ + "If damage reduces the deathlord to 0 hit points, they make a Constitution saving throw with a DC equal to the damage taken, unless the damage is radiant or from a critical hit. On a success, the deathlord drops to 1 hit point instead.", + "Additionally, effects that kill a creature outright, such as the {@spell power word kill} spell, reduce the deathlord to 1 hit point instead." + ] + }, + { + "name": "Knee Deep in the Dead", + "source": "KaW", + "page": 87, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Undead Dominion (Officer)" + } + ], + "entries": [ + "As a bonus action, an undead dominion officer can take any number of power dice from their domain’s pool and create a number of undead minions equal to the total of the dice divided by 2. These minions rise from the ground in unoccupied spaces within 60 feet of the officer. The officer selects the minions that appear, with the undead dominion’s domain size determining the maximum challenge rating for each minion, as shown on the following table.", + { + "type": "table", + "colLabels": [ + "Domain Size", + "Maximum Minion CR", + "Example Undead", + "" + ], + "colStyles": [ + "col-1 text-center", + "col-1 text-center", + "col-2 text-left", + "col-9 text-left" + ], + "rows": [ + [ + "1", + "1/4", + "{@creature Skeletons} or {@creature Zombies}", + "" + ], + [ + "2", + "1/2", + "{@creature Shadow}", + "" + ], + [ + "3", + "1", + "{@creature Ghoul} or {@creature specter}", + "" + ], + [ + "4", + "2", + "{@creature Ghast} or {@creature ogre zombie}", + "" + ], + [ + "5", + "3", + "{@creature Mummy} or {@creature wight}", + "" + ] + ] + }, + "The undead act on their own initiative and follow the orders of the officer who summoned them." + ], + "foundryData": { + "activation.type": "bonus", + "activation.cost": "1" + } + }, + { + "name": "Rise Up", + "source": "KaW", + "page": 87, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Undead Dominion (Leader)" + } + ], + "entries": [ + "As a bonus action, the leader can take a power die from their domain’s pool and unleash an aura of unholy animation. Each corpse within 160 feet of the leader rises as an undead servant under their control, with a number of hit points equal to the number on the power die.", + "Risen creatures that were already undead retain their previous statistics except for their new hit points. New undead raised by this power become {@creature ghouls} if their remains are whole, or {@creature specters} if not." + ], + "foundryData": { + "activation.type": "bonus", + "activation.cost": "1" + } + }, + { + "name": "Mass Animate Dead (Special Unit)", + "source": "KaW", + "page": 87, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Undead Dominion (Officer)" + } + ], + "entries": [ + "As a domain action, an officer makes a {@dc 13} Lore test. On a success, the undead dominion musters the Grim Front, a special unit of bloodthirsty undead soldiers.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/RdQ9Yva.jpg`" + }, + "title": "The Grim Front unit card" + } + ] + }, + { + "name": "The Curse Spreads", + "source": "KaW", + "page": 87, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Undead Dominion (Officer)" + } + ], + "entries": [ + "As a domain action, an officer makes a {@dc 14} Lore test. On a success, the officer can choose a number of undead infantry units they control equal to the undead dominion’s domain size and give them the following maneuver:", + { + "type": "entries", + "page": 87, + "name": "Infect", + "entries": [ + "As a reaction when an adjacent opposed unit breaks, make a Command test against that unit’s Toughness. On a success, the undead dominion immediately reforms the unit with 1 casualty and takes control of it, the unit’s type becomes undead, and it gains the Dead and Harrowing traits. The reformed unit acts on the next turn in the initiative order." + ] + } + ] + }, + { + "name": "The Dead Do Not Falter", + "source": "KaW", + "page": 89, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Undead Dominion (Officer)" + } + ], + "entries": [ + "Once per intrigue as a domain bonus action, an officer can make a {@dc 14} Operations test. On a success, the undead dominion has advantage on Operations tests until the end of the intrigue." + ] + }, + { + "name": "Vile Resistance", + "source": "KaW", + "page": 89, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Undead Dominion (Officer)" + } + ], + "entries": [ + "If the undead dominion’s Resolve level is 2 or higher before the start of the next combat against the officers of an opposed domain, dominion officers gain the following benefits during the combat: they lose the Sunlight Sensitivity trait if they have it, they are immune to effects that turn undead, and they do not take extra damage from any effect that deals extra damage to undead." + ] } ] } \ No newline at end of file From 263fc73fd81d154fc4b3ffa3e20dda397b2b5458 Mon Sep 17 00:00:00 2001 From: Billiam9420 Date: Sun, 24 Apr 2022 10:00:50 -0400 Subject: [PATCH 30/65] Update MCDM Productions; Kingdoms & Warfare.json Fixed a few things, added Undersea Colony and World Below city-state, concluding the first major chapter of the book! --- .../MCDM Productions; Kingdoms & Warfare.json | 399 +++++++++++++++++- 1 file changed, 396 insertions(+), 3 deletions(-) diff --git a/book/MCDM Productions; Kingdoms & Warfare.json b/book/MCDM Productions; Kingdoms & Warfare.json index 6bcc7830d3..38c1ecd7f5 100644 --- a/book/MCDM Productions; Kingdoms & Warfare.json +++ b/book/MCDM Productions; Kingdoms & Warfare.json @@ -3658,6 +3658,13 @@ "name": "Undead Dominion", "page": 86, "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/HW4GKa8.jpg" + } + }, "Undeath is perhaps the oldest form of fell magic, its foul stain marring history again and again despite the efforts of those who pledge to wipe it out once and for all. Not all undead are evil by nature, but most leaders who seek to live forever are, as they manipulate the magic of life and death to eternally exercise their will over others. And soon enough, some of those undead leaders begin to ask themselves: “Why shouldn’t my people also share in the gift of immortality...?”", "When an undead dominion rises, it creates a blight on the living landscape, turning soil to ash and draining the energy from all living things. Its people are a labor force that never needs rest. A military that needs no pay or medical care. They cannot be broken. They cannot be bought. They do not need to eat, or sleep, or breathe. They—and the threat they bring to bear on neighboring lands—are perpetual.", { @@ -3681,7 +3688,7 @@ "name": "Domain Title", "page": 87, "entries": [ - "The undead dominion leader gains the following title and the noted additional features.", + "The undead dominion leader gains the following title and the noted additional features.", "{@optfeature Deathlord|KaW}" ] }, @@ -3690,7 +3697,7 @@ "name": "Domain Powers", "page": 85, "entries": [ - "Reptilian band officers gain access to the following domain powers.", + "Undead dominion officers gain access to the following domain powers.", "{@optfeature Knee Deep in the Dead|KaW}", "{@optfeature Rise Up|KaW}" ] @@ -3700,7 +3707,7 @@ "name": "Domain Features", "page": 85, "entries": [ - "Reptilian band officers gain access to the following domain features.", + "Undead dominion officers gain access to the following domain features.", "{@optfeature Mass Animate Dead (Special Unit)|KaW}", "{@optfeature The Curse Spreads|KaW}", "{@optfeature The Dead Do Not Falter|KaW}", @@ -3708,6 +3715,131 @@ ] } ] + }, + { + "type": "entries", + "name": "Undersea Colony", + "page": 89, + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/NYlPVj6.jpg" + } + }, + "Some ancestries whose folk dwell below the waves make valuable allies, but not all pelagic creatures are friendly toward the people of the surface world—and few monsters stoke fear so visceral as those that hide in the unfathomable depths of the sea. The home of such creatures is a quiet, crushing, everlasting night that holds more in common with the deep void between the stars than the lands the waves crash against. Undersea folk live among ancient cities that sank long ago, filled with prehistoric secrets best left forgotten.", + "Land-dwellers who come into conflict with an undersea colony often see its residents as detached and remorseless. Their strange languages often hide even stranger morals, such that slaying the crew of a ship to retrieve a stolen artifact of the deep might seem no different to them than peaceful diplomacy.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 2, + "items": [ + "{@b Skills}", + "{@b Diplomacy:} +0", + "{@b Espionage:} +0", + "{@b Lore:} +2", + "{@b Operations:} +1", + "{@b Defenses}", + "{@b Communications:} 13", + "{@b Resolve:} 11", + "{@b Resources:} 10" + ] + }, + { + "type": "entries", + "name": "Domain Title", + "page": 89, + "entries": [ + "The undersea colony leader gains the following title and the noted additional features.", + "{@optfeature Tideweaver|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Powers", + "page": 89, + "entries": [ + "Undersea colony officers gain access to the following domain powers.", + "{@optfeature The Bends|KaW}", + "{@optfeature Uncanny Gift|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 90, + "entries": [ + "Undersea colony officers gain access to the following domain features.", + "{@optfeature Dark Figures Move and Twist|KaW}", + "{@optfeature Disrupt Shipping|KaW}", + "{@optfeature Eerie Insight|KaW}", + "{@optfeature Salt Golems (Special Unit)|KaW}" + ] + } + ] + }, + { + "type": "entries", + "name": "World Below City-State ", + "page": 90, + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/60p6l9V.jpg" + } + }, + "Most people think of the World Below as a vast network of caverns stretching beneath the surface of the everyday world. But this is another realm entirely—a separate manifold in reality that is home to strange creatures all vying for control. Only the craftiest folk survive the host of subterranean horrors and the constant conflict between factions in the deep. Drow, duergar, deep gnomes, and more all build city-states strong enough to weather any setback or assault. The people of these city-states rarely venture beyond their well-defended territories—but when they do, it is often in search of the resources that will help guarantee their continued security. While most World Below city-states have no interest in conquering the folk of the surface, their highly trained forces can strike quickly when necessary—or when provoked by aggression on any side.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 2, + "items": [ + "{@b Skills}", + "{@b Diplomacy:} -1", + "{@b Espionage:} +2", + "{@b Lore:} +0", + "{@b Operations:} +2", + "{@b Defenses}", + "{@b Communications:} 10", + "{@b Resolve:} 11", + "{@b Resources:} 13" + ] + }, + { + "type": "entries", + "name": "Domain Title", + "page": 90, + "entries": [ + "The World Below city-state leader gains the following title and the noted additional features.", + "{@optfeature Strike Leader|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Powers", + "page": 90, + "entries": [ + "World Below city-state officers gain access to the following domain powers.", + "{@optfeature Close-Quarters Magic|KaW}", + "{@optfeature Crawling Toxin|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 91, + "entries": [ + "World Below city-state officers gain access to the following domain features.", + "{@optfeature Blades in the Dark|KaW}", + "{@optfeature Subterranean Bounty|KaW}", + "{@optfeature Tunnel Up|KaW}", + "{@optfeature Worm Knight (Special Unit)|KaW}" + ] + } + ] } ] } @@ -8687,6 +8819,267 @@ "entries": [ "If the undead dominion’s Resolve level is 2 or higher before the start of the next combat against the officers of an opposed domain, dominion officers gain the following benefits during the combat: they lose the Sunlight Sensitivity trait if they have it, they are immune to effects that turn undead, and they do not take extra damage from any effect that deals extra damage to undead." ] + }, + { + "name": "Tideweaver", + "source": "KaW", + "page": 89, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Undersea Colony (Leader)" + } + ], + "entries": [ + "If a creature that cannot breathe underwater starts its turn within 30 feet of the tideweaver, that creature takes {@damage 2d6} cold damage.", + "Additionally, as a bonus action, the tideweaver can target a number of creatures they can see within 30 feet of them equal to the undersea colony’s domain size. Each target must succeed on a Strength saving throw or either be pushed 20 feet away from the tideweaver or pulled to within 5 feet of the tideweaver (the tideweaver’s choice). The DC for this saving throw is 15 or the tideweaver’s spell save DC, whichever is higher." + ], + "foundryData": { + "activation.type": "bonus", + "activation.cost": "1" + } + }, + { + "name": "The Bends", + "source": "KaW", + "page": 89, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Undersea Colony (Leader)" + } + ], + "entries": [ + "As an action, the leader can take a power die from their domain’s pool and target one creature they can see within 60 feet of them. The target must succeed on a Constitution saving throw with a DC of 8 + the number on the power die or be stunned until the end of the leader’s next turn. Constructs, undead, and creatures whose form contains no liquid (such as fire elementals) automatically succeed on this saving throw." + ], + "foundryData": { + "activation.type": "action", + "activation.cost": "1" + } + }, + { + "name": "Uncanny Gift", + "source": "KaW", + "page": 89, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Undersea Colony (Officer)" + } + ], + "entries": [ + "As a bonus action, an officer can take a power die from their domain’s pool and cast the {@spell eldritch blast} cantrip, using the number on the power die as the spell’s attack bonus. The spell creates a number of beams equal to the undersea colony’s domain size." + ], + "foundryData": { + "activation.type": "bonus", + "activation.cost": "1" + } + }, + { + "name": "Dark Figures Move and Twist", + "source": "KaW", + "page": 90, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Undersea Colony (Officer)" + } + ], + "entries": [ + "If the undersea colony’s Communications level is 2 or higher at the end of deployment, an officer can choose a number of ranks on the battlefield equal to the undersea colony’s domain size and cover them in fog. This fog has no effect on the undersea colony’s units." + ] + }, + { + "name": "Disrupt Shipping", + "source": "KaW", + "page": 90, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Undersea Colony (Officer)" + } + ], + "entries": [ + "As a domain action, an officer makes an Operations test against an opposed domain’s Resources. On a success, whenever the undersea colony makes a successful Operations test until the end of the intrigue, in addition to the normal effects for success, they also reduce the opposed domain’s Resources level by 1. If the undersea colony is defeated in a battle, the opposed domain’s Resources return to normal." + ] + }, + { + "name": "Eerie Insight", + "source": "KaW", + "page": 90, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Undersea Colony (Officer)" + } + ], + "entries": [ + "Once per intrigue as a domain bonus action, an officer can make a Lore test against an opposed domain’s Communications. On a success, an officer chooses a number of magic items equal to the undersea colony’s domain size that are in the possession of the opposed domain’s officers, creating copies of those magic items for the undersea colony’s officers. Artifacts cannot be targeted in this way. The copies function only until the end of the next combat encounter in which they are used." + ] + }, + { + "name": "Salt Golems (Special Unit)", + "source": "KaW", + "page": 90, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Undersea Colony (Officer)" + } + ], + "entries": [ + "As a domain action, an officer makes a {@dc 13} Lore test. On a success, the undersea colony musters the Salt Golems, a special unit of constructs made from ultradense salt crystals.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/URnEXzf.jpg" + }, + "title": "Salt Golems unit card" + } + ] + }, + { + "name": "Strike Leader", + "source": "KaW", + "page": 90, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "World Below City-State (Leader)" + } + ], + "entries": [ + "The strike leader can use an action to create a 20-foot-radius sphere of hazy smoke centered on a point within 120 feet of them. The sphere lasts for 1 minute, spreads around corners, and its area is heavily obscured. While the sphere lasts, the strike leader can use a bonus action to move it up to 60 feet in any direction." + ], + "foundryData": { + "activation.type": "action", + "activation.cost": "1" + } + }, + { + "name": "Close-Quarters Magic", + "source": "KaW", + "page": 90, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "World Below City-State (Officer)" + } + ], + "entries": [ + "As a bonus action, an officer takes a power die from their domain’s pool and teleports up to a number of feet equal to 5 × the number on the die to an unoccupied space they can see." + ], + "foundryData": { + "activation.type": "bonus", + "activation.cost": "1" + } + }, + { + "name": "Crawling Toxin", + "source": "KaW", + "page": 90, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "World Below City-State (Officer)" + } + ], + "entries": [ + "When an officer hits with a weapon attack, they can take a power die from their domain’s pool and have the attack deal extra poison damage equal to the number on the power die. Any creature that takes this poison damage must succeed on a {@dc 15} Constitution saving throw or be {@condition poisoned} for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + ] + }, + { + "name": "Blades in the Dark", + "source": "KaW", + "page": 91, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "World Below City-State (Officer)" + } + ], + "entries": [ + "Once per intrigue as a domain bonus action, an officer can make an Espionage test against an opposed domain’s Communications. On a success, the World Below city-state’s Resolve increases by 1, and each unit the opposed domain musters through alliances until the end of the intrigue has its casualty die decreased one step (minimum d4)." + ] + }, + { + "name": "Subterranean Bounty", + "source": "KaW", + "page": 91, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "World Below City-State (Officer)" + } + ], + "entries": [ + "If the World Below city-state’s Communications level is 2 or higher at the start of a battle, the level of one other defense of an officer’s choice increases by 1." + ] + }, + { + "name": "Tunnel Up", + "source": "KaW", + "page": 91, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "World Below City-State (Officer)" + } + ], + "entries": [ + "As a domain action, an officer makes an Espionage test against an opposed domain’s Resources. On a success, during the next deployment, the World Below city-state can place one infantry unit in an unoccupied space in enemy territory." + ] + }, + { + "name": "Worm Knight (Special Unit)", + "source": "KaW", + "page": 91, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "World Below City-State (Officer)" + } + ], + "entries": [ + "As a domain action, an officer makes a DC 13 Operations test. On a success, the World Below city-state musters a Worm Knight, a special unit consisting of a knight atop a battle-trained purple worm.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/88HVCXT.jpg" + }, + "title": "Worm Knight unit card" + } + ] } ] } \ No newline at end of file From fa3d48d00ac026f8bf561726cb24ab3df7b4ef45 Mon Sep 17 00:00:00 2001 From: Billiam9420 Date: Mon, 25 Apr 2022 07:55:32 -0400 Subject: [PATCH 31/65] Update MCDM Productions; Kingdoms & Warfare.json Begun Warfare section and realized that `inset` is a thing I can use... --- .../MCDM Productions; Kingdoms & Warfare.json | 150 ++++++++++++++++-- 1 file changed, 135 insertions(+), 15 deletions(-) diff --git a/book/MCDM Productions; Kingdoms & Warfare.json b/book/MCDM Productions; Kingdoms & Warfare.json index 38c1ecd7f5..667008ab85 100644 --- a/book/MCDM Productions; Kingdoms & Warfare.json +++ b/book/MCDM Productions; Kingdoms & Warfare.json @@ -195,9 +195,8 @@ "But finally—and most ambitiously—all these rules work together as a whole. The heroes become an organization as they plot and scheme against the villain’s realm, making allies and raising an army. Time and again, they confront enemy leaders in combat using their new domain powers while their loyal forces clash around them! And though they might not be something that ends up a part of every session, battles between the armies of domains can lend an epic feel to any adventure. It’s a little more work, certainly, but that work pays off in the kind of conflict that pushes players and GMs toward the biggest possible adventure finale.", "There might be other things you wish this system did. If we’ve done a good job, it’ll be easy for you to design your own optional rules that expand on this framework. We look forward to seeing what you do with the content that follows!", { - "type": "entries", + "type": "inset", "name": "Combat and Battle", - "page": 2, "entries": [ "To keep clear the differences between warfare and characters engaging in combat, this book uses “combat” to refer to characters and monsters skirmishing using the game’s normal rules. “Battle” is used to refer to armies clashing using the warfare rules." ] @@ -1250,9 +1249,8 @@ "entries": [ "In a campaign in which the GM enjoys letting the players join in on the fun of setting creation, it can be cool to let each of the players design an NPC realm for the GM to use. The GM can assign each of the players a domain size and an attitude that their NPC realm has toward the characters’ organization, then let them determine the rest of the details. The players get in on the fun of building the easiest type of domain, and the GM has to do less work. Win-win!", { - "type": "entries", + "type": "inset", "name": "Reskinning Domains", - "page": 30, "entries": [ "GMs might find that their worlds include a villainous or NPC domain that’s not an automatic fit for any of the concepts this book provides. For example, consider a campaign that features a powerful faction of gnolls. Even though there’s no NPC realm set up as a gnoll war band, there’s almost certainly another domain that fits. If the gnolls are proud warriors, the GM can use the orc clan domain and call it something else. If the gnolls are religious zealots, their domain could be built as a hidden cult religious order. Or for gnolls with a culture of invention and innovation, the gnomish kingdom might be a perfect fit!", "Likewise, GMs shouldn’t feel locked into building NPC realms based on ancestry. The goblinoid realm in a campaign doesn’t have to be a goblinoid coalition domain. The GM can make it an arcane order, a despotic regime, an undersea colony, or whatever makes sense for their world." @@ -1284,16 +1282,10 @@ "When a group of characters founds a domain, the players choose one of the eight organization types described in this section. Each organization features three specializations that the players also choose from, creating a wide range of possibilities for the heroes’ domain.", "Though this section is primarily for player characters, and is written to speak to the players, a GM can also use the domains presented in this section to create enemy and NPC realms.", { - "type": "entries", + "type": "inset", + "name": "Gaining New Proficiencies", "entries": [ - { - "type": "entries", - "name": "Gaining New Proficiencies", - "page": 31, - "entries": [ - "If a character gains a proficiency from a domain title that they already gain from another source, that character can take another proficiency of the same kind (skill or tool) instead." - ] - } + "If a character gains a proficiency from a domain title that they already gain from another source, that character can take another proficiency of the same kind (skill or tool) instead." ] } ] @@ -2522,6 +2514,13 @@ "{@optfeature Beseech the Most High|KaW}" ] }, + { + "type": "inset", + "name": "Freedom of Religion", + "entries": [ + "The nature or specialization of your religious order has no bearing on which type of planar creature— aberration, celestial, or fiend—you can summon with the Beseech the Most High power. Think outside the box! Your holy church might petition a righteous deity for aid and be granted command of a monstrous devil bound by hallowed chains. Likewise, your hidden cult might worship an archdevil that torments souls in an eldritch demiplane, conjuring an aberration onto the battlefield from a portal of writhing tentacles." + ] + }, { "type": "entries", "name": "Domain Features", @@ -3597,9 +3596,8 @@ }, "Reptilian folk vary widely in their cultures and outlooks, with each preoccupied with unique concerns and internal politics. But every so often, a charismatic leader steps forth to bind disparate factions of kobolds, lizardfolk, dragonborn, and other peoples of reptilian ancestry into a mighty band. When united, these brave peoples make an unbreakable bulwark against those who would intrude into or steal resources from their lands—or a furious swarm dedicated to leveling whole kingdoms and reshaping the world as it was in primordial times.", { - "type": "entries", + "type": "inset", "name": "Frogfolk", - "page": 85, "entries": [ "The illustrious history of the world’s oldest fantasy roleplaying game is filled with various frog peoples. While such creatures are technically amphibians, the reptilian band domain works great to create a villainous or NPC realm using such creatures." ] @@ -3842,6 +3840,128 @@ ] } ] + }, + { + "type": "section", + "name": "Warfare", + "page": 92, + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "" + } + }, + "When great heroes like Ajax, Hector, or Achilles participate in a war, the story is about them fighting other heroes. Enemy heroes. The Trojan War is just a backdrop for these individuals’ epic stories. So if that’s the story you want to tell—of great armies clashing in the background while heroes and villains duel each other in single combat—then you don’t need rules for warfare. You can just play out normal encounters while a huge battle is described happening around the heroes and their enemies, like some particularly dramatic background music.", + "This system, by contrast, assumes that even in a fantasy world, armies are important. Heroes can fight other heroes, but it takes an army to capture and hold territory—and to defend a domain against a villain’s army. Each army’s tactics, the units deployed, and who won is important—as is how they won. So while the characters still need to stop the villain in a thrilling combat, the characters’ army also needs to defeat the villain’s army to fully secure victory.", + { + "type": "entries", + "name": "Using These Rules", + "page": 93, + "entries": [ + "These rules don’t worry overmuch about where the player characters are during a battle, or exactly what they’re doing. Most are probably off adventuring or fighting the leaders of the villain’s army. They’re not on the battlefield trying to micromanage their own army. But that army is still an extension of the characters. Each unit gains benefits in battle based on a player character’s class (see {@book Martial Advantages|KaW|3|Martial Advantages} on page 111), but a character’s features, traits, spells, and feats mostly help make them better at fighting monsters. Characters aren’t designed to fight armies. So these rules let the characters focus on fighting monsters and villains while their army tries to take and hold the villain’s territory, or to stop the villain’s army from taking territory of its own.", + "Players and GMs who like these rules and want to use this system in their games should make sure that everyone understands wars are about armies. The players and the GM control their own side’s units, but the characters, the monsters, and the NPCs should always be focused on undertaking the personal challenges and one-on-one combat they’re best at.", + "With all this in mind, we think everyone will find a lot of value in these rules. As an overview, this section presents just a few of the ways players and GMs can use this warfare system in your games.", + { + "type": "inset", + "name": "Combat and Battle", + "entries": [ + "To keep clear the differences between warfare and characters engaging in combat, this book uses “combat” to refer to characters and monsters skirmishing using the game’s normal rules. “Battle” is used to refer to armies clashing using the warfare rules." + ] + }, + { + "type": "entries", + "name": "We're Adventuring!", + "page": 93, + "entries": [ + "Just because the heroes go off on adventures doesn’t mean the rest of the world stops short, waiting in suspended animation for them to return. Armies are a fantastic tool that can be used to create tension in a game while the heroes are off adventuring.", + "Giving the villain of the adventure an army to attack the heroes’ domain, the domains of their allies, or even just the place they live is a great way to get the players engaged with warfare. A GM can pause and say “Meanwhile…” as they describe a scenario in which the heroes’ domain is threatened and the players must use the heroes’ army to defend it." + ] + }, + { + "type": "entries", + "name": "Downtime Warfare", + "page": 93, + "entries": [ + "One of the most canonical uses of warfare is to give the players more—and more interesting—things to do during downtime, or at any time between group adventures when the characters are free to be more self-directed. In the time between one adventure and another, the players have a chance to come up with their own goals and motivations. And having characters be officers in a domain with a standing army, even a small one, opens up all sorts of new opportunities for story and game play.", + "The players might decide to use the characters’ army proactively. Send it somewhere to liberate a town or temple, or to clear out a forest infested with cultists. Send it to blockade a road and force a confrontation with a local warlord. Or they might use it reactively based on challenges the GM places in front of them, like a rebellion or an uprising. Between adventures, unlimited possibilities for drama and action arise, and warfare can easily factor into these." + ] + }, + { + "type": "entries", + "name": "Epic Finale", + "page": 94, + "entries": [ + "The most spectacular use of this system is to simulate a climactic confrontation between a heroic organization and a villainous realm. The easiest and most fun way to do this is to run and resolve the battle first, then the combat, even though both are actually happening simultaneously. This works much the same way that players in combat resolve their characters’ actions in distinct turns, even though in reality the characters are all moving and attacking at the same time.", + "When this is done, mark down who wins the battle and on which turn. Then, on that turn of the combat, the winning officers each gain a Morale Surge they can use at any time (see the sidebar). The warfare rules have been designed to, on a whole, resolve faster than character combat. This is not wholly realistic, but it is dramatic—and it allows the game to continue to focus on the heroes and their actions. Their army will win or lose before the end of the combat, and the victors gain a sudden and dramatic bonus reflecting the rush of adrenaline.", + "Of course, this requires some willing suspension of disbelief, since the players will have already resolved the battle before starting the combat. So they know who’s going to win—and on what turn— going into their own final fight. But even if this causes characters to change their behavior in what is technically a metagaming sense, it can easily be explained as the characters being the ones who trained the forces fighting outside—and as such, being instinctively aware that those forces are going to win (or lose!), even if that wasn’t strictly obvious during the actual running of the battle.", + "A battle can, of course, take longer than a combat! This isn’t a problem if the winner of the battle is the same domain as the winner of the combat. But even if that’s not the case, when a domain’s commanders lose a combat (whether they died, surrendered, were banished to another dimension, and so on) their troops automatically undertake the Retreat maneuver. (The rest of this chapter explains maneuvers and all the other rules for warfare.)" + ] + }, + { + "type": "inset", + "name": "Morale Surge", + "entries": [ + "A character experiences a sudden rush of adrenaline upon hearing the herald’s news of victory on the field of battle. As a bonus action, the character can move half their speed and take one additional action, on top of their regular action and movement. The character can use this benefit once, and loses it if they don’t use it before taking a long rest." + ] + }, + { + "type": "entries", + "name": "Bringing the Siege", + "page": 94, + "entries": [ + "When the GM decides that it’s time for a battle to begin, each side can attempt to bring the siege. This section of the rules vaguely emulates the behavior of European military conflicts from the eleventh century to the fifteenth century. During these times, the majority of battles were sieges—one army attacking a fortification, rather than two armies facing each other in the field. The major question of the time was: Which side would mobilize first and lay siege to the other side’s castle or keep?", + "The warfare rules simulate this historical setup by requiring both domains to make an opposed Operations test at the start of each battle. The winner decides whether they will attack the villain’s stronghold, defend their own stronghold, or meet on a different field of battle. In the case of a tie (or if the GM determines that it’s not appropriate for a particular battle to involve a stronghold), both armies meet at a location away from either stronghold." + ] + }, + { + "type": "entries", + "name": "Seizing the Initiative", + "page": 94, + "entries": [ + "The army that defends its domain’s stronghold gains the benefits of the fortifications of that stronghold. The army that attacks has more flexibility in its tactics and is said to have seized the initiative. All units in that army’s vanguard rank get a free activation at the start of the battle. While the attacking army is taking this free activation, the units of the defending army can use reactions only." + ] + }, + { + "type": "entries", + "name": "Using the Grid", + "page": 95, + "entries": [ + "One of the keys to keeping battles fun is making sure everyone has room to maneuver. Each side in the battle has a 4 × 5 grid—twenty spaces in total— on which to place their infantry and artillery units. Cavalry and aerial units do not use the grid.", + "If one side of the battlefield is completely filled with troops, that side is left with no room to maneuver and the game turns into a slog. As such, these rules work best with each side controlling twelve or fewer units." + ] + }, + { + "type": "entries", + "name": "Making Tests", + "page": 95, + "entries": [ + "Throughout these rules, you’ll see references to units making tests. Just like with the rules for running domains, tests in warfare are analogous to your character making ability checks—you roll a d20, add a modifier, and compare the total to a fixed DC or some other value. If the result is equal to or greater than the value it’s compared to, the test succeeds. Tests can likewise be made with advantage and disadvantage, just like ability checks.", + "When a unit attacks another unit, it first makes an Attack test opposed by the opposed unit’s Defense. To successfully execute a special maneuver, a unit must succeed on a Command test with a DC based on the complexity of the maneuver. (Attack, Defense, and Command are three of the modifiers that are part of every unit’s battle statistics, discussed in more detail below.)" + ] + }, + { + "type": "entries", + "name": "Starting Small", + "page": 95, + "entries": [ + "The best way to test out these rules is to start with a small battle, wherein each player controls just one unit. There are then a commensurate number of units on the opposing side, controlled by the GM. A battle of this size—perhaps two opposing forces trying to take over a small town—gives everyone, including the GM, the chance to learn the system and get their feet wet.", + "It might seem like a fun idea to start with a huge battle! An epic confrontation with dozens of units on each side! But this system will quickly bog down under that kind of setup, and there are better ways to create this epic feel. These rules don’t model individual soldiers, which means that players and GMs are free to redefine the scale of battle to suit their needs. If you want to run an epic battle, simply say that each unit represents a legion of five thousand soldiers rather than a squad of fifty or some other smaller number.", + "Alternatively, many of what are considered huge historical battles were actually a series of smaller related skirmishes. So if you want to replicate this kind of massive battle, you can use this system to play out specific skirmishes within a larger war. Using different battlefield setups each time, you’ll play out the battle for the port, then the battle for the tower gates, and finally the battle for the city, with the results of each battle affecting the next." + ] + }, + { + "type": "inset", + "name": "Allied and Opposed", + "entries": [ + "In the warfare rules, “allied units” refers to all units that are part of an army or are friendly to that army. “Opposed units” refers to all units that are part of the army fielded by the other side in a battle, or which are friendly to that other side’s army. The same usage applies when talking about opposed commanders. This allows the rules to read properly from the perspective both of players running their characters’ army and the GM running a villain’s army, by avoiding terms like “enemy” that might be misread as referring only to the units of the villain or GM’s side.", + "If any part of the rules allows a unit to affect allied units, the unit can also affect itself (assuming it meets all other criteria for the specific effect)." + ] + } + ] + } + ] } ] } From a54b6952c9441c758921d499d033255cf61dcbb9 Mon Sep 17 00:00:00 2001 From: Billiam9420 Date: Wed, 27 Apr 2022 07:45:25 -0400 Subject: [PATCH 32/65] Update MCDM Productions; Kingdoms & Warfare.json Warfare chapter expanded --- .../MCDM Productions; Kingdoms & Warfare.json | 568 ++++++++++++++++++ 1 file changed, 568 insertions(+) diff --git a/book/MCDM Productions; Kingdoms & Warfare.json b/book/MCDM Productions; Kingdoms & Warfare.json index 667008ab85..b6b3d076da 100644 --- a/book/MCDM Productions; Kingdoms & Warfare.json +++ b/book/MCDM Productions; Kingdoms & Warfare.json @@ -3958,6 +3958,574 @@ "In the warfare rules, “allied units” refers to all units that are part of an army or are friendly to that army. “Opposed units” refers to all units that are part of the army fielded by the other side in a battle, or which are friendly to that other side’s army. The same usage applies when talking about opposed commanders. This allows the rules to read properly from the perspective both of players running their characters’ army and the GM running a villain’s army, by avoiding terms like “enemy” that might be misread as referring only to the units of the villain or GM’s side.", "If any part of the rules allows a unit to affect allied units, the unit can also affect itself (assuming it meets all other criteria for the specific effect)." ] + }, + { + "type": "entries", + "name": "Larger Battlefields", + "page": 95, + "entries": [ + "Each player character involved in a warfare battle can command a number of units equal to their proficiency bonus, which means players can eventually control up to six units each! If your group has five or six players, that can mean battles with thirty units or more on a side!", + "Any time you play a battle with more than fifteen units on a side, it’s recommended that the battlefield be expanded by adding ranks (rows) and files (columns) to the field, so that there are always openings and empty spaces. As a general rule of thumb, add one new column for every three units beyond fifteen. Once you’ve added two columns, add another row: a second vanguard row with the same rules for deployment as the original vanguard row.", + { + "type": "table", + "caption": "Expanding the Battlefield", + "colLabels": [ + "Units per Side", + "Add...", + "" + ], + "colStyles": [ + "col-2 text-left", + "col-3 text-left", + "col-7 text-left" + ], + "rows": [ + [ + "15 or fewer", + "Nothing; use the 4 × 5 grid for each side", + "" + ], + [ + "16-18", + "One column", + "" + ], + [ + "19-21", + "Another column", + "" + ], + [ + "22-24", + "One vanguard row", + "" + ], + [ + "25-27", + "Another column", + "" + ], + [ + "28 or more", + "Another column", + "" + ] + ] + } + ] + }, + { + "type": "entries", + "name": "Domain Armies", + "page": 96, + "entries": [ + "Not all domains need an army. Depending on the campaign or the nature of the specific adventure you’re playing, domains for the characters and the villains are still useful for the additional features they grant, even without these warfare rules. A heroic organization might act behind the scenes, or lend aid to other domains in the form of special units that can be mustered and sent to help allies. But if an enemy has an army marching on the characters’ stronghold—or vice versa—creating an army is the best way to play out that scenario!" + ] + }, + { + "type": "entries", + "name": "Units", + "page": 96, + "entries": [ + "Each army is made up of units. Each unit is a collection of soldiers (including monsters) with the same ancestry, training, gear, and type.", + "An army defends a domain and fights battles for the domain’s officers (either the player characters or the villains controlled by the GM). While the characters confront an opposed domain’s leaders in an epic combat, the armies loyal to both sides clash in an epic battle. The characters and the villains issue orders, but the soldiers who fight and die in response to those orders are the ones who take and hold the field—the ones who win or lose the war." + ] + }, + { + "type": "entries", + "name": "Anatomy of a Unit", + "page": 96, + "entries": [ + "The following is a typical unit, so let’s check out its stats.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/Q2U9E6J.jpg" + } + }, + "There are a lot of numbers and symbols at use here, but you’ll quickly get used to them. And you’ll find much more information on all these stats and how they’re used in the sections that follow.", + { + "type": "entries", + "name": "Name", + "entries": [ + "Every unit has a name. For normal units, that name is just a combination of the unit’s ancestry and type—for example, Human Cavalry, Elf Artillery, or Hobgoblin Infantry. Some units have more descriptive names, though, such as Human Shield Maniple or Bugbear Heavy Claw. Special units might follow either format. And unique units have quotation marks around their names, to indicate that there is only one of these special units anywhere in the world." + ] + }, + { + "type": "entries", + "name": "Commander", + "entries": [ + "Every unit also has a commander. This is the creature that issues orders to the unit in battle—usually one of the officers in charge of the domain fielding the unit.", + "The rules don’t worry too much about how exactly a human paladin locked in combat with an evil enemy cleric is able to make their intentions known to the unit they command out on the battlefield. The system is deliberately abstract. Runners and heralds are tasked with conveying such orders, and minor magics can facilitate communication between a commander and their troops. But beyond that, a unit knows what its commander wants because the commander has trained that unit. As well, each unit is assumed to have sergeants and subcommanders who know what to do if the commander is incapacitated, killed, or turned into a slimy toad." + ] + }, + { + "type": "entries", + "name": "Battle Statistics", + "entries": [ + " ", + "{@b Attack (ATK)} is a measure of a unit’s tactical effectiveness—its ability to successfully execute an attack order and engage an opposed unit. A successful Attack test can inflict casualties on an opposed unit, but is only half of the process of making an attack. Attack is opposed by Defense and improved by experience.", + "{@b Defense (DEF)} is a measure of a unit’s ability to maneuver in such a way that it can avoid an opposed unit’s attack, or minimize it so much that it fails to make a noticeable dent in the unit’s casualties. Defense is improved by experience.", + "{@b Power (POW)} is a measure of a unit’s physical prowess in battle. When the halberds strike, the arrows fall, or the lances pierce, how much force is behind them? Making a Power test is the second part of making an attack, and inflicts even more casualties on an opposed unit. Power tests made for other reasons do not deal damage unless the rules say so. Power is opposed by Toughness and improved by equipment.", + "{@b Toughness (TOU)} is a measure of a unit’s physical hardiness—its ability to withstand successful attacks and keep fighting. Toughness is improved by equipment.", + "{@b Morale (MOR)} measures a unit’s ability to maintain discipline in the face of overwhelming odds, powerful magic, exotic enemies, and death. Failing a Morale test inflicts casualties just as Attack tests and Power tests can, since a soldier who is terrified and flees is just as ineffective as a dead soldier. Morale is improved by experience.", + "{@b Command (COM)} is a unit’s ability to correctly interpret complex orders and execute them successfully. Command is improved by experience.", + "{@b Number of attacks (the sword icon)} represents the number of times a unit can organize itself to attack other units in one round of battle. Most units have only one attack. Number of attacks is improved by experience.", + "{@b Damage (DMG)} is the number of casualties inflicted on a successful Power test made after a successful Attack test. If some part of the rules grants a bonus to damage, that bonus applies only to the Power test made as part of an attack. Damage is improved by equipment.", + "{@b Size} is an abstract measure of a unit’s ability to maintain morale and unit cohesion, and to carry out orders. Size determines a unit’s {@b casualty die} (see below), and so determines how much damage a unit can take. The bigger a unit’s size, the more effective it is at staying in the fight.", + "{@b Movement} is another of a unit’s battle statistics, but does not appear on the card because all units have a movement of 1." + ] + }, + { + "type": "entries", + "name": "Casualties", + "entries": [ + "During warfare, the number of casualties a unit can suffer but still keep on fighting is represented by the {@b casualty die}. A casualty die is based on a unit’s size, and is placed on the unit card during battle with the number of casualties the unit has remaining facing up. For example, a size 6 unit would begin with a d6 casualty die, with the 6 facing up.", + "If a unit is ever reduced to half its maximum casualties or fewer, it is {@b diminished}. The first time a unit is diminished in a battle, it must succeed on a {@dc 13} Morale test or immediately suffer 1 casualty.", + "If a unit’s casualty die ever reaches 0, the unit is {@b broken} and is removed from the battle. A broken unit might be able to be rallied to return to the battle, or it might be disbanded and permanently lost.", + "These rules don’t worry about the exact number of soldiers or monsters in a unit. Likewise, casualties usually mean soldiers killed by enemy action, but not always. A soldier who is disoriented or too terrified to act, or who cannot see or hear or understand their commanders’ orders, is just as ineffective as a dead soldier. For this reason, even though a unit might be removed from the battlefield when broken, there is a chance that it can be rallied later by gathering together scattered soldiers, bolstering their resolve, and organizing them for battle again." + ] + }, + { + "type": "entries", + "name": "Type", + "entries": [ + "A unit’s type is represented by a weapon symbol. Type determines what a unit can do in battle, who it can attack, and who it can be attacked by. There are four types of basic unit: infantry, artillery (including siege weapons), cavalry, and aerial. For the purpose of improving experience and equipment (see below), cavalry and aerial units use the same tables.", + { + "type": "table", + "colLabels": [ + "Type", + "Symbol", + "Type", + "Symbol", + "" + ], + "colStyles": [ + "col-1 text-left", + "col-1 text-center", + "col-1 text-left", + "col-1 text-center", + "col-8 text-left" + ], + "rows": [ + [ + "Aerial", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/9YFLBe6.png", + "maxWidth": 50 + } + }, + "Cavalry", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/CGQScAa.png", + "maxWidth": 50 + } + }, + "" + ], + [ + "Artillery", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/HjXkiVE.png", + "maxWidth": 50 + } + }, + "Infantry", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/Pd42pUG.png", + "maxWidth": 50 + } + }, + "" + ], + [ + "Artillery (Siege)", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/HtJQVSh.png", + "maxWidth": 50 + } + }, + "Infantry (Levy)", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/ll2Gsva.png", + "maxWidth": 50 + } + }, + "" + ] + ] + } + ] + }, + { + "type": "entries", + "name": "Experience", + "entries": [ + "Experience is a combination of how much training a unit has and how much fighting it’s seen. More experienced units gain bonuses to Attack, Defense, Morale, and Command, as well as additional attacks, as indicated on the Unit Experience Bonuses table. But different types of units learn different lessons in battle.", + "Units gain experience by surviving battles, according to how experienced they already are (see {@book Improving Units|KaW|3|Improving Units} on page 104). Each section of the table starts with the lowest level of experience at the top, with each subsequent level below indicating the next improvement.", + "The bonuses on these tables are {@b not cumulative}. If a veteran infantry unit survives a battle and improves to become elite, its Attack modifier goes up by 1, not by 2.", + "The number of stars in a unit card’s upper left corner indicate the unit’s level of experience. Levies and regular units have no stars, veteran units have one star, elite units have two stars, and super-elite units have three stars." + ] + }, + { + "type": "inset", + "name": "Levies", + "entries": [ + "Levies are infantry troops who have zero training and no experience, typically laborers and townsfolk. They know their likely fate in battle, but they believe enough in a domain’s cause to fight and die for it—or they fear the price of not fighting even more.", + "Levies cannot have their gear or experience improved. They automatically disband after every battle and must be mustered again for the next battle." + ] + }, + { + "type": "entries", + "name": "Equipment", + "entries": [ + "Equipment describes a unit’s arms and armor. Heavier units have better weapons and armor, granting them bonuses to Power, Toughness, and Damage (except for artillery units), but they might not be as flexible in battle as a lighter, more mobile unit. As with experience, different types of units gain different benefits from improving their equipment.", + "Units improve their equipment by having their domain pay for those improvements (see {@book Improving Units|KaW|3|Improving Units} on page 104). Each section of the Unit Equipment Bonuses table starts with the baseline level of equipment at the top, with each subsequent level below indicating the next improvement." + ] + }, + { + "type": "table", + "caption": "Unit Experience Bonuses", + "colLabels": [ + "Infantry Experience", + "Additional Attacks", + "Attack", + "Defense", + "Morale", + "Command", + "" + ], + "colStyles": [ + "col-2 text-left", + "col-1 text-center", + "col-1 text-center", + "col-1 text-center", + "col-1 text-center", + "col-1 text-center", + "col-5 text-left" + ], + "rows": [ + [ + "Levies", + "+0", + "-1", + "-2", + "-2", + "-1", + "" + ], + [ + "Regular", + "+0", + "+0", + "+0", + "+0", + "+1", + "" + ], + [ + "Veteran", + "+0", + "+1", + "+2", + "+2", + "+2", + "" + ], + [ + "Elite", + "+1", + "+2", + "+4", + "+4", + "+2", + "" + ], + [ + "Super-elite", + "+1", + "+3", + "+6", + "+6", + "+3", + "" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "Cavalry and Aerial Experience", + "Additional Attacks", + "Attack", + "Defense", + "Morale", + "Command", + "" + ], + "colStyles": [ + "col-2 text-left", + "col-1 text-center", + "col-1 text-center", + "col-1 text-center", + "col-1 text-center", + "col-1 text-center", + "col-5 text-left" + ], + "rows": [ + [ + "Regular", + "+0", + "+0", + "+0", + "+0", + "+0", + "" + ], + [ + "Veteran", + "+0", + "+1", + "+1", + "+1", + "+2", + "" + ], + [ + "Elite", + "+1", + "+2", + "+2", + "+2", + "+4", + "" + ], + [ + "Super-elite", + "+1", + "+3", + "+3", + "+3", + "+6", + "" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "Artillery Experience", + "Additional Attacks", + "Attack", + "Defense", + "Morale", + "Command", + "" + ], + "colStyles": [ + "col-2 text-left", + "col-1 text-center", + "col-1 text-center", + "col-1 text-center", + "col-1 text-center", + "col-1 text-center", + "col-5 text-left" + ], + "rows": [ + [ + "Regular", + "+0", + "+0", + "+0", + "+0", + "+0", + "" + ], + [ + "Veteran", + "+1", + "+2", + "+1", + "+1", + "+1", + "" + ], + [ + "Elite", + "+1", + "+4", + "+2", + "+2", + "+2", + "" + ], + [ + "Super-elite", + "+1", + "+6", + "+3", + "+3", + "+3", + "" + ] + ] + }, + { + "type": "table", + "caption": "Unit Equipment Bonuses", + "colLabels": [ + "Infantry Equipment", + "Power", + "Toughness", + "Damage", + "" + ], + "colStyles": [ + "col-2 text-left", + "col-1 text-center", + "col-1 text-center", + "col-1 text-center", + "col-7 text-left" + ], + "rows": [ + [ + "Light", + "+0", + "+0", + "+0", + "" + ], + [ + "Medium", + "+2", + "+2", + "+0", + "" + ], + [ + "Heavy", + "+4", + "+4", + "+0", + "" + ], + [ + "Super-heavy", + "+6", + "+6", + "+1", + "" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "Cavalry & Aerial Equipment", + "Power", + "Toughness", + "Damage", + "" + ], + "colStyles": [ + "col-2 text-left", + "col-1 text-center", + "col-1 text-center", + "col-1 text-center", + "col-7 text-left" + ], + "rows": [ + [ + "Light", + "+0", + "+0", + "+0", + "" + ], + [ + "Medium", + "+1", + "+1", + "+0", + "" + ], + [ + "Heavy", + "+2", + "+2", + "+0", + "" + ], + [ + "Super-heavy", + "+3", + "+3", + "+1", + "" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "Artillery Equipment", + "Power", + "Toughness", + "" + ], + "colStyles": [ + "col-2 text-left", + "col-1 text-center", + "col-1 text-center", + "col-8 text-left" + ], + "rows": [ + [ + "Light", + "+0", + "+0", + "" + ], + [ + "Medium", + "+1", + "+1", + "" + ], + [ + "Heavy", + "+2", + "+2", + "" + ], + [ + "Super-heavy", + "+3", + "+3", + "" + ] + ] + } + ] } ] } From 959b6ec6a5f5fd224b3b304a9c41cd1b658825d4 Mon Sep 17 00:00:00 2001 From: Billiam9420 Date: Tue, 1 Aug 2023 00:51:12 -0400 Subject: [PATCH 33/65] foundryData->foundryFlags also new schema --- .../MCDM Productions; Kingdoms & Warfare.json | 156 +++++++++--------- 1 file changed, 78 insertions(+), 78 deletions(-) diff --git a/book/MCDM Productions; Kingdoms & Warfare.json b/book/MCDM Productions; Kingdoms & Warfare.json index b6b3d076da..8117388ea4 100644 --- a/book/MCDM Productions; Kingdoms & Warfare.json +++ b/book/MCDM Productions; Kingdoms & Warfare.json @@ -1,5 +1,5 @@ { - "$schema": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_schema-fast/homebrew.json", + "$schema": "https://raw.githubusercontent.com/TheGiddyLimit/5etools-utils/master/schema/brew-fast/homebrew.json", "_meta": { "sources": [ { @@ -4610,7 +4610,7 @@ "nature": true } ], - "foundryData": { + "foundryFlags": { "activation.type": "reaction", "activation.cost": "1", "activation.condition": "you roll initiative" @@ -4637,7 +4637,7 @@ "persuasion": true } ], - "foundryData": { + "foundryFlags": { "activation.type": "reaction", "activation.cost": "1", "activation.condition": "a hostile creature you can see rolls initiative" @@ -4789,7 +4789,7 @@ "entries": [ "When an officer in your domain that you can see within 30 feet of you is reduced to 0 hit points by a creature, you can use your reaction to swear vengeance. Take any number of power dice from your domain’s pool. You and each ally you can see within 30 feet of you gain a bonus to damage rolls against the creature that dropped your officer equal to the total of the power dice. This bonus lasts as long as the officer is dying or dead, or until the end of the encounter, whichever comes first." ], - "foundryData": { + "foundryFlags": { "activation.type": "reaction", "activation.cost": "1", "activation.condition": "an officer in your domain that you can see within 30 feet of you is reduced to 0 hit points by a creature" @@ -4973,7 +4973,7 @@ "entries": [ "Before you make a weapon or spell attack, you can use a bonus action to target one of your opponent’s vulnerable spots, making for a more challenging attack but dealing more damage. Take a power die from your domain’s pool and subtract the number on the die from your attack roll. If the attack hits, it deals extra damage equal to 5 × the number on the power die." ], - "foundryData": { + "foundryFlags": { "activation.type": "bonus", "activation.cost": "1" } @@ -5038,7 +5038,7 @@ "stealth": true } ], - "foundryData": { + "foundryFlags": { "activation.type": "bonus", "activation.cost": "1" } @@ -5063,7 +5063,7 @@ "persuasion": true } ], - "foundryData": { + "foundryFlags": { "activation.type": "reaction", "activation.cost": "1", "activation.condition": "a creature within 30 feet of you that can hear you makes a saving throw to avoid being charmed, frightened, or stunned" @@ -5089,7 +5089,7 @@ "medicine": true } ], - "foundryData": { + "foundryFlags": { "activation.type": "reaction", "activation.cost": "1", "activation.condition": "a creature within 5 feet of you takes damage" @@ -5132,7 +5132,7 @@ ] } ], - "foundryData": { + "foundryFlags": { "activation.type": "bonus", "activation.cost": "1" } @@ -5158,7 +5158,7 @@ "arcana": true } ], - "foundryData": { + "foundryFlags": { "activation.type": "bonus", "activation.cost": "1" } @@ -5178,7 +5178,7 @@ "entries": [ "When a creature you can see within 60 feet of you moves, you can use your reaction to take any number of power dice from your domain’s pool and make one weapon attack against the creature. Add the total of the power dice to the attack roll, and to the damage roll if the attack hits." ], - "foundryData": { + "foundryFlags": { "activation.type": "reaction", "activation.cost": "1", "activation.condition": "a creature you can see within 60 feet of you moves" @@ -5288,7 +5288,7 @@ "entries": [ "As a bonus action, take a power die from your domain’s pool and add the number on the die to your AC. Additionally, allied creatures within 15 feet of you gain a bonus to saving throws equal to the number on the power die. At the end of each of your turns, decrement the power die." ], - "foundryData": { + "foundryFlags": { "activation.type": "bonus", "activation.cost": "1" } @@ -5340,7 +5340,7 @@ "entries": [ "As a bonus action, take a power die from your domain’s pool. Your speed increases by a number of feet equal to 5 × the number on the die. While your speed is increased in this way, your movement doesn’t provoke opportunity attacks, and you gain a bonus to weapon damage rolls equal to the number on the power die. At the end of each of your turns, decrement the power die." ], - "foundryData": { + "foundryFlags": { "activation.type": "bonus", "activation.cost": "1" } @@ -5452,7 +5452,7 @@ "entries": [ "When a creature within 5 feet of you makes an attack against a target other than you, you can use your reaction to make a melee weapon attack against that creature. If the attack hits, it deals extra damage equal to your proficiency bonus." ], - "foundryData": { + "foundryFlags": { "activation.type": "reaction", "activation.cost": "1", "activation.condition": "a creature within 5 feet of you makes an attack against a target other than you" @@ -5473,7 +5473,7 @@ "entries": [ "When a creature within 5 feet of you misses with an attack or fails a saving throw, you can use your reaction to roll a d4 and add the roll to the attack roll or saving throw." ], - "foundryData": { + "foundryFlags": { "activation.type": "reaction", "activation.cost": "1", "activation.condition": "a creature within 5 feet of you misses with an attack or fails a saving throw" @@ -5515,7 +5515,7 @@ "entries": [ "While you are not {@condition unconscious}, you and friendly creatures within 10 feet of you have advantage on saving throws against being {@condition frightened}. Additionally, as a bonus action, choose an ally you can see within 30 feet of you. That ally regains hit points equal to {@dice 1d4} + your domain size. You can use this feature a number of times per day equal to your Wisdom modifier (minimum one)." ], - "foundryData": { + "foundryFlags": { "activation.type": "bonus", "activation.cost": "1", "count": "@abilities.wis.mod" @@ -5640,7 +5640,7 @@ "entries": [ "As a bonus action, take a power die from your domain’s pool and choose a power die in the opposed domain’s pool showing a higher number than the die you took. Add the opposed die to your domain’s pool." ], - "foundryData": { + "foundryFlags": { "activation.type": "bonus", "activation.cost": "1" } @@ -5692,7 +5692,7 @@ "entries": [ "As a bonus action, take a power die from your domain’s pool. You immediately spend and roll a number of your Hit Dice equal to the number on the power die, regaining hit points equal to the total of Hit Dice rolled." ], - "foundryData": { + "foundryFlags": { "activation.type": "bonus", "activation.cost": "1" } @@ -5904,7 +5904,7 @@ "entries": [ "As an action, take any number of power dice from your domain’s pool and target an enemy spellcaster. That caster must succeed on an Intelligence saving throw against a DC equal to the total of the power dice or lose the ability to cast spells in any way for 24 hours. This power doesn’t break the target’s concentration on a spell already cast, or prevent the target from taking actions that are part of an ongoing spell that the target has already cast (such as {@spell call lightning})." ], - "foundryData": { + "foundryFlags": { "activation.type": "action", "activation.cost": "1" } @@ -5973,7 +5973,7 @@ "As an action, take a power die from your domain’s pool and conjure an elemental with a challenge rating equal to or lower than the number on the die. The creature appears in an unoccupied space that you can see within 30 feet of you. You mentally control the actions the creature takes. It acts when it is summoned, and on each of your turns thereafter.", "Creatures summoned by this power disappear when they are reduced to 0 hit points or after a number of rounds equal to 1 + your domain size, whichever comes first." ], - "foundryData": { + "foundryFlags": { "activation.type": "action", "activation.cost": "1" } @@ -6025,7 +6025,7 @@ "entries": [ "As an action, take a power die from your domain’s pool and make a Charisma check contested by one creature of your choice that you can see. Add the number on the power die to your check. On a success, the creature is charmed by you until the end of your next turn. While charmed in this way, the creature sees its allies as enemies, and it must use its action before moving on its turn to make a melee weapon attack against an ally it can reach. If the creature has no allies within reach, it takes no action on its turn." ], - "foundryData": { + "foundryFlags": { "activation.type": "action", "activation.cost": "1" } @@ -6078,7 +6078,7 @@ "Nature links a companion’s senses with your own. As an action, you can link yourself to a willing creature you can see within 30 feet of you for 1 hour. This replaces any previous links you made using this feature.", "While a linked creature is within 100 feet of you and one of you has to make an ability check or a saving throw, both of you roll the same check or save. The creature making the check or save then uses the highest roll." ], - "foundryData": { + "foundryFlags": { "activation.type": "action", "activation.cost": "1" } @@ -6098,7 +6098,7 @@ "entries": [ "As an action, you summon a beast of your choice with a challenge rating equal to or lower than your domain size into an unoccupied space you can see within 30 feet of you. The beast’s weapon attacks are magical, and it gains temporary hit points equal to 5 × your domain size. The beast acts on its own initiative and understands and follows your verbal commands. The beast follows your commands for 1 hour or until it is reduced to 0 hit points, at which point it disappears. You must finish a long rest before you can use this feature again." ], - "foundryData": { + "foundryFlags": { "activation.type": "action", "activation.cost": "1" } @@ -6139,7 +6139,7 @@ "persuasion": true } ], - "foundryData": { + "foundryFlags": { "activation.type": "action", "activation.cost": "1" } @@ -6159,7 +6159,7 @@ "entries": [ "As an action, you grant yourself and one ally you can see temporary hit points equal to 5 × your domain size. You must finish a long rest before you can use this feature again." ], - "foundryData": { + "foundryFlags": { "activation.type": "action", "activation.cost": "1" } @@ -6179,7 +6179,7 @@ "entries": [ "As a bonus action, take a power die from your domain’s pool and choose a creature within 30 feet of you that you can see. That creature must make a Dexterity saving throw with a DC equal to 10 + the number on the power die. On a failure, thorny vines erupt from the ground and wrap around the creature, which is {@condition restrained} for a number of rounds equal to the number on the power die. A restrained creature can use an action to make a Strength (Athletics) or Dexterity (Acrobatics) check against the save DC. On a success, the creature ends the {@condition restrained} condition but takes piercing damage equal to {@damage 1d10} × your domain size." ], - "foundryData": { + "foundryFlags": { "activation.type": "bonus", "activation.cost": "1" } @@ -6240,7 +6240,7 @@ "entries": [ "As a bonus action, take a power die from your domain’s pool and select a number of creatures within 15 feet of you equal to the number on the power die. Until the end of your next turn, any damage each of those creatures takes is reduced by the number on the power die." ], - "foundryData": { + "foundryFlags": { "activation.type": "bonus", "activation.cost": "1" } @@ -6293,7 +6293,7 @@ "As an action, take a power die from your domain’s pool and conjure a beast, a fey, or a plant creature (your choice) with a challenge rating equal to or lower than the number on the power die. The creature appears in an unoccupied space that you can see within 30 feet of you. You mentally control the actions the creature takes. It acts when it is summoned, and on each of your turns thereafter.", "Creatures summoned by this power disappear when they are reduced to 0 hit points or after a number of rounds equal to 1 + your domain size, whichever comes first." ], - "foundryData": { + "foundryFlags": { "activation.type": "action", "activation.cost": "1" } @@ -6345,7 +6345,7 @@ "entries": [ "When you hit with a weapon attack, you can use a bonus action to take a power die from your domain’s pool and immediately make another attack with the same weapon. The attack has a bonus to the attack and damage roll equal to the number on the power die." ], - "foundryData": { + "foundryFlags": { "activation.type": "bonus", "activation.cost": "1" } @@ -6511,7 +6511,7 @@ "entries": [ "The burden of leadership passed down from your forebears allows you to call upon their strength in battle. As a bonus action, take a power die from your domain’s pool and add half the number on the die (rounded up) to one of your ability scores. This can increase your ability score above 20. At the end of each of your turns, decrement the power die." ], - "foundryData": { + "foundryFlags": { "activation.type": "bonus", "activation.cost": "1" } @@ -6572,7 +6572,7 @@ "entries": [ "As a bonus action, take a power die from your domain’s pool. Until the end of your next turn, you gain a bonus to weapon attack rolls equal to the number on the power die, your speed increases by 10 feet, and your movement doesn’t provoke opportunity attacks." ], - "foundryData": { + "foundryFlags": { "activation.type": "bonus", "activation.cost": "1" } @@ -6624,7 +6624,7 @@ "entries": [ "As a reaction to a successful attack made against a creature you can see within 30 feet of you, take a die from the power pool. Until the end of its next turn, that creature gains a bonus to its AC (including against the triggering attack) equal to the number on the power die. Additionally, the creature regains hit points equal to the number on the power die." ], - "foundryData": { + "foundryFlags": { "activation.type": "reaction", "activation.cost": "1", "activation.condition": "a successful attack is made against a creature you can see within 30 feet of you" @@ -6678,7 +6678,7 @@ "Past custodians of your domain answer your call for aid. As an action, take a power die from your domain’s pool and conjure a celestial or an undead (your choice) with a challenge rating equal to or lower than the number on the power die. The creature appears in an unoccupied space that you can see within 30 feet of you. You mentally control the actions the creature takes. It acts when it is summoned, and on each of your turns thereafter.", "Creatures summoned by this power disappear when they are reduced to 0 hit points or after a number of rounds equal to 1 + your domain size, whichever comes first." ], - "foundryData": { + "foundryFlags": { "activation.type": "action", "activation.cost": "1" } @@ -6757,7 +6757,7 @@ } } ], - "foundryData": { + "foundryFlags": { "activation.type": "action", "activation.cost": "1" } @@ -6828,7 +6828,7 @@ "entries": [ "As an action or a bonus action, you utter a loud, empowering chant. The first creature you hit with a weapon attack before the start of your next turn takes an extra {@damage 1d8} radiant or necrotic damage from the attack (your choice). If you use a bonus action to chant again on your following turn, the extra damage increases to {@damage 2d8}. If you use a bonus action to chant for three or more turns in a row, the extra damage increases to a maximum {@damage 3d8}, and you have advantage on attack rolls until the start of your next turn." ], - "foundryData": { + "foundryFlags": { "activation.type": "bonus", "activation.cost": "1" } @@ -6848,7 +6848,7 @@ "entries": [ "When a creature you can see within 30 feet of you makes a saving throw, you can use your reaction to grant that creature advantage on attack rolls and saving throws (including the triggering saving throw) until the start of your next turn." ], - "foundryData": { + "foundryFlags": { "activation.type": "reaction", "activation.cost": "1", "activation.condition": "a creature you can see within 30 feet of you makes a saving throw" @@ -6870,7 +6870,7 @@ "You can summon servants of your higher power to aid you in battle. As an action, take a power die from your domain’s pool and conjure an aberration, a celestial, or a fiend (your choice) with a challenge rating equal to or lower than the number on the power die. The creature appears in an unoccupied space that you can see within 30 feet of you. You mentally control the actions the creature takes. It acts when it is summoned, and on each of your turns thereafter.", "Creatures summoned by this power disappear when they are reduced to 0 hit points or after a number of rounds equal to 1 + your domain size, whichever comes first." ], - "foundryData": { + "foundryFlags": { "activation.type": "action", "activation.cost": "1" } @@ -6931,7 +6931,7 @@ "entries": [ "As a bonus action, take a power die from your domain’s pool and choose an enemy creature you can see within 60 feet of you. The target takes necrotic or radiant damage (your choice) equal to double the number on the power die at the start of each of its turns, and its speed is reduced by a number of feet equal to 5 × the number on the power die. At the end of each of your turns, decrement the power die." ], - "foundryData": { + "foundryFlags": { "activation.type": "bonus", "activation.cost": "1" } @@ -6983,7 +6983,7 @@ "entries": [ "As a bonus action, take any number of power dice from your domain’s pool and multiply their total by your domain size. You can restore a number of hit points equal to that number, divided among any number of creatures of your choice that you can see (including yourself) within 60 feet of you." ], - "foundryData": { + "foundryFlags": { "activation.type": "bonus", "activation.cost": "1" } @@ -7106,7 +7106,7 @@ "entries": [ "You have advantage on saving throws against poison. Additionally, when a creature within 5 feet of you that you can see is reduced to 0 hit points but not killed outright, you can use your reaction to give that creature a stimulant. The creature regains a number of hit points equal to {@dice 1d8} + your proficiency bonus, and gains a number of temporary hit points equal to 10 + your character level." ], - "foundryData": { + "foundryFlags": { "activation.type": "reaction", "activation.cost": "1", "activation.condition": "a creature within 5 feet of you that you can see is reduced to 0 hit points but not killed outright" @@ -7163,7 +7163,7 @@ "entries": [ "As an action, choose one ally and one enemy, each of which is within 30 feet of you and that you can see. The ally can use a reaction to move their speed and make a weapon attack against the enemy. If the attack hits, the enemy is knocked {@condition prone}." ], - "foundryData": { + "foundryFlags": { "activation.type": "action", "activation.cost": "1" } @@ -7237,7 +7237,7 @@ "entries": [ "As a bonus action, take a power die from your domain’s pool. One creature of your choice that you can see takes a penalty to AC equal to the number on the power die until the end of your next turn." ], - "foundryData": { + "foundryFlags": { "activation.type": "bonus", "activation.cost": "1" } @@ -7345,7 +7345,7 @@ "entries": [ "As an action, select a creature that is not another domain’s leader that you can see within 30 feet of you, and take all the power dice from your domain’s pool. If the target’s current hit points are equal to or less than the total of the power dice × your domain size, the target turns traitor and serves you as a retainer, or is revealed to secretly already be in your service." ], - "foundryData": { + "foundryFlags": { "activation.type": "action", "activation.cost": "1" } @@ -7397,7 +7397,7 @@ "entries": [ "As a bonus action, take a power die from your domain’s pool and choose one of your weapons. When that weapon hits, it deals extra poison damage equal to the number on the power die, and any creature that takes that damage is poisoned until the end of their next turn. At the end of each of your turns, decrement the power die." ], - "foundryData": { + "foundryFlags": { "activation.type": "bonus", "activation.cost": "1" } @@ -7449,7 +7449,7 @@ "entries": [ "When an enemy the despot can see drops to 0 hit points within 30 feet of them, the despot can use a reaction to have their attacks deal an extra {@damage 1d6} damage for 1 minute. If an enemy triggers this effect while the despot’s attacks are already dealing this extra damage, the benefit is cumulative." ], - "foundryData": { + "foundryFlags": { "activation.type": "reaction", "activation.cost": "1", "activation.condition": "an enemy the despot can see drops to 0 hit points within 30 feet of them" @@ -7470,7 +7470,7 @@ "entries": [ "As an action, the leader takes any number of power dice from their domain’s pool. If the total of the dice is equal to or greater than the remaining hit points of one of the domain’s lieutenant’s, the leader executes the lieutenant. Each of the domain’s remaining lieutenants can then immediately use a reaction to make one weapon attack or cast a cantrip with a casting time of 1 action." ], - "foundryData": { + "foundryFlags": { "activation.type": "action", "activation.cost": "1" } @@ -7490,7 +7490,7 @@ "entries": [ "When the leader is hit by a melee attack, they can take one power die from their domain’s pool and cause a lieutenant within 5 feet of them to use a reaction to become the target of the attack instead. The attack’s damage is reduced by the number on the power die. As part of the reaction, the lieutenant can then make a melee weapon attack against the triggering attacker." ], - "foundryData": { + "foundryFlags": { "activation.type": "reaction", "activation.cost": "1", "activation.condition": "the leader is hit by a melee attack" @@ -7600,7 +7600,7 @@ "entries": [ "As a reaction to taking damage, an officer can take any number of power dice from their domain’s pool and reduce the amount of damage taken by the total of the dice. Additionally, the officer gains resistance to the type of damage that triggered this reaction for 1 minute or until they use this power again." ], - "foundryData": { + "foundryFlags": { "activation.type": "reaction", "activation.cost": "1", "activation.condition": "the officer takes damage" @@ -7621,7 +7621,7 @@ "entries": [ "When an officer is {@condition charmed}, {@condition frightened}, {@condition paralyzed}, or {@condition stunned}, they can use a reaction to expend a power die from their domain’s pool and remove one of those conditions. They are then immune to that condition for a number of rounds equal to the number on the power die." ], - "foundryData": { + "foundryFlags": { "activation.type": "reaction", "activation.cost": "1", "activation.condition": "the officer becomes charmed, frightened, paralyzed, or stunned" @@ -7772,7 +7772,7 @@ "entries": [ "As an action, the leader can take a power die from their domain’s pool. All allies who can see and hear the leader and are within 60 feet of them gain a bonus to weapon damage rolls or Armor Class (the leader’s choice) equal to the number on the power die. This bonus lasts until the start of the leader’s next turn." ], - "foundryData": { + "foundryFlags": { "activation.type": "action", "activation.cost": "1" } @@ -7792,7 +7792,7 @@ "entries": [ "As a bonus action, an officer can take a power die from their domain’s pool and increase their movement by 5 × the number on the power die. This benefit lasts until the end of the officer’s next turn, during which time their movement does not provoke opportunity attacks." ], - "foundryData": { + "foundryFlags": { "activation.type": "bonus", "activation.cost": "1" } @@ -7899,7 +7899,7 @@ "As an action, the monarch of mischief chooses one creature they can see within 30 feet of them. That creature must make a Wisdom saving throw with a DC equal to 8 + the monarch’s proficiency bonus + the monarch’s Charisma modifier. On a failure, the target is charmed by the monarch for 1 minute. A charmed target can repeat the saving throw whenever it takes damage, ending the effect on itself on a success. A creature that succeeds on the saving throw is immune to this effect for 24 hours.", "The monarch of mischief can use this feature a number of times equal to the fey court’s domain size, and regains all expended uses when they finish a long rest." ], - "foundryData": { + "foundryFlags": { "activation.type": "action", "activation.cost": "1" } @@ -7919,7 +7919,7 @@ "entries": [ "As a bonus action, the leader can take any number of power dice from their domain’s pool and summon a number of duplicates equal to the total of the dice. These duplicates function the same way as the duplicates created by a {@spell mirror image} spell, except that the leader must roll a 6 or higher to change an attack’s target if they have three or more duplicates." ], - "foundryData": { + "foundryFlags": { "activation.type": "bonus", "activation.cost": "1" } @@ -7939,7 +7939,7 @@ "entries": [ "When a fey court officer is hit by an attack, the officer can use a reaction to take a power die from their domain’s pool, then choose a creature within 10 feet of the officer to become the target of the attack instead. If the attack hits, it deals extra damage equal to the number on the power die." ], - "foundryData": { + "foundryFlags": { "activation.type": "reaction", "activation.cost": "1", "activation.condition": "the officer is hit by an attack" @@ -8048,7 +8048,7 @@ "entries": [ "As a bonus action, an officer removes one power die from their domain’s pool. The officer gains a bonus to weapon attack and damage rolls equal to the number on the die, and any creature the officer hits with an attack is knocked prone. At the end of each of the officer’s turns, decrement the power die." ], - "foundryData": { + "foundryFlags": { "activation.type": "bonus", "activation.cost": "1" } @@ -8068,7 +8068,7 @@ "entries": [ "When an officer is hit by a weapon attack, they can use a reaction to take one power die from their domain’s pool. Until the start of the officer’s next turn, any damage they take from weapon attacks (including the triggering attack) is reduced by an amount equal to the number on the die." ], - "foundryData": { + "foundryFlags": { "activation.type": "reaction", "activation.cost": "1", "activation.condition": "the officer is hit by a weapon attack" @@ -8178,7 +8178,7 @@ "entries": [ "When an officer is hit by a weapon attack, each other officer of the gnomish kingdom can use a reaction to take a power die from their domain’s pool and make one weapon attack against the attacker. This attack deals extra damage equal to the number on the power die if it hits." ], - "foundryData": { + "foundryFlags": { "activation.type": "reaction", "activation.cost": "1", "activation.condition": "the officer is hit by a weapon attack" @@ -8324,7 +8324,7 @@ "entries": [ "When a creature the king boss can see targets them with an attack, the king boss can use a reaction to choose an ally within 5 feet of them. The two swap places, and the chosen ally becomes the target of the triggering attack instead." ], - "foundryData": { + "foundryFlags": { "activation.type": "reaction", "activation.cost": "1", "activation.condition": "a creature the king boss can see targets them with an attack" @@ -8477,7 +8477,7 @@ "entries": [ "As a bonus action, an officer can take a power die from their domain’s pool and select a creature they can see within 30 feet of them. The target must make a Wisdom saving throw with a DC equal to 8 + the number on the power die. On a failed save, the target is cursed for 1 minute. Whenever the officer takes damage from a spell or magical effect, the cursed creature takes the same damage." ], - "foundryData": { + "foundryFlags": { "activation.type": "bonus", "activation.cost": "1" } @@ -8497,7 +8497,7 @@ "entries": [ "As an action, the leader can take a power die from their domain’s pool and select a number of creatures within 30 feet of them equal to the number on the die. Each target must make a Wisdom saving throw with a DC equal to 8 + the hag coven’s domain size. On a failure, the target falls prone and is paralyzed until the end of the leader’s next turn. On a success, the target falls {@condition prone}." ], - "foundryData": { + "foundryFlags": { "activation.type": "action", "activation.cost": "1" } @@ -8636,7 +8636,7 @@ "entries": [ "As an action, an officer can take a power die from their domain’s pool and target a creature they can see within 30 feet of them with a terrible curse. The target must make a Charisma saving throw against a DC of 10 + the number on the power die. On a failed save, the cursed creature regains only half the normal number of hit points from magical healing and becomes vulnerable to one type of damage chosen by the officer. This curse lasts 24 hours." ], - "foundryData": { + "foundryFlags": { "activation.type": "action", "activation.cost": "1" } @@ -8796,7 +8796,7 @@ }, "This curse ends at the end of the combat encounter. An affected character can also end the curse early by using a bonus action to take one power die from their domain’s pool, if the number on the die is at least half the number on the die used to inflict the curse." ], - "foundryData": { + "foundryFlags": { "activation.type": "bonus", "activation.cost": "1" } @@ -8816,7 +8816,7 @@ "entries": [ "If the target of the leader’s Petrifying Gaze succeeds on the saving throw to resist that trait’s effect, the leader can use a reaction to take a power die from their domain’s pool, reducing the target’s saving throw by the number on the die." ], - "foundryData": { + "foundryFlags": { "activation.type": "reaction", "activation.cost": "1", "activation.condition": "the target of the leader’s Petrifying Gaze succeeds on the saving throw" @@ -8918,7 +8918,7 @@ "The chieftain gains proficiency in Charisma saving throws.", "Additionally, as a bonus action, the chieftain can choose one creature that can hear them within 30 feet of them. As a reaction to the chieftain’s command, that creature can immediately move up to half its speed without provoking opportunity attacks, then make one weapon attack." ], - "foundryData": { + "foundryFlags": { "activation.type": "bonus", "activation.cost": "1" } @@ -8938,7 +8938,7 @@ "entries": [ "As a bonus action, an officer can take any number of power dice from their domain’s pool, regaining a number of hit points equal to twice the total of the dice." ], - "foundryData": { + "foundryFlags": { "activation.type": "bonus", "activation.cost": "1" } @@ -8958,7 +8958,7 @@ "entries": [ "When an officer is targeted by an attack, another officer within 30 feet of the target officer can use a reaction to make a defensive maneuver. The second officer takes one power die from their domain’s pool and subtracts the number on the power die from the attack roll." ], - "foundryData": { + "foundryFlags": { "activation.type": "reaction", "activation.cost": "1", "activation.condition": "another officer within 30 feet is targeted by an attack" @@ -9076,7 +9076,7 @@ "entries": [ "As an action, an officer can take a power die from their domain’s pool to create an aura of despair centered on the officer. The aura has a radius of 5 feet × the number on the power die, and lasts until the start of the officer’s next turn. Each enemy creature that starts its turn within the aura must make a Wisdom saving throw with a DC of 8 + the planar invaders’ domain size. On a failure, the creature is {@condition paralyzed} until the start of the officer’s next turn." ], - "foundryData": { + "foundryFlags": { "activation.type": "action", "activation.cost": "1" } @@ -9096,7 +9096,7 @@ "entries": [ "As an action, the leader can take any number of power dice from their domain’s pool and cast the {@spell dominate person} spell, requiring no components. The save DC for the spell is equal to 8 + the total of the power dice." ], - "foundryData": { + "foundryFlags": { "activation.type": "action", "activation.cost": "1" } @@ -9196,7 +9196,7 @@ "entries": [ "The matriarch rex can shed their skin as a bonus action, immediately ending all conditions affecting them." ], - "foundryData": { + "foundryFlags": { "activation.type": "bonus", "activation.cost": "1" } @@ -9216,7 +9216,7 @@ "entries": [ "As a bonus action, an officer can take a power die from their domain’s pool and recover a number of hit points equal to the number on the die. Using a die in this way regrows any of the officer’s missing limbs." ], - "foundryData": { + "foundryFlags": { "activation.type": "bonus", "activation.cost": "1" } @@ -9236,7 +9236,7 @@ "entries": [ "If an ally the leader can see drops to 0 hit points, the leader can use a reaction to emit a vengeful shriek. The leader takes any number of power dice from their domain’s pool, and each creature of the leader’s choice within 30 feet of them that they can see takes thunder damage equal to the total of the power dice." ], - "foundryData": { + "foundryFlags": { "activation.type": "reaction", "activation.cost": "1", "activation.condition": "an ally the leader can see drops to 0 hit points" @@ -9402,7 +9402,7 @@ }, "The undead act on their own initiative and follow the orders of the officer who summoned them." ], - "foundryData": { + "foundryFlags": { "activation.type": "bonus", "activation.cost": "1" } @@ -9423,7 +9423,7 @@ "As a bonus action, the leader can take a power die from their domain’s pool and unleash an aura of unholy animation. Each corpse within 160 feet of the leader rises as an undead servant under their control, with a number of hit points equal to the number on the power die.", "Risen creatures that were already undead retain their previous statistics except for their new hit points. New undead raised by this power become {@creature ghouls} if their remains are whole, or {@creature specters} if not." ], - "foundryData": { + "foundryFlags": { "activation.type": "bonus", "activation.cost": "1" } @@ -9524,7 +9524,7 @@ "If a creature that cannot breathe underwater starts its turn within 30 feet of the tideweaver, that creature takes {@damage 2d6} cold damage.", "Additionally, as a bonus action, the tideweaver can target a number of creatures they can see within 30 feet of them equal to the undersea colony’s domain size. Each target must succeed on a Strength saving throw or either be pushed 20 feet away from the tideweaver or pulled to within 5 feet of the tideweaver (the tideweaver’s choice). The DC for this saving throw is 15 or the tideweaver’s spell save DC, whichever is higher." ], - "foundryData": { + "foundryFlags": { "activation.type": "bonus", "activation.cost": "1" } @@ -9544,7 +9544,7 @@ "entries": [ "As an action, the leader can take a power die from their domain’s pool and target one creature they can see within 60 feet of them. The target must succeed on a Constitution saving throw with a DC of 8 + the number on the power die or be stunned until the end of the leader’s next turn. Constructs, undead, and creatures whose form contains no liquid (such as fire elementals) automatically succeed on this saving throw." ], - "foundryData": { + "foundryFlags": { "activation.type": "action", "activation.cost": "1" } @@ -9564,7 +9564,7 @@ "entries": [ "As a bonus action, an officer can take a power die from their domain’s pool and cast the {@spell eldritch blast} cantrip, using the number on the power die as the spell’s attack bonus. The spell creates a number of beams equal to the undersea colony’s domain size." ], - "foundryData": { + "foundryFlags": { "activation.type": "bonus", "activation.cost": "1" } @@ -9656,7 +9656,7 @@ "entries": [ "The strike leader can use an action to create a 20-foot-radius sphere of hazy smoke centered on a point within 120 feet of them. The sphere lasts for 1 minute, spreads around corners, and its area is heavily obscured. While the sphere lasts, the strike leader can use a bonus action to move it up to 60 feet in any direction." ], - "foundryData": { + "foundryFlags": { "activation.type": "action", "activation.cost": "1" } @@ -9676,7 +9676,7 @@ "entries": [ "As a bonus action, an officer takes a power die from their domain’s pool and teleports up to a number of feet equal to 5 × the number on the die to an unoccupied space they can see." ], - "foundryData": { + "foundryFlags": { "activation.type": "bonus", "activation.cost": "1" } From 83edcb2fcaeb79241be499e1ff4b5157ffc57faf Mon Sep 17 00:00:00 2001 From: Billiam9420 Date: Tue, 1 Aug 2023 01:40:48 -0400 Subject: [PATCH 34/65] Anatomy of a Unit finished --- .../MCDM Productions; Kingdoms & Warfare.json | 215 ++++++++++++++++++ 1 file changed, 215 insertions(+) diff --git a/book/MCDM Productions; Kingdoms & Warfare.json b/book/MCDM Productions; Kingdoms & Warfare.json index 8117388ea4..84edf391f5 100644 --- a/book/MCDM Productions; Kingdoms & Warfare.json +++ b/book/MCDM Productions; Kingdoms & Warfare.json @@ -4524,8 +4524,223 @@ "" ] ] + }, + { + "type": "entries", + "name": "Ancestry", + "entries": [ + "Ancestry affects all of a unit’s stats, and in many ways is the defining attribute of a unit. Ancestry also determines what traits a unit has." + ] + }, + { + "type": "table", + "colLabels": [ + "Ancestry", + "Symbol", + "Ancestry", + "Symbol", + "" + ], + "colStyles": [ + "col-1 text-left", + "col-1 text-center", + "col-1 text-left", + "col-1 text-center", + "col-8 text-left" + ], + "rows": [ + [ + "Dragonborn", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/aHzlxGK.png", + "maxWidth": 50 + } + }, + "Human", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/F5vLaiq.png", + "maxWidth": 50 + } + }, + "" + ], + [ + "Dwarf", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/KDWZq6n.png", + "maxWidth": 50 + } + }, + "Kobold", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/PBE9xaI.png", + "maxWidth": 50 + } + }, + "" + ], + [ + "Elf", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/0yhTq0c.png", + "maxWidth": 50 + } + }, + "Lizardfolk", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/oicKWo9.png", + "maxWidth": 50 + } + }, + "" + ], + [ + "Fiend", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/zbfv7a0.png", + "maxWidth": 50 + } + }, + "Monstrous", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/J88CmDC.png", + "maxWidth": 50 + } + }, + "" + ], + [ + "Giant", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/dUd2twT.png", + "maxWidth": 50 + } + }, + "Orc", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/Bl5BaL2.png", + "maxWidth": 50 + } + }, + "" + ], + [ + "Gnoll", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/wYDAEIW.png", + "maxWidth": 50 + } + }, + "Special", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/j7ImXrY.png", + "maxWidth": 50 + } + }, + "" + ], + [ + "Gnome", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/raAuy64.png", + "maxWidth": 50 + } + }, + "Undead", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/GX2yltr.png", + "maxWidth": 50 + } + }, + "" + ], + [ + "Goblinoid", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/RvqC5fX.png", + "maxWidth": 50 + } + }, + "", + "", + "" + ] + ] + }, + { + "type": "entries", + "entries": [ + "The bonuses a unit gains because of its ancestry have very little to do with any of the stats that creatures of those ancestries have in the core rules. The warfare rules are concerned with how well creatures organize, take orders, and maintain morale and unit cohesion, none of which are necessarily related to how well creatures fight in single combat." + ] + }, + { + "type": "entries", + "title": "Tier", + "entries": [ + "A unit’s tier, represented by a Roman numeral on its card, is a measure of the unit’s overall power or nastiness. Tier I units are the least powerful (and thus the easiest to put onto the battlefield), while Tier V units are the most powerful.", + "All units after Tier I have unit dependencies that determine how many units of a specific tier are needed to field a unit of a higher tier. For example, you can field an unlimited number of Tier I units, but you must have more Tier I units than Tier II units." + ] + }, + { + "type": "entries", + "title": "Traits", + "entries": [ + "Each unit also has a collection of traits—maneuvers or special features that it can employ in battle. The names of each unit’s traits are listed on its unit card, keying to the descriptions in the {@b Unit Traits} section on page 126 in this chapter. This keeps the unit cards small and useful in battle, and means players don’t have to constantly pick each card up to read what its traits can do in the middle of a battle." + ] } ] + }, + { + "type": "entries", + "title": "Building an Army", + "entries": [ + "" + ] } ] } From f9d7db207e95a65be486104f27fc0c0a5eb27370 Mon Sep 17 00:00:00 2001 From: Billiam9420 Date: Tue, 1 Aug 2023 02:47:28 -0400 Subject: [PATCH 35/65] Added and finished "Building an Army" --- .../MCDM Productions; Kingdoms & Warfare.json | 189 +++++++++++++++++- 1 file changed, 187 insertions(+), 2 deletions(-) diff --git a/book/MCDM Productions; Kingdoms & Warfare.json b/book/MCDM Productions; Kingdoms & Warfare.json index 84edf391f5..b5402dd367 100644 --- a/book/MCDM Productions; Kingdoms & Warfare.json +++ b/book/MCDM Productions; Kingdoms & Warfare.json @@ -4737,10 +4737,195 @@ }, { "type": "entries", - "title": "Building an Army", + "name": "Building an Army", + "page": 100, + "entries": [ + "As soon as a group of characters founds an organization, they muster four Tier I units of the players’ choice from any ancestry the GM agrees the organization has access to. These are leaderless soldiers—probably regular light troops from other failed domains, looking for someone to serve.", + "As an option, any time a domain musters a Tier I unit, it can muster two levies instead. This can boost the size of a starting army by making it some combination of levies and regular troops. However, levies automatically disband at the end of the next battle they fight in.", + "Six ancestries are presented in this book—humans, elves, dwarves, orcs, goblinoids, and undead. Each ancestry features nine units covering different types and tiers. Whenever an organization musters new units, they must be from an ancestry the GM agrees the organization has access to, chosen from the nine units noted and following the rules for unit command and unit dependencies (detailed below).", + "(If you use {@book Strongholds & Followers|SaF} in your game, you can optionally use the rules that allow characters to attract a variety of followers, including new units, when they build or take over a stronghold.", + "Units mustered by a heroic organization belong to that organization. Each unit needs a commander (see {@b Unit Command and Dependencies} below) who must be an officer in the organization. These units gain experience through battle (unless they’re levies), and the organization can spend gold to improve any unit’s equipment.", + "Gaining additional units can be accomplished in three ways:", + { + "type": "list", + "items": [ + "An officer of the organization can use a domain action during intrigue to muster one unit from any ancestry the GM agrees the organization has access to (see the {@b Operations} section on page 23 in the {@b Domains & Intrigue} chapter). Units mustered in this way belong to the organization and persist from battle to battle until they are disbanded. They must conform to the rules for unit dependencies.", + "An officer of the organization can muster the organization’s special unit by succeeding on an Operations test during intrigue (see the {@b Operations} section on page 23, and the details of special units in each organization’s write-up in the {@b Domains & Intrigue} chapter). This unit disbands after the next battle it is used in, and must be mustered again before it can be used again. This unit ignores unit dependencies.", + "An officer of the organization can recruit new units from NPC realms by succeeding on a Diplomacy test during intrigue (see the {@b Diplomacy} section on page 20 in the {@b Domains & Intrigue} chapter), gaining the use of that realm’s special unit. Units gained by diplomacy disband after the next battle they are used in, and return to their home domain. Additional diplomacy is necessary if they are to be fielded again. These units ignore unit dependencies." + ] + }, + "All units, regardless of how they are raised, need a commander. Units that conform to the rules for unit dependencies can be used to unlock new units based on their tier, but units that ignore unit dependencies cannot. For example, a Tier III unit mustered as an organization’s special unit or recruited through diplomacy does not count toward being able to muster a Tier IV unit." + ] + }, + { + "type": "entries", + "name": "Unit Ancestry", "entries": [ - "" + "The GM determines which ancestries an organization has access to when raising units. It’s reasonable to assume a dwarf officer would know other dwarves, and that the officer’s heroism has become known in their homeland. So when this heroic dwarf puts out the call, a unit of dwarves arrives! That said, a dwarf officer might be an exile, or might have been raised in a human city and have no real connection to any ancestral home. If so, the GM might decide that a different ancestry is available instead.", + "If the characters’ organization is on good terms with a nearby NPC elf domain—perhaps because of interactions during a previous adventure—it’s reasonable to assume that the organization can muster elven units. But the only way to muster the Court Jesters—a special aerial unit of veteran sprites with medium equipment belonging to a fey court domain—is through Diplomacy." + ] + }, + { + "type": "entries", + "name": "Unit Types", + "entries": [ + "There are four types of units—infantry, artillery, cavalry, and aerial. Each has different base stats, and because of the rules governing which units can attack other units (see {@b Attacking}) and the rules for deployment, each has a specific role to play in warfare.", + { + "type": "entries", + "name": "Infantry Units", + "entries": [ + "Infantry are the meat-and-potatoes troops for any domain. They are not as flashy as artillery or cavalry, but they are harder to kill, having higher Toughness than other units of the same tier and ancestry. Infantry are often used to protect artillery units.", + "Infantry have very few legal targets in a battle. They can attack only adjacent units (in front, behind, to the left, or to the right of the infantry unit), and can’t attack cavalry or aerial units at all. But infantry also have access to more maneuvers than other units. Only infantry units can use the Follow Up maneuver, which gives them free movement after an adjacent opposed unit breaks or moves away from them. This helps infantry quickly move into position to get closer to the opposed side’s center rank—where all the squishy archers are usually hiding!", + "Infantry can also make use of the Set for Charge maneuver, which gives them a chance of inflicting casualties on any cavalry or aerial unit that attacks them. They cannot attack those more mobile units back, but they are not completely defenseless against them.", + "Infantry also include a domain’s levies—the untrained troops who have either volunteered to support a domain or been pressed into service. Levies are cheaper than other Tier I units, with officers able to muster two units of levies instead of any other Tier I unit. But they have poor stats compared to other infantry units, and those stats cannot be improved. Levies disband after every battle.", + "The best use of levies is to defend a domain’s rear rank against enemy cavalry. They often won’t last long, but they’ll force an opponent to waste actions wearing them down." + ] + }, + { + "type": "entries", + "name": "Artillery Units", + "entries": [ + "Artillery units include both archers and siege engines. Mostly archers.", + "Artillery units can attack any other unit on the field, which means they’re a domain’s best defense against enemy aerial units. Those are thankfully rare, but archers’ ability to pick targets from across the battlefield makes them incredibly good at two things—forcing Morale tests by diminishing opposed units, and breaking opposed units that have only 1 casualty remaining, regardless of where those units are.", + "Additionally, archers and cavalry can be coordinated to pick out a single enemy cavalry unit and wear it down, since archers and cavalry can attack any cavalry unit. Many battles begin with both sides using archers and cavalry in this way, trying to eliminate opposing cavalry before they can go on the offensive.", + "The downside, of course, is that archers are incredibly squishy. They have low Defense and Toughness compared to other troops of the same tier and ancestry. For this reason, they must be deployed in the center rank of the battlefield, and a large part of the strategy of a domain’s officers typically involves keeping their archers alive.", + "Siege Engines are usually Tier II units, so they’re harder to muster. They can attack any other units and inflict a lot of casualties—but most require an entire round between attacks doing nothing (loading the catapult or trebuchet, winding the ballista, and so forth). Combined with the fact that they’re the only unit that can damage fortifications (which they automatically hit!), siege engines are typically only mustered when a domain is fighting an opposing force with fortifications, and are then used to batter down those walls and towers." + ] + }, + { + "type": "entries", + "name": "Cavalry Units", + "entries": [ + "Cavalry units move fast and hit hard. They are so mobile that they belong to no specific rank, ranging across the battlefield to attack other cavalry, and pick off those infantry and artillery units foolish enough to leave themselves exposed.", + "Cavalry units have greater Power than other units of the same tier and ancestry, and they’re one of the few Tier I units that deal 2 damage on a successful Power test. This means they can cause most Tier I units to become diminished with a single successful attack—a size 6 unit taking 1 casualty from a successful Attack test, and then 2 more casualties from a successful Power test!", + "Many battles begin with both sides trying to neutralize the other’s cavalry. Units with the Archers trait are particularly good at this." + ] + }, + { + "type": "entries", + "name": "Aerial Units", + "entries": [ + "Flying units are rare, with most of them in Tier III and having stats comparable to an average Tier II unit. This is because aerial units can attack any other unit (in the same manner as artillery units) but very few units can return fire against them! Only artillery and other aerial units can attack an aerial unit.", + "Mustering aerial units gives a domain a major advantage over an opposed domain that has no aerial units with which to defend itself. But while they have clear advantages in battle, aerial units are squishy. They have higher Attack modifiers than other units of the same tier and ancestry, but their need to be lightly armed and armored compared to other units gives them lower Defense and Toughness.", + "Properly used, aerial units can make a big difference in a battle, but they do not represent instant victory. Rather, much of their usefulness is psychological. An army without aerial units facing an army with aerial units often feels as though it’s on the defensive, even if it has archers enough to handle the situation." + ] + } + ] + }, + { + "type": "entries", + "name": "Unit Command and Dependencies", + "entries": [ + "A couple of restrictions affect how many units a domain can field, and which units it can field. This stops a battle from growing too large to manage, and simulates the fact that any army will have a very small number of elite units supported by a broad base of regular units. It also prevents domains from fielding an army made up of only one or two extremely nasty units that can’t be defeated by a regular army.", + { + "type": "entries", + "name": "Unit Command", + "entries": [ + "An officer can command a number of units equal to their proficiency bonus. Every unit a domain fields—both regular units and special units, no matter how those units are gained—must have a commander.", + "Normally, only a domain officer (a player character member of a heroic organization, or the NPC leader and lieutenants for an enemy realm or some other opposed domain) can command units. But the GM might decide to let NPCs allied with a heroic organization command units as well. This is useful in scenarios that demand larger armies but have a small number of players." + ] + }, + { + "type": "entries", + "name": "Unit Dependencies", + "entries": [ + "Each unit’s tier represents not only its power level relative to other units. It represents the relationship wherein higher-tier units require many lower-tier units to support them, as follows:", + { + "type": "list", + "entries": [ + "There is no limit to the number of Tier I units (including levies) a domain can field.", + "A domain can field a number of Tier II units one less than its current number of Tier I units.", + "A domain can field a number of Tier III units one less than its current number of Tier II units.", + "A domain can field a number of Tier IV units one less than its current number of Tier III units.", + "A domain can field a number of Tier V units one less than its current number of Tier IV units." + ] + }, + "Remember that whenever a domain raises a regular Tier I unit, it can raise two units of levies instead. Because these levies are also Tier I, they are a quick way of increasing unit numbers to unlock more powerful units—at the cost of fielding much squishier units at the base of an army!", + "An example large army of fifteen units lead by a Tier V unit would look like this:", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/emHcVmb.png" + } + }, + "A domain’s special unit, as well as units raised through diplomacy, ignore unit dependencies. These units can take to the battlefield regardless of what other units are in play for a domain." + ] + } + ] + }, + { + "type": "entries", + "name": "Improving Units", + "entries": [ + "For each of the units in play for a domain, experience and equipment can both be improved. Units gain experience through battle, and better equipment with money.", + { + "type": "entries", + "name": "Improving Experience", + "entries": [ + "The only way to improve a unit’s experience is through battle, as follows:", + { + "type": "list", + "entries": [ + "Regular units become veteran units if they survive their first battle. Easy!", + "Veteran units become elite units if they survive three more battles. Much harder.", + "Elite units become super-elite units after surviving four more battles (eight total)." + ] + }, + "Levies cannot be improved, as the untrained troops who make up those units are considered to go back to their lives as soon as their task in battle is done." + ] + }, + { + "type": "entries", + "name": "Improving Equipment", + "entries": [ + "A domain can spend money to upgrade a unit’s equipment from light to medium, medium to heavy, and so forth, requiring only a domain action. (Modifying Units on page 23 in the Domains & Intrigue chapter has all this information.) A domain can upgrade as many units as desired with a single domain action, and those units can be upgraded to any level the domain can afford, from light to super-heavy. A domain can upgrade any units it controls.", + { + "type": "table", + "colLabels": [ + "Upgrade from...", + "Cost" + ], + "colStyles": [ + "col-1 text-left", + "col-2 text-center", + "col-9 text-left" + ], + "rows": [ + [ + "Light to medium", + "500 gp × the tier of the unit", + "" + ], + [ + "Medium to heavy", + "1,000 gp × the tier of the unit", + "" + ], + [ + "Heavy to super-heavy", + "2,000 gp × the tier of the unit", + "" + ] + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Voluntarily Disbanding Units", + "entries": [ + "Players and GMs might end up with an army fit to a purpose that decisively wins a climactic battle! But now a domain needs a different army for the next threat. To create the opportunity to muster new units, a domain’s officers can voluntarily disband any units the domain controls during an extended rest. (The GM determines what an extended rest means in the campaign, but one week of downtime spent managing a domain is a good rule of thumb.) Units must be disbanded carefully, though, or the relationships of unit dependencies might be broken." ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/iDCQQ7B.png" + } } ] } From 4cc68552cc24f2c993f18af836930e25561be5e6 Mon Sep 17 00:00:00 2001 From: Billiam9420 Date: Tue, 1 Aug 2023 03:09:44 -0400 Subject: [PATCH 36/65] Warfare Feats added --- .../MCDM Productions; Kingdoms & Warfare.json | 63 +++++++++++++++++++ 1 file changed, 63 insertions(+) diff --git a/book/MCDM Productions; Kingdoms & Warfare.json b/book/MCDM Productions; Kingdoms & Warfare.json index b5402dd367..186cfe7e3d 100644 --- a/book/MCDM Productions; Kingdoms & Warfare.json +++ b/book/MCDM Productions; Kingdoms & Warfare.json @@ -4926,6 +4926,19 @@ "type": "external", "url": "https://i.imgur.com/iDCQQ7B.png" } + }, + { + "type": "entries", + "name": "Warfare Feats", + "entries": [ + "In campaigns that use the optional rule for feats, player characters can take any of the following feats to improve their units’ stats in warfare.", + "{@feat Tactical Leader|KaW}", + "{@feat Agile Leader|KaW}", + "{@feat Lead from the Front|KaW}", + "{@feat Unstoppable Leader|KaW}", + "{@feat Persuasive Leader|KaW}", + "{@feat Strategic Leader|KaW}" + ] } ] } @@ -10169,5 +10182,55 @@ } ] } + ], + "feat": [ + { + "name": "Tactical Leader", + "source": "KaW", + "page": 104, + "entries": [ + "Each unit you control has +2 to Attack." + ] + }, + { + "name": "Agile Leader", + "source": "KaW", + "page": 104, + "entries": [ + "Each unit you control has +2 to Defense." + ] + }, + { + "name": "Lead from the Front", + "source": "KaW", + "page": 104, + "entries": [ + "Each unit you control has +2 to Power." + ] + }, + { + "name": "Unstoppable Leader", + "source": "KaW", + "page": 104, + "entries": [ + "Each unit you control has +2 to Toughness." + ] + }, + { + "name": "Persuasive Leader", + "source": "KaW", + "page": 104, + "entries": [ + "Each unit you control has +2 to Morale." + ] + }, + { + "name": "Strategic Leader", + "source": "KaW", + "page": 104, + "entries": [ + "Each unit you control has +2 to Command." + ] + } ] } \ No newline at end of file From e85aa3df598e9ed293ddc89158cbdf3facaba7ce Mon Sep 17 00:00:00 2001 From: Billiam9420 Date: Tue, 1 Aug 2023 17:34:30 -0400 Subject: [PATCH 37/65] "Using These Rules" section of Warfare chapter complete --- .../MCDM Productions; Kingdoms & Warfare.json | 229 ++++++++++++++++++ 1 file changed, 229 insertions(+) diff --git a/book/MCDM Productions; Kingdoms & Warfare.json b/book/MCDM Productions; Kingdoms & Warfare.json index 186cfe7e3d..98f1dc3ee1 100644 --- a/book/MCDM Productions; Kingdoms & Warfare.json +++ b/book/MCDM Productions; Kingdoms & Warfare.json @@ -4939,6 +4939,235 @@ "{@feat Persuasive Leader|KaW}", "{@feat Strategic Leader|KaW}" ] + }, + { + "type": "entries", + "name": "The Battlefield", + "entries": [ + "The battlefield is a grid five spaces wide, divided into two sections for the two opposing forces in a battle. Each section is four rows deep, with each row called a rank.", + "The topmost row in each section is the {@b vanguard}, which faces the opposed army. Behind the vanguard is an army’s {@b reserve} rank, followed by the {@b center} rank, followed by the {@b rear}.", + "In addition to these four ranks, each side also has a {@b front}, which comprises the vanguard plus all enemy ranks. If a unit controlled by a domain moves from that domain’s vanguard into the opposing side’s vanguard, or even all the way into the opposing side’s rear rank, they are still in the controlling domain’s front.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/sFbyR5P.png" + } + }, + "With the exception of the reserve rank (see {@b Stacking} below), a space can only hold one unit." + ] + }, + { + "type": "entries", + "name": "Setup", + "entries": [ + "At the start of a battle, all officers commanding units roll initiative. After initiative is determined for a battle, each character and NPC acting as a commander deploys their units in reverse initiative order. In other words, whoever acts last in the combat gets to place all their units first in the battle. If you are playing a battle alongside combat, use the same initiative order for both." + ] + }, + { + "type": "entries", + "name": "Casualty Dice", + "entries": [ + "During deployment, each unit commander places a die on every unit they control. This is the casualty die representing the number of casualties the unit can suffer before it breaks. The number of casualties the unit has remaining should be facing up. So a size 6 unit would begin with a d6 casualty die, with the 6 facing up.", + "Some domain features can increase the size of a unit’s casualty die. {@b Increasing a casualty die} means upgrading from a d4 to a d6, a d6 to a d8, and so forth. Decreasing a casualty die means downgrading in the same way.", + "As a unit suffers casualties, its casualty die is {@b decremented}. This means the number on the die is decreased by 1, so that a 6 becomes a 5, a 5 becomes a 4, and so forth. Under certain circumstances, the die is {@b incremented}—increased by 1—to indicate that a unit’s battle readiness is being restored. A unit that has its casualty die decremented from 1, indicating that it has lost its last casualty, is {@b broken} and removed from the field.", + "Unless otherwise noted, no unit can gain casualties beyond the maximum value on its casualty die.", + "Once all units are placed, battle can begin. During battle, units are activated by the characters and NPCs controlling them in initiative order." + ] + }, + { + "type": "entries", + "name": "Collapsing Ranks", + "entries": [ + "At the start of any round (including the first), if a rank contains no units or fortifications (see below), that rank collapses and is no longer part of the battlefield. The ranks in front of and behind the collapsed rank are now next to each other. Ranks that remain on the field keep their name and rules. For instance, if a rear rank collapses, the center rank next to it remains the center rank." + ] + }, + { + "type": "entries", + "name": "Deployment", + "entries": [ + "When deploying units, artillery must go in the center rank. Infantry can be deployed in the vanguard, center, reserve, or rear ranks. Cavalry and aerial units are not placed in any rank, but can move freely across or above the battlefield." + ] + }, + { + "type": "entries", + "name": "Stacking Units", + "entries": [ + "Units in the reserve rank can be stacked when deployed. When units are stacked, only the top unit can be targeted. Units under a stack are treated as though they were not on the battlefield for the purpose of being subject to attacks or effects.", + "Only the top unit of a group of stacked units can be activated. If that unit leaves the stack, the unit beneath it is now on top of the stack and can be targeted. Because a unit can’t move into a space occupied by other units, units can only leave a stack during a battle, they can’t enter one." + ] + }, + { + "type": "entries", + "name": "Activation", + "entries": [ + "On each commander’s turn (whether that commander is a player character or an NPC controlled by the GM), they activate all the units they control in any order. Each unit must finish its activation before another unit can be activated.", + "Each unit can take actions and move, in either order. The actions a unit can undertake during its activation include the following:", + { + "type": "list", + "entries": [ + "Attack another unit", + "Use a magic item", + "Attempt a maneuver", + "Move 1 additional space (march)", + "Hold (do nothing)" + ] + }, + "Unless a unit holds and does nothing, it can move and take an action, take an action and move, or move and move (called a march)." + ] + }, + { + "type": "entries", + "name": "Attacking", + "entries": [ + "When a unit attacks, its choice of targets is determined by its unit type. (These parameters are sometimes referred to as the “order of battle.”) The units of both sides are able to attack as follows:", + { + "type": "list", + "entries": [ + "{@b Infantry units} can attack any adjacent unit— one in front, behind, to the left, or to the right. They cannot attack diagonally.", + "{@b Artillery and aerial units} can attack any unit.", + "{@b Cavalry units} can attack other cavalry units, and any infantry or artillery units that are exposed (see {@b Unit Conditions} on page 107).", + "{@b Siege engines} can attack any unit, and can attack fortifications." + ] + }, + "Some units, typically infantry in the rear rank, might have no opposed units that are legal targets. (Units can attack allied units if compelled to do so by some effect, or just for fun.)", + "With a legal target selected, an attacking unit makes an Attack test against the target’s Defense. If the Attack test succeeds, the attacking unit inflicts 1 casualty on its target and then makes a Power test against the target’s Toughness. If the Power test succeeds, the attacking unit inflicts additional casualties equal to the unit’s noted damage.", + "The attacks of artillery units are ranged attacks. The attacks of infantry, cavalry, and aerial units are melee attacks." + ] + }, + { + "type": "entries", + "name": "Movement", + "entries": [ + "When a unit moves, it must move into an empty adjacent space—a space in front, behind, to the left, or to the right of its current space. Units cannot move diagonally. Units that have movement greater than 1 can move into successive empty spaces. A unit can move through other units only if it has a special feature that says so.", + "Though the front ranks of both sides in a battle are usually separated a little to make it easier to tell one side from another, units in one front can move into the opposing side’s front if there is an empty space there. Units can then move normally through the opposing side’s ranks as long as there are empty adjacent spaces for them to move into.", + "If a unit is in the rear rank of its army and moves backward, it is permanently removed from the battle." + ] + }, + { + "type": "entries", + "name": "Bonus Movement", + "entries": [ + "A unit might gain “+1 to movement,” which means the unit moves 1 extra space both when it moves and if it uses its action to move. (Which is to say, if it marches, it moves 2 extra spaces.)", + "A unit might suffer a penalty to movement (indicated by “−1 to movement”). If a unit with the normal speed of 1 and no bonuses to movement suffers a −1 movement penalty, it cannot move or march." + ] + }, + { + "type": "inset", + "name": "Unit Conditions", + "entries": [ + "Just like the conditions that affect characters, a number of unit conditions summarize the state of an army’s units during the battle.", + "{@b Broken.} A unit that breaks becomes broken. It has lost its last casualty and is removed from the battle. Broken units can be reformed, usually by rallying.", + "{@b Disbanded.} A disbanded unit is removed from the game and cannot be reformed by normal means.", + "{@b Disorganized.} A disorganized unit does nothing on its next activation while it attempts to regain unit cohesion.", + "{@b Disoriented.} A disoriented unit can either take an action or move, but not both. Unless otherwise stated, this unit condition lasts until the end of the unit’s next activation.", + "{@b Exposed.} A unit is exposed if there are no units between it and the leftmost or rightmost battlefield edge, or if there are no units in any rank to the rear of the unit. Units in the center and reserve of an army’s ranks cannot be exposed as long as that army has its own units in both its rear rank and anywhere in its front. (See {@b Exposed} below for more information.)", + "{@b Hidden.} When a unit is hidden, other units have disadvantage on Attack tests against it.", + "{@b Misled.} A unit that is misled cannot attack, and spends its next activation moving randomly into an available space. Cavalry and aerial units cannot be misled.", + "{@b Weakened.} A unit that is weakened has disadvantage on Attack tests and Power tests." + ] + }, + { + "type": "entries", + "name": "Actions, Reactions, and Bonus Actions", + "entries": [ + "Each unit has the same types of actions in battle as a character does in combat—one action, one bonus action, and one reaction.", + "Each unit gets only one action per activation. If a unit gets multiple attacks, it makes those attacks as one action. If it has access to multiple actions, perhaps as a result of maneuvers or unit traits, it must choose which action to use on its activation.", + "A unit can use a bonus action only if some trait or other feature grants it a bonus action. A bonus action is used on the unit’s activation, either before or after it attacks or moves. If a unit gets multiple bonus actions from traits or features, it must choose which one to use on its activation.", + "If a unit has a reaction, it can use that reaction during its own activation or on another unit’s activation. Once a unit uses a reaction, it cannot use another one until its next activation. If the reaction interrupts another unit’s activation, that unit can continue its activation after the reaction resolves." + ] + }, + { + "type": "entries", + "name": "Resolving Multiple Reactions", + "entries": [ + "When resolving multiple reactions between units, the defending unit gets the first chance to resolve a reaction. Then the attacking unit can use its reaction, followed by the defending unit’s allies, then the attacking unit’s allies." + ] + }, + { + "type": "entries", + "name": "Exposed", + "entries": [ + "Cavalry can attack exposed units. A unit is exposed if there are no units between it and the leftmost or rightmost battlefield edge, or if there are no units in any rank to the rear of the unit. By definition, all units in the rear ranks are always exposed. Units in the center and reserve of an army’s ranks cannot be exposed as long as that army has its own units in both its rear rank and anywhere in its front. As soon as either of those conditions is no longer true, units in the center or reserve can become exposed. See the diagram below for more information.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/XCigfAV.png" + } + } + ] + }, + { + "type": "entries", + "name": "“Forward” and “Back”", + "entries": [ + "If the rules ever refer to a unit moving forward or back, those directions are relative to the unit’s rear rank. Forward is moving away from the rear and back is moving toward the rear." + ] + }, + { + "type": "entries", + "name": "“Opposite”", + "entries": [ + "Some rules refer to the unit opposite a target. This means the unit on the other side of the target from the attacker.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/qdz41T7.png" + } + } + ] + }, + { + "type": "entries", + "name": "Morale Tests", + "entries": [ + "When a unit is subject to magic or specific events, the rules sometimes call for that unit to succeed on a Morale test. This includes such events as a unit being diminished, when it must succeed on a DC 13 Morale test or suffer 1 casualty. Likewise, whenever a unit is affected by an opposed unit’s battle magic, in addition to resolving the other effects of the magic, that unit must succeed on a DC 13 Morale test or suffer 1 casualty.", + "Unless otherwise stated, the DC for any Morale test is 13." + ] + }, + { + "type": "entries", + "name": "Tokens", + "entries": [ + "Some unit traits and magic items can put tokens on units, with the trait or item description noting what effect the tokens create. When a unit with tokens on it activates, it immediately suffers the effect of the tokens. If a token inflicts damage, the unit takes damage for each token on it. At the end of the unit’s activation, make a DC 12 Power test for each type (acid, fire, etc.) of token on it. On a success, remove one token of that type.", + "For example, a unit targeted by another unit with the Flaming Weapons trait and in a space containing an acid pool created by a {@item wand of acid pool|KaW} might have two fire tokens and one acid token on it at the beginning of its activation. It suffers 3 damage (1 for each fire token and 1 for the acid token), then removes one fire token and one acid token." + ] + }, + { + "type": "entries", + "name": "Diminished, Broken, and Disbanded", + "entries": [ + "A unit is {@b diminished} when its current casualties are half or less than its starting casualties. The first time a unit becomes diminished, it must succeed on a DC 13 Morale test or suffer another casualty. Each unit does this only once per battle.", + "A unit is {@b broken} and removed from the battle after it suffers its last casualty. This does not mean that every soldier in the unit is dead, but those who survive are left confused, panicked, squabbling—or might simply have fled. Broken units can be reformed with the Rally maneuver and certain martial advantages.", + "If a unit breaks and later fails a Morale test to rally, it is {@b disbanded}. (Certain martial advantages and other effects can also cause a unit to disband.) A disbanded unit is permanently destroyed. It is removed from the battle and cannot be rallied or reformed by normal means." + ] + }, + { + "type": "entries", + "name": "Defeat", + "entries": [ + "At the end of each round of battle, after all officers on both sides have activated all their units, each side determines the current {@b point value} of their army. This total is based on the tier of each unit in the army, with Tier I units (including levies) worth 1 point, Tier II units worth 2, Tier III units worth 3, and so on.", + "At the end of any round, if one side has {@b more than twice the point value} of the other, that side has won the battle. Each commander on the losing side must immediately attempt the Retreat maneuver for each of their units (see {@b General Maneuvers} below)." + ] + }, + { + "type": "entries", + "name": "After the Battle", + "entries": [ + "Immediately after the battle, all units that were broken but not disbanded can execute the Rally maneuver. (This excludes units that have already been rallied during the battle, as a unit can rally only once per battle.)", + "Units that succeed at the Retreat or Rally maneuvers gain casualties at a rate of 1 per week, incrementing the casualty die until they have their full casualties once again.", + "Units that survive the battle, including those that rallied at the conclusion of the battle, can increase their experience, as discussed in {@b Improving Units} (page 104).", + "Levies immediately disband after the battle, as they are always temporary units. New levies must be mustered from scratch for the next battle. Likewise, special units go their own way, and units mustered through alliances or diplomacy return to their home domains." + ] + }, + { + "type": "entries", + "name": "Ongoing Effects", + "entries": [ + "Any ongoing effects, tokens, or unit conditions automatically end for all units once the battle is over. It is assumed that once battle is no longer a priority, surviving troops and their officers can quickly resolve any problems a unit is having." + ] } ] } From d0ad1c4e35a9a67db68969cb7a28bc4f1d0d5b85 Mon Sep 17 00:00:00 2001 From: Billiam9420 Date: Wed, 6 Sep 2023 17:20:28 -0400 Subject: [PATCH 38/65] fixed a header along with quotes and apostraphes --- .../MCDM Productions; Kingdoms & Warfare.json | 1164 +++++++++-------- 1 file changed, 586 insertions(+), 578 deletions(-) diff --git a/book/MCDM Productions; Kingdoms & Warfare.json b/book/MCDM Productions; Kingdoms & Warfare.json index 98f1dc3ee1..314d1d02bc 100644 --- a/book/MCDM Productions; Kingdoms & Warfare.json +++ b/book/MCDM Productions; Kingdoms & Warfare.json @@ -96,7 +96,7 @@ "name": "Warfare", "headers": [ "Using These Rules", - "Maneuvers", + "General Maneuvers", "Martial Advantages", "Opposing Commanders", "Fortifications", @@ -149,17 +149,17 @@ } }, "I have always viewed the worlds of fantasy RPGs in terms of domains. The idea that the world is divided into spheres of influence and power, with specific people in charge of those things. Even as a teenager, I played in lots of different fantasy worlds, and I judged them all based on one thing: the map. I used maps as the keys that unlocked the different domains in a world.", - "Maps are one of the GM’s most powerful tools. The map of the local area, the map of the region, the map of the city, the map of the world. Because maps invite exploration. A map explicitly asks the players to pore over it, point to something evocative or mysterious, and ask: “What’s this?”", - "In the ’80s and early ’90s, there was an explosion of new, official campaign settings. New fantasy worlds for RPGs. And my friends and I were excited to try them. But whenever I saw the mapIn the ’80s and early ’90s, there was an explosion of new, official campaign settings. New fantasy worlds for RPGs. And my friends and I were excited to try them. But whenever I saw the map of a new world, I always wondered the same thing: “Who’s in charge here?” I don’t know why that was important to me. Probably, I was just looking for some kind of organizing principle. Some kind of lens to view all this new information through.", - "I didn’t literally think, “Whose domain is this?” I wouldn’t have used that language. And I never thought exclusively about barons and dukes and queens. If I pointed to a great forest, I wouldn’t expect it to belong to a feudal noble. I know how fantasy works: it’s a big forest, so it probably belongs to the elves!", - "But which elves? Surely a forest this big is an important asset, and some elven court considers it their realm. Their domain. And if not, that’s probably because it’s contested! A hot or cold war over ancient elven boundaries! Drama!", + "Maps are one of the GM's most powerful tools. The map of the local area, the map of the region, the map of the city, the map of the world. Because maps invite exploration. A map explicitly asks the players to pore over it, point to something evocative or mysterious, and ask: \"What's this?\"", + "In the '80s and early '90s, there was an explosion of new, official campaign settings. New fantasy worlds for RPGs. And my friends and I were excited to try them. But whenever I saw the mapIn the '80s and early '90s, there was an explosion of new, official campaign settings. New fantasy worlds for RPGs. And my friends and I were excited to try them. But whenever I saw the map of a new world, I always wondered the same thing: \"Who's in charge here?\" I don't know why that was important to me. Probably, I was just looking for some kind of organizing principle. Some kind of lens to view all this new information through.", + "I didn't literally think, \"Whose domain is this?\" I wouldn't have used that language. And I never thought exclusively about barons and dukes and queens. If I pointed to a great forest, I wouldn't expect it to belong to a feudal noble. I know how fantasy works: it's a big forest, so it probably belongs to the elves!", + "But which elves? Surely a forest this big is an important asset, and some elven court considers it their realm. Their domain. And if not, that's probably because it's contested! A hot or cold war over ancient elven boundaries! Drama!", "Or maybe the forest belongs to an order of powerful druids. Maybe they keep it deliberately wild and pool their resources to ensure no single civilization takes it over! Well, those druids would be just another domain.", - "That’s how my mind worked then, and how it still works. It’s okay if some places aren’t controlled by anyone. But then, as now, when I see a map of a fantasy world and there are no political boundaries, no answers, no information to tell me, “Who’s in charge?” anywhere, I get disappointed. I feel like...there’s a layer of information missing.", - "To date, there’s never been an edition of the world’s most popular roleplaying game whose core rules took the idea of different domains—whether those are counts and dukes and queens, or druid enclaves, wizard circles, or knightly orders—and gave them mechanical features. Not just, “Oh, you get this one feature if you join this organization,” but rules for letting different organizations engage in planning, conspiracy, and conflict the way people do.", - "That’s what this book tries to do. I wanted to give you the tools to add organizations and warfare to your games and make doing so fun. When players think about their own party of heroes, even without changing anything about their characters, I hope they’ll recognize at least one of the organizations or specializations in here as fitting their group.2 When GMs see all the different NPC realms in the book, I hope they’ll want to run new adventures with a hag coven as the villain, building a secret army in the swamp. Or an evil empire run by an immortal dragon. A draconic tyranny!", - "When players choose an organization and a specialization, their characters gain new mechanical features—but they’ll also feel more like a formal group. They’ll have to communicate more to use their new domain powers, and will argue about how best to use domain features during a new phase of the game, called intrigue. Everyone will communicate, argue, and compromise—just like the members of a real organization.", - "This book will give the heroes and villains in your games more influence, more impact. Their reach will extend beyond the end of their swords or the range of their spells. The party’s agents can go out and spy, research, build, and negotiate, all while the heroes are dungeon delving. And of course, when those heroes discover that another domain is building an army to march against the people who look to them for leadership, they can build their own army and prepare for war!", - "This book might not be for everyone. But if any of the above sounds cool to you, we think you’ll like it.", + "That's how my mind worked then, and how it still works. It's okay if some places aren't controlled by anyone. But then, as now, when I see a map of a fantasy world and there are no political boundaries, no answers, no information to tell me, \"Who's in charge?\" anywhere, I get disappointed. I feel like...there's a layer of information missing.", + "To date, there's never been an edition of the world's most popular roleplaying game whose core rules took the idea of different domains—whether those are counts and dukes and queens, or druid enclaves, wizard circles, or knightly orders—and gave them mechanical features. Not just, \"Oh, you get this one feature if you join this organization,\" but rules for letting different organizations engage in planning, conspiracy, and conflict the way people do.", + "That's what this book tries to do. I wanted to give you the tools to add organizations and warfare to your games and make doing so fun. When players think about their own party of heroes, even without changing anything about their characters, I hope they'll recognize at least one of the organizations or specializations in here as fitting their group.2 When GMs see all the different NPC realms in the book, I hope they'll want to run new adventures with a hag coven as the villain, building a secret army in the swamp. Or an evil empire run by an immortal dragon. A draconic tyranny!", + "When players choose an organization and a specialization, their characters gain new mechanical features—but they'll also feel more like a formal group. They'll have to communicate more to use their new domain powers, and will argue about how best to use domain features during a new phase of the game, called intrigue. Everyone will communicate, argue, and compromise—just like the members of a real organization.", + "This book will give the heroes and villains in your games more influence, more impact. Their reach will extend beyond the end of their swords or the range of their spells. The party's agents can go out and spy, research, build, and negotiate, all while the heroes are dungeon delving. And of course, when those heroes discover that another domain is building an army to march against the people who look to them for leadership, they can build their own army and prepare for war!", + "This book might not be for everyone. But if any of the above sounds cool to you, we think you'll like it.", "—Matt Colville", "Orange County, CA", "2021" @@ -170,35 +170,35 @@ "name": "Introduction", "page": 1, "entries": [ - "There’s a lot in this book, but what’s here ultimately boils down to two systems: intrigue and warfare.", + "There's a lot in this book, but what's here ultimately boils down to two systems: intrigue and warfare.", "{@b Intrigue} is conflict between two domains. A holy church versus a mystic circle. The Knights Templar against a dragon tyrant. A bunch of disorganized misfit adventurers against a nation of undead!", - "A {@b domain} is a pretty simple thing as a game concept. It’s got four skills. It uses actions and reactions and bonus actions, just like characters and monsters. It has three defenses, but no hit points. The only way to “kill” a domain is to neutralize its officers—although some might escape and start a new domain for the sequel campaign! A domain could be a kingdom, thieves’ guild, or druid circle!", - "An intrigue only ever takes place between two domains. That makes the system simple and easy to keep track of. Other domains might get involved, but purely as allies, lending aid. Of course, depending on the adventure, it’s possible that a particular intrigue is just a prelude to another larger intrigue as the characters discover the villainous realm they just defeated was only a pawn in an even larger game....", + "A {@b domain} is a pretty simple thing as a game concept. It's got four skills. It uses actions and reactions and bonus actions, just like characters and monsters. It has three defenses, but no hit points. The only way to \"kill\" a domain is to neutralize its officers—although some might escape and start a new domain for the sequel campaign! A domain could be a kingdom, thieves' guild, or druid circle!", + "An intrigue only ever takes place between two domains. That makes the system simple and easy to keep track of. Other domains might get involved, but purely as allies, lending aid. Of course, depending on the adventure, it's possible that a particular intrigue is just a prelude to another larger intrigue as the characters discover the villainous realm they just defeated was only a pawn in an even larger game....", "Alongside the intrigue system, the book presents eight different heroic organizations (each of which can be customized with three specializations) and sixteen different NPC realms to use as allies, neutral observers, or enemies.", - "{@b Warfare} is conflict between units of soldiers and monsters. Along with rules for warfare, you’ll find seventy-eight special units in this book and another sixty-four in the special unit deck available on our store (at {@i mcdmproductions.com/warfare-deck}).", - "So while it might look like an enormous amount of stuff in here at first glance, it’s really just two systems, each relatively straightforward, and then a ton of options for those systems.", + "{@b Warfare} is conflict between units of soldiers and monsters. Along with rules for warfare, you'll find seventy-eight special units in this book and another sixty-four in the special unit deck available on our store (at {@i mcdmproductions.com/warfare-deck}).", + "So while it might look like an enormous amount of stuff in here at first glance, it's really just two systems, each relatively straightforward, and then a ton of options for those systems.", "The book also contains a handful of new items that can affect intrigue or warfare. And because they were popular in {@book Strongholds & Followers|SaF}, you get some new legendary artifacts called the codices. (Warning! They will unravel the fabric of reality!)", - "Strongholds & Followers presented six courts of extraplanar creatures that the gods might send to aid characters in battle if their faith is strong enough. Those were so popular that we expanded them with three additional courts—devils, demons, and undead. New monsters! Some of these creatures use the action-oriented design philosophy mentioned in “Running the Game #83,” designed to make it easier for a GM to use a single monster to challenge an entire party.", - "Finally, there’s an adventure designed to help you use and understand these rules. It’s basically a big, detailed example of how the intrigue and warfare systems can work.", + "Strongholds & Followers presented six courts of extraplanar creatures that the gods might send to aid characters in battle if their faith is strong enough. Those were so popular that we expanded them with three additional courts—devils, demons, and undead. New monsters! Some of these creatures use the action-oriented design philosophy mentioned in \"Running the Game #83,\" designed to make it easier for a GM to use a single monster to challenge an entire party.", + "Finally, there's an adventure designed to help you use and understand these rules. It's basically a big, detailed example of how the intrigue and warfare systems can work.", { "type": "entries", "name": "How to Use This Book", "page": 1, "entries": [ - "First, you should check out the {@b Glossary of Terms} section, which covers all the new terms the book uses. Don’t worry about reading the whole thing, but just skimming it to familiarize yourself with the concepts will help a lot. And you can always refer back to the glossary if you’re looking for a quick definition.", + "First, you should check out the {@b Glossary of Terms} section, which covers all the new terms the book uses. Don't worry about reading the whole thing, but just skimming it to familiarize yourself with the concepts will help a lot. And you can always refer back to the glossary if you're looking for a quick definition.", "One of the design goals of this book was to make as few assumptions as possible about your game. You can start using these rules right now, with your existing characters in the middle of your current campaign—or even right in the middle of an adventure. In fact, we hope these rules take your group and your adventures and elevate them, granting everything a broader scope and a feeling of raising the stakes. In a world where the forces of powerful domains vie for control of ancient artifacts and forgotten lore, every adventuring party and their enemies can now be listed among those domains.", "The easiest way to adopt these rules is to imagine that the heroes in your game are already an organization, with the players picking the specific type of organization from the eight in this book. Then set up the villains of the adventure as a villainous realm, which the GM picks from among the sixteen in the book.", - "You can stop there if you like. Domains have options that give their officers—both characters and NPCs—more things to do during an adventure or between adventures. But an organization is more than just its officers. There are followers, agents, and employees all ready to carry out the characters’ and NPCs’ orders. As such, leading a domain means players can have their organization conduct research or espionage while the characters continue exploring dungeons or fighting dragons.", - "Domains grant their officers access to domain features that become usable during intrigue. The GM will use the rules for intrigue to make the campaign more memorable as it moves toward one or more warfare battles that mark the intrigue’s conclusion, with the heroes plotting and scheming against a villain as their organization uses its domain features and domain skills to prepare for battle—even as the villain does the same!", - "Domains also grant their officers access to domain powers. These are new special features that allow characters to work together during any combat that takes place during intrigue against the officers of an opposed domain—just as the villain and their lieutenants will be working together on that opposing side. This includes the combat that runs alongside the potential climactic final battle at the end of intrigue. (Though not all adventures need to have a final battle, it’s great fun!)", + "You can stop there if you like. Domains have options that give their officers—both characters and NPCs—more things to do during an adventure or between adventures. But an organization is more than just its officers. There are followers, agents, and employees all ready to carry out the characters' and NPCs' orders. As such, leading a domain means players can have their organization conduct research or espionage while the characters continue exploring dungeons or fighting dragons.", + "Domains grant their officers access to domain features that become usable during intrigue. The GM will use the rules for intrigue to make the campaign more memorable as it moves toward one or more warfare battles that mark the intrigue's conclusion, with the heroes plotting and scheming against a villain as their organization uses its domain features and domain skills to prepare for battle—even as the villain does the same!", + "Domains also grant their officers access to domain powers. These are new special features that allow characters to work together during any combat that takes place during intrigue against the officers of an opposed domain—just as the villain and their lieutenants will be working together on that opposing side. This includes the combat that runs alongside the potential climactic final battle at the end of intrigue. (Though not all adventures need to have a final battle, it's great fun!)", "The warfare rules in this book are robust enough to be used as their own game. This can be a fun way to play out small skirmishes or major battles, and it works fine without using the rules for intrigue.", - "But finally—and most ambitiously—all these rules work together as a whole. The heroes become an organization as they plot and scheme against the villain’s realm, making allies and raising an army. Time and again, they confront enemy leaders in combat using their new domain powers while their loyal forces clash around them! And though they might not be something that ends up a part of every session, battles between the armies of domains can lend an epic feel to any adventure. It’s a little more work, certainly, but that work pays off in the kind of conflict that pushes players and GMs toward the biggest possible adventure finale.", - "There might be other things you wish this system did. If we’ve done a good job, it’ll be easy for you to design your own optional rules that expand on this framework. We look forward to seeing what you do with the content that follows!", + "But finally—and most ambitiously—all these rules work together as a whole. The heroes become an organization as they plot and scheme against the villain's realm, making allies and raising an army. Time and again, they confront enemy leaders in combat using their new domain powers while their loyal forces clash around them! And though they might not be something that ends up a part of every session, battles between the armies of domains can lend an epic feel to any adventure. It's a little more work, certainly, but that work pays off in the kind of conflict that pushes players and GMs toward the biggest possible adventure finale.", + "There might be other things you wish this system did. If we've done a good job, it'll be easy for you to design your own optional rules that expand on this framework. We look forward to seeing what you do with the content that follows!", { "type": "inset", "name": "Combat and Battle", "entries": [ - "To keep clear the differences between warfare and characters engaging in combat, this book uses “combat” to refer to characters and monsters skirmishing using the game’s normal rules. “Battle” is used to refer to armies clashing using the warfare rules." + "To keep clear the differences between warfare and characters engaging in combat, this book uses \"combat\" to refer to characters and monsters skirmishing using the game's normal rules. \"Battle\" is used to refer to armies clashing using the warfare rules." ] } ] @@ -208,8 +208,8 @@ "name": "Scale", "page": 2, "entries": [ - "Another thing this book makes no assumptions about is the scale of your game—specifically, the units of distance you use on your campaign map. How much territory a domain controls is something left to the GM—if it ever comes up at all. Domains can come into conflict all on their own as villains try to blow up the world or some small part of it, and the heroes trying to stop them likely don’t need to know, “Exactly how many square miles do they control?”", - "In addition to helping keep these rules flexible and easy to adopt, worrying about the literal area of a territory likely isn’t something most people will find exciting in a game about pretending to be an elf who fights dragons. So in the end, the rules simply assume it takes about a week (however this is defined in your world) for a domain to carry out a single domain action. And even that can be easily tweaked to any length of time, as it’s deliberately abstract. For a particular game, it might work to have a domain turn be a week at the beginning of an intrigue, but then only a single day at the end as the pace quickens and the stakes rise." + "Another thing this book makes no assumptions about is the scale of your game—specifically, the units of distance you use on your campaign map. How much territory a domain controls is something left to the GM—if it ever comes up at all. Domains can come into conflict all on their own as villains try to blow up the world or some small part of it, and the heroes trying to stop them likely don't need to know, \"Exactly how many square miles do they control?\"", + "In addition to helping keep these rules flexible and easy to adopt, worrying about the literal area of a territory likely isn't something most people will find exciting in a game about pretending to be an elf who fights dragons. So in the end, the rules simply assume it takes about a week (however this is defined in your world) for a domain to carry out a single domain action. And even that can be easily tweaked to any length of time, as it's deliberately abstract. For a particular game, it might work to have a domain turn be a week at the beginning of an intrigue, but then only a single day at the end as the pace quickens and the stakes rise." ] }, { @@ -224,53 +224,53 @@ "url": "https://i.imgur.com/lCfWQLx.jpg" } }, - "“We sell it back to them,” Narco said. “Hang on… then what are you gonna put on your bolts?”", - "Aurex nodded her head in agreement. “Need I remind you,” the half-devil assassin said, “before your mind of chemicals and formulae overheats from its own cleverness, it took our people three weeks to steal those vials of {@i dreamtime}. And they managed to get in, get it, and get out without anyone noticing. Those resources could have been put to better use if that drug doesn’t end up on a bolt in Castagan.”", - "Loroyan Thel, the drow brains of the Operation, peered at Narco from across the corner table of the quiet tavern. “We can handle the paladin with or without magic poison, demidevil,” he said, almost under his breath.", - "“And get him to talk?” Aurex said. “Under {@i dreamtime}, he’ll talk while he sleeps—and we’ll know it’s the truth.”", - "Thel sighed. “I’m aware of that.”", - "“I thought the sleep juice was for your bolts,” Zarek said. Not unusually, the half-orc enforcer felt two steps behind the conversation.", - "“Forget the bolts, Zarek,” Aurex said. “I want to hear what our alchemist director of narcotics has in mind.”", - "Narco turned to the half-devil. “Aurex, don’t you see?” He smiled riotously, tossed a small vial into the air, then snatched it back again. “It’s exactly as you said. Our agents got into the Tower of the Lens, got the drug, got out with no alarms. No searching, no deaths, no guards alerted. No trace.”", + "\"We sell it back to them,\" Narco said. \"Hang on… then what are you gonna put on your bolts?\"", + "Aurex nodded her head in agreement. \"Need I remind you,\" the half-devil assassin said, \"before your mind of chemicals and formulae overheats from its own cleverness, it took our people three weeks to steal those vials of {@i dreamtime}. And they managed to get in, get it, and get out without anyone noticing. Those resources could have been put to better use if that drug doesn't end up on a bolt in Castagan.\"", + "Loroyan Thel, the drow brains of the Operation, peered at Narco from across the corner table of the quiet tavern. \"We can handle the paladin with or without magic poison, demidevil,\" he said, almost under his breath.", + "\"And get him to talk?\" Aurex said. \"Under {@i dreamtime}, he'll talk while he sleeps—and we'll know it's the truth.\"", + "Thel sighed. \"I'm aware of that.\"", + "\"I thought the sleep juice was for your bolts,\" Zarek said. Not unusually, the half-orc enforcer felt two steps behind the conversation.", + "\"Forget the bolts, Zarek,\" Aurex said. \"I want to hear what our alchemist director of narcotics has in mind.\"", + "Narco turned to the half-devil. \"Aurex, don't you see?\" He smiled riotously, tossed a small vial into the air, then snatched it back again. \"It's exactly as you said. Our agents got into the Tower of the Lens, got the drug, got out with no alarms. No searching, no deaths, no guards alerted. No trace.\"", "No one spoke.", - "“No trace… of us. So we take this back to the Lens, and we tell them we lifted it off someone who tried to sell it to us.”", - "“Ah…” Zarek said.", - "“No good.” Thel shook his head. “They’ll rumble that. Wizards are reliably clueless, but they’re not stupid.”", - "“Hey, what if we kill someone?” Zarek said. Everyone frowned at him, as this was his solution to everything. It would be on his family crest if fate ever conspired to make a noble of him.", - "Still, the half-orc had a point, so they let him continue. “Okay, check this out, yeah? If it’s just us, sure, they’ll rumble that like Thel says. But if we give them a body? And we say, yeah this piece of piss tried to sell us this juice, but we didn’t even know what it was! We asked him where he got it, he got defensive. Says he stole it from you wizards, right? And we said, ‘Oh, you trying to offload your scrab on us so you can go back to the Lens and frame us? Pull the other one.’ Then he got pissy and tried something, and we sorta had to kill him or whatever!”", + "\"No trace… of us. So we take this back to the Lens, and we tell them we lifted it off someone who tried to sell it to us.\"", + "\"Ah…\" Zarek said.", + "\"No good.\" Thel shook his head. \"They'll rumble that. Wizards are reliably clueless, but they're not stupid.\"", + "\"Hey, what if we kill someone?\" Zarek said. Everyone frowned at him, as this was his solution to everything. It would be on his family crest if fate ever conspired to make a noble of him.", + "Still, the half-orc had a point, so they let him continue. \"Okay, check this out, yeah? If it's just us, sure, they'll rumble that like Thel says. But if we give them a body? And we say, yeah this piece of piss tried to sell us this juice, but we didn't even know what it was! We asked him where he got it, he got defensive. Says he stole it from you wizards, right? And we said, ‘Oh, you trying to offload your scrab on us so you can go back to the Lens and frame us? Pull the other one.' Then he got pissy and tried something, and we sorta had to kill him or whatever!\"", "Everyone was looking at Zarek.", - "“Right? So they see this body and they start wondering, ‘Who’s this, right?’ And if they’re wondering that, they’re not wondering… about us.”", + "\"Right? So they see this body and they start wondering, ‘Who's this, right?' And if they're wondering that, they're not wondering… about us.\"", "Thel slowly smiled and looked at Narco, who smiled back and waggled his eyebrows.", "Then they turned to look at Aurex, whose visage was inscrutable. Slowly, she spoke.", - "“It might work.”", - "“Good enough for me,” Thel said. “Let’s give it a shot. Well done, Zarek.”", - "“Oh, thanks, boss,” the enforcer said, beaming with pride.", - "“You people done scheming?” A small, snarling voice piped up as Garrote, the Operation’s chief negotiator and resident goblin officer, hopped up onto a chair.", + "\"It might work.\"", + "\"Good enough for me,\" Thel said. \"Let's give it a shot. Well done, Zarek.\"", + "\"Oh, thanks, boss,\" the enforcer said, beaming with pride.", + "\"You people done scheming?\" A small, snarling voice piped up as Garrote, the Operation's chief negotiator and resident goblin officer, hopped up onto a chair.", "Thel explained the plan.", - "The goblin was impressed. “Hey, you came up with that all on your own?” he asked Narco.", - "“Well, I...”", - "“Not bad for a drug addict.”", - "“Garrote,” Thel warned. Narco looked hurt. Unlike the rest of the officers of the Operation, he wasn’t a killer by trade.", - "The goblin looked around the table. “That it?” he said. “That all you got?”", + "The goblin was impressed. \"Hey, you came up with that all on your own?\" he asked Narco.", + "\"Well, I...\"", + "\"Not bad for a drug addict.\"", + "\"Garrote,\" Thel warned. Narco looked hurt. Unlike the rest of the officers of the Operation, he wasn't a killer by trade.", + "The goblin looked around the table. \"That it?\" he said. \"That all you got?\"", "Aurex took out her sin-metal blade and began polishing it again, looking meaningfully at the goblin.", - "“Oh yes, you’re all very clever,” Garrote said. “But unless you’ve forgotten…” He stabbed a dagger into the map of the temple the group intended to infiltrate, there to confront and combat the order of paladins who were, of late, bent on the destruction of the Operation. “We still got this shit to deal with.”", - "“With all the intel Aurex ferreted out?” Thel said. “Their wizard’s true name? The guards you blackmailed?”", - "“Thel, they have an army. They know we’re coming for ’em. They’re gonna surround this place so tight a mouse couldn’t get in.” Garrote pointed to Narco. “And don’t get any ideas. I’m not gonna be a mouse again, so put those filthy potions away.”", - "“Yeah, that is a pisser,” Zarek said. “We gonna fight our way in, boss?”", - "“Well, it’s been a month. I was hoping a solution to that would have presented itself.” Thel frowned. “It’s not too late to seek special assistance. We could call up the Crew.”", - "“Don’t you get it?” The goblin smiled, chuckling. “Narco here got halfway there, but it’s up to the charming goblin to seal the deal.”", - "“Get it over with,” Aurex said. She held out her blade to see the dim light of the tavern glint off the shining gray metal before being absorbed.", - "Garrote’s face fell. Aurex and her blade. “Yeah. Anyway. We take the {@i dreamtime} back to the Tower of the Lens, we give ’em some corpse they can pin all their suspicion on, just like Narco and Zarek say. Then we say ‘Goodness, would you like this back? Seems expensive.’ But then we say, ‘We don’t want paying.’ Maybe Aurex’s people dig up some dirt on the Lens? Should they even have this stuff? It’s illegal as shit. So, you know, we embarrass ’em, lie to ’em, give ’em someone else to be suspicious of, a little blackmail thrown in for good measure. Then we just offer to give it back to ’em. Free.”", - "“To what end, Garrote?”", - "The goblin grinned. “So they volunteer to take care of our little military problem for us.”", - "No one spoke. The officers of the Operation were all uniformly stunned. Thel looked at Aurex and Narco. “They could do it,” he said.", - "Narco nodded. “Lend us a unit of elementals, show how grateful they are.”", - "Aurex frowned, hating to admit the goblin was right. “You got it in you to brace a quaesitor of the Lens?”", - "Garrote made a “psh” noise. “Wizards are easy. You just gotta flatter ’em before you threaten ’em.” He smiled. “By the time I’m done with ’em, they’ll think it was their idea.”", - "“I can try and dig up something on their quaesitor,” Aurex said. “Give Garrote some ammo.”", - "Thel put his hands flat on the table. “Intel says we got a week before the Order of the Black Pegasus comes after us, and I intend to go after them first. So…work your magics, and let’s see if we can’t convince the Lens they owe us a favor.”", - "“Blackmail, intel, drugs.” Garrote nodded at the three vials of {@i dreamtime}. “Just a day’s work for us, boss.”", - "Zarek finally caught up. “Heh. This is good, you guys. Oh yeah, this is gonna be fun. This is real thieves’ guild shit.”" + "\"Oh yes, you're all very clever,\" Garrote said. \"But unless you've forgotten…\" He stabbed a dagger into the map of the temple the group intended to infiltrate, there to confront and combat the order of paladins who were, of late, bent on the destruction of the Operation. \"We still got this shit to deal with.\"", + "\"With all the intel Aurex ferreted out?\" Thel said. \"Their wizard's true name? The guards you blackmailed?\"", + "\"Thel, they have an army. They know we're coming for 'em. They're gonna surround this place so tight a mouse couldn't get in.\" Garrote pointed to Narco. \"And don't get any ideas. I'm not gonna be a mouse again, so put those filthy potions away.\"", + "\"Yeah, that is a pisser,\" Zarek said. \"We gonna fight our way in, boss?\"", + "\"Well, it's been a month. I was hoping a solution to that would have presented itself.\" Thel frowned. \"It's not too late to seek special assistance. We could call up the Crew.\"", + "\"Don't you get it?\" The goblin smiled, chuckling. \"Narco here got halfway there, but it's up to the charming goblin to seal the deal.\"", + "\"Get it over with,\" Aurex said. She held out her blade to see the dim light of the tavern glint off the shining gray metal before being absorbed.", + "Garrote's face fell. Aurex and her blade. \"Yeah. Anyway. We take the {@i dreamtime} back to the Tower of the Lens, we give 'em some corpse they can pin all their suspicion on, just like Narco and Zarek say. Then we say ‘Goodness, would you like this back? Seems expensive.' But then we say, ‘We don't want paying.' Maybe Aurex's people dig up some dirt on the Lens? Should they even have this stuff? It's illegal as shit. So, you know, we embarrass 'em, lie to 'em, give 'em someone else to be suspicious of, a little blackmail thrown in for good measure. Then we just offer to give it back to 'em. Free.\"", + "\"To what end, Garrote?\"", + "The goblin grinned. \"So they volunteer to take care of our little military problem for us.\"", + "No one spoke. The officers of the Operation were all uniformly stunned. Thel looked at Aurex and Narco. \"They could do it,\" he said.", + "Narco nodded. \"Lend us a unit of elementals, show how grateful they are.\"", + "Aurex frowned, hating to admit the goblin was right. \"You got it in you to brace a quaesitor of the Lens?\"", + "Garrote made a \"psh\" noise. \"Wizards are easy. You just gotta flatter 'em before you threaten 'em.\" He smiled. \"By the time I'm done with 'em, they'll think it was their idea.\"", + "\"I can try and dig up something on their quaesitor,\" Aurex said. \"Give Garrote some ammo.\"", + "Thel put his hands flat on the table. \"Intel says we got a week before the Order of the Black Pegasus comes after us, and I intend to go after them first. So…work your magics, and let's see if we can't convince the Lens they owe us a favor.\"", + "\"Blackmail, intel, drugs.\" Garrote nodded at the three vials of {@i dreamtime}. \"Just a day's work for us, boss.\"", + "Zarek finally caught up. \"Heh. This is good, you guys. Oh yeah, this is gonna be fun. This is real thieves' guild shit.\"" ] }, { @@ -287,36 +287,36 @@ "The following terms are used in domains and intrigue.", "{@b Attitude:} The disposition of another domain toward yours. Used to establish alliances through diplomacy.", "{@b Combat:} The normal round-by-round conflict between characters in the game, including the officers of domains.", - "{@b Communications:} One of a domain’s three defenses. Communications represents how well agents and followers understand the goals and orders of the domain’s leaders, and can relay the current state of the domain back to them.", + "{@b Communications:} One of a domain's three defenses. Communications represents how well agents and followers understand the goals and orders of the domain's leaders, and can relay the current state of the domain back to them.", "{@b Decrement:} To decrease the number on a die by 1.", - "{@b Defense Levels:} A number that represents the strength and effectiveness of a domain’s Communications, Resolve, and Resources. During intrigue, a domain wants to increase their own defense levels and decrease those of the opposed domain. Defense levels don’t modify defense scores.", + "{@b Defense Levels:} A number that represents the strength and effectiveness of a domain's Communications, Resolve, and Resources. During intrigue, a domain wants to increase their own defense levels and decrease those of the opposed domain. Defense levels don't modify defense scores.", "{@b Defense Score:} A number that represents the security of a domain's Communications, Resolve, and Resources.", "{@b Development Point:} Spent by the officers in a domain to customize its stats.", - "{@b Diplomacy:} One of a domain’s four skills, used to negotiate with other domains.", - "{@b Domain:} A group of characters or creatures working together to further some long-term goal. The term “domain” encompasses the leaders of the domain, the agents and followers who work for them, and the territory they influence.", + "{@b Diplomacy:} One of a domain's four skills, used to negotiate with other domains.", + "{@b Domain:} A group of characters or creatures working together to further some long-term goal. The term \"domain\" encompasses the leaders of the domain, the agents and followers who work for them, and the territory they influence.", "{@b Domain Feature:} A special benefit or action used during an intrigue on behalf of a domain by one of its officers.", "{@b Domain Power:} A special benefit or feature available to officers of a domain during combat against officers of an opposed domain.", "{@b Domain Turn:} The time in which each domain in an intrigue conducts one domain action. Often a week, but could be any span of time determined by the GM.", - "{@b Espionage:} One of a domain’s four skills, used to spy on or sabotage other domains.", + "{@b Espionage:} One of a domain's four skills, used to spy on or sabotage other domains.", "{@b Found:} To create or establish, in regard to domains founding strongholds.", "{@b Intrigue:} Conflict between two domains in which each takes domain actions, using domain features and domain skills to affect the defenses of the opposing side and prepare for battles. Also the period of time covering this conflict.", "{@b Leader:} The NPC officer who runs a villainous realm.", - "{@b Lieutenants:} The NPC officers of a villainous realm who obey the realm’s leader.", - "{@b Lore:} One of a domain’s four skills, used to research obscure knowledge.", + "{@b Lieutenants:} The NPC officers of a villainous realm who obey the realm's leader.", + "{@b Lore:} One of a domain's four skills, used to research obscure knowledge.", "{@b Muster:} To raise new warfare units for a domain.", "{@b Officer:} One of the player characters or NPCs in charge of a domain.", - "{@b Operations:} One of a domain’s four skills. Operations is used to muster new units and to take actions not covered by any other domain skill.", + "{@b Operations:} One of a domain's four skills. Operations is used to muster new units and to take actions not covered by any other domain skill.", "{@b Organization:} A player-controlled domain.", - "{@b Party Sheet:} The record of an organization’s stats, defenses, and features.", - "{@b Power Die:} A die that an officer can roll at the start of a battle. The die is placed with its result facing up in a domain’s power pool.", + "{@b Party Sheet:} The record of an organization's stats, defenses, and features.", + "{@b Power Die:} A die that an officer can roll at the start of a battle. The die is placed with its result facing up in a domain's power pool.", "{@b Power Pool:} The shared group of power dice all officers in a domain access when using their powers.", "{@b Realm:} An NPC-controlled domain.", - "{@b Resolve:} One of a domain’s three defenses, representing how committed a domain’s followers are to the cause of the domain’s leaders.", - "{@b Resources:} One of a domain’s three defenses. Resources covers both wealth and the availability of anything a domain needs to operate.", - "{@b Stronghold:} A domain’s headquarters, whatever form that might take.", - "{@b Test:} To resolve a skill roll for a domain. Used in place of “check” to make it clearer when the rules are talking about interactions between domains rather than between characters and other creatures.", + "{@b Resolve:} One of a domain's three defenses, representing how committed a domain's followers are to the cause of the domain's leaders.", + "{@b Resources:} One of a domain's three defenses. Resources covers both wealth and the availability of anything a domain needs to operate.", + "{@b Stronghold:} A domain's headquarters, whatever form that might take.", + "{@b Test:} To resolve a skill roll for a domain. Used in place of \"check\" to make it clearer when the rules are talking about interactions between domains rather than between characters and other creatures.", "{@b Title:} A special feature an officer gains as a result of commanding a domain.", - "{@b Villianous Realm:} An NPC realm in direct conflict with the players’ organization." + "{@b Villianous Realm:} An NPC realm in direct conflict with the players' organization." ] }, { @@ -325,49 +325,49 @@ "page": 6, "entries": [ "The following terms are used in warfare.", - "{@b Activation:} The act of selecting a unit, determining its movement and actions, and resolving them. A unit’s activation in battle is effectively equivalent to a character’s turn in combat.", + "{@b Activation:} The act of selecting a unit, determining its movement and actions, and resolving them. A unit's activation in battle is effectively equivalent to a character's turn in combat.", "{@b Adjacent:} Spaces and units are adjacent if one is above, below, left, or right of the other. Spaces and units that are diagonal to each other are not adjacent.", "{@b Aerial:} Units that can fly.", "{@b Allied Units:} All units that are part of an army or are friendly to that army.", "{@b Artillery:} Siege engines and archers.", - "{@b Attack:} The bonus to a d20 roll representing a unit’s ability to successfully execute an attack order and engage an opposed unit. Opposed by Defense.", + "{@b Attack:} The bonus to a d20 roll representing a unit's ability to successfully execute an attack order and engage an opposed unit. Opposed by Defense.", "{@b Battle:} Conflict between two armies.", "{@b Battle Magic:} Magic items crafted by officers and given to units in an army.", "{@b Bringing the Siege:} The test that determines which domain marches on the other at the start of a battle. This determines which side defends a stronghold and which side attacks.", "{@b Broken:} A broken unit is removed from the battlefield, usually because it suffered its last casualty. Broken units can be reformed by rallying.", "{@b Casualty:} The higher a unit's casualties, the more damage it can take. Think of casualties as hit points for units.", - "{@b Casualty Die:} The die placed on each unit card that tracks how many casualties the unit has remaining. A unit’s casualty die is initially equal to its size.", + "{@b Casualty Die:} The die placed on each unit card that tracks how many casualties the unit has remaining. A unit's casualty die is initially equal to its size.", "{@b Cavalry:} Highly mobile ground troops, usually mounted.", - "{@b Center:} The most protected rank on the battlefield. Archers begin battle in their army’s center rank.", + "{@b Center:} The most protected rank on the battlefield. Archers begin battle in their army's center rank.", "{@b Combat:} The normal round-by-round conflict between characters in the game, including the officers of domains.", - "{@b Command:} The bonus to a d20 roll representing a unit’s ability to correctly interpret complex orders and execute them successfully.", + "{@b Command:} The bonus to a d20 roll representing a unit's ability to correctly interpret complex orders and execute them successfully.", "{@b Commander:} The character or NPC who controls a unit.", "{@b Decrement:} To decrease the number on a die by 1.", - "{@b Defense:} A numerical value representing a unit’s ability to maneuver in such a way as to avoid an opposed unit’s attack. Used as the DC for an opposed unit’s Attack test.", + "{@b Defense:} A numerical value representing a unit's ability to maneuver in such a way as to avoid an opposed unit's attack. Used as the DC for an opposed unit's Attack test.", "{@b Defenseless:} Lacking an army in a battle.", "{@b Deployment:} The placing of units in legal spaces on the battlefield. Usually the first thing that happens in a battle.", "{@b Diminished:} A unit is diminished when its current casualties are half or less than its starting casualties.", "{@b Disband:} A unit that disbands is gone forever and cannot be rallied.", "{@b Exposed:} A unit that is vulnerable to enemy cavalry because it is not properly protected by other units.", "{@b Fortification:} A construction in one or more spaces on the battlefield, which grants units various bonuses during the battle.", - "{@b Front:} The vanguard rank of an army plus all of an opposed side’s ranks.", + "{@b Front:} The vanguard rank of an army plus all of an opposed side's ranks.", "{@b Increment:} To increase the number on a die by 1.", "{@b Infantry:} Basic ground troops, trained to fight in melee and hard to kill.", "{@b Inflict Casualties:} To damage a unit. If a unit inflicts 1 casualty on another unit, the target loses 1 casualty.", "{@b Levies:} Laborers who briefly put down their pitchforks and ploughshares and pick up sword and pike to serve their domain.", "{@b Maneuver:} A special action a unit can take, many of which require a Command test.", "{@b Martial Advantages:} Special features that units gain based on the character class of the officer commanding those units.", - "{@b Morale:} A bonus to a d20 roll representing a unit’s ability to maintain discipline in the face of overwhelming odds, magic, exotic enemies, and impending destruction.", + "{@b Morale:} A bonus to a d20 roll representing a unit's ability to maintain discipline in the face of overwhelming odds, magic, exotic enemies, and impending destruction.", "{@b Opposed Units:} All units that are part of the army of the other side, or which are friendly to that army.", "{@b Order of Battle:} The rules that describe which units can attack which other units.", - "{@b Power:} A bonus to a d20 roll representing a unit’s physical strength and its ability to inflict casualties on an opposed unit. Opposed by Toughness.", + "{@b Power:} A bonus to a d20 roll representing a unit's physical strength and its ability to inflict casualties on an opposed unit. Opposed by Toughness.", "{@b Rank:} A row on the battlefield.", "{@b Rear:} The last rank on the battlefield, whose units defend the center rank from enemy cavalry. Usually populated by levies. (Wish them luck!)", "{@b Reserve:} A well-protected rank on the battlefield where units can be stacked until needed.", "{@b Special Unit:} A warfare unit that cannot be mustered through a normal Operations check, or that is unique to a specific domain.", "{@b Suffer Casualties:} When a unit takes damage, it suffers casualties. If a unit suffers 1 casualty, it loses 1 casualty.", "{@b Tier:} A measure of how powerful a unit is. Higher-tier units are more effective in battle, and harder to muster.", - "{@b Toughness:} A numerical value representing a unit’s physical hardiness and its soldiers’ ability to withstand attacks and keep fighting. Used as the DC for an opposed unit’s Power test.", + "{@b Toughness:} A numerical value representing a unit's physical hardiness and its soldiers' ability to withstand attacks and keep fighting. Used as the DC for an opposed unit's Power test.", "{@b Unit:} A group of soldiers, civilians, or monsters who make up an army.", "{@b Unit Dependency:} The rule governing how many units of each tier can be fielded.", "{@b Vanguard:} The first rank of an army, which faces the opposing army. Usually populated by infantry." @@ -389,21 +389,21 @@ "url": "https://i.imgur.com/epw5QYs.jpg" } }, - "Every fantasy RPG campaign contains domains. The local church is one. The baron, their court, and the people of the barony are another. The thieves’ guild. The secret society of rangers and druids. Whatever your choice of fantasy subgenre, your campaign contains many different domains feeding a network of alliances, allegiances, suspicions, and grudges.", + "Every fantasy RPG campaign contains domains. The local church is one. The baron, their court, and the people of the barony are another. The thieves' guild. The secret society of rangers and druids. Whatever your choice of fantasy subgenre, your campaign contains many different domains feeding a network of alliances, allegiances, suspicions, and grudges.", "The rules in this book give you a straightforward way to represent those domains with game mechanics, and to allow the player characters to step up onto a larger stage and translate their influence from adventuring into political power. Player-run domains are called {@b organizations}. NPC-run domains are called {@b realms}. This book presents eight different player organizations, each with three specialties, and another sixteen NPC realms.", - "When two domains come into direct conflict, this is called an {@b intrigue}. The purpose of intrigue is to move toward a climactic confrontation involving combat between the officers of opposed domains and battles between their armies. Some adventures might end with just a final warfare battle at the end of intrigue, while others will feature numerous smaller battles leading up to a final battle alongside a final combat between the characters and the officers of an opposed domain. A domain can be destroyed only by neutralizing its officers. As such, once an intrigue starts, it continues until initiative is called for the final showdown between the domains’ officers.", + "When two domains come into direct conflict, this is called an {@b intrigue}. The purpose of intrigue is to move toward a climactic confrontation involving combat between the officers of opposed domains and battles between their armies. Some adventures might end with just a final warfare battle at the end of intrigue, while others will feature numerous smaller battles leading up to a final battle alongside a final combat between the characters and the officers of an opposed domain. A domain can be destroyed only by neutralizing its officers. As such, once an intrigue starts, it continues until initiative is called for the final showdown between the domains' officers.", { "type": "entries", "name": "The Core Assumptions", "page": 9, "entries": [ - "Running nations and guilds and churches and spy networks can be incredibly complex. It’s easy to imagine a highly detailed game system that can model a world at this level. Tracking a barony’s food supply, determining how much iron is available to a duchy, mapping out a spy network’s elaborate web of agents, or even maintaining a list of a local religion’s temples and shrines—it’s all a complicated process. Games like that already exist, and are typically complex grand-strategy simulations that might even require a computer to run them.", + "Running nations and guilds and churches and spy networks can be incredibly complex. It's easy to imagine a highly detailed game system that can model a world at this level. Tracking a barony's food supply, determining how much iron is available to a duchy, mapping out a spy network's elaborate web of agents, or even maintaining a list of a local religion's temples and shrines—it's all a complicated process. Games like that already exist, and are typically complex grand-strategy simulations that might even require a computer to run them.", "This book takes a different approach.", - "First off, these rules understand that you’re already playing a complex fantasy RPG. We all know that just managing a single character or a world of NPCs can be a lot of work. So ideally, any domain management system has to be something that sits lightly on top of the game that players and GMs are already enjoying.", - "Furthermore, the game almost always has a heavy focus on fighting monsters. Most monsters are defined by their combat prowess, and many of a character’s best class features revolve around making them a better monster fighter. By assuming that training followers makes characters better at the stuff they’re already good at—whether that means research, study, or fighting—running a domain provides another way to improve the effectiveness of player characters and NPCs in combat.", - "Finally, almost every adventure involves some villain plotting and scheming while the heroes try to stop them. This system assumes that the villain runs their own villainous realm, that the player characters’ organization is actively trying to stop them, and that this conflict will eventually come to a head in an all-out battle—or perhaps more than one. This is the same way things would pan out if you weren’t using the new rules in this book. But with these rules, every officer in a domain has new special features called domain powers. These powers require communication and cooperation to use, even as armies clash in warfare to all sides.", - "In simplest terms, the rules in this book assume that characters continue adventuring as they normally do. While the characters are adventuring, slowly working their way toward a final confrontation with the villain, their domain is looking for allies to lend aid, investigating the villain and their lieutenants to learn their secrets, and disrupting the workings of the villain’s realm to weaken that realm’s forces in a final showdown. Even for a campaign that’s in the middle of an adventure right now, players and GMs can adopt the new rules in this book to provide a framework for the campaign’s existing plots and intrigue—then raise the stakes for both heroes and enemies in a warfare battle!", - "The adventure included with this book—“The Regent of Bedegar”—serves as an example of how a straightforward adventure can include rewards such as military units or resistance to an opposing realm’s features based on a domain’s actions during the adventure." + "First off, these rules understand that you're already playing a complex fantasy RPG. We all know that just managing a single character or a world of NPCs can be a lot of work. So ideally, any domain management system has to be something that sits lightly on top of the game that players and GMs are already enjoying.", + "Furthermore, the game almost always has a heavy focus on fighting monsters. Most monsters are defined by their combat prowess, and many of a character's best class features revolve around making them a better monster fighter. By assuming that training followers makes characters better at the stuff they're already good at—whether that means research, study, or fighting—running a domain provides another way to improve the effectiveness of player characters and NPCs in combat.", + "Finally, almost every adventure involves some villain plotting and scheming while the heroes try to stop them. This system assumes that the villain runs their own villainous realm, that the player characters' organization is actively trying to stop them, and that this conflict will eventually come to a head in an all-out battle—or perhaps more than one. This is the same way things would pan out if you weren't using the new rules in this book. But with these rules, every officer in a domain has new special features called domain powers. These powers require communication and cooperation to use, even as armies clash in warfare to all sides.", + "In simplest terms, the rules in this book assume that characters continue adventuring as they normally do. While the characters are adventuring, slowly working their way toward a final confrontation with the villain, their domain is looking for allies to lend aid, investigating the villain and their lieutenants to learn their secrets, and disrupting the workings of the villain's realm to weaken that realm's forces in a final showdown. Even for a campaign that's in the middle of an adventure right now, players and GMs can adopt the new rules in this book to provide a framework for the campaign's existing plots and intrigue—then raise the stakes for both heroes and enemies in a warfare battle!", + "The adventure included with this book—\"The Regent of Bedegar\"—serves as an example of how a straightforward adventure can include rewards such as military units or resistance to an opposing realm's features based on a domain's actions during the adventure." ] }, { @@ -412,7 +412,7 @@ "page": 10, "entries": [ "{@i Kingdoms & Warfare} assumes that all the player characters in a campaign will be officers in a domain organization. These rules introduce a new dice pool (described below) shared by all the officers of an organization, which grants characters access to domain powers. Those new features are based on what type of organization the players choose, and require the players to communicate and cooperate as a team. (A villainous realm has its own dice pool that the leader and their lieutenants gain access to for their own domain powers.)", - "A character can be an officer in more than one organization, but they can be involved only in one intrigue at a time and can benefit only from the effects of one party sheet at a time. (That’s the record of a domain’s stats, defenses, and features.) A wizard might be a member of the party’s noble court organization and run their own arcane order on the side. But during an intrigue involving the noble court, the character is focused on that organization while their arcane order tends to its own affairs." + "A character can be an officer in more than one organization, but they can be involved only in one intrigue at a time and can benefit only from the effects of one party sheet at a time. (That's the record of a domain's stats, defenses, and features.) A wizard might be a member of the party's noble court organization and run their own arcane order on the side. But during an intrigue involving the noble court, the character is focused on that organization while their arcane order tends to its own affairs." ] }, { @@ -420,7 +420,7 @@ "name": "What is an Organization?", "page": 10, "entries": [ - "An organization is a domain built around the officers who founded it—the player characters. The players decide what their characters’ organization does, and who its initial allies and enemies are. Among those allies, an organization also includes the NPC followers, retainers, and lieutenants the characters attract as a result of rising fame or infamy earned through adventuring. For example, if the party’s organization is an underworld syndicate, that organization includes all the members of the syndicate down to the lowest-level agents keeping their ears to the ground and feeding the characters information. Likewise, an organization set up as a noble court might include large numbers of farmers and laborers who rely on the heroes for protection, and who are ready to serve to show their thanks.", + "An organization is a domain built around the officers who founded it—the player characters. The players decide what their characters' organization does, and who its initial allies and enemies are. Among those allies, an organization also includes the NPC followers, retainers, and lieutenants the characters attract as a result of rising fame or infamy earned through adventuring. For example, if the party's organization is an underworld syndicate, that organization includes all the members of the syndicate down to the lowest-level agents keeping their ears to the ground and feeding the characters information. Likewise, an organization set up as a noble court might include large numbers of farmers and laborers who rely on the heroes for protection, and who are ready to serve to show their thanks.", "Using the rules in this book, an adventuring party becomes an organization when it founds a stronghold, typically by buying, building, discovering, or inheriting it. Founding a stronghold announces to the world that the adventurers are more than just mercenaries, and are ready to get involved with local affairs in one way or another." ] }, @@ -437,11 +437,11 @@ "page": 11, "entries": [ "Each fully detailed domain (whether a player character organization or a villainous realm) is described by its collection of skills, defenses, domain powers, and domain features, as well as its size.", - "A domain has four {@b skills}: Diplomacy, Espionage, Lore, and Operations, each of which has a modifier. A domain’s officers use these skills during intrigue.", + "A domain has four {@b skills}: Diplomacy, Espionage, Lore, and Operations, each of which has a modifier. A domain's officers use these skills during intrigue.", "A domain has three {@b defenses}: Communications, Resolve, and Resources. Each defense has a numerical value that provides a target number for tests made with domain skills during an intrigue. Each defense also has a level that can be raised or lowered. Any domains can gain bonuses or take penalties during battle or combat based on their domain defense levels.", - "Each domain also grants its officers access to special {@b domain powers} they can use in combat. Each officer gets a {@b power die} that they roll at the beginning of any combat against one or more officers of an opposed domain. The roll goes into a {@b power pool} shared by all the officers of a domain, with these dice fueling each character’s domain powers.", - "Every domain also provides a number of unique {@b domain features} that officers can make use of during intrigue, allowing the domain to affect the opposed domain’s defenses and units, to muster special units, and make other preparations for battle.", - "Finally, each domain has a {@b size} that determines how many turns it can take during intrigue, how large its officers’ power dice are, and the scope of certain benefits available to the domain’s army (as detailed in the {@book Warfare|KaW|3} chapter)." + "Each domain also grants its officers access to special {@b domain powers} they can use in combat. Each officer gets a {@b power die} that they roll at the beginning of any combat against one or more officers of an opposed domain. The roll goes into a {@b power pool} shared by all the officers of a domain, with these dice fueling each character's domain powers.", + "Every domain also provides a number of unique {@b domain features} that officers can make use of during intrigue, allowing the domain to affect the opposed domain's defenses and units, to muster special units, and make other preparations for battle.", + "Finally, each domain has a {@b size} that determines how many turns it can take during intrigue, how large its officers' power dice are, and the scope of certain benefits available to the domain's army (as detailed in the {@book Warfare|KaW|3} chapter)." ] }, { @@ -449,8 +449,8 @@ "name": "Intrigue", "page": 11, "entries": [ - "Conflict between domains is called intrigue, and serves as the backdrop to the warfare battles that can play out between the heroes and the villains. The characters can use their organization’s skills outside of intrigue, making use of Diplomacy to forge alliances, Espionage to gather intelligence, and so forth. But once the heroes decide it’s time to act and stop the villain (or once the villain decides to stop the heroes), the GM announces that intrigue has begun as its own special phase of the game.", - "Intrigue occurs between two domains—by default, the heroes’ organization and the villain’s enemy realm. NPC realms might also be involved, but they don’t act on their own during intrigue. Rather, they lend aid to one side or the other.", + "Conflict between domains is called intrigue, and serves as the backdrop to the warfare battles that can play out between the heroes and the villains. The characters can use their organization's skills outside of intrigue, making use of Diplomacy to forge alliances, Espionage to gather intelligence, and so forth. But once the heroes decide it's time to act and stop the villain (or once the villain decides to stop the heroes), the GM announces that intrigue has begun as its own special phase of the game.", + "Intrigue occurs between two domains—by default, the heroes' organization and the villain's enemy realm. NPC realms might also be involved, but they don't act on their own during intrigue. Rather, they lend aid to one side or the other.", "Intrigue is divided up into domain turns, during which the players and the GM make use of the domain features and special actions available to them. Intrigue ends once both sides have completed all their domain turns, at which point the GM will set up a final showdown between domains— involving combat between the characters and their enemies, a climactic battle between the armies of powerful domains, or both!" ] }, @@ -460,16 +460,16 @@ "page": 11, "entries": [ "The players create an organization when their characters acquire a stronghold. They might do so by spending time and money to buy or build a stronghold, or through other means such as discovering an old ruin, clearing it out, and fixing it up. Some campaigns might even begin with the heroes inheriting a stronghold!", - "The game’s core rules note prices for different strongholds of different sizes, but there’s also an entire book dedicated to this—{@book Strongholds & Followers|SaF}. (You don’t need that book to use the rules in this book, but it might be fun.) ", - "Once the characters gain a stronghold, they naturally start to attract followers. Folks hear about the deeds they’ve done, notice the new headquarters, and volunteer to help or serve the characters. That stronghold and those followers are the foundation of the player characters’ organization.", - "Of course, the GM can waive any of these requirements if doing so is a better fit for the campaign. The only thing that’s really necessary is to have people working for the characters. But without some kind of headquarters, even if it’s just the local tavern (an establishment according to the {@book Strongholds & Followers|SaF} rules), there’s no physical structure to defend and nothing for an enemy to attack—and these things are important to the new rules in this book, as you will see.", + "The game's core rules note prices for different strongholds of different sizes, but there's also an entire book dedicated to this—{@book Strongholds & Followers|SaF}. (You don't need that book to use the rules in this book, but it might be fun.) ", + "Once the characters gain a stronghold, they naturally start to attract followers. Folks hear about the deeds they've done, notice the new headquarters, and volunteer to help or serve the characters. That stronghold and those followers are the foundation of the player characters' organization.", + "Of course, the GM can waive any of these requirements if doing so is a better fit for the campaign. The only thing that's really necessary is to have people working for the characters. But without some kind of headquarters, even if it's just the local tavern (an establishment according to the {@book Strongholds & Followers|SaF} rules), there's no physical structure to defend and nothing for an enemy to attack—and these things are important to the new rules in this book, as you will see.", { "type": "entries", "name": "Choosing an Organization Type", "page": 12, "entries": [ - "Eight different types of organizations for player character domains are presented in this book, and each of those has three specializations. Two of those organizations—the noble court and the adventuring party—are good for existing campaigns in which the players don’t want to make new characters to use these rules, or for campaigns with a wide range of character types. The rest are themed more narrowly, and are best for new characters built around a specific organization type—and for parties where characters are focused on similar or even the same classes. (See {@b Granting Titles} below for more information.)", - "That said, even the most strongly themed organizations don’t make any assumptions about what classes officers can or should be. With only a few exceptions, none of the domain powers that officers can take make reference to class features. Any group of characters could decide to be a thieves’ guild or a knightly order. After all, every criminal enterprise needs wizards and clerics, and you don’t have to be a heavily armored and chivalrous paladin to follow a knight’s creed." + "Eight different types of organizations for player character domains are presented in this book, and each of those has three specializations. Two of those organizations—the noble court and the adventuring party—are good for existing campaigns in which the players don't want to make new characters to use these rules, or for campaigns with a wide range of character types. The rest are themed more narrowly, and are best for new characters built around a specific organization type—and for parties where characters are focused on similar or even the same classes. (See {@b Granting Titles} below for more information.)", + "That said, even the most strongly themed organizations don't make any assumptions about what classes officers can or should be. With only a few exceptions, none of the domain powers that officers can take make reference to class features. Any group of characters could decide to be a thieves' guild or a knightly order. After all, every criminal enterprise needs wizards and clerics, and you don't have to be a heavily armored and chivalrous paladin to follow a knight's creed." ] }, { @@ -484,13 +484,13 @@ "name": "Development Points", "page": 13, "entries": [ - "Each organization is set up with a {@b party sheet} that defines the organization’s starting skills, its defenses, its domain powers, and its domain features. The sheet even has a place for the characters’ pool of power dice.", + "Each organization is set up with a {@b party sheet} that defines the organization's starting skills, its defenses, its domain powers, and its domain features. The sheet even has a place for the characters' pool of power dice.", "When characters found an organization, they begin with {@b 8 development points}, which are available to spend on skills and defenses. The players take turns passing the party sheet around, with each player spending 1 point and checking off the appropriate blank box on the party sheet (see below) until all points have been spent.", - "Players can make choices for spending development points as a group, or each player can do what they like individually. The GM can also weigh in if necessary, depending on the circumstances of the campaign. For example, in a campaign where one character has inherited a barony from their parent and the other characters are the new baron’s lieutenants, it might make sense for the new baron’s player to spend most of the organization’s initial development points. (That’s less fun, though!)", + "Players can make choices for spending development points as a group, or each player can do what they like individually. The GM can also weigh in if necessary, depending on the circumstances of the campaign. For example, in a campaign where one character has inherited a barony from their parent and the other characters are the new baron's lieutenants, it might make sense for the new baron's player to spend most of the organization's initial development points. (That's less fun, though!)", "Every time a domain levels up, the officers gain an additional 8 development points to spend on improving their organization. The players once more pass the sheet around, with each player spending 1 point until all points are spent.", - "Each development point spent lets a player mark off a box on the party sheet, moving to the right. When a box is marked off, the box on its right is marked off next. When a box with a value in it is marked off, the organization’s skills or defenses become that number. For example, if an organization has +2 marked off in Diplomacy and the players mark off the next two boxes to reach +3, the organization’s Diplomacy modifier increases to +3. If Resolve starts at 10 and the players mark off the next six boxes, the organization’s Resolve increases to 15.", + "Each development point spent lets a player mark off a box on the party sheet, moving to the right. When a box is marked off, the box on its right is marked off next. When a box with a value in it is marked off, the organization's skills or defenses become that number. For example, if an organization has +2 marked off in Diplomacy and the players mark off the next two boxes to reach +3, the organization's Diplomacy modifier increases to +3. If Resolve starts at 10 and the players mark off the next six boxes, the organization's Resolve increases to 15.", "Each organization starts with its skills and defenses at specific values, representing what the organization is naturally good at based on its type. (See the Heroic Organizations section on page 31 for details.) Mark off the boxes with the starting values and all the boxes to the left of those boxes. Then players spending development points continue marking off boxes to the right.", - "Any time an effect changes a domain’s skills or defenses, the effect always refers to the modifier, not the number of boxes. If a domain specialization grants an organization a +1 to Diplomacy, that means the domain’s Diplomacy modifier increases by 1. Only development points are applied one box at a time." + "Any time an effect changes a domain's skills or defenses, the effect always refers to the modifier, not the number of boxes. If a domain specialization grants an organization a +1 to Diplomacy, that means the domain's Diplomacy modifier increases by 1. Only development points are applied one box at a time." ] }, { @@ -499,8 +499,8 @@ "page": 13, "entries": [ "As a setup for using the warfare rules, when the characters found an organization, the players immediately muster four Tier I units of their choice to start up their army, from any ancestry the GM agrees the organization has access to. Each unit must be controlled by an officer of the organization, and each officer can command a number of units equal to their proficiency bonus. (The {@book Warfare|KaW|3} chapter has more information on all these things.)", - "During intrigue, players can muster more units for their organization’s army. Rules for this are covered under the {@b Operations} domain skill in this chapter (page 23) and {@b Building an Army} in the {@book Warfare|KaW|3} chapter (page 100).", - "An army obeys the commands of an organization’s officers, and can be deployed outside of intrigue or warfare for narrative purposes. As a rule, an army can perform any activity that an organization’s officers could perform but which the characters are too high a level to bother with, from escorting a diplomat to quelling an uprising of cultists.", + "During intrigue, players can muster more units for their organization's army. Rules for this are covered under the {@b Operations} domain skill in this chapter (page 23) and {@b Building an Army} in the {@book Warfare|KaW|3} chapter (page 100).", + "An army obeys the commands of an organization's officers, and can be deployed outside of intrigue or warfare for narrative purposes. As a rule, an army can perform any activity that an organization's officers could perform but which the characters are too high a level to bother with, from escorting a diplomat to quelling an uprising of cultists.", "The Operations domain skill can be used to resolve tasks an army performs outside of battle." ] }, @@ -510,8 +510,8 @@ "page": 14, "entries": [ "Each organization grants its officers access to five titles that are distinct to each type of organization. Each character claims a different title within an organization, with that title granting new features and proficiencies. A character can have more than one title, but they can benefit from only one at a time, switching titles during a long rest. If a party includes more than five player characters, the GM can allow specific titles in an organization to be duplicated or allow a character to take a title from a different type of organization.", - "Most organizations’ titles are designed to support playing an organization whose officers are all of the same class, by giving those officers a wider range of features. For example, in a normal game, a party consisting of all rogues will deal formidable damage and be very stealthy indeed! At the same time, though, the lack of a tank and a healer makes such a group more fragile and less versatile than a typical group of adventurers. But in a thieves’ guild organization whose officers are all rogues, titles help shore up these deficiencies.", - "As an optional rule, the GM might consider allowing titles only when the players create a single-class party. This isn’t a strict requirement, but players and GMs should all be aware that some titles might become overpowered if stacked with similar benefits from class features or feats." + "Most organizations' titles are designed to support playing an organization whose officers are all of the same class, by giving those officers a wider range of features. For example, in a normal game, a party consisting of all rogues will deal formidable damage and be very stealthy indeed! At the same time, though, the lack of a tank and a healer makes such a group more fragile and less versatile than a typical group of adventurers. But in a thieves' guild organization whose officers are all rogues, titles help shore up these deficiencies.", + "As an optional rule, the GM might consider allowing titles only when the players create a single-class party. This isn't a strict requirement, but players and GMs should all be aware that some titles might become overpowered if stacked with similar benefits from class features or feats." ] } ] @@ -521,9 +521,9 @@ "name": "Organizations and Warfare", "page": 14, "entries": [ - "This book is built around the iconic idea of the heroes fighting an adventure’s villain in one or more epic bouts of combat, while outside the characters’ or the villain’s sanctum, a battle rages between the armies controlled by both sides. If the characters run an arcane order or a druid circle, their army might be composed of elementals or treants. A thieves’ guild might hire mercenaries or field units of elite scouts, harriers, and sappers. But regardless of which organization the players choose, {@b the rules assume they have an army}. The battle that rages alongside the combat has a mechanical impact on the characters. When the army of one domain or the other wins a battle, the officers of the victorious domain gain a morale surge that offers a one-time benefit in combat.", - "For some players, this idea fits the fantasy concept just fine. But for others, the idea of their characters’ thieves’ guild or arcane order fielding an army might seem strange, and out of line with their ambitions or style of play, or the way they imagine their organization. If this is ever the case, the players and the GM should feel free to ignore the warfare system in this book altogether. You can still use the intrigue system, and these rules will still work and be fun. Or you might try ignoring both warfare and intrigue to just use an organization’s skills and powers! The power dice mechanic works well on its own, and will be fun even if the characters never raise an army.", - "Even so, the GM is encouraged to describe the villain’s realm as still having an army! But those forces will just be off doing something terrible in grand cinematic fashion (and possibly creating the reason the heroes need to stop the villain in the first place). Some sort of final combat still happens, with the heroes fighting the Scion of Orcus or Lord Saxton or what have you. But the villain’s armies are busy wreaking havoc elsewhere." + "This book is built around the iconic idea of the heroes fighting an adventure's villain in one or more epic bouts of combat, while outside the characters' or the villain's sanctum, a battle rages between the armies controlled by both sides. If the characters run an arcane order or a druid circle, their army might be composed of elementals or treants. A thieves' guild might hire mercenaries or field units of elite scouts, harriers, and sappers. But regardless of which organization the players choose, {@b the rules assume they have an army}. The battle that rages alongside the combat has a mechanical impact on the characters. When the army of one domain or the other wins a battle, the officers of the victorious domain gain a morale surge that offers a one-time benefit in combat.", + "For some players, this idea fits the fantasy concept just fine. But for others, the idea of their characters' thieves' guild or arcane order fielding an army might seem strange, and out of line with their ambitions or style of play, or the way they imagine their organization. If this is ever the case, the players and the GM should feel free to ignore the warfare system in this book altogether. You can still use the intrigue system, and these rules will still work and be fun. Or you might try ignoring both warfare and intrigue to just use an organization's skills and powers! The power dice mechanic works well on its own, and will be fun even if the characters never raise an army.", + "Even so, the GM is encouraged to describe the villain's realm as still having an army! But those forces will just be off doing something terrible in grand cinematic fashion (and possibly creating the reason the heroes need to stop the villain in the first place). Some sort of final combat still happens, with the heroes fighting the Scion of Orcus or Lord Saxton or what have you. But the villain's armies are busy wreaking havoc elsewhere." ] }, { @@ -531,10 +531,10 @@ "name": "Before Intrigue", "page": 14, "entries": [ - "Domain-level play works the same way the skirmish-level game works. Just as each character has skills they can use outside of and during combat, an organization has skills it can use before and during intrigue. In the same way that characters decide to draw steel and initiate combat, an organization can decide to deploy its agents and begin intrigue. Likewise, the GM can decide, “You’ve pushed this NPC far enough! It’s time for intrigue!” Or, “This villainous realm has decided the party is an active threat, and they initiate intrigue!”", + "Domain-level play works the same way the skirmish-level game works. Just as each character has skills they can use outside of and during combat, an organization has skills it can use before and during intrigue. In the same way that characters decide to draw steel and initiate combat, an organization can decide to deploy its agents and begin intrigue. Likewise, the GM can decide, \"You've pushed this NPC far enough! It's time for intrigue!\" Or, \"This villainous realm has decided the party is an active threat, and they initiate intrigue!\"", "In any event, the GM determines when intrigue begins, regardless of which side initiates it.", - "Before intrigue begins, the characters’ organization can probe and test their enemy, but {@b they can’t use their skills directly against a villainous realm}. That kind of action is what begins intrigue. This is a fine line, and it’s up to the GM to adjudicate it. But in general, if the characters can make use of their organization’s skills to deal with everyday people (for example, learning something about a villainous realm by making general inquiries using Diplomacy) or known information (for example, researching a villain’s history using Lore), then those activities can remain part of the regular game. (See below for more information on these domain skills and their use.)", - "A Diplomacy test made against one of Lord Saxton’s allies might provide some idea what kind of army he’s preparing without starting intrigue. But an Espionage test to spy on Lord Saxton would initiate intrigue. Likewise, a Lore test to learn what Lord Saxton can do in combat might be allowable outside of intrigue if the GM decides Lord Saxton has shown off his combat skills often enough that there are people outside his domain who know that information. But any domain skill that requires targeting a villainous realm (including its agents, libraries, and lands) should start intrigue." + "Before intrigue begins, the characters' organization can probe and test their enemy, but {@b they can't use their skills directly against a villainous realm}. That kind of action is what begins intrigue. This is a fine line, and it's up to the GM to adjudicate it. But in general, if the characters can make use of their organization's skills to deal with everyday people (for example, learning something about a villainous realm by making general inquiries using Diplomacy) or known information (for example, researching a villain's history using Lore), then those activities can remain part of the regular game. (See below for more information on these domain skills and their use.)", + "A Diplomacy test made against one of Lord Saxton's allies might provide some idea what kind of army he's preparing without starting intrigue. But an Espionage test to spy on Lord Saxton would initiate intrigue. Likewise, a Lore test to learn what Lord Saxton can do in combat might be allowable outside of intrigue if the GM decides Lord Saxton has shown off his combat skills often enough that there are people outside his domain who know that information. But any domain skill that requires targeting a villainous realm (including its agents, libraries, and lands) should start intrigue." ] }, { @@ -542,16 +542,16 @@ "name": "Domain Skill Tests", "page": 15, "entries": [ - "A domain skill test works exactly like a character or creature making an ability check. A d20 is rolled, modifiers are added, and the total is compared to the test’s Difficulty Class, determined by the GM. If the total is equal to or higher than the DC, the test succeeds. Tests can likewise be made with advantage and disadvantage, just like ability checks. The rules use the word test instead of check to help differentiate domain skills from the abilities and skills used by the characters.", + "A domain skill test works exactly like a character or creature making an ability check. A d20 is rolled, modifiers are added, and the total is compared to the test's Difficulty Class, determined by the GM. If the total is equal to or higher than the DC, the test succeeds. Tests can likewise be made with advantage and disadvantage, just like ability checks. The rules use the word test instead of check to help differentiate domain skills from the abilities and skills used by the characters.", { "type": "entries", "name": "Using Domain Skills Outside of Intrigue", "page": 15, "entries": [ - "Players don’t have to wait until intrigue begins to use the skills of their characters’ domain. A domain and its agents are always standing by, waiting for orders. For example, a Diplomacy test—along with some good roleplaying and effort on the characters’ part—could change the attitude of a clan of elves toward an organization, so that once intrigue begins, the DC to convince the elves to aid the organization is lower.", + "Players don't have to wait until intrigue begins to use the skills of their characters' domain. A domain and its agents are always standing by, waiting for orders. For example, a Diplomacy test—along with some good roleplaying and effort on the characters' part—could change the attitude of a clan of elves toward an organization, so that once intrigue begins, the DC to convince the elves to aid the organization is lower.", "Outside of their place in intrigue, there are no hard and fast rules describing how domain skills can be used. Players can suggest ideas, and if the GM agrees that an idea makes sense, they can try it! The goal with skills outside of intrigue is to keep the rules purposefully broad, so each table can develop their own standards.", - "How long it takes to resolve a domain skill test outside of intrigue is also up to the GM. A good rule of thumb is one domain skill test per week, but this is entirely dependent on the timeframe of the game and the campaign. If you don’t track the passage of time closely in your game, it might be easier to tie domain skill tests to major narrative events, such as the awarding of XP to characters, the end of a session, or even the end of a major encounter. (See {@book Time and Domain Turns|KaW|2|Time and Domain Turns|0} below for more guidance in this area.)", - "Regardless of how the GM rules, characters use their domain’s skills by giving orders to the organization’s followers and waiting, sometimes for days or even weeks of campaign time. During that time, those followers work to carry out those orders. Making an Espionage test to determine what military units a villainous realm has mustered can take an enormous amount of effort to pull off, including long days spent in research and networking." + "How long it takes to resolve a domain skill test outside of intrigue is also up to the GM. A good rule of thumb is one domain skill test per week, but this is entirely dependent on the timeframe of the game and the campaign. If you don't track the passage of time closely in your game, it might be easier to tie domain skill tests to major narrative events, such as the awarding of XP to characters, the end of a session, or even the end of a major encounter. (See {@book Time and Domain Turns|KaW|2|Time and Domain Turns|0} below for more guidance in this area.)", + "Regardless of how the GM rules, characters use their domain's skills by giving orders to the organization's followers and waiting, sometimes for days or even weeks of campaign time. During that time, those followers work to carry out those orders. Making an Espionage test to determine what military units a villainous realm has mustered can take an enormous amount of effort to pull off, including long days spent in research and networking." ] } ] @@ -561,11 +561,11 @@ "name": "Running Intrigue", "page": 16, "entries": [ - "A villainous realm is defeated only when its leader is defeated in combat, whether that means death, or surrender, or stranding them in another part of the multiverse. The defeated realm’s agents and followers might organize under a different leader later, but that will be a different domain with its own stats and features.", - "Before the final showdown between the characters (in their roles of officers of their domain organization) and the officers of the villain’s realm, the characters’ organization conducts an intrigue against that realm. During intrigue, the players can use their organization’s skills to put their army together, or sabotage certain elements of the opposed domain’s power structure to impose penalties on its skills or defenses. At the same time, agents of the villainous realm are making their own attempts to weaken the characters’ organization.", - "Much like deciding when to call for initiative rolls in combat, the GM decides when intrigue starts. This usually happens once the heroes encounter one or more agents of the villainous realm, or the effects of those agents’ villainy. This might occur at a different point in each adventure, but once the characters have direct evidence of the existence and operation of a villainous realm, intrigue can begin.", - "As a rule, the heroes’ organization can’t research or confront a villainous realm they don’t know about, or which is beyond the reach of their influence. The characters can’t use their friendly neighborhood thieves’ guild to sabotage another domain on the other side of the planet.", - "An intrigue is focused on one boss villain. A short adventure with only one main villain will likely have only one intrigue, which begins as soon as the heroes encounter the agents of that villain (and recognize them for what they are) or the results of their villainy. For complex campaigns in which the characters will face off against increasingly powerful sub-bosses before getting to the main boss, it’s a good rule of thumb to plan for additional intrigues—perhaps even one per sub-boss. Each sub-boss fight can mark the end of a chapter or act, and will have its own intrigue leading up to it. As such, each sub-boss should be treated as the leader of their own villainous realm, in service to the end-boss’s realm." + "A villainous realm is defeated only when its leader is defeated in combat, whether that means death, or surrender, or stranding them in another part of the multiverse. The defeated realm's agents and followers might organize under a different leader later, but that will be a different domain with its own stats and features.", + "Before the final showdown between the characters (in their roles of officers of their domain organization) and the officers of the villain's realm, the characters' organization conducts an intrigue against that realm. During intrigue, the players can use their organization's skills to put their army together, or sabotage certain elements of the opposed domain's power structure to impose penalties on its skills or defenses. At the same time, agents of the villainous realm are making their own attempts to weaken the characters' organization.", + "Much like deciding when to call for initiative rolls in combat, the GM decides when intrigue starts. This usually happens once the heroes encounter one or more agents of the villainous realm, or the effects of those agents' villainy. This might occur at a different point in each adventure, but once the characters have direct evidence of the existence and operation of a villainous realm, intrigue can begin.", + "As a rule, the heroes' organization can't research or confront a villainous realm they don't know about, or which is beyond the reach of their influence. The characters can't use their friendly neighborhood thieves' guild to sabotage another domain on the other side of the planet.", + "An intrigue is focused on one boss villain. A short adventure with only one main villain will likely have only one intrigue, which begins as soon as the heroes encounter the agents of that villain (and recognize them for what they are) or the results of their villainy. For complex campaigns in which the characters will face off against increasingly powerful sub-bosses before getting to the main boss, it's a good rule of thumb to plan for additional intrigues—perhaps even one per sub-boss. Each sub-boss fight can mark the end of a chapter or act, and will have its own intrigue leading up to it. As such, each sub-boss should be treated as the leader of their own villainous realm, in service to the end-boss's realm." ] }, { @@ -573,13 +573,13 @@ "name": "Domain Turns and Actions", "page": 16, "entries": [ - "During an intrigue, each {@b domain can act a number of times equal to 4 + the domain’s size}. Each time a domain acts during an intrigue is called a domain turn. This is true for the heroes’ organization as well as the villain’s realm.", + "During an intrigue, each {@b domain can act a number of times equal to 4 + the domain's size}. Each time a domain acts during an intrigue is called a domain turn. This is true for the heroes' organization as well as the villain's realm.", { "type": "entries", "name": "Choosing Actions", "page": 16, "entries": [ - "During a domain turn, the characters’ organization and the villainous realm act at the same time. The GM chooses a domain action for the villainous realm and keeps it secret. Then the characters choose a domain action for their organization. After the players declare the organization’s domain action, the GM reveals the action of the villainous realm. Once actions are declared, the players roll any necessary skill tests for their characters’ organization’s domain action while the GM does the same for the villainous realm. Then the players share the results of their organization’s actions followed by the GM sharing the villainous realm’s results." + "During a domain turn, the characters' organization and the villainous realm act at the same time. The GM chooses a domain action for the villainous realm and keeps it secret. Then the characters choose a domain action for their organization. After the players declare the organization's domain action, the GM reveals the action of the villainous realm. Once actions are declared, the players roll any necessary skill tests for their characters' organization's domain action while the GM does the same for the villainous realm. Then the players share the results of their organization's actions followed by the GM sharing the villainous realm's results." ] }, { @@ -587,7 +587,7 @@ "name": "Who Knows What?", "page": 17, "entries": [ - "Spies from both domains monitor each other, so almost all actions a domain takes and the results of those actions are public knowledge. The exception is mustering units and using domain skills to improve a domain’s stats (its domain skills and defenses). Enemies know when units are mustered or when a domain’s stats are improved, but knowing which units a domain has or what the domain’s current stats are requires a successful Espionage test. See {@b Domain Skills} on page 18 for more information." + "Spies from both domains monitor each other, so almost all actions a domain takes and the results of those actions are public knowledge. The exception is mustering units and using domain skills to improve a domain's stats (its domain skills and defenses). Enemies know when units are mustered or when a domain's stats are improved, but knowing which units a domain has or what the domain's current stats are requires a successful Espionage test. See {@b Domain Skills} on page 18 for more information." ] }, { @@ -595,15 +595,15 @@ "name": "Taking Domain Turns", "page": 17, "entries": [ - "Sometimes one domain in an intrigue has a greater domain size and can take more turns than the other. If the larger domain initiated the intrigue, those extra domain turns are taken at the start of the intrigue before the other domain can act. If the larger domain didn’t initiate the intrigue, the extra domain turns are taken at the end of intrigue, after the other domain can no longer act.", + "Sometimes one domain in an intrigue has a greater domain size and can take more turns than the other. If the larger domain initiated the intrigue, those extra domain turns are taken at the start of the intrigue before the other domain can act. If the larger domain didn't initiate the intrigue, the extra domain turns are taken at the end of intrigue, after the other domain can no longer act.", { "type": "entries", "name": "Domain Features", "page": 17, "entries": [ - "When a domain takes a turn, one of its player character or NPC officers runs the domain turn, directing the domain to make use of its domain features, or to use domain skills as a domain action. Many features also involve the use of domain skills. When using a domain skill, if the officer is proficient with any of the domain skill’s associated character skills, they can add their proficiency bonus to the skill test roll. However, this can be done only once per officer per intrigue.", + "When a domain takes a turn, one of its player character or NPC officers runs the domain turn, directing the domain to make use of its domain features, or to use domain skills as a domain action. Many features also involve the use of domain skills. When using a domain skill, if the officer is proficient with any of the domain skill's associated character skills, they can add their proficiency bonus to the skill test roll. However, this can be done only once per officer per intrigue.", "There are three domain action types: domain action, domain bonus action, and domain reaction. An officer can make one domain bonus action in addition to a domain action during a domain turn. Each officer can take only one domain reaction during an intrigue. Any domain reactions that an officer can make have specific triggers noted in their descriptions.", - "Because domain features are used during intrigue, many of them relate directly to the warfare rules as they set up battles featuring the army of the characters’ domain. The {@book Warfare|KaW|3} chapter (page 92) has more information on the rules and terminology referenced in those domain features." + "Because domain features are used during intrigue, many of them relate directly to the warfare rules as they set up battles featuring the army of the characters' domain. The {@book Warfare|KaW|3} chapter (page 92) has more information on the rules and terminology referenced in those domain features." ] }, { @@ -611,7 +611,7 @@ "name": "Whose Turn Is It?", "page": 17, "entries": [ - "There is no limit to the number of rolls an officer can make during intrigue—only on the number of domain turns each domain can take. Each officer issues orders to the domain’s agents and followers, which can easily require multiple domain turns. However, because only one of that officer’s skill tests can gain the officer’s proficiency bonus during an intrigue, it’s best to have different characters and NPCs take domain turns. The more one character must spread their attention between different activities, the less effective their leadership." + "There is no limit to the number of rolls an officer can make during intrigue—only on the number of domain turns each domain can take. Each officer issues orders to the domain's agents and followers, which can easily require multiple domain turns. However, because only one of that officer's skill tests can gain the officer's proficiency bonus during an intrigue, it's best to have different characters and NPCs take domain turns. The more one character must spread their attention between different activities, the less effective their leadership." ] }, { @@ -639,7 +639,7 @@ "url": "https://i.imgur.com/iANndu2.jpg" } }, - "Ultimately, there’s no wrong way to do this, and the GM should feel free to adapt how and when they call for domain turns to suit the adventure they’re running and the ways in which they track time in their game." + "Ultimately, there's no wrong way to do this, and the GM should feel free to adapt how and when they call for domain turns to suit the adventure they're running and the ways in which they track time in their game." ] } ] @@ -652,24 +652,24 @@ "page": 18, "entries": [ "Each domain has four skills: Diplomacy, Espionage, Lore, and Operations. These skills define how an organization or realm interacts with the world and with other domains. Skills can be used before and during intrigue. During intrigue, making a domain skill test is a domain action.", - "Each domain skill represents an entire department inside a domain, including followers and retainers who are experts in their fields. Those NPCs can mount operations on their own with just the direction of a domain’s officers, with those operations not requiring any direct involvement of the heroes or the villain. As such, not only do domain skills allow a domain to do things while the characters are adventuring, they allow the domain to do things outside the scope of adventuring, from research to sabotage to negotiation.", - "Players are encouraged to be creative with their domain’s skills, the same way players can improvise how they use a character’s abilities and skills. Don’t worry about “doing it right.” Each group will develop their own standards for which skills are best and what the appropriate defense or DC is, in much the same way each table develops its own sense of when Dexterity (Acrobatics) is preferable to Strength (Athletics).", - "During intrigue, each skill can be used to improve a domain’s defense levels or to target the opposed domain and reduce its defense levels. But it’s up to the players and the GM to imagine how this plays out, by translating skill tests and their effects into game terms.", + "Each domain skill represents an entire department inside a domain, including followers and retainers who are experts in their fields. Those NPCs can mount operations on their own with just the direction of a domain's officers, with those operations not requiring any direct involvement of the heroes or the villain. As such, not only do domain skills allow a domain to do things while the characters are adventuring, they allow the domain to do things outside the scope of adventuring, from research to sabotage to negotiation.", + "Players are encouraged to be creative with their domain's skills, the same way players can improvise how they use a character's abilities and skills. Don't worry about \"doing it right.\" Each group will develop their own standards for which skills are best and what the appropriate defense or DC is, in much the same way each table develops its own sense of when Dexterity (Acrobatics) is preferable to Strength (Athletics).", + "During intrigue, each skill can be used to improve a domain's defense levels or to target the opposed domain and reduce its defense levels. But it's up to the players and the GM to imagine how this plays out, by translating skill tests and their effects into game terms.", { "type": "entries", "name": "Adjusting Defense Levels", "page": 19, "entries": [ - "Once intrigue begins, each domain involved in the intrigue prepares for some sort of final confrontation between their officers—the player character heroes versus the GM’s villain and their lieutenants. Each side can use domain actions to make use of their domain skills, with the goal of either improving a domain’s defense levels, or of targeting the opposed side’s defenses to make them less prepared for the warfare battles that take place during intrigue.", + "Once intrigue begins, each domain involved in the intrigue prepares for some sort of final confrontation between their officers—the player character heroes versus the GM's villain and their lieutenants. Each side can use domain actions to make use of their domain skills, with the goal of either improving a domain's defense levels, or of targeting the opposed side's defenses to make them less prepared for the warfare battles that take place during intrigue.", { "type": "entries", "name": "Improving a Domain's Defenses", "page": 19, "entries": [ - "Each domain has three defenses—{@b Communications}, {@b Resolve}, and {@b Resources}—each of which is rated at a level from 3 to −3 (as described in detail under {@book Domain Defenses|KaW|2|Domain Defenses} on page 24). {@b The DC to improve one of a domain’s defense levels is 13 + the defense’s current level.} So a domain skill test to take its Resolve level from normal (level 0) to loyal (level 1) has a DC of 13. Improving Resolve level from loyal (level 1) to fanatic (level 2) is a DC 14 check, and going from revolt (level −3) to rebellious (level −2) is DC 10. The level of any defense cannot be increased above 3.", - "When the players want to affect one of their organization’s defense levels using a domain skill, an acting officer chooses the intended defense level, a skill, and sets out how that skill is to be used. For example, Anna (playing a character named Judge) wants to raise the Communications level of her group’s mercenary company, the Chain of Acheron, using that organization’s Espionage domain skill. She tells the GM: “I want to require all our agents to use only verbal communications, nothing written down, and to use our secret battle language.”", - "This is a great idea—but it’s not necessarily easy to implement. The Chain of Acheron has a lot of soldiers, agents, and allies in the city, so there’s no guarantee that these orders will work well enough to make a difference. To make the domain skill test, Anna rolls a d20 and adds the Espionage bonus for Acheron’s Chain. She also adds Judge’s proficiency bonus, since Judge is proficient in Investigation and has not already used their bonus during this intrigue. (See the domain skill descriptions below for more information on associated character skills.)", - "The Chain of Acheron’s Communications defense is currently secure (level 1), which sets the check as DC 14. If Anna succeeds, the domain’s Communications goes up one level. If she rolls badly, Communications remains secure but does not improve, with the GM likely interpreting this as meaning Judge’s plans were too ambitious.", + "Each domain has three defenses—{@b Communications}, {@b Resolve}, and {@b Resources}—each of which is rated at a level from 3 to −3 (as described in detail under {@book Domain Defenses|KaW|2|Domain Defenses} on page 24). {@b The DC to improve one of a domain's defense levels is 13 + the defense's current level.} So a domain skill test to take its Resolve level from normal (level 0) to loyal (level 1) has a DC of 13. Improving Resolve level from loyal (level 1) to fanatic (level 2) is a DC 14 check, and going from revolt (level −3) to rebellious (level −2) is DC 10. The level of any defense cannot be increased above 3.", + "When the players want to affect one of their organization's defense levels using a domain skill, an acting officer chooses the intended defense level, a skill, and sets out how that skill is to be used. For example, Anna (playing a character named Judge) wants to raise the Communications level of her group's mercenary company, the Chain of Acheron, using that organization's Espionage domain skill. She tells the GM: \"I want to require all our agents to use only verbal communications, nothing written down, and to use our secret battle language.\"", + "This is a great idea—but it's not necessarily easy to implement. The Chain of Acheron has a lot of soldiers, agents, and allies in the city, so there's no guarantee that these orders will work well enough to make a difference. To make the domain skill test, Anna rolls a d20 and adds the Espionage bonus for Acheron's Chain. She also adds Judge's proficiency bonus, since Judge is proficient in Investigation and has not already used their bonus during this intrigue. (See the domain skill descriptions below for more information on associated character skills.)", + "The Chain of Acheron's Communications defense is currently secure (level 1), which sets the check as DC 14. If Anna succeeds, the domain's Communications goes up one level. If she rolls badly, Communications remains secure but does not improve, with the GM likely interpreting this as meaning Judge's plans were too ambitious.", "A defense level can normally be improved only by one level by making a domain skill test as a domain action. However, if a player rolls a 20 on the test, this represents an unexpectedly successful result that improves the defense by two levels.", "Villainous realms can increase their defense levels the same way, with the GM making the decision as to which officer, skill, and specific approach are involved." ] @@ -679,8 +679,8 @@ "name": "Lowering a Domain's Defenses", "page": 19, "entries": [ - "In the same manner, the players can target a villainous realm in the hopes of lowering that domain’s defense levels. An acting officer picks a skill and one of the opposed domain’s defenses, then describes how they intend to use that skill to compromise the defense. If the scenario makes sense to the GM, the officer rolls a d20, adds the domain skill’s modifier, adds their proficiency bonus if applicable, and compares the result with the enemy realm’s defense score. If the result is equal to or greater than the chosen defense’s score, that defense is lowered one level. If the player rolls a 20 on the check, the chosen defense is lowered two levels. The level of any defense cannot be decreased below −3.", - "Villainous realms can target the defenses of the heroes’ organization in the same way, with the GM making the decision as to which officer, skill, and specific approach are involved." + "In the same manner, the players can target a villainous realm in the hopes of lowering that domain's defense levels. An acting officer picks a skill and one of the opposed domain's defenses, then describes how they intend to use that skill to compromise the defense. If the scenario makes sense to the GM, the officer rolls a d20, adds the domain skill's modifier, adds their proficiency bonus if applicable, and compares the result with the enemy realm's defense score. If the result is equal to or greater than the chosen defense's score, that defense is lowered one level. If the player rolls a 20 on the check, the chosen defense is lowered two levels. The level of any defense cannot be decreased below −3.", + "Villainous realms can target the defenses of the heroes' organization in the same way, with the GM making the decision as to which officer, skill, and specific approach are involved." ] } ] @@ -690,7 +690,7 @@ "name": "Other Uses for Domain Skills", "page": 19, "entries": [ - "The only limit to what benefits characters can earn through the use of their domain skills is the players’ imaginations and the GM’s sense of what’s fair and reasonable. Each skill gives some ideas of what can be done with it, and a GM should refer to the DCs noted in the core rules when trying to set difficulties for an optimal balance between what’s realistic and what’s dramatic." ] + "The only limit to what benefits characters can earn through the use of their domain skills is the players' imaginations and the GM's sense of what's fair and reasonable. Each skill gives some ideas of what can be done with it, and a GM should refer to the DCs noted in the core rules when trying to set difficulties for an optimal balance between what's realistic and what's dramatic." ] }, { "type": "entries", @@ -698,8 +698,8 @@ "page": 20, "entries": [ "{@i Associated Character Skills: Insight, Persuasion}", - "The Diplomacy domain skill represents a domain’s ability to get what it wants without resorting to war or espionage. It’s primarily used to make alliances with other domains. An alliance is not a mechanical notion, but is just an agreement between two domains. The terms of the agreement are up to the officers of each domain, but usually an alliance means that two domains each agree to help the other in times of conflict.", - "Some alliances are purely defensive. “We agree to go to war against an enemy who attacks either of us.” More rarely, alliances can be offensive. “Lord Saxton must be stopped! Will you help us?” Offensive alliances are more difficult to establish, though, and another domain might require great assurances before entering into one. “We might attack Lord Saxton if things are as you say. But what proof can you offer that Saxton is a villain?”", + "The Diplomacy domain skill represents a domain's ability to get what it wants without resorting to war or espionage. It's primarily used to make alliances with other domains. An alliance is not a mechanical notion, but is just an agreement between two domains. The terms of the agreement are up to the officers of each domain, but usually an alliance means that two domains each agree to help the other in times of conflict.", + "Some alliances are purely defensive. \"We agree to go to war against an enemy who attacks either of us.\" More rarely, alliances can be offensive. \"Lord Saxton must be stopped! Will you help us?\" Offensive alliances are more difficult to establish, though, and another domain might require great assurances before entering into one. \"We might attack Lord Saxton if things are as you say. But what proof can you offer that Saxton is a villain?\"", { "type": "entries", "name": "Gaining Special Units", @@ -747,7 +747,7 @@ ] }, "This Diplomacy test can be used more than once per intrigue, but each NPC realm can only grant one unit per intrigue.", - "Each NPC realm has a special unit that another domain can gain as a result of an alliance. This is the same special unit the domain can muster using a domain action, as noted in its description. For example, a successful Diplomacy test made by the characters’ organization to seek aid from a giant jarldom NPC realm gets the organization a Pet Roc special unit to command in an upcoming battle. Each NPC realm has only one special unit to provide, so characters had better recruit them before their enemies do! A special unit gained through an alliance with an NPC realm returns to the NPC realm after the battle in which it is used." + "Each NPC realm has a special unit that another domain can gain as a result of an alliance. This is the same special unit the domain can muster using a domain action, as noted in its description. For example, a successful Diplomacy test made by the characters' organization to seek aid from a giant jarldom NPC realm gets the organization a Pet Roc special unit to command in an upcoming battle. Each NPC realm has only one special unit to provide, so characters had better recruit them before their enemies do! A special unit gained through an alliance with an NPC realm returns to the NPC realm after the battle in which it is used." ] }, { @@ -755,10 +755,10 @@ "name": "Allies and Enemies", "page": 20, "entries": [ - "A hostile NPC realm is not the same thing as a villainous realm. A villainous realm is actively trying to destroy the heroes’ organization, whereas a hostile realm is merely one with a tradition of enmity toward the heroes’ domain or other domains like it. A local druid circle might have a troubled history with a noble court that rules the land near their forest, creating potential problems for the different noble court run by the characters even if the characters have never interacted with the druids before.", - "At the GM’s discretion, a realm that is allied with the characters’ organization can send units to aid the organization in battle even without a Diplomacy test. But sometimes allies are busy or occupied with other conflicts, in which case the GM will ask for a test to be made.", + "A hostile NPC realm is not the same thing as a villainous realm. A villainous realm is actively trying to destroy the heroes' organization, whereas a hostile realm is merely one with a tradition of enmity toward the heroes' domain or other domains like it. A local druid circle might have a troubled history with a noble court that rules the land near their forest, creating potential problems for the different noble court run by the characters even if the characters have never interacted with the druids before.", + "At the GM's discretion, a realm that is allied with the characters' organization can send units to aid the organization in battle even without a Diplomacy test. But sometimes allies are busy or occupied with other conflicts, in which case the GM will ask for a test to be made.", "Diplomacy can also be used to convince an NPC realm currently allied with an enemy to sit a battle out, or to convince a neutral realm to lend aid beyond units. Such aid might include a powerful lieutenant, or information that would benefit the domain requesting assistance.", - "If a domain fails a Diplomacy test to influence or gain allies from an NPC realm, the domain can make a new Diplomacy test to achieve the same goal on a new domain turn. However, if a Diplomacy test fails by 5 or more, the NPC realm’s attitude toward the Domain moves one step toward hostile." + "If a domain fails a Diplomacy test to influence or gain allies from an NPC realm, the domain can make a new Diplomacy test to achieve the same goal on a new domain turn. However, if a Diplomacy test fails by 5 or more, the NPC realm's attitude toward the Domain moves one step toward hostile." ] } ] @@ -776,21 +776,21 @@ } }, "{@i Associated Character Skills: Investigation, Stealth}", - "Espionage allows a domain to learn the secrets of other domains, including their plans, their current activities, and who they are allied with. Successful Espionage tests often decrease the level of an opposing domain’s Communications defense, reflecting how successful attempts at destabilizing the opposed domain have been.", - "Espionage can be used to learn the makeup of an opposed domain’s units and the disposition of its allies in advance of a battle. The DC is usually set by targeting one of the opposed domain’s defenses, but the GM can also set a DC arbitrarily (as per the guidelines for setting difficulty in the core rules). Espionage does not reveal the nature of specific magic in use by an opposed domain, but it might reveal that an opposed domain has some magical resources or secrets, which a successful Lore test can then ferret out.", - "When an opposed domain makes a skill test to muster units or raise its defenses, the GM doesn’t automatically reveal the specifics of a successful result. The characters learn that the opposed domain mustered units, but not how many units or what kind. Likewise, the specifics of which defense was raised and by how much remain a mystery. If the characters want to know these things, they need to make a successful Espionage test as a domain action, typically against the opposed domain’s Communications. On a success, the players can choose to know one of the following pieces of information:", + "Espionage allows a domain to learn the secrets of other domains, including their plans, their current activities, and who they are allied with. Successful Espionage tests often decrease the level of an opposing domain's Communications defense, reflecting how successful attempts at destabilizing the opposed domain have been.", + "Espionage can be used to learn the makeup of an opposed domain's units and the disposition of its allies in advance of a battle. The DC is usually set by targeting one of the opposed domain's defenses, but the GM can also set a DC arbitrarily (as per the guidelines for setting difficulty in the core rules). Espionage does not reveal the nature of specific magic in use by an opposed domain, but it might reveal that an opposed domain has some magical resources or secrets, which a successful Lore test can then ferret out.", + "When an opposed domain makes a skill test to muster units or raise its defenses, the GM doesn't automatically reveal the specifics of a successful result. The characters learn that the opposed domain mustered units, but not how many units or what kind. Likewise, the specifics of which defense was raised and by how much remain a mystery. If the characters want to know these things, they need to make a successful Espionage test as a domain action, typically against the opposed domain's Communications. On a success, the players can choose to know one of the following pieces of information:", { "type": "list", "items": [ - "The target domain’s current defense scores", - "The target domain’s current defense levels", - "The target domain’s skill bonuses", - "The target domain’s current units", - "Another statistic or piece of information, at the GM’s discretion" + "The target domain's current defense scores", + "The target domain's current defense levels", + "The target domain's skill bonuses", + "The target domain's current units", + "Another statistic or piece of information, at the GM's discretion" ] }, - "Knowing the kinds of units an opposed domain has mustered helps a domain plan its own army. For example, if a villainous realm is building aerial units, the characters’ organization will want some aerial units or artillery of their own to take them on. Likewise, if an opposed domain keeps boosting its Resources defense levels, the characters might decide to try to lower that defense and undo some of that progress!", - "If a domain feature requires a domain to know a secret piece of information to work properly, then the domain learns the information when they successfully use the feature. A separate Espionage test is not necessary. For example, a fey court domain can duplicate an opposed domain’s highest-tier unit with the Your Own Worst Enemy feature. When the court succeeds on the Lore test to use the feature, they automatically learn what the target domain’s highest-tier unit is." + "Knowing the kinds of units an opposed domain has mustered helps a domain plan its own army. For example, if a villainous realm is building aerial units, the characters' organization will want some aerial units or artillery of their own to take them on. Likewise, if an opposed domain keeps boosting its Resources defense levels, the characters might decide to try to lower that defense and undo some of that progress!", + "If a domain feature requires a domain to know a secret piece of information to work properly, then the domain learns the information when they successfully use the feature. A separate Espionage test is not necessary. For example, a fey court domain can duplicate an opposed domain's highest-tier unit with the Your Own Worst Enemy feature. When the court succeeds on the Lore test to use the feature, they automatically learn what the target domain's highest-tier unit is." ] }, { @@ -799,9 +799,9 @@ "page": 22, "entries": [ "{@i Associated Character Skills: Arcana, History, Religion}", - "Lore represents a domain’s ability to research both magical and historical knowledge. This is a broad and wide-ranging skill, which can be used outside of intrigue to unlock arcane discoveries, dig up the details of forgotten history, discover the existence of lost spells, or reveal the answers to ancient mysteries. The only limit on what a Lore check can accomplish is what the GM rules is reasonable.", - "As a rule, the Lore domain skill should not be used as a substitute for adventuring. But at the GM’s discretion, it can be used to supplement the normal adventures of a domain’s player character officers. For example, a team of NPC agents might be sent out to recover the legendary headpiece for the Staff of Ra, even as the characters quest after the location of the map room in the hidden Well of Souls. In general, if it would be easy but time-consuming for a domain’s officers to acquire important knowledge or rare antiquities, then the Lore domain skill can be used to delegate that task. But if doing so is merely difficult, then the officers should undertake that task themselves.", - "Lore can be used to learn an opposed domain’s secrets when those secrets are explicitly magical, such as the nature of supernatural attacks or defenses, or the presence of any famous magic items or artifacts in a domain’s arsenal. Likewise, the presence and features of extraordinary units in a domain’s army is something a Lore test can ferret out.", + "Lore represents a domain's ability to research both magical and historical knowledge. This is a broad and wide-ranging skill, which can be used outside of intrigue to unlock arcane discoveries, dig up the details of forgotten history, discover the existence of lost spells, or reveal the answers to ancient mysteries. The only limit on what a Lore check can accomplish is what the GM rules is reasonable.", + "As a rule, the Lore domain skill should not be used as a substitute for adventuring. But at the GM's discretion, it can be used to supplement the normal adventures of a domain's player character officers. For example, a team of NPC agents might be sent out to recover the legendary headpiece for the Staff of Ra, even as the characters quest after the location of the map room in the hidden Well of Souls. In general, if it would be easy but time-consuming for a domain's officers to acquire important knowledge or rare antiquities, then the Lore domain skill can be used to delegate that task. But if doing so is merely difficult, then the officers should undertake that task themselves.", + "Lore can be used to learn an opposed domain's secrets when those secrets are explicitly magical, such as the nature of supernatural attacks or defenses, or the presence of any famous magic items or artifacts in a domain's arsenal. Likewise, the presence and features of extraordinary units in a domain's army is something a Lore test can ferret out.", { "type": "image", "href": { @@ -817,7 +817,7 @@ "page": 23, "entries": [ "{@i Associated Character Skills: Athletics, Insight}", - "Operations represents a domain’s ability to muster new units, as well as to perform many of the basic functions of maintaining a domain. This is intended to be a catchall domain skill for any activity the players or GM might think of that doesn’t easily fit into another skill.", + "Operations represents a domain's ability to muster new units, as well as to perform many of the basic functions of maintaining a domain. This is intended to be a catchall domain skill for any activity the players or GM might think of that doesn't easily fit into another skill.", { "type": "entries", "name": "Building Fortifications", @@ -831,8 +831,8 @@ "items": [ "If the Operations test to build the fortification succeeds by 5 or more, the fortification is built at the end of the current domain turn, or after 1 week if the domain is not in intrigue.", "If the Operations test succeeds by 4 or fewer, the fortification is built at the end of the next domain turn, or after 2 weeks if the domain is not engaged in intrigue.", - "If the Operations test fails by 4 or fewer, the domain’s fortification is still constructed, but it takes 3 domain turns (or 3 weeks) to do so.", - "If the test fails by 5 or more, the fortification can’t be built, and the players or the GM must wait for a new domain turn (or for 1 week to pass if not engaged in intrigue) before they can try again." + "If the Operations test fails by 4 or fewer, the domain's fortification is still constructed, but it takes 3 domain turns (or 3 weeks) to do so.", + "If the test fails by 5 or more, the fortification can't be built, and the players or the GM must wait for a new domain turn (or for 1 week to pass if not engaged in intrigue) before they can try again." ] } ] @@ -842,7 +842,7 @@ "name": "Mustering Units", "page": 23, "entries": [ - "A domain’s officer can use a domain action during intrigue to muster a new unit. The Operations skill covers this activity, though an Operations test is normally not required unless the GM feels there’s a chance that the mustering might fail. This new unit belongs to the officer who mustered it. An officer can control a number of units equal to their proficiency bonus.", + "A domain's officer can use a domain action during intrigue to muster a new unit. The Operations skill covers this activity, though an Operations test is normally not required unless the GM feels there's a chance that the mustering might fail. This new unit belongs to the officer who mustered it. An officer can control a number of units equal to their proficiency bonus.", "The units an officer musters can be from any ancestry the GM agrees that character has access to, and which conform to the rules for unit dependency. (See {@b Building an Army} on page 100 in the {@book Warfare|KaW|3} chapter for information on ancestries, unit dependency, and much more.)", "Units mustered through alliances and Diplomacy tests are controlled by a character but not owned by that character. They return to their home NPC realm after the battle in which they are used." ] @@ -852,7 +852,7 @@ "name": "Modifying Units", "page": 23, "entries": [ - "A domain can spend money to upgrade a unit’s equipment from light to medium, medium to heavy, and so forth. This requires a domain action and is considered a use of the Operations skill, but normally no Operations check is required. A domain can upgrade as many units as are controlled by the officer using a domain action. Upgrades to a unit can be made to any level a domain can afford, from light to super-heavy.", + "A domain can spend money to upgrade a unit's equipment from light to medium, medium to heavy, and so forth. This requires a domain action and is considered a use of the Operations skill, but normally no Operations check is required. A domain can upgrade as many units as are controlled by the officer using a domain action. Upgrades to a unit can be made to any level a domain can afford, from light to super-heavy.", { "type": "table", "colLabels": [ @@ -886,7 +886,7 @@ "name": "Disbanding Units", "page": 23, "entries": [ - "Eventually, a domain will max out the number of units it controls, making it impossible to muster any new units. When this happens, a domain can disband any number of units to free up space in its army. This isn’t an action, but is simply an order an officer can issue under the umbrella of the Operations skill. The domain does not regain any money spent on equipment upgrades for units that are disbanded." + "Eventually, a domain will max out the number of units it controls, making it impossible to muster any new units. When this happens, a domain can disband any number of units to free up space in its army. This isn't an action, but is simply an order an officer can issue under the umbrella of the Operations skill. The domain does not regain any money spent on equipment upgrades for units that are disbanded." ] }, { @@ -904,7 +904,7 @@ "name": "Beyond Intrigue", "page": 24, "entries": [ - "The Operations domain skill covers many mundane activities outside of intrigue, including building roads or watchtowers, sending out a unit of scouts to explore the local wilderness, and so forth. Anything a domain might reasonably be able to do but which isn’t covered by another domain skill can be accomplished using Operations." + "The Operations domain skill covers many mundane activities outside of intrigue, including building roads or watchtowers, sending out a unit of scouts to explore the local wilderness, and so forth. Anything a domain might reasonably be able to do but which isn't covered by another domain skill can be accomplished using Operations." ] } ] @@ -916,17 +916,17 @@ "name": "Domain Defenses", "page": 24, "entries": [ - "Every domain has three defenses, all of which can be targeted by an opposing domain: {@b Communications}, {@b Resolve}, and {@b Resources}. Defenses operate at one of seven levels, each of which has a name and a numerical rating from 3 to −3. A defense’s level represents how robust and functional that defense is at any given moment. Each defense also has a numerical score used as the DC for the domain skill test of an opposed domain wanting to sabotage that defense.", - "At each level above normal (level 0), the level benefits for a defense are cumulative with the levels below. For example, if a domain’s Communications levels are unbreakable (level 3), that domain gains all the bonuses for secure, coded, and unbreakable Communications. Similarly, at each level below normal (level 0), the level penalties for a defense are cumulative with the levels above.", - "At the beginning of intrigue, all of a domain’s defenses start at level 0. The players and the GM can use domain actions during intrigue to raise the level of a domain’s defenses or to lower the levels of an opposed domain’s defenses (see {@book Adjusting Defense Levels|KaW|2|Adjusting Defense Levels} on page 19). The level of any defense cannot be increased above 3 or decreased below −3.", - "Once intrigue ends, and after any final battle between the characters’ organization and the villainous realm is over, the defense levels of both domains slowly return to normal, moving one step closer to 0 each week.", + "Every domain has three defenses, all of which can be targeted by an opposing domain: {@b Communications}, {@b Resolve}, and {@b Resources}. Defenses operate at one of seven levels, each of which has a name and a numerical rating from 3 to −3. A defense's level represents how robust and functional that defense is at any given moment. Each defense also has a numerical score used as the DC for the domain skill test of an opposed domain wanting to sabotage that defense.", + "At each level above normal (level 0), the level benefits for a defense are cumulative with the levels below. For example, if a domain's Communications levels are unbreakable (level 3), that domain gains all the bonuses for secure, coded, and unbreakable Communications. Similarly, at each level below normal (level 0), the level penalties for a defense are cumulative with the levels above.", + "At the beginning of intrigue, all of a domain's defenses start at level 0. The players and the GM can use domain actions during intrigue to raise the level of a domain's defenses or to lower the levels of an opposed domain's defenses (see {@book Adjusting Defense Levels|KaW|2|Adjusting Defense Levels} on page 19). The level of any defense cannot be increased above 3 or decreased below −3.", + "Once intrigue ends, and after any final battle between the characters' organization and the villainous realm is over, the defense levels of both domains slowly return to normal, moving one step closer to 0 each week.", { "type": "entries", "name": "Communications", "page": 24, "entries": [ - "The Communications defense is a measure of how rapidly and accurately information is transmitted between a domain’s officers and followers. Every domain, from a hard-as-nails mercenary company to a grove of peaceful druids, relies on its network of followers, retainers, and servants to accomplish its goals. And without effective communications, those goals can easily break down.", - "Communications directly affects an army’s ability to coordinate its activities. When Communications is high, an army can efficiently maneuver into a better starting deployment—the arrangement of units under the warfare rules. (See the {@book Warfare|KaW|3} chapter for more information.) If Communications is poor or compromised, a domain’s enemies know what its officers and agents are doing, and can interfere with deployment by sending false signals to the domain’s units.", + "The Communications defense is a measure of how rapidly and accurately information is transmitted between a domain's officers and followers. Every domain, from a hard-as-nails mercenary company to a grove of peaceful druids, relies on its network of followers, retainers, and servants to accomplish its goals. And without effective communications, those goals can easily break down.", + "Communications directly affects an army's ability to coordinate its activities. When Communications is high, an army can efficiently maneuver into a better starting deployment—the arrangement of units under the warfare rules. (See the {@book Warfare|KaW|3} chapter for more information.) If Communications is poor or compromised, a domain's enemies know what its officers and agents are doing, and can interfere with deployment by sending false signals to the domain's units.", { "type": "table", "caption": "Communications Levels", @@ -970,12 +970,12 @@ ] }, "{@b Unbreakable (3).} At the end of the next deployment, this domain chooses any allied infantry or artillery unit on the battlefield, then moves that unit to any unoccupied space on the battlefield.", - "{@b Coded (2).} At the end of the next deployment, this domain chooses two allied units in any rank on the battlefield and swaps those units’ locations.", + "{@b Coded (2).} At the end of the next deployment, this domain chooses two allied units in any rank on the battlefield and swaps those units' locations.", "{@b Secure (1).} At the end of the next deployment, this domain chooses an allied unit in any rank and moves that unit into any adjacent space.", "{@b Normal (0).} No effect.", - "{@b Compromised (−1).} At the end of the next deployment, the opposed domain chooses one of this domain’s units in any rank on the battlefield and moves it into any adjacent space.", - "{@b Garbled (−2).} At the end of the next deployment, the opposed domain chooses one of this domain’s cavalry units, which is removed from battle and does not deploy until the end of the first round of battle.", - "{@b Broken (−3).} At the end of the next deployment, the opposed domain chooses two of this domain’s infantry units, which are removed from battle and do not deploy until the end of the first round of battle." + "{@b Compromised (−1).} At the end of the next deployment, the opposed domain chooses one of this domain's units in any rank on the battlefield and moves it into any adjacent space.", + "{@b Garbled (−2).} At the end of the next deployment, the opposed domain chooses one of this domain's cavalry units, which is removed from battle and does not deploy until the end of the first round of battle.", + "{@b Broken (−3).} At the end of the next deployment, the opposed domain chooses two of this domain's infantry units, which are removed from battle and do not deploy until the end of the first round of battle." ] }, { @@ -983,8 +983,8 @@ "name": "Resolve", "page": 25, "entries": [ - "Resolve measures the commitment that the followers of a domain have to its cause, and depends on many factors—including how well those followers understand the domain’s cause. A domain’s followers and army, by default, share the philosophy of the domain’s officers and leaders, whatever that philosophy is. For example, the followers of an arcane order domain value neutrality and knowledge, while the soldiers of a despotic regime domain revel in the glory and victories produced by their iron-fisted leaders.", - "A domain’s Resolve has a direct effect on its officers. If everyone working for the domain is committed and engaged, it makes training easier and gives followers hope and confidence in victory. But the reverse is equally true. If everyone working for a domain is convinced of the domain’s imminent failure, it makes training more exhausting and affects officer confidence. High Resolve means that a domain’s officers are energized, coordinated, and convinced of victory, granting benefits to those officers in combat against the officers of an opposed domain. Poor resolve means that officers are distracted and tired, and their performance against foes from an opposed domain will suffer.", + "Resolve measures the commitment that the followers of a domain have to its cause, and depends on many factors—including how well those followers understand the domain's cause. A domain's followers and army, by default, share the philosophy of the domain's officers and leaders, whatever that philosophy is. For example, the followers of an arcane order domain value neutrality and knowledge, while the soldiers of a despotic regime domain revel in the glory and victories produced by their iron-fisted leaders.", + "A domain's Resolve has a direct effect on its officers. If everyone working for the domain is committed and engaged, it makes training easier and gives followers hope and confidence in victory. But the reverse is equally true. If everyone working for a domain is convinced of the domain's imminent failure, it makes training more exhausting and affects officer confidence. High Resolve means that a domain's officers are energized, coordinated, and convinced of victory, granting benefits to those officers in combat against the officers of an opposed domain. Poor resolve means that officers are distracted and tired, and their performance against foes from an opposed domain will suffer.", { "type": "table", "caption": "Resolve Levels", @@ -1027,13 +1027,13 @@ ] ] }, - "{@b Zealous (3).} During any combat against officers of an opposed domain, each of this domain’s officers has advantage on attack rolls until the end of their first turn.", - "{@b Fanatic (2).} As a reaction when an enemy starts their turn during the first round of any combat against officers of an opposed domain, one of this domain’s officers who has not yet acted can cast a spell or make a weapon attack.", - "{@b Loyal (1).} The speed of each of this domain’s officers increases by 10 feet during the first round of any combat against officers of an opposed domain.", + "{@b Zealous (3).} During any combat against officers of an opposed domain, each of this domain's officers has advantage on attack rolls until the end of their first turn.", + "{@b Fanatic (2).} As a reaction when an enemy starts their turn during the first round of any combat against officers of an opposed domain, one of this domain's officers who has not yet acted can cast a spell or make a weapon attack.", + "{@b Loyal (1).} The speed of each of this domain's officers increases by 10 feet during the first round of any combat against officers of an opposed domain.", "{@b Normal (0).} No effect.", - "{@b Discontented (−1).} The speed of each of this domain’s officers decreases by 5 feet during the first round of any combat against officers of an opposed domain.", - "{@b Rebellious (−2).} During any combat against officers of an opposed domain, the first saving throw made by one of this domain’s officers against a spell or effect directed by an enemy has disadvantage.", - "{@b Revolt (−3).} The first attack roll made by each of this domain’s officers during any combat against officers of an opposed domain has disadvantage." + "{@b Discontented (−1).} The speed of each of this domain's officers decreases by 5 feet during the first round of any combat against officers of an opposed domain.", + "{@b Rebellious (−2).} During any combat against officers of an opposed domain, the first saving throw made by one of this domain's officers against a spell or effect directed by an enemy has disadvantage.", + "{@b Revolt (−3).} The first attack roll made by each of this domain's officers during any combat against officers of an opposed domain has disadvantage." ] }, { @@ -1041,7 +1041,7 @@ "name": "Resources", "page": 26, "entries": [ - "The wealth of a domain is measured as Resources, though this defense represents more than just money. Resources includes whatever a domain values and collects, whether gold, knowledge, secrets, or things more esoteric. When a domain’s Resources is high, it directly affects the gear of that domain’s units, granting them improved power or damage. Poor Resources affects morale. Troops that haven’t been fed or whose armor and weapons are in dire need of repair become agitated.", + "The wealth of a domain is measured as Resources, though this defense represents more than just money. Resources includes whatever a domain values and collects, whether gold, knowledge, secrets, or things more esoteric. When a domain's Resources is high, it directly affects the gear of that domain's units, granting them improved power or damage. Poor Resources affects morale. Troops that haven't been fed or whose armor and weapons are in dire need of repair become agitated.", { "type": "table", "caption": "Resolve Levels", @@ -1084,13 +1084,13 @@ ] ] }, - "{@b Booming (3).} During the first round of battle, each of this domain’s artillery units that inflicts casualties inflicts 1 extra casualty.", - "{@b Abundant (2).} Each of this domain’s cavalry units has advantage on Power tests until the end of the first round of battle.", - "{@b Surplus (1).} Each of this domain’s infantry units has advantage on Power tests until the end of the first round of battle.", + "{@b Booming (3).} During the first round of battle, each of this domain's artillery units that inflicts casualties inflicts 1 extra casualty.", + "{@b Abundant (2).} Each of this domain's cavalry units has advantage on Power tests until the end of the first round of battle.", + "{@b Surplus (1).} Each of this domain's infantry units has advantage on Power tests until the end of the first round of battle.", "{@b Normal (0).} No effect.", - "{@b Low (−1).} Each of this domain’s artillery units has disadvantage on Morale and Command tests until the end of the first round of battle.", - "{@b Poor (−2).} Each of this domain’s cavalry and aerial units has disadvantage on Morale and Command tests until the end of the first round of battle.", - "{@b Bankrupt (−3).} Each of the domain’s infantry units has disadvantage on Morale and Command tests until the end of the first round of battle." + "{@b Low (−1).} Each of this domain's artillery units has disadvantage on Morale and Command tests until the end of the first round of battle.", + "{@b Poor (−2).} Each of this domain's cavalry and aerial units has disadvantage on Morale and Command tests until the end of the first round of battle.", + "{@b Bankrupt (−3).} Each of the domain's infantry units has disadvantage on Morale and Command tests until the end of the first round of battle." ] } ] @@ -1100,10 +1100,10 @@ "name": "Domain Size", "page": 26, "entries": [ - "Size determines how far a domain’s power extends, and the size of the power die used by the domain’s officers. Size is a relative measure of the reach and influence of a domain, though not an absolute measure of an area of land the domain controls. In one GM’s campaign, where the map covers a whole region hundreds of miles across, a size 3 domain might extend its influence for 60 miles out from its stronghold. In another campaign that takes place entirely in one district in a large city, a size 3 domain might cover only a few blocks.", - "An organization starts at size 1 if the characters are its founders (but might start at a larger size if the GM has the characters take over an established organization). {@b Every time the characters’ organization defeats another domain, the organization’s domain size increases by 1}. The size of the organization’s power die likewise increases, and the organization gains more development points to spend on the party sheet, as shown on the Domain Size table. (See {@book Development Points|KaW|2|Development Points} earlier in this chapter for more information.)", - "A domain cannot have a size greater than 5. However, at the GM’s discretion, an organization of domain size 5 can still continue to gain new development points by defeating villainous realms.", - "Villainous realms are not built the same way the characters’ organization is. The size of a villainous realm is thus determined by the GM. (See {@book Building a Villainous Realm|KaW|2|Building a Villainous Realm} on page 28 for full information.)", + "Size determines how far a domain's power extends, and the size of the power die used by the domain's officers. Size is a relative measure of the reach and influence of a domain, though not an absolute measure of an area of land the domain controls. In one GM's campaign, where the map covers a whole region hundreds of miles across, a size 3 domain might extend its influence for 60 miles out from its stronghold. In another campaign that takes place entirely in one district in a large city, a size 3 domain might cover only a few blocks.", + "An organization starts at size 1 if the characters are its founders (but might start at a larger size if the GM has the characters take over an established organization). {@b Every time the characters' organization defeats another domain, the organization's domain size increases by 1}. The size of the organization's power die likewise increases, and the organization gains more development points to spend on the party sheet, as shown on the Domain Size table. (See {@book Development Points|KaW|2|Development Points} earlier in this chapter for more information.)", + "A domain cannot have a size greater than 5. However, at the GM's discretion, an organization of domain size 5 can still continue to gain new development points by defeating villainous realms.", + "Villainous realms are not built the same way the characters' organization is. The size of a villainous realm is thus determined by the GM. (See {@book Building a Villainous Realm|KaW|2|Building a Villainous Realm} on page 28 for full information.)", { "type": "table", "caption": "Domain Size", @@ -1162,15 +1162,15 @@ "name": "Domain Powers", "page": 27, "entries": [ - "Domain powers represent the new features that a domain’s officers earn as a result of the research and training they do with their agents. The officers of a thieves’ guild work and train with their bravos and apprentice thieves, and as a result, become better at what they themselves do. Likewise, the stewards of a druid circle spend time between adventures studying, tending to nature, and training their acolytes, and so gain greater insight into the summoning of nature spirits.", - "Each type of domain—both heroic organizations and NPC realms—grants a number of unique domain powers, whose mechanics are broken out in the domain type’s description. But all domain powers rely on the use of a shared resource—a pool of power dice.", + "Domain powers represent the new features that a domain's officers earn as a result of the research and training they do with their agents. The officers of a thieves' guild work and train with their bravos and apprentice thieves, and as a result, become better at what they themselves do. Likewise, the stewards of a druid circle spend time between adventures studying, tending to nature, and training their acolytes, and so gain greater insight into the summoning of nature spirits.", + "Each type of domain—both heroic organizations and NPC realms—grants a number of unique domain powers, whose mechanics are broken out in the domain type's description. But all domain powers rely on the use of a shared resource—a pool of power dice.", { "type": "entries", "name": "Power Dice", "page": 27, "entries": [ - "Each officer in a domain—player characters and the villain and lieutenants of an opposed domain alike— gets one power die, with the die type determined by the domain’s size (see above). Any officer can choose to roll their power die immediately after they roll initiative at the start of any combat (no action required). Once a power die is rolled, it cannot be rolled again until the officer who rolled it finishes an extended rest. (An extended rest is defined in {@book Strongholds & Followers|SaF} as 1 week of study and training spent at the stronghold of the officer’s domain. The GM might use this as a guideline, or set some other parameters for what an extended rest means in the campaign.)", - "Each domain power allows the officers in the player characters’ organization to use some or all of the dice in their shared pool to produce crazy new effects in combat. At the same time, the officers of a villainous realm will use their own domain powers and power dice to fuel their domain’s push for victory over the characters.", + "Each officer in a domain—player characters and the villain and lieutenants of an opposed domain alike— gets one power die, with the die type determined by the domain's size (see above). Any officer can choose to roll their power die immediately after they roll initiative at the start of any combat (no action required). Once a power die is rolled, it cannot be rolled again until the officer who rolled it finishes an extended rest. (An extended rest is defined in {@book Strongholds & Followers|SaF} as 1 week of study and training spent at the stronghold of the officer's domain. The GM might use this as a guideline, or set some other parameters for what an extended rest means in the campaign.)", + "Each domain power allows the officers in the player characters' organization to use some or all of the dice in their shared pool to produce crazy new effects in combat. At the same time, the officers of a villainous realm will use their own domain powers and power dice to fuel their domain's push for victory over the characters.", { "type": "image", "href": { @@ -1178,9 +1178,9 @@ "url": "https://i.imgur.com/PBkX8QB.jpg" } }, - "Any power dice that aren’t used are removed from a domain’s pool at the end of the combat in which they were rolled.", - "For example, Anna, Lars, Grace, and Tom are playing the officers in a thieves’ guild (one of the options for an {@b underworld syndicate organization}; see page 61). They’re just starting out, so each of their characters has a d4 power die. In a fight against a local enemy thieves’ guild (an NPC realm) known as the Clock, Lars waits until initiative is determined, and decides to roll his power die, getting a 3. He adds this to the empty pool on the party sheet.", - "Following suit, the other officers, including officers of the Clock, all decide to roll their power dice. Anna rolls a 4, Tom a 1, and Grace another 4, all of which are added to their pool. The heroes’ pool now has four dice in it: a 1, a 3, and two 4s. Whichever hero acts first can take any or all of those dice out of the pool, depending on which domain power they intend to use.", + "Any power dice that aren't used are removed from a domain's pool at the end of the combat in which they were rolled.", + "For example, Anna, Lars, Grace, and Tom are playing the officers in a thieves' guild (one of the options for an {@b underworld syndicate organization}; see page 61). They're just starting out, so each of their characters has a d4 power die. In a fight against a local enemy thieves' guild (an NPC realm) known as the Clock, Lars waits until initiative is determined, and decides to roll his power die, getting a 3. He adds this to the empty pool on the party sheet.", + "Following suit, the other officers, including officers of the Clock, all decide to roll their power dice. Anna rolls a 4, Tom a 1, and Grace another 4, all of which are added to their pool. The heroes' pool now has four dice in it: a 1, a 3, and two 4s. Whichever hero acts first can take any or all of those dice out of the pool, depending on which domain power they intend to use.", "Rolling power dice together in the same combat provides a potential benefit by increasing the number of dice in the pool, and increased chances of high rolls. But some players might want to not roll their power dice, so as to save them for another upcoming combat. Likewise, the GM might decide to not roll power dice even when the players are, if they think their villainous officers will face the characters again before everyone has time to take an extended rest.", { "type": "entries", @@ -1200,26 +1200,26 @@ "name": "Villainous and NPC Realms", "page": 28, "entries": [ - "The player characters’ enemies also run their own domains, known as villainous realms. A villainous realm is run by a {@b leader}, whose chief agents are known as {@b lieutenants}. Leaders and lieutenants are the domain’s officers, and are referred to specifically by certain domain features.", + "The player characters' enemies also run their own domains, known as villainous realms. A villainous realm is run by a {@b leader}, whose chief agents are known as {@b lieutenants}. Leaders and lieutenants are the domain's officers, and are referred to specifically by certain domain features.", { "type": "entries", "name": "Building a Villainous Realm", "page": 28, "entries": [ - "The GM builds villainous realms in much the same way the players build the characters’ organization. However, the process for the GM has more options, and allows for the creation of a domain that is larger than the size 1 domain the characters must start with. GMs can establish realms at the start of the campaign or at any point within it, and NPC and villainous realms can rise, fall, and evolve as the GM sees fit.", + "The GM builds villainous realms in much the same way the players build the characters' organization. However, the process for the GM has more options, and allows for the creation of a domain that is larger than the size 1 domain the characters must start with. GMs can establish realms at the start of the campaign or at any point within it, and NPC and villainous realms can rise, fall, and evolve as the GM sees fit.", "A GM builds a villainous realm using the following process:", { "type": "list", "items": [ "The GM picks a domain type from the {@book NPC Realms|KaW|2|NPC Realms} section, or a domain and a specialization from the domain types presented in the {@book Heroic Organizations|KaW|2|Heroic Organizations} section (both of which follow later in this chapter). This allows for the creation of nefarious holy churches, druid circles, and mercenary companies, in addition to the traditionally antagonistic realms of despotic regimes, fey courts, and others.", - "The GM chooses the domain size of the villainous realm. In most cases, it’s best to set the realm’s size within 1 of the size of the characters’ organization by the time both sides get into an intrigue.", - "The GM spends development points improving the villainous realm’s skills and defenses. The GM has a number of points to spend equal to 8 × the villainous realm’s domain size.", - "The GM picks stat blocks for the villainous realm’s leader and lieutenants, and gives one of the domain’s titles to the leader. (If the domain has been chosen from the {@book NPC Realms|KaW|2|NPC Realms} section, it has only one title.) The lieutenants of the realm do not get titles (because the GM already has enough to worry about), but all officers might have access to the realm’s domain powers and domain features.", + "The GM chooses the domain size of the villainous realm. In most cases, it's best to set the realm's size within 1 of the size of the characters' organization by the time both sides get into an intrigue.", + "The GM spends development points improving the villainous realm's skills and defenses. The GM has a number of points to spend equal to 8 × the villainous realm's domain size.", + "The GM picks stat blocks for the villainous realm's leader and lieutenants, and gives one of the domain's titles to the leader. (If the domain has been chosen from the {@book NPC Realms|KaW|2|NPC Realms} section, it has only one title.) The lieutenants of the realm do not get titles (because the GM already has enough to worry about), but all officers might have access to the realm's domain powers and domain features.", "The GM picks a stronghold for the villainous realm." ] }, - "For example, consider a group of heroes running a size 2 holy church. With that organization’s latest foes vanquished, the GM wants to reveal the vampire Countess Sanguin’s villainous realm, which has observed the characters’ last battle from the shadows and wants to remove the threat their organization poses. The GM knows that Sanguin’s servants include vampire spawn, wights, and other undead, so they make the villainous realm an undead dominion (page 86). Since Sanguin’s domain has been established for some time, the GM makes it size 3. It poses a threat to the heroes’ organization, but not an overwhelming one.", - "The GM then spends 24 development points to improve the undead dominion’s domain skills and defenses, using the same party sheet the players use for the characters’ domain. They choose the {@creature vampire} stat block for Countess Sanguin and give her the deathlord title. The GM gives Sanguin three {@creature vampire spawn} lieutenants and names each of them, then gives the undead dominion a stronghold: an ancient castle." + "For example, consider a group of heroes running a size 2 holy church. With that organization's latest foes vanquished, the GM wants to reveal the vampire Countess Sanguin's villainous realm, which has observed the characters' last battle from the shadows and wants to remove the threat their organization poses. The GM knows that Sanguin's servants include vampire spawn, wights, and other undead, so they make the villainous realm an undead dominion (page 86). Since Sanguin's domain has been established for some time, the GM makes it size 3. It poses a threat to the heroes' organization, but not an overwhelming one.", + "The GM then spends 24 development points to improve the undead dominion's domain skills and defenses, using the same party sheet the players use for the characters' domain. They choose the {@creature vampire} stat block for Countess Sanguin and give her the deathlord title. The GM gives Sanguin three {@creature vampire spawn} lieutenants and names each of them, then gives the undead dominion a stronghold: an ancient castle." ] }, { @@ -1227,19 +1227,19 @@ "name": "Building an NPC Realm", "page": 29, "entries": [ - "Building an NPC realm is easier than building a heroic organization or a villainous realm, because NPC realms don’t directly influence intrigue or battles. They might be persuaded by the characters’ organization or the villainous realm to lend aid during a battle, but the GM can easily set that up without finalizing all of an NPC realm’s stats. (That said, a GM is free to flesh out any NPC realm with the same level of detail as a villainous realm—especially if the NPC realm has enemy potential!)", + "Building an NPC realm is easier than building a heroic organization or a villainous realm, because NPC realms don't directly influence intrigue or battles. They might be persuaded by the characters' organization or the villainous realm to lend aid during a battle, but the GM can easily set that up without finalizing all of an NPC realm's stats. (That said, a GM is free to flesh out any NPC realm with the same level of detail as a villainous realm—especially if the NPC realm has enemy potential!)", "The baseline process for creating an NPC realm is as follows:", { "type": "list", "items": [ - "As with creating a villainous realm, the GM picks either a domain and a specialization from the {@book Heroic Organizations|KaW|2|Heroic Organizations} section or a domain from the {@book NPC Realms|KaW|2|NPC Realms} section. This choice doesn’t imply a specific role for the NPC realm, though, which might be friendly or antagonistic toward the characters’ organization as the GM decides.", - "The GM picks the NPC realm’s starting attitude toward the characters’ organization, using the table under {@book Diplomacy|KaW|2|Diplomacy} in {@b Domain Skills} (page 20). This attitude should be based on the NPC realm’s history not just with the characters, but also with domains similar to the characters’ organization.", - "The GM names the NPC realm’s leader. This NPC doesn’t necessarily need a stat block, but it helps to note a few details about their appearance and personality.", - "The GM chooses the NPC realm’s domain size (which need not bear any relationship to the size of the characters’ organization), and picks a stronghold the NPC realm controls.", + "As with creating a villainous realm, the GM picks either a domain and a specialization from the {@book Heroic Organizations|KaW|2|Heroic Organizations} section or a domain from the {@book NPC Realms|KaW|2|NPC Realms} section. This choice doesn't imply a specific role for the NPC realm, though, which might be friendly or antagonistic toward the characters' organization as the GM decides.", + "The GM picks the NPC realm's starting attitude toward the characters' organization, using the table under {@book Diplomacy|KaW|2|Diplomacy} in {@b Domain Skills} (page 20). This attitude should be based on the NPC realm's history not just with the characters, but also with domains similar to the characters' organization.", + "The GM names the NPC realm's leader. This NPC doesn't necessarily need a stat block, but it helps to note a few details about their appearance and personality.", + "The GM chooses the NPC realm's domain size (which need not bear any relationship to the size of the characters' organization), and picks a stronghold the NPC realm controls.", "The GM can freely swap out the special unit the NPC realm can normally muster with a special unit from another domain. Perhaps a fey court of elves in the campaign has a roguish flair and is able to bring together the Crew (normally associated with an underworld syndicate domain) instead of the Court Jesters." ] }, - "For example, consider a GM who wants to create a domain of secluded stone giants living in the mountains near the characters’ stronghold. The GM begins with the giant jarldom NPC realm and gives the isolationist giants a suspicious attitude toward the characters. Smallfolk warred with the giants centuries ago, and while the humanoids might have forgotten that past, the stone remembers. The stone giants are led by Jarl Klanga. She’s young and defensive minded, after her parents died in the same landslide that resulted in her losing an arm. The GM decides the realm doesn’t hold much influence given their isolationist nature, and gives it a size of 1. The domain has a stronghold: a mountain fortress called Citadel Adamantine." + "For example, consider a GM who wants to create a domain of secluded stone giants living in the mountains near the characters' stronghold. The GM begins with the giant jarldom NPC realm and gives the isolationist giants a suspicious attitude toward the characters. Smallfolk warred with the giants centuries ago, and while the humanoids might have forgotten that past, the stone remembers. The stone giants are led by Jarl Klanga. She's young and defensive minded, after her parents died in the same landslide that resulted in her losing an arm. The GM decides the realm doesn't hold much influence given their isolationist nature, and gives it a size of 1. The domain has a stronghold: a mountain fortress called Citadel Adamantine." ] }, { @@ -1247,13 +1247,13 @@ "name": "Creating NPC Realms Together", "page": 30, "entries": [ - "In a campaign in which the GM enjoys letting the players join in on the fun of setting creation, it can be cool to let each of the players design an NPC realm for the GM to use. The GM can assign each of the players a domain size and an attitude that their NPC realm has toward the characters’ organization, then let them determine the rest of the details. The players get in on the fun of building the easiest type of domain, and the GM has to do less work. Win-win!", + "In a campaign in which the GM enjoys letting the players join in on the fun of setting creation, it can be cool to let each of the players design an NPC realm for the GM to use. The GM can assign each of the players a domain size and an attitude that their NPC realm has toward the characters' organization, then let them determine the rest of the details. The players get in on the fun of building the easiest type of domain, and the GM has to do less work. Win-win!", { "type": "inset", "name": "Reskinning Domains", "entries": [ - "GMs might find that their worlds include a villainous or NPC domain that’s not an automatic fit for any of the concepts this book provides. For example, consider a campaign that features a powerful faction of gnolls. Even though there’s no NPC realm set up as a gnoll war band, there’s almost certainly another domain that fits. If the gnolls are proud warriors, the GM can use the orc clan domain and call it something else. If the gnolls are religious zealots, their domain could be built as a hidden cult religious order. Or for gnolls with a culture of invention and innovation, the gnomish kingdom might be a perfect fit!", - "Likewise, GMs shouldn’t feel locked into building NPC realms based on ancestry. The goblinoid realm in a campaign doesn’t have to be a goblinoid coalition domain. The GM can make it an arcane order, a despotic regime, an undersea colony, or whatever makes sense for their world." + "GMs might find that their worlds include a villainous or NPC domain that's not an automatic fit for any of the concepts this book provides. For example, consider a campaign that features a powerful faction of gnolls. Even though there's no NPC realm set up as a gnoll war band, there's almost certainly another domain that fits. If the gnolls are proud warriors, the GM can use the orc clan domain and call it something else. If the gnolls are religious zealots, their domain could be built as a hidden cult religious order. Or for gnolls with a culture of invention and innovation, the gnomish kingdom might be a perfect fit!", + "Likewise, GMs shouldn't feel locked into building NPC realms based on ancestry. The goblinoid realm in a campaign doesn't have to be a goblinoid coalition domain. The GM can make it an arcane order, a despotic regime, an undersea colony, or whatever makes sense for their world." ] }, { @@ -1279,7 +1279,7 @@ "url": "https://i.imgur.com/dWxXH2c.jpg" } }, - "When a group of characters founds a domain, the players choose one of the eight organization types described in this section. Each organization features three specializations that the players also choose from, creating a wide range of possibilities for the heroes’ domain.", + "When a group of characters founds a domain, the players choose one of the eight organization types described in this section. Each organization features three specializations that the players also choose from, creating a wide range of possibilities for the heroes' domain.", "Though this section is primarily for player characters, and is written to speak to the players, a GM can also use the domains presented in this section to create enemy and NPC realms.", { "type": "inset", @@ -1295,7 +1295,7 @@ "name": "Adventuring Party", "page": 31, "entries": [ - "Mercenaries. Troubleshooters. Rag-tag heroes trying to get by—except “heroes” might not be quite the right word. Your characters have banded together as an adventuring party, a haphazard group of individuals traveling the realm with a common goal. Though you might not be the most diplomatic or noble of groups, you get the job done when it counts. It just might be a bit...messy.", + "Mercenaries. Troubleshooters. Rag-tag heroes trying to get by—except \"heroes\" might not be quite the right word. Your characters have banded together as an adventuring party, a haphazard group of individuals traveling the realm with a common goal. Though you might not be the most diplomatic or noble of groups, you get the job done when it counts. It just might be a bit...messy.", { "type": "list", "style": "list-no-bullets", @@ -1322,7 +1322,7 @@ "type": "list", "style": "list-no-bullets", "items": [ - "{@optfeature Cap’n|KaW}", + "{@optfeature Cap'n|KaW}", "{@optfeature Doc|KaW}", "{@optfeature Know-It-All|KaW}", "{@optfeature Smart Mouth|KaW}", @@ -1355,7 +1355,7 @@ "name": "Specialization", "page": 33, "entries": [ - "When you found your adventuring party, you’ll also choose a specialization. Are you an explorers’ society, dedicated to seeking out the unseen frontiers of the world? Are you a mercenary company, completing dangerous jobs for coin? Or maybe you’re just a band of disorganized misfits, doing all you can to help those in need?" + "When you found your adventuring party, you'll also choose a specialization. Are you an explorers' society, dedicated to seeking out the unseen frontiers of the world? Are you a mercenary company, completing dangerous jobs for coin? Or maybe you're just a band of disorganized misfits, doing all you can to help those in need?" ] }, { @@ -1363,7 +1363,7 @@ "name": "Disorganized Misfits", "page": 33, "entries": [ - "You’re...well, you’re trying your best. You might not be the most disciplined or most knowledgeable. You all fight a lot and rarely agree on anything. But you’re hard to kill. More importantly, though, you all have good hearts, and you’re willing to do whatever it takes to help those in need.", + "You're...well, you're trying your best. You might not be the most disciplined or most knowledgeable. You all fight a lot and rarely agree on anything. But you're hard to kill. More importantly, though, you all have good hearts, and you're willing to do whatever it takes to help those in need.", { "type": "list", "style": "list-no-bullets", @@ -1416,7 +1416,7 @@ "name": "Domain Power", "page": 33, "entries": [ - "Explorers’ society officers gain access to the following domain power.", + "Explorers' society officers gain access to the following domain power.", "{@optfeature What Does This Button Do?|KaW}" ] }, @@ -1425,8 +1425,8 @@ "name": "Domain Features", "page": 35, "entries": [ - "Explorers’ society officers gain access to the following domain features.", - "{@optfeature I’ve Seen Weirder|KaW}", + "Explorers' society officers gain access to the following domain features.", + "{@optfeature I've Seen Weirder|KaW}", "{@optfeature Research, Research, Research|KaW}" ] }, @@ -1435,7 +1435,7 @@ "name": "Mercenary Company", "page": 35, "entries": [ - "You’re a team of soldiers for hire, fighting the battles no one else wants to. For the right price, of course.", + "You're a team of soldiers for hire, fighting the battles no one else wants to. For the right price, of course.", { "type": "list", "style": "list-no-bullets", @@ -1549,7 +1549,7 @@ "name": "Specialization", "page": 38, "entries": [ - "When you found your martial regiment, you’ll also choose a specialization. Are you a localized regiment, keeping your homes safe as members of a city watch? Are you members of a military squadron, striking as a crew of highly skilled experts on the most dangerous battlefields? Or are you perhaps a knightly order, united by your dedication to a creed or religion?" + "When you found your martial regiment, you'll also choose a specialization. Are you a localized regiment, keeping your homes safe as members of a city watch? Are you members of a military squadron, striking as a crew of highly skilled experts on the most dangerous battlefields? Or are you perhaps a knightly order, united by your dedication to a creed or religion?" ] }, { @@ -1594,7 +1594,7 @@ "name": "Knightly Order", "page": 39, "entries": [ - "Knightly orders are composed of warriors united under a single ideal. Some have religious ties, while others ascribe to more abstract creeds not bound to any church. Regardless of its members’ affiliation, though, every knightly order delineates a certain sense of honor and pride.", + "Knightly orders are composed of warriors united under a single ideal. Some have religious ties, while others ascribe to more abstract creeds not bound to any church. Regardless of its members' affiliation, though, every knightly order delineates a certain sense of honor and pride.", { "type": "list", "style": "list-no-bullets", @@ -1685,7 +1685,7 @@ "url": "https://i.imgur.com/KoH5m9O.jpg" } }, - "Your characters’ organization is built on the back of economic prosperity, whether you acquire income from producing, selling, or plundering goods. You might be merchants, artisans, or pirates, looking to expand and defend your empire of industry, and with a network of agents ready to battle for profit.", + "Your characters' organization is built on the back of economic prosperity, whether you acquire income from producing, selling, or plundering goods. You might be merchants, artisans, or pirates, looking to expand and defend your empire of industry, and with a network of agents ready to battle for profit.", { "type": "list", "style": "list-no-bullets", @@ -1745,7 +1745,7 @@ "name": "Specialization", "page": 41, "entries": [ - "When you found your mercantile guild, you’ll also choose a specialization. Are you a monopoly, looking to not just dominate but to own an entire industry? Are you a pirate band, sailing the seas looking for loot and plunder? Or perhaps you’re a trade guild—a group of artisans banded together to establish the best business deals and working conditions?" + "When you found your mercantile guild, you'll also choose a specialization. Are you a monopoly, looking to not just dominate but to own an entire industry? Are you a pirate band, sailing the seas looking for loot and plunder? Or perhaps you're a trade guild—a group of artisans banded together to establish the best business deals and working conditions?" ] }, { @@ -1881,7 +1881,7 @@ "url": "https://i.imgur.com/vze6NP1.jpg" } }, - "Your organization is an association of arcane practitioners whose agents include wizards, sorcerers, scribes, and sages. Not all your associates cast magic—your order needs guards and spies as much as anyone else—but every member of your mystic circle respects the power of the magical arts. The collections of scrolls and tomes in your libraries contain knowledge that others seek, and unearthing the secrets of your enemies isn’t so different from uncovering forbidden spells.", + "Your organization is an association of arcane practitioners whose agents include wizards, sorcerers, scribes, and sages. Not all your associates cast magic—your order needs guards and spies as much as anyone else—but every member of your mystic circle respects the power of the magical arts. The collections of scrolls and tomes in your libraries contain knowledge that others seek, and unearthing the secrets of your enemies isn't so different from uncovering forbidden spells.", { "type": "list", "style": "list-no-bullets", @@ -1941,7 +1941,7 @@ "name": "Specialization", "page": 46, "entries": [ - "When you found your mystic circle, you’ll also choose a specialization. Are you an arcane order, tirelessly seeking answers to the mysteries of the universe? Are you a secret cabal, hiding your dark schemes from the world? Or are you a theatrical troupe, using the art of magic to enhance your performances?" + "When you found your mystic circle, you'll also choose a specialization. Are you an arcane order, tirelessly seeking answers to the mysteries of the universe? Are you a secret cabal, hiding your dark schemes from the world? Or are you a theatrical troupe, using the art of magic to enhance your performances?" ] }, { @@ -2024,7 +2024,7 @@ "name": "Theatrical Troupe", "page": 47, "entries": [ - "Magic and artifice have always gone hand in hand, and the art of spellcasting makes for some impressive stage effects. Whether you are a performance company with an established base of operations or a band of entertainers travelling far and wide, you endeavor to make magic accessible to all! Your organization doesn’t believe in keeping sorcery hidden away in secluded towers, underground lairs, or exclusive clubs. Showing magic to the world encourages others to take up the art, dispels fears of spellcasting, and can bring joy to the common folk.", + "Magic and artifice have always gone hand in hand, and the art of spellcasting makes for some impressive stage effects. Whether you are a performance company with an established base of operations or a band of entertainers travelling far and wide, you endeavor to make magic accessible to all! Your organization doesn't believe in keeping sorcery hidden away in secluded towers, underground lairs, or exclusive clubs. Showing magic to the world encourages others to take up the art, dispels fears of spellcasting, and can bring joy to the common folk.", { "type": "list", "style": "list-no-bullets", @@ -2078,7 +2078,7 @@ "url": "https://i.imgur.com/TGa1PlE.jpg" } }, - "Your organization lives and thrives in the untamed wilds, whether forests, deserts, tundra, or even oceans. Nature cannot be controlled, but you know how to channel primal magic. Barbarians, druids, rangers, beasts, and nature spirits are your domain’s agents, and with these forces on your side, you are unstoppable.", + "Your organization lives and thrives in the untamed wilds, whether forests, deserts, tundra, or even oceans. Nature cannot be controlled, but you know how to channel primal magic. Barbarians, druids, rangers, beasts, and nature spirits are your domain's agents, and with these forces on your side, you are unstoppable.", { "type": "list", "style": "list-no-bullets", @@ -2138,7 +2138,7 @@ "name": "Spcialization", "page": 49, "entries": [ - "When you found your nature pact, you’ll also choose a specialization. Are you a barbarian tribe, escaping the conventions and customs of settled life by making your own rules in the wild? Are you a druid circle, living as an extension of the natural world and unable to fathom a home anywhere else? Or are you a hunter conclave defending nature from evil’s corruption and industry’s greed?" + "When you found your nature pact, you'll also choose a specialization. Are you a barbarian tribe, escaping the conventions and customs of settled life by making your own rules in the wild? Are you a druid circle, living as an extension of the natural world and unable to fathom a home anywhere else? Or are you a hunter conclave defending nature from evil's corruption and industry's greed?" ] }, { @@ -2274,7 +2274,7 @@ "url": "https://i.imgur.com/QaZyxjD.jpg" } }, - "A noble court domain is unique among the organizations in this section, as it allows the characters to take responsibility for governing a land and the citizens who live and work there. (And if your noble court reaches size 5, it could become a kingdom! Yay, it’s the title of the book!) Farmers, smiths, carpenters, and shepherds might be the agents of a rural noble court, while clockmakers, luthiers, butchers, or musicians might serve you in a city. Whoever your followers are, they all look to you for guidance and protection.", + "A noble court domain is unique among the organizations in this section, as it allows the characters to take responsibility for governing a land and the citizens who live and work there. (And if your noble court reaches size 5, it could become a kingdom! Yay, it's the title of the book!) Farmers, smiths, carpenters, and shepherds might be the agents of a rural noble court, while clockmakers, luthiers, butchers, or musicians might serve you in a city. Whoever your followers are, they all look to you for guidance and protection.", { "type": "list", "style": "list-no-bullets", @@ -2334,7 +2334,7 @@ "name": "Specialization", "page": 53, "entries": [ - "When you found your noble court, you’ll also choose a specialization. Are you a court of war, focused on growing your holdings and resources through military might? Are you a political administration, engaging in trade and detente to provide for your people? Or are you a regent state, honoring the traditions of your land and the family that leads it?" + "When you found your noble court, you'll also choose a specialization. Are you a court of war, focused on growing your holdings and resources through military might? Are you a political administration, engaging in trade and detente to provide for your people? Or are you a regent state, honoring the traditions of your land and the family that leads it?" ] }, { @@ -2415,7 +2415,7 @@ "name": "Regent State", "page": 55, "entries": [ - "A regent holds power in trust to someone else, usually an absent monarch or an heir too young to rule. But a regent can also hold power in trust to the people, always working to act in their best interests. Regents concern themselves first with their people’s well-being, and work hard to establish justice, prosperity, and security.", + "A regent holds power in trust to someone else, usually an absent monarch or an heir too young to rule. But a regent can also hold power in trust to the people, always working to act in their best interests. Regents concern themselves first with their people's well-being, and work hard to establish justice, prosperity, and security.", { "type": "list", "style": "list-no-bullets", @@ -2536,7 +2536,7 @@ "name": "Specialization", "page": 59, "entries": [ - "When you found your religious order, you’ll also choose a specialization. Are your rituals taboo or even illegal, forcing you to operate from the shadows as a hidden cult? Does your god command you to grow their faith by operating as a holy church, sending missionaries throughout the land? Or perhaps you’re part of a monastic order, guarding ancient secrets in some secluded domain of faith?" + "When you found your religious order, you'll also choose a specialization. Are your rituals taboo or even illegal, forcing you to operate from the shadows as a hidden cult? Does your god command you to grow their faith by operating as a holy church, sending missionaries throughout the land? Or perhaps you're part of a monastic order, guarding ancient secrets in some secluded domain of faith?" ] }, { @@ -2618,7 +2618,7 @@ "name": "Monastic Order", "page": 60, "entries": [ - "As a monastic order, you create a secluded community devoted to a cause, doctrine, or philosophy. Your agents are servants, scholars, and sages who renounced the world in favor of a nobler path. Monasticism is a way of life, full of strict regimens designed to hone the body, mind, and spirit. But though you spend your days in peaceful meditation, your order’s arduous training makes you a dangerous weapon.", + "As a monastic order, you create a secluded community devoted to a cause, doctrine, or philosophy. Your agents are servants, scholars, and sages who renounced the world in favor of a nobler path. Monasticism is a way of life, full of strict regimens designed to hone the body, mind, and spirit. But though you spend your days in peaceful meditation, your order's arduous training makes you a dangerous weapon.", { "type": "list", "style": "list-no-bullets", @@ -2672,7 +2672,7 @@ "url": "https://i.imgur.com/vBycJFQ.jpg" } }, - "Your organization is an underworld syndicate acting from the shadows, running agents who might be thugs, spies, killers, or cutpurses. The resources you control put you in a perfect position to undertake clandestine activities, morally ambiguous deals, and jobs not for the faint of heart. You go in, you get the job done, and you get out again, all without anyone knowing. Or, if you’re especially good at what you do, you’ll leave everyone thinking someone else was responsible.", + "Your organization is an underworld syndicate acting from the shadows, running agents who might be thugs, spies, killers, or cutpurses. The resources you control put you in a perfect position to undertake clandestine activities, morally ambiguous deals, and jobs not for the faint of heart. You go in, you get the job done, and you get out again, all without anyone knowing. Or, if you're especially good at what you do, you'll leave everyone thinking someone else was responsible.", { "type": "list", "style": "list-no-bullets", @@ -2732,12 +2732,12 @@ "name": "Specialization", "page": 63, "entries": [ - "When you found your underworld syndicate, you’ll also choose a specialization. Are you a venerable and prestigious assassins’ college, training a proud line of professional killers? Are you an official spy network, your existence known to the general public even as your work is shrouded in mystery? Or are you a down-and-dirty thieves’ guild, taking on any jobs for the right price?" + "When you found your underworld syndicate, you'll also choose a specialization. Are you a venerable and prestigious assassins' college, training a proud line of professional killers? Are you an official spy network, your existence known to the general public even as your work is shrouded in mystery? Or are you a down-and-dirty thieves' guild, taking on any jobs for the right price?" ] }, { "type": "entries", - "name": "Assassins’ College", + "name": "Assassins' College", "page": 63, "entries": [ "Assassination is a most misunderstood art. You kill people for money, sure—but only certain people and only under certain circumstances. There are rules, after all, and new assassins must learn those rules at the hands of masters.", @@ -2758,7 +2758,7 @@ "name": "Domain Power", "page": 63, "entries": [ - "Assassins’ college officers gain access to the following domain power.", + "Assassins' college officers gain access to the following domain power.", "{@optfeature Assassin's Strike|KaW}" ] }, @@ -2767,7 +2767,7 @@ "name": "Domain Features", "page": 63, "entries": [ - "Assassins’ college officers gain access to the following domain features.", + "Assassins' college officers gain access to the following domain features.", "{@optfeature Looks Like We Need a New Boss|KaW}", "{@optfeature The Best There Is|KaW}" ] @@ -2811,10 +2811,10 @@ }, { "type": "entries", - "name": "Thieves’ Guild", + "name": "Thieves' Guild", "page": 64, "entries": [ - "Your organization is a second-story crew, focusing on getting into where you don’t belong, taking what isn’t yours, and earning your well-deserved rewards. You’re not much for politics, spying, and information brokering—except when it helps you cut deals with the law.", + "Your organization is a second-story crew, focusing on getting into where you don't belong, taking what isn't yours, and earning your well-deserved rewards. You're not much for politics, spying, and information brokering—except when it helps you cut deals with the law.", { "type": "list", "style": "list-no-bullets", @@ -2832,7 +2832,7 @@ "name": "Domain Power", "page": 64, "entries": [ - "Thieves’ guild officers gain access to the following domain power.", + "Thieves' guild officers gain access to the following domain power.", "{@optfeature Poison Weapons|KaW}" ] }, @@ -2841,9 +2841,9 @@ "name": "Domain Features", "page": 64, "entries": [ - "Thieves’ guild officers gain access to the following domain features.", + "Thieves' guild officers gain access to the following domain features.", "{@optfeature Stolen Supplies|KaW}", - "{@optfeature They’re Going to Have a Hard Time Making Payroll This Week|KaW}" + "{@optfeature They're Going to Have a Hard Time Making Payroll This Week|KaW}" ] }, { @@ -2868,10 +2868,10 @@ "url": "https://i.imgur.com/HlxdCwF.jpg" } }, - "When a domain is controlled by an NPC—whether a villain, an ally, or a mystery figure whose role the characters need to figure out—the GM sets that domain up as an NPC realm. This section presents sixteen NPC realms for the GM’s use in a campaign, covering a wide array of domain types, from the explicitly villainous (it’s hard to imagine how a despotic regime could be a good thing) to neutral and possibly friendly realms such as a fey court or a gnomish kingdom.", - "Unlike heroic organizations, {@b each NPC realm has only one title, given to the leader}. This reflects the fact that all the officers of a villainous realm (and any other domain outside the characters’ domain) are run by the GM, and no GM needs to worry about five NPCs with special abilities! Also unlike organizations, NPC realms have no specialization. They have the same number of domain powers and domain features overall, but those powers and features are consistent for each type of realm. This allows a GM to quickly copy the details for an NPC realm onto the generic domain sheet (page 315) and be ready to go.", - "Some of an NPC realm’s domain powers can be taken only by the domain’s leader. Other powers can be taken by the leader or other officers.", - "There’s no rule that says all the NPC domains in a game must be realms from this section. GMs can use the domains in the {@book Heroic Organizations|KaW|2|Heroic Organizations} section as well when populating a world with NPC domains. But by keeping the setup for these realms simpler and less customizable, the intent is to make them easier for the GM to use." + "When a domain is controlled by an NPC—whether a villain, an ally, or a mystery figure whose role the characters need to figure out—the GM sets that domain up as an NPC realm. This section presents sixteen NPC realms for the GM's use in a campaign, covering a wide array of domain types, from the explicitly villainous (it's hard to imagine how a despotic regime could be a good thing) to neutral and possibly friendly realms such as a fey court or a gnomish kingdom.", + "Unlike heroic organizations, {@b each NPC realm has only one title, given to the leader}. This reflects the fact that all the officers of a villainous realm (and any other domain outside the characters' domain) are run by the GM, and no GM needs to worry about five NPCs with special abilities! Also unlike organizations, NPC realms have no specialization. They have the same number of domain powers and domain features overall, but those powers and features are consistent for each type of realm. This allows a GM to quickly copy the details for an NPC realm onto the generic domain sheet (page 315) and be ready to go.", + "Some of an NPC realm's domain powers can be taken only by the domain's leader. Other powers can be taken by the leader or other officers.", + "There's no rule that says all the NPC domains in a game must be realms from this section. GMs can use the domains in the {@book Heroic Organizations|KaW|2|Heroic Organizations} section as well when populating a world with NPC domains. But by keeping the setup for these realms simpler and less customizable, the intent is to make them easier for the GM to use." ] }, { @@ -2934,8 +2934,8 @@ "name": "Draconic Empire", "page": 67, "entries": [ - "Some dragons amass gold and jewels; others covet the wealth of magic. But the most formidable and cunning of dragons hoard whole kingdoms. A draconic empire is the end result of such unparalleled greed: an amalgamation of cities and lands brought together under a single dragon’s rapacious purview. With a lifespan of over a thousand years, a draconic ruler maintains an iron hold over their realm, crushing any attempt to conquer or disband their empire with ease.", - "Though dragons and other creatures such as wyverns are found among a draconic empire’s subjects, the empire absorbs many by way of conquest, and not every citizen of such a realm has draconic blood. At the same time, not every draconic sovereign is seen as a tyrant, and some of the empire’s folk might even prefer the efficient and judicious rulings of a dragon overlord compared to the alternatives.", + "Some dragons amass gold and jewels; others covet the wealth of magic. But the most formidable and cunning of dragons hoard whole kingdoms. A draconic empire is the end result of such unparalleled greed: an amalgamation of cities and lands brought together under a single dragon's rapacious purview. With a lifespan of over a thousand years, a draconic ruler maintains an iron hold over their realm, crushing any attempt to conquer or disband their empire with ease.", + "Though dragons and other creatures such as wyverns are found among a draconic empire's subjects, the empire absorbs many by way of conquest, and not every citizen of such a realm has draconic blood. At the same time, not every draconic sovereign is seen as a tyrant, and some of the empire's folk might even prefer the efficient and judicious rulings of a dragon overlord compared to the alternatives.", { "type": "list", "style": "list-no-bullets", @@ -2997,7 +2997,7 @@ "url": "https://i.imgur.com/kXusLtz.jpg" } }, - "Not all dwarven cultures are bellicose, but the dwarves’ history of stalwart bravery lends them several advantages when a dwarven thanedom is drawn into conflict—or when its folk decide to start trouble themselves. Dwarven physiology and hardiness is well suited to land war. But even more importantly, many dwarves possess a strong analytical streak that underlies their success as crafters, engineers, and miners. With an instinctive sense of how various parts work together to create a machine, dwarves called to battle understand how to become a part in a war machine, making dwarf soldiers a force to be reckoned with on the field.", + "Not all dwarven cultures are bellicose, but the dwarves' history of stalwart bravery lends them several advantages when a dwarven thanedom is drawn into conflict—or when its folk decide to start trouble themselves. Dwarven physiology and hardiness is well suited to land war. But even more importantly, many dwarves possess a strong analytical streak that underlies their success as crafters, engineers, and miners. With an instinctive sense of how various parts work together to create a machine, dwarves called to battle understand how to become a part in a war machine, making dwarf soldiers a force to be reckoned with on the field.", { "type": "list", "style": "list-no-bullets", @@ -3059,7 +3059,7 @@ "url": "https://i.imgur.com/Ba0Fltp.jpg" } }, - "The courts of the elves, the fairies who serve them, and the fey creatures of the wode are alien to most people of the world. Cruel and capricious, the fey court’s rulers are driven by motivations unknowable. They are older than the world, and remember magics that mortal creatures were not meant to know. Draw the ire of a fey court, and the shadows you see, the sounds you hear, the world you touch could well become an illusion designed to lead you down a long, torturous road of doom.", + "The courts of the elves, the fairies who serve them, and the fey creatures of the wode are alien to most people of the world. Cruel and capricious, the fey court's rulers are driven by motivations unknowable. They are older than the world, and remember magics that mortal creatures were not meant to know. Draw the ire of a fey court, and the shadows you see, the sounds you hear, the world you touch could well become an illusion designed to lead you down a long, torturous road of doom.", { "type": "list", "style": "list-no-bullets", @@ -3114,7 +3114,7 @@ "name": "Giant Jarldom", "page": 72, "entries": [ - "In warfare, size matters. Giant jarls often have little patience for ingenuity or diplomatic negotiations, preferring to throw their weight around and squash any puny fools who dare to challenge their will. In the eyes of a living siege weapon, most fortifications constructed by the smallfolk are laughable at best. Giant jarldoms are living engines of war, ready for battle at a moment’s notice. Jarls can live hundreds of years, none of which are spent suffering fickle alliances, usurpers, or smallfolk kingdoms who’ve forgotten their place. The mere touch of a giant’s barrel-sized fist can topple a soldier in full plate armor, and the tremors of their footsteps foreshadow the destruction that comes in their wake.", + "In warfare, size matters. Giant jarls often have little patience for ingenuity or diplomatic negotiations, preferring to throw their weight around and squash any puny fools who dare to challenge their will. In the eyes of a living siege weapon, most fortifications constructed by the smallfolk are laughable at best. Giant jarldoms are living engines of war, ready for battle at a moment's notice. Jarls can live hundreds of years, none of which are spent suffering fickle alliances, usurpers, or smallfolk kingdoms who've forgotten their place. The mere touch of a giant's barrel-sized fist can topple a soldier in full plate armor, and the tremors of their footsteps foreshadow the destruction that comes in their wake.", { "type": "list", "style": "list-no-bullets", @@ -3177,7 +3177,7 @@ } }, "Bustling with life, gnomish kingdoms are centers for arcane study and engineering breakthroughs. Here, elderly gnomes pass down stories learned across long life spans to bright-eyed young creators, while clever inventors in underground laboratories chip away at new experiments. Gnomes are often known for innovations that work in tandem with the earth, not against it, and their kingdoms are all the richer for it.", - "Gnomish kingdoms are home to many other types of creatures as well, including students from far-flung lands seeking lore and training. Elderly gnome engineers take on such apprentices happily, ready to share the tricks of their craft. But don’t mistake this friendliness for weakness. When pushed to war, gnomish kingdoms conduct themselves with the same precision and ingenuity that their citizens display in their workshops. Their infantry can cleverly dismantle a fortress in a day, and their artillery squadrons wield powerful firearms unlike any other.", + "Gnomish kingdoms are home to many other types of creatures as well, including students from far-flung lands seeking lore and training. Elderly gnome engineers take on such apprentices happily, ready to share the tricks of their craft. But don't mistake this friendliness for weakness. When pushed to war, gnomish kingdoms conduct themselves with the same precision and ingenuity that their citizens display in their workshops. Their infantry can cleverly dismantle a fortress in a day, and their artillery squadrons wield powerful firearms unlike any other.", { "type": "list", "style": "list-no-bullets", @@ -3301,7 +3301,7 @@ "url": "https://i.imgur.com/FKbN8Eq.jpg" } }, - "A hag’s deception and vile reckoning makes for a dangerous and unpredictable foe. Every encounter with one of these fiends is a gamble that might deal results worse than death. When several hags form a hag coven, their combined magical, seductive, and scheming power increases exponentially. Patient and cruel, the members of a hag coven sign pacts with the most desperate mortals, using the might of the horrid fey, fiends, and monstrosities that follow them as an army to enforce their dark bargains against even war leaders and emperors. Be wary when facing or allying with a coven, for every move the hags make furthers their singular goal of seeing the world suffer.", + "A hag's deception and vile reckoning makes for a dangerous and unpredictable foe. Every encounter with one of these fiends is a gamble that might deal results worse than death. When several hags form a hag coven, their combined magical, seductive, and scheming power increases exponentially. Patient and cruel, the members of a hag coven sign pacts with the most desperate mortals, using the might of the horrid fey, fiends, and monstrosities that follow them as an army to enforce their dark bargains against even war leaders and emperors. Be wary when facing or allying with a coven, for every move the hags make furthers their singular goal of seeing the world suffer.", { "type": "list", "style": "list-no-bullets", @@ -3346,7 +3346,7 @@ "{@optfeature A Comforting Voice|KaW}", "{@optfeature Clever Bargain|KaW}", "{@optfeature Drained Source|KaW}", - "{@optfeature Swamp’s Wrath (Special Unit)|KaW}" + "{@optfeature Swamp's Wrath (Special Unit)|KaW}" ] } ] @@ -3356,7 +3356,7 @@ "name": "Infernal Echelon", "page": 78, "entries": [ - "Fiends are evil incarnate. Whether they seek to cheat mortals out of their souls or simply consume those souls by force, all fiends share the same drive—the suffering of the living. It’s easy to lose sight of this simple truth when dealing with these creatures, as both the Abyss and the Nine Hells are entrenched in complicated politics. Demons and devils both follow strict hierarchies, creating complex power struggles whose machinations have consequences that ripple out across multiple worlds. And at the heart of these grand plots stands the infernal echelon—an organized force of fiends dedicated to powerful leaders, and committed to unleashing death, madness, and despair upon the mortal realm.", + "Fiends are evil incarnate. Whether they seek to cheat mortals out of their souls or simply consume those souls by force, all fiends share the same drive—the suffering of the living. It's easy to lose sight of this simple truth when dealing with these creatures, as both the Abyss and the Nine Hells are entrenched in complicated politics. Demons and devils both follow strict hierarchies, creating complex power struggles whose machinations have consequences that ripple out across multiple worlds. And at the heart of these grand plots stands the infernal echelon—an organized force of fiends dedicated to powerful leaders, and committed to unleashing death, madness, and despair upon the mortal realm.", { "type": "list", "style": "list-no-bullets", @@ -3419,7 +3419,7 @@ "url": "https://i.imgur.com/KFKz7ZQ.jpg" } }, - "Those afflicted with the medusa’s curse often retreat into isolation, sequestering themselves in remote lairs to hide their monstrous transformation. Most medusas spend their days collecting not just victims but knowledge, as they attempt to undo the fell magic that has transformed them. A medusean tyranny arises when these powerful beings emerge from the shadows to seek out others of their kind. Alone, a medusa is a terrifying threat. Together, they pool centuries of knowledge and power, becoming all but unstoppable.", + "Those afflicted with the medusa's curse often retreat into isolation, sequestering themselves in remote lairs to hide their monstrous transformation. Most medusas spend their days collecting not just victims but knowledge, as they attempt to undo the fell magic that has transformed them. A medusean tyranny arises when these powerful beings emerge from the shadows to seek out others of their kind. Alone, a medusa is a terrifying threat. Together, they pool centuries of knowledge and power, becoming all but unstoppable.", "Medusas working together form a democratic unit known as a Veiled Council, with a medusean tyranny coming into full power when a council seizes a first stronghold. Once a base of operations is established, the council begins to expand across surrounding regions, ruling through fear and squashing resistance with powerful sorcery. The larger the hubris of a bordering domain, the more likely a medusean tyranny is to set their ensorcelled armies upon it.", { "type": "list", @@ -3477,7 +3477,7 @@ "entries": [ "Fearless and unwavering in defense of their homelands or in pursuit of plunder, the legions of an orc clan are not to be trifled with. Many folk call themselves superior warriors, with their heavy plate mail and firearms. But countless tales speak of foolish champions who underestimated the power of an orc clan—and the dear price they paid for that ignorance.", "Most orc clans are composed of numerous smaller tribes and extended families, creating a bond that sees clan members defend their fellows with ruthless tactics and little patience for insult. Clan leadership is not hereditary, but is only rarely determined by age or strength. Instead, the mantle of chieftain is usually passed down to whoever can inspire the most loyalty in their fellow warriors.", - "Many of those who lose a campaign against an orc clan tell tales of the orcs’ brutality, but this paints a picture that is far from accurate. Orc clans connect to a proud warrior culture, but their social infrastructure is no more savage than that of any other civilization. Although some clans are driven by ambition that sees them challenge and conquer other realms, most are dedicated to defending the orcs’ expansive homelands, attacking only when provoked.", + "Many of those who lose a campaign against an orc clan tell tales of the orcs' brutality, but this paints a picture that is far from accurate. Orc clans connect to a proud warrior culture, but their social infrastructure is no more savage than that of any other civilization. Although some clans are driven by ambition that sees them challenge and conquer other realms, most are dedicated to defending the orcs' expansive homelands, attacking only when provoked.", { "type": "list", "style": "list-no-bullets", @@ -3554,7 +3554,7 @@ "name": "Domain Title", "page": 84, "entries": [ - "The planar invaders’ leader gains the following title and the noted additional features.", + "The planar invaders' leader gains the following title and the noted additional features.", "{@optfeature Overlord|KaW}" ] }, @@ -3563,9 +3563,9 @@ "name": "Domain Powers", "page": 84, "entries": [ - "Planar invaders’ officers gain access to the following domain powers.", + "Planar invaders' officers gain access to the following domain powers.", "{@optfeature Resistance is Futile|KaW}", - "{@optfeature You’ll Be of Use Yet|KaW}" + "{@optfeature You'll Be of Use Yet|KaW}" ] }, { @@ -3573,7 +3573,7 @@ "name": "Domain Features", "page": 84, "entries": [ - "Planar invaders’ officers gain access to the following domain features.", + "Planar invaders' officers gain access to the following domain features.", "{@optfeature Interplanar Blip|KaW}", "{@optfeature Recall the Fleet (Special Unit)|KaW}", "{@optfeature Spatial Anchor|KaW}", @@ -3599,7 +3599,7 @@ "type": "inset", "name": "Frogfolk", "entries": [ - "The illustrious history of the world’s oldest fantasy roleplaying game is filled with various frog peoples. While such creatures are technically amphibians, the reptilian band domain works great to create a villainous or NPC realm using such creatures." + "The illustrious history of the world's oldest fantasy roleplaying game is filled with various frog peoples. While such creatures are technically amphibians, the reptilian band domain works great to create a villainous or NPC realm using such creatures." ] }, { @@ -3663,7 +3663,7 @@ "url": "https://i.imgur.com/HW4GKa8.jpg" } }, - "Undeath is perhaps the oldest form of fell magic, its foul stain marring history again and again despite the efforts of those who pledge to wipe it out once and for all. Not all undead are evil by nature, but most leaders who seek to live forever are, as they manipulate the magic of life and death to eternally exercise their will over others. And soon enough, some of those undead leaders begin to ask themselves: “Why shouldn’t my people also share in the gift of immortality...?”", + "Undeath is perhaps the oldest form of fell magic, its foul stain marring history again and again despite the efforts of those who pledge to wipe it out once and for all. Not all undead are evil by nature, but most leaders who seek to live forever are, as they manipulate the magic of life and death to eternally exercise their will over others. And soon enough, some of those undead leaders begin to ask themselves: \"Why shouldn't my people also share in the gift of immortality...?\"", "When an undead dominion rises, it creates a blight on the living landscape, turning soil to ash and draining the energy from all living things. Its people are a labor force that never needs rest. A military that needs no pay or medical care. They cannot be broken. They cannot be bought. They do not need to eat, or sleep, or breathe. They—and the threat they bring to bear on neighboring lands—are perpetual.", { "type": "list", @@ -3853,21 +3853,21 @@ "url": "" } }, - "When great heroes like Ajax, Hector, or Achilles participate in a war, the story is about them fighting other heroes. Enemy heroes. The Trojan War is just a backdrop for these individuals’ epic stories. So if that’s the story you want to tell—of great armies clashing in the background while heroes and villains duel each other in single combat—then you don’t need rules for warfare. You can just play out normal encounters while a huge battle is described happening around the heroes and their enemies, like some particularly dramatic background music.", - "This system, by contrast, assumes that even in a fantasy world, armies are important. Heroes can fight other heroes, but it takes an army to capture and hold territory—and to defend a domain against a villain’s army. Each army’s tactics, the units deployed, and who won is important—as is how they won. So while the characters still need to stop the villain in a thrilling combat, the characters’ army also needs to defeat the villain’s army to fully secure victory.", + "When great heroes like Ajax, Hector, or Achilles participate in a war, the story is about them fighting other heroes. Enemy heroes. The Trojan War is just a backdrop for these individuals' epic stories. So if that's the story you want to tell—of great armies clashing in the background while heroes and villains duel each other in single combat—then you don't need rules for warfare. You can just play out normal encounters while a huge battle is described happening around the heroes and their enemies, like some particularly dramatic background music.", + "This system, by contrast, assumes that even in a fantasy world, armies are important. Heroes can fight other heroes, but it takes an army to capture and hold territory—and to defend a domain against a villain's army. Each army's tactics, the units deployed, and who won is important—as is how they won. So while the characters still need to stop the villain in a thrilling combat, the characters' army also needs to defeat the villain's army to fully secure victory.", { "type": "entries", "name": "Using These Rules", "page": 93, "entries": [ - "These rules don’t worry overmuch about where the player characters are during a battle, or exactly what they’re doing. Most are probably off adventuring or fighting the leaders of the villain’s army. They’re not on the battlefield trying to micromanage their own army. But that army is still an extension of the characters. Each unit gains benefits in battle based on a player character’s class (see {@book Martial Advantages|KaW|3|Martial Advantages} on page 111), but a character’s features, traits, spells, and feats mostly help make them better at fighting monsters. Characters aren’t designed to fight armies. So these rules let the characters focus on fighting monsters and villains while their army tries to take and hold the villain’s territory, or to stop the villain’s army from taking territory of its own.", - "Players and GMs who like these rules and want to use this system in their games should make sure that everyone understands wars are about armies. The players and the GM control their own side’s units, but the characters, the monsters, and the NPCs should always be focused on undertaking the personal challenges and one-on-one combat they’re best at.", + "These rules don't worry overmuch about where the player characters are during a battle, or exactly what they're doing. Most are probably off adventuring or fighting the leaders of the villain's army. They're not on the battlefield trying to micromanage their own army. But that army is still an extension of the characters. Each unit gains benefits in battle based on a player character's class (see {@book Martial Advantages|KaW|3|Martial Advantages} on page 111), but a character's features, traits, spells, and feats mostly help make them better at fighting monsters. Characters aren't designed to fight armies. So these rules let the characters focus on fighting monsters and villains while their army tries to take and hold the villain's territory, or to stop the villain's army from taking territory of its own.", + "Players and GMs who like these rules and want to use this system in their games should make sure that everyone understands wars are about armies. The players and the GM control their own side's units, but the characters, the monsters, and the NPCs should always be focused on undertaking the personal challenges and one-on-one combat they're best at.", "With all this in mind, we think everyone will find a lot of value in these rules. As an overview, this section presents just a few of the ways players and GMs can use this warfare system in your games.", { "type": "inset", "name": "Combat and Battle", "entries": [ - "To keep clear the differences between warfare and characters engaging in combat, this book uses “combat” to refer to characters and monsters skirmishing using the game’s normal rules. “Battle” is used to refer to armies clashing using the warfare rules." + "To keep clear the differences between warfare and characters engaging in combat, this book uses \"combat\" to refer to characters and monsters skirmishing using the game's normal rules. \"Battle\" is used to refer to armies clashing using the warfare rules." ] }, { @@ -3875,8 +3875,8 @@ "name": "We're Adventuring!", "page": 93, "entries": [ - "Just because the heroes go off on adventures doesn’t mean the rest of the world stops short, waiting in suspended animation for them to return. Armies are a fantastic tool that can be used to create tension in a game while the heroes are off adventuring.", - "Giving the villain of the adventure an army to attack the heroes’ domain, the domains of their allies, or even just the place they live is a great way to get the players engaged with warfare. A GM can pause and say “Meanwhile…” as they describe a scenario in which the heroes’ domain is threatened and the players must use the heroes’ army to defend it." + "Just because the heroes go off on adventures doesn't mean the rest of the world stops short, waiting in suspended animation for them to return. Armies are a fantastic tool that can be used to create tension in a game while the heroes are off adventuring.", + "Giving the villain of the adventure an army to attack the heroes' domain, the domains of their allies, or even just the place they live is a great way to get the players engaged with warfare. A GM can pause and say \"Meanwhile…\" as they describe a scenario in which the heroes' domain is threatened and the players must use the heroes' army to defend it." ] }, { @@ -3885,7 +3885,7 @@ "page": 93, "entries": [ "One of the most canonical uses of warfare is to give the players more—and more interesting—things to do during downtime, or at any time between group adventures when the characters are free to be more self-directed. In the time between one adventure and another, the players have a chance to come up with their own goals and motivations. And having characters be officers in a domain with a standing army, even a small one, opens up all sorts of new opportunities for story and game play.", - "The players might decide to use the characters’ army proactively. Send it somewhere to liberate a town or temple, or to clear out a forest infested with cultists. Send it to blockade a road and force a confrontation with a local warlord. Or they might use it reactively based on challenges the GM places in front of them, like a rebellion or an uprising. Between adventures, unlimited possibilities for drama and action arise, and warfare can easily factor into these." + "The players might decide to use the characters' army proactively. Send it somewhere to liberate a town or temple, or to clear out a forest infested with cultists. Send it to blockade a road and force a confrontation with a local warlord. Or they might use it reactively based on challenges the GM places in front of them, like a rebellion or an uprising. Between adventures, unlimited possibilities for drama and action arise, and warfare can easily factor into these." ] }, { @@ -3893,17 +3893,17 @@ "name": "Epic Finale", "page": 94, "entries": [ - "The most spectacular use of this system is to simulate a climactic confrontation between a heroic organization and a villainous realm. The easiest and most fun way to do this is to run and resolve the battle first, then the combat, even though both are actually happening simultaneously. This works much the same way that players in combat resolve their characters’ actions in distinct turns, even though in reality the characters are all moving and attacking at the same time.", + "The most spectacular use of this system is to simulate a climactic confrontation between a heroic organization and a villainous realm. The easiest and most fun way to do this is to run and resolve the battle first, then the combat, even though both are actually happening simultaneously. This works much the same way that players in combat resolve their characters' actions in distinct turns, even though in reality the characters are all moving and attacking at the same time.", "When this is done, mark down who wins the battle and on which turn. Then, on that turn of the combat, the winning officers each gain a Morale Surge they can use at any time (see the sidebar). The warfare rules have been designed to, on a whole, resolve faster than character combat. This is not wholly realistic, but it is dramatic—and it allows the game to continue to focus on the heroes and their actions. Their army will win or lose before the end of the combat, and the victors gain a sudden and dramatic bonus reflecting the rush of adrenaline.", - "Of course, this requires some willing suspension of disbelief, since the players will have already resolved the battle before starting the combat. So they know who’s going to win—and on what turn— going into their own final fight. But even if this causes characters to change their behavior in what is technically a metagaming sense, it can easily be explained as the characters being the ones who trained the forces fighting outside—and as such, being instinctively aware that those forces are going to win (or lose!), even if that wasn’t strictly obvious during the actual running of the battle.", - "A battle can, of course, take longer than a combat! This isn’t a problem if the winner of the battle is the same domain as the winner of the combat. But even if that’s not the case, when a domain’s commanders lose a combat (whether they died, surrendered, were banished to another dimension, and so on) their troops automatically undertake the Retreat maneuver. (The rest of this chapter explains maneuvers and all the other rules for warfare.)" + "Of course, this requires some willing suspension of disbelief, since the players will have already resolved the battle before starting the combat. So they know who's going to win—and on what turn— going into their own final fight. But even if this causes characters to change their behavior in what is technically a metagaming sense, it can easily be explained as the characters being the ones who trained the forces fighting outside—and as such, being instinctively aware that those forces are going to win (or lose!), even if that wasn't strictly obvious during the actual running of the battle.", + "A battle can, of course, take longer than a combat! This isn't a problem if the winner of the battle is the same domain as the winner of the combat. But even if that's not the case, when a domain's commanders lose a combat (whether they died, surrendered, were banished to another dimension, and so on) their troops automatically undertake the Retreat maneuver. (The rest of this chapter explains maneuvers and all the other rules for warfare.)" ] }, { "type": "inset", "name": "Morale Surge", "entries": [ - "A character experiences a sudden rush of adrenaline upon hearing the herald’s news of victory on the field of battle. As a bonus action, the character can move half their speed and take one additional action, on top of their regular action and movement. The character can use this benefit once, and loses it if they don’t use it before taking a long rest." + "A character experiences a sudden rush of adrenaline upon hearing the herald's news of victory on the field of battle. As a bonus action, the character can move half their speed and take one additional action, on top of their regular action and movement. The character can use this benefit once, and loses it if they don't use it before taking a long rest." ] }, { @@ -3911,8 +3911,8 @@ "name": "Bringing the Siege", "page": 94, "entries": [ - "When the GM decides that it’s time for a battle to begin, each side can attempt to bring the siege. This section of the rules vaguely emulates the behavior of European military conflicts from the eleventh century to the fifteenth century. During these times, the majority of battles were sieges—one army attacking a fortification, rather than two armies facing each other in the field. The major question of the time was: Which side would mobilize first and lay siege to the other side’s castle or keep?", - "The warfare rules simulate this historical setup by requiring both domains to make an opposed Operations test at the start of each battle. The winner decides whether they will attack the villain’s stronghold, defend their own stronghold, or meet on a different field of battle. In the case of a tie (or if the GM determines that it’s not appropriate for a particular battle to involve a stronghold), both armies meet at a location away from either stronghold." + "When the GM decides that it's time for a battle to begin, each side can attempt to bring the siege. This section of the rules vaguely emulates the behavior of European military conflicts from the eleventh century to the fifteenth century. During these times, the majority of battles were sieges—one army attacking a fortification, rather than two armies facing each other in the field. The major question of the time was: Which side would mobilize first and lay siege to the other side's castle or keep?", + "The warfare rules simulate this historical setup by requiring both domains to make an opposed Operations test at the start of each battle. The winner decides whether they will attack the villain's stronghold, defend their own stronghold, or meet on a different field of battle. In the case of a tie (or if the GM determines that it's not appropriate for a particular battle to involve a stronghold), both armies meet at a location away from either stronghold." ] }, { @@ -3920,7 +3920,7 @@ "name": "Seizing the Initiative", "page": 94, "entries": [ - "The army that defends its domain’s stronghold gains the benefits of the fortifications of that stronghold. The army that attacks has more flexibility in its tactics and is said to have seized the initiative. All units in that army’s vanguard rank get a free activation at the start of the battle. While the attacking army is taking this free activation, the units of the defending army can use reactions only." + "The army that defends its domain's stronghold gains the benefits of the fortifications of that stronghold. The army that attacks has more flexibility in its tactics and is said to have seized the initiative. All units in that army's vanguard rank get a free activation at the start of the battle. While the attacking army is taking this free activation, the units of the defending army can use reactions only." ] }, { @@ -3937,8 +3937,8 @@ "name": "Making Tests", "page": 95, "entries": [ - "Throughout these rules, you’ll see references to units making tests. Just like with the rules for running domains, tests in warfare are analogous to your character making ability checks—you roll a d20, add a modifier, and compare the total to a fixed DC or some other value. If the result is equal to or greater than the value it’s compared to, the test succeeds. Tests can likewise be made with advantage and disadvantage, just like ability checks.", - "When a unit attacks another unit, it first makes an Attack test opposed by the opposed unit’s Defense. To successfully execute a special maneuver, a unit must succeed on a Command test with a DC based on the complexity of the maneuver. (Attack, Defense, and Command are three of the modifiers that are part of every unit’s battle statistics, discussed in more detail below.)" + "Throughout these rules, you'll see references to units making tests. Just like with the rules for running domains, tests in warfare are analogous to your character making ability checks—you roll a d20, add a modifier, and compare the total to a fixed DC or some other value. If the result is equal to or greater than the value it's compared to, the test succeeds. Tests can likewise be made with advantage and disadvantage, just like ability checks.", + "When a unit attacks another unit, it first makes an Attack test opposed by the opposed unit's Defense. To successfully execute a special maneuver, a unit must succeed on a Command test with a DC based on the complexity of the maneuver. (Attack, Defense, and Command are three of the modifiers that are part of every unit's battle statistics, discussed in more detail below.)" ] }, { @@ -3947,15 +3947,15 @@ "page": 95, "entries": [ "The best way to test out these rules is to start with a small battle, wherein each player controls just one unit. There are then a commensurate number of units on the opposing side, controlled by the GM. A battle of this size—perhaps two opposing forces trying to take over a small town—gives everyone, including the GM, the chance to learn the system and get their feet wet.", - "It might seem like a fun idea to start with a huge battle! An epic confrontation with dozens of units on each side! But this system will quickly bog down under that kind of setup, and there are better ways to create this epic feel. These rules don’t model individual soldiers, which means that players and GMs are free to redefine the scale of battle to suit their needs. If you want to run an epic battle, simply say that each unit represents a legion of five thousand soldiers rather than a squad of fifty or some other smaller number.", - "Alternatively, many of what are considered huge historical battles were actually a series of smaller related skirmishes. So if you want to replicate this kind of massive battle, you can use this system to play out specific skirmishes within a larger war. Using different battlefield setups each time, you’ll play out the battle for the port, then the battle for the tower gates, and finally the battle for the city, with the results of each battle affecting the next." + "It might seem like a fun idea to start with a huge battle! An epic confrontation with dozens of units on each side! But this system will quickly bog down under that kind of setup, and there are better ways to create this epic feel. These rules don't model individual soldiers, which means that players and GMs are free to redefine the scale of battle to suit their needs. If you want to run an epic battle, simply say that each unit represents a legion of five thousand soldiers rather than a squad of fifty or some other smaller number.", + "Alternatively, many of what are considered huge historical battles were actually a series of smaller related skirmishes. So if you want to replicate this kind of massive battle, you can use this system to play out specific skirmishes within a larger war. Using different battlefield setups each time, you'll play out the battle for the port, then the battle for the tower gates, and finally the battle for the city, with the results of each battle affecting the next." ] }, { "type": "inset", "name": "Allied and Opposed", "entries": [ - "In the warfare rules, “allied units” refers to all units that are part of an army or are friendly to that army. “Opposed units” refers to all units that are part of the army fielded by the other side in a battle, or which are friendly to that other side’s army. The same usage applies when talking about opposed commanders. This allows the rules to read properly from the perspective both of players running their characters’ army and the GM running a villain’s army, by avoiding terms like “enemy” that might be misread as referring only to the units of the villain or GM’s side.", + "In the warfare rules, \"allied units\" refers to all units that are part of an army or are friendly to that army. \"Opposed units\" refers to all units that are part of the army fielded by the other side in a battle, or which are friendly to that other side's army. The same usage applies when talking about opposed commanders. This allows the rules to read properly from the perspective both of players running their characters' army and the GM running a villain's army, by avoiding terms like \"enemy\" that might be misread as referring only to the units of the villain or GM's side.", "If any part of the rules allows a unit to affect allied units, the unit can also affect itself (assuming it meets all other criteria for the specific effect)." ] }, @@ -3965,7 +3965,7 @@ "page": 95, "entries": [ "Each player character involved in a warfare battle can command a number of units equal to their proficiency bonus, which means players can eventually control up to six units each! If your group has five or six players, that can mean battles with thirty units or more on a side!", - "Any time you play a battle with more than fifteen units on a side, it’s recommended that the battlefield be expanded by adding ranks (rows) and files (columns) to the field, so that there are always openings and empty spaces. As a general rule of thumb, add one new column for every three units beyond fifteen. Once you’ve added two columns, add another row: a second vanguard row with the same rules for deployment as the original vanguard row.", + "Any time you play a battle with more than fifteen units on a side, it's recommended that the battlefield be expanded by adding ranks (rows) and files (columns) to the field, so that there are always openings and empty spaces. As a general rule of thumb, add one new column for every three units beyond fifteen. Once you've added two columns, add another row: a second vanguard row with the same rules for deployment as the original vanguard row.", { "type": "table", "caption": "Expanding the Battlefield", @@ -4019,7 +4019,7 @@ "name": "Domain Armies", "page": 96, "entries": [ - "Not all domains need an army. Depending on the campaign or the nature of the specific adventure you’re playing, domains for the characters and the villains are still useful for the additional features they grant, even without these warfare rules. A heroic organization might act behind the scenes, or lend aid to other domains in the form of special units that can be mustered and sent to help allies. But if an enemy has an army marching on the characters’ stronghold—or vice versa—creating an army is the best way to play out that scenario!" + "Not all domains need an army. Depending on the campaign or the nature of the specific adventure you're playing, domains for the characters and the villains are still useful for the additional features they grant, even without these warfare rules. A heroic organization might act behind the scenes, or lend aid to other domains in the form of special units that can be mustered and sent to help allies. But if an enemy has an army marching on the characters' stronghold—or vice versa—creating an army is the best way to play out that scenario!" ] }, { @@ -4028,7 +4028,7 @@ "page": 96, "entries": [ "Each army is made up of units. Each unit is a collection of soldiers (including monsters) with the same ancestry, training, gear, and type.", - "An army defends a domain and fights battles for the domain’s officers (either the player characters or the villains controlled by the GM). While the characters confront an opposed domain’s leaders in an epic combat, the armies loyal to both sides clash in an epic battle. The characters and the villains issue orders, but the soldiers who fight and die in response to those orders are the ones who take and hold the field—the ones who win or lose the war." + "An army defends a domain and fights battles for the domain's officers (either the player characters or the villains controlled by the GM). While the characters confront an opposed domain's leaders in an epic combat, the armies loyal to both sides clash in an epic battle. The characters and the villains issue orders, but the soldiers who fight and die in response to those orders are the ones who take and hold the field—the ones who win or lose the war." ] }, { @@ -4036,7 +4036,7 @@ "name": "Anatomy of a Unit", "page": 96, "entries": [ - "The following is a typical unit, so let’s check out its stats.", + "The following is a typical unit, so let's check out its stats.", { "type": "image", "href": { @@ -4044,12 +4044,12 @@ "url": "https://i.imgur.com/Q2U9E6J.jpg" } }, - "There are a lot of numbers and symbols at use here, but you’ll quickly get used to them. And you’ll find much more information on all these stats and how they’re used in the sections that follow.", + "There are a lot of numbers and symbols at use here, but you'll quickly get used to them. And you'll find much more information on all these stats and how they're used in the sections that follow.", { "type": "entries", "name": "Name", "entries": [ - "Every unit has a name. For normal units, that name is just a combination of the unit’s ancestry and type—for example, Human Cavalry, Elf Artillery, or Hobgoblin Infantry. Some units have more descriptive names, though, such as Human Shield Maniple or Bugbear Heavy Claw. Special units might follow either format. And unique units have quotation marks around their names, to indicate that there is only one of these special units anywhere in the world." + "Every unit has a name. For normal units, that name is just a combination of the unit's ancestry and type—for example, Human Cavalry, Elf Artillery, or Hobgoblin Infantry. Some units have more descriptive names, though, such as Human Shield Maniple or Bugbear Heavy Claw. Special units might follow either format. And unique units have quotation marks around their names, to indicate that there is only one of these special units anywhere in the world." ] }, { @@ -4057,7 +4057,7 @@ "name": "Commander", "entries": [ "Every unit also has a commander. This is the creature that issues orders to the unit in battle—usually one of the officers in charge of the domain fielding the unit.", - "The rules don’t worry too much about how exactly a human paladin locked in combat with an evil enemy cleric is able to make their intentions known to the unit they command out on the battlefield. The system is deliberately abstract. Runners and heralds are tasked with conveying such orders, and minor magics can facilitate communication between a commander and their troops. But beyond that, a unit knows what its commander wants because the commander has trained that unit. As well, each unit is assumed to have sergeants and subcommanders who know what to do if the commander is incapacitated, killed, or turned into a slimy toad." + "The rules don't worry too much about how exactly a human paladin locked in combat with an evil enemy cleric is able to make their intentions known to the unit they command out on the battlefield. The system is deliberately abstract. Runners and heralds are tasked with conveying such orders, and minor magics can facilitate communication between a commander and their troops. But beyond that, a unit knows what its commander wants because the commander has trained that unit. As well, each unit is assumed to have sergeants and subcommanders who know what to do if the commander is incapacitated, killed, or turned into a slimy toad." ] }, { @@ -4065,33 +4065,33 @@ "name": "Battle Statistics", "entries": [ " ", - "{@b Attack (ATK)} is a measure of a unit’s tactical effectiveness—its ability to successfully execute an attack order and engage an opposed unit. A successful Attack test can inflict casualties on an opposed unit, but is only half of the process of making an attack. Attack is opposed by Defense and improved by experience.", - "{@b Defense (DEF)} is a measure of a unit’s ability to maneuver in such a way that it can avoid an opposed unit’s attack, or minimize it so much that it fails to make a noticeable dent in the unit’s casualties. Defense is improved by experience.", - "{@b Power (POW)} is a measure of a unit’s physical prowess in battle. When the halberds strike, the arrows fall, or the lances pierce, how much force is behind them? Making a Power test is the second part of making an attack, and inflicts even more casualties on an opposed unit. Power tests made for other reasons do not deal damage unless the rules say so. Power is opposed by Toughness and improved by equipment.", - "{@b Toughness (TOU)} is a measure of a unit’s physical hardiness—its ability to withstand successful attacks and keep fighting. Toughness is improved by equipment.", - "{@b Morale (MOR)} measures a unit’s ability to maintain discipline in the face of overwhelming odds, powerful magic, exotic enemies, and death. Failing a Morale test inflicts casualties just as Attack tests and Power tests can, since a soldier who is terrified and flees is just as ineffective as a dead soldier. Morale is improved by experience.", - "{@b Command (COM)} is a unit’s ability to correctly interpret complex orders and execute them successfully. Command is improved by experience.", + "{@b Attack (ATK)} is a measure of a unit's tactical effectiveness—its ability to successfully execute an attack order and engage an opposed unit. A successful Attack test can inflict casualties on an opposed unit, but is only half of the process of making an attack. Attack is opposed by Defense and improved by experience.", + "{@b Defense (DEF)} is a measure of a unit's ability to maneuver in such a way that it can avoid an opposed unit's attack, or minimize it so much that it fails to make a noticeable dent in the unit's casualties. Defense is improved by experience.", + "{@b Power (POW)} is a measure of a unit's physical prowess in battle. When the halberds strike, the arrows fall, or the lances pierce, how much force is behind them? Making a Power test is the second part of making an attack, and inflicts even more casualties on an opposed unit. Power tests made for other reasons do not deal damage unless the rules say so. Power is opposed by Toughness and improved by equipment.", + "{@b Toughness (TOU)} is a measure of a unit's physical hardiness—its ability to withstand successful attacks and keep fighting. Toughness is improved by equipment.", + "{@b Morale (MOR)} measures a unit's ability to maintain discipline in the face of overwhelming odds, powerful magic, exotic enemies, and death. Failing a Morale test inflicts casualties just as Attack tests and Power tests can, since a soldier who is terrified and flees is just as ineffective as a dead soldier. Morale is improved by experience.", + "{@b Command (COM)} is a unit's ability to correctly interpret complex orders and execute them successfully. Command is improved by experience.", "{@b Number of attacks (the sword icon)} represents the number of times a unit can organize itself to attack other units in one round of battle. Most units have only one attack. Number of attacks is improved by experience.", "{@b Damage (DMG)} is the number of casualties inflicted on a successful Power test made after a successful Attack test. If some part of the rules grants a bonus to damage, that bonus applies only to the Power test made as part of an attack. Damage is improved by equipment.", - "{@b Size} is an abstract measure of a unit’s ability to maintain morale and unit cohesion, and to carry out orders. Size determines a unit’s {@b casualty die} (see below), and so determines how much damage a unit can take. The bigger a unit’s size, the more effective it is at staying in the fight.", - "{@b Movement} is another of a unit’s battle statistics, but does not appear on the card because all units have a movement of 1." + "{@b Size} is an abstract measure of a unit's ability to maintain morale and unit cohesion, and to carry out orders. Size determines a unit's {@b casualty die} (see below), and so determines how much damage a unit can take. The bigger a unit's size, the more effective it is at staying in the fight.", + "{@b Movement} is another of a unit's battle statistics, but does not appear on the card because all units have a movement of 1." ] }, { "type": "entries", "name": "Casualties", "entries": [ - "During warfare, the number of casualties a unit can suffer but still keep on fighting is represented by the {@b casualty die}. A casualty die is based on a unit’s size, and is placed on the unit card during battle with the number of casualties the unit has remaining facing up. For example, a size 6 unit would begin with a d6 casualty die, with the 6 facing up.", + "During warfare, the number of casualties a unit can suffer but still keep on fighting is represented by the {@b casualty die}. A casualty die is based on a unit's size, and is placed on the unit card during battle with the number of casualties the unit has remaining facing up. For example, a size 6 unit would begin with a d6 casualty die, with the 6 facing up.", "If a unit is ever reduced to half its maximum casualties or fewer, it is {@b diminished}. The first time a unit is diminished in a battle, it must succeed on a {@dc 13} Morale test or immediately suffer 1 casualty.", - "If a unit’s casualty die ever reaches 0, the unit is {@b broken} and is removed from the battle. A broken unit might be able to be rallied to return to the battle, or it might be disbanded and permanently lost.", - "These rules don’t worry about the exact number of soldiers or monsters in a unit. Likewise, casualties usually mean soldiers killed by enemy action, but not always. A soldier who is disoriented or too terrified to act, or who cannot see or hear or understand their commanders’ orders, is just as ineffective as a dead soldier. For this reason, even though a unit might be removed from the battlefield when broken, there is a chance that it can be rallied later by gathering together scattered soldiers, bolstering their resolve, and organizing them for battle again." + "If a unit's casualty die ever reaches 0, the unit is {@b broken} and is removed from the battle. A broken unit might be able to be rallied to return to the battle, or it might be disbanded and permanently lost.", + "These rules don't worry about the exact number of soldiers or monsters in a unit. Likewise, casualties usually mean soldiers killed by enemy action, but not always. A soldier who is disoriented or too terrified to act, or who cannot see or hear or understand their commanders' orders, is just as ineffective as a dead soldier. For this reason, even though a unit might be removed from the battlefield when broken, there is a chance that it can be rallied later by gathering together scattered soldiers, bolstering their resolve, and organizing them for battle again." ] }, { "type": "entries", "name": "Type", "entries": [ - "A unit’s type is represented by a weapon symbol. Type determines what a unit can do in battle, who it can attack, and who it can be attacked by. There are four types of basic unit: infantry, artillery (including siege weapons), cavalry, and aerial. For the purpose of improving experience and equipment (see below), cavalry and aerial units use the same tables.", + "A unit's type is represented by a weapon symbol. Type determines what a unit can do in battle, who it can attack, and who it can be attacked by. There are four types of basic unit: infantry, artillery (including siege weapons), cavalry, and aerial. For the purpose of improving experience and equipment (see below), cavalry and aerial units use the same tables.", { "type": "table", "colLabels": [ @@ -4180,17 +4180,17 @@ "type": "entries", "name": "Experience", "entries": [ - "Experience is a combination of how much training a unit has and how much fighting it’s seen. More experienced units gain bonuses to Attack, Defense, Morale, and Command, as well as additional attacks, as indicated on the Unit Experience Bonuses table. But different types of units learn different lessons in battle.", + "Experience is a combination of how much training a unit has and how much fighting it's seen. More experienced units gain bonuses to Attack, Defense, Morale, and Command, as well as additional attacks, as indicated on the Unit Experience Bonuses table. But different types of units learn different lessons in battle.", "Units gain experience by surviving battles, according to how experienced they already are (see {@book Improving Units|KaW|3|Improving Units} on page 104). Each section of the table starts with the lowest level of experience at the top, with each subsequent level below indicating the next improvement.", "The bonuses on these tables are {@b not cumulative}. If a veteran infantry unit survives a battle and improves to become elite, its Attack modifier goes up by 1, not by 2.", - "The number of stars in a unit card’s upper left corner indicate the unit’s level of experience. Levies and regular units have no stars, veteran units have one star, elite units have two stars, and super-elite units have three stars." + "The number of stars in a unit card's upper left corner indicate the unit's level of experience. Levies and regular units have no stars, veteran units have one star, elite units have two stars, and super-elite units have three stars." ] }, { "type": "inset", "name": "Levies", "entries": [ - "Levies are infantry troops who have zero training and no experience, typically laborers and townsfolk. They know their likely fate in battle, but they believe enough in a domain’s cause to fight and die for it—or they fear the price of not fighting even more.", + "Levies are infantry troops who have zero training and no experience, typically laborers and townsfolk. They know their likely fate in battle, but they believe enough in a domain's cause to fight and die for it—or they fear the price of not fighting even more.", "Levies cannot have their gear or experience improved. They automatically disband after every battle and must be mustered again for the next battle." ] }, @@ -4198,7 +4198,7 @@ "type": "entries", "name": "Equipment", "entries": [ - "Equipment describes a unit’s arms and armor. Heavier units have better weapons and armor, granting them bonuses to Power, Toughness, and Damage (except for artillery units), but they might not be as flexible in battle as a lighter, more mobile unit. As with experience, different types of units gain different benefits from improving their equipment.", + "Equipment describes a unit's arms and armor. Heavier units have better weapons and armor, granting them bonuses to Power, Toughness, and Damage (except for artillery units), but they might not be as flexible in battle as a lighter, more mobile unit. As with experience, different types of units gain different benefits from improving their equipment.", "Units improve their equipment by having their domain pay for those improvements (see {@book Improving Units|KaW|3|Improving Units} on page 104). Each section of the Unit Equipment Bonuses table starts with the baseline level of equipment at the top, with each subsequent level below indicating the next improvement." ] }, @@ -4529,7 +4529,7 @@ "type": "entries", "name": "Ancestry", "entries": [ - "Ancestry affects all of a unit’s stats, and in many ways is the defining attribute of a unit. Ancestry also determines what traits a unit has." + "Ancestry affects all of a unit's stats, and in many ways is the defining attribute of a unit. Ancestry also determines what traits a unit has." ] }, { @@ -4722,7 +4722,7 @@ "type": "entries", "title": "Tier", "entries": [ - "A unit’s tier, represented by a Roman numeral on its card, is a measure of the unit’s overall power or nastiness. Tier I units are the least powerful (and thus the easiest to put onto the battlefield), while Tier V units are the most powerful.", + "A unit's tier, represented by a Roman numeral on its card, is a measure of the unit's overall power or nastiness. Tier I units are the least powerful (and thus the easiest to put onto the battlefield), while Tier V units are the most powerful.", "All units after Tier I have unit dependencies that determine how many units of a specific tier are needed to field a unit of a higher tier. For example, you can field an unlimited number of Tier I units, but you must have more Tier I units than Tier II units." ] }, @@ -4730,7 +4730,7 @@ "type": "entries", "title": "Traits", "entries": [ - "Each unit also has a collection of traits—maneuvers or special features that it can employ in battle. The names of each unit’s traits are listed on its unit card, keying to the descriptions in the {@b Unit Traits} section on page 126 in this chapter. This keeps the unit cards small and useful in battle, and means players don’t have to constantly pick each card up to read what its traits can do in the middle of a battle." + "Each unit also has a collection of traits—maneuvers or special features that it can employ in battle. The names of each unit's traits are listed on its unit card, keying to the descriptions in the {@b Unit Traits} section on page 126 in this chapter. This keeps the unit cards small and useful in battle, and means players don't have to constantly pick each card up to read what its traits can do in the middle of a battle." ] } ] @@ -4740,29 +4740,29 @@ "name": "Building an Army", "page": 100, "entries": [ - "As soon as a group of characters founds an organization, they muster four Tier I units of the players’ choice from any ancestry the GM agrees the organization has access to. These are leaderless soldiers—probably regular light troops from other failed domains, looking for someone to serve.", + "As soon as a group of characters founds an organization, they muster four Tier I units of the players' choice from any ancestry the GM agrees the organization has access to. These are leaderless soldiers—probably regular light troops from other failed domains, looking for someone to serve.", "As an option, any time a domain musters a Tier I unit, it can muster two levies instead. This can boost the size of a starting army by making it some combination of levies and regular troops. However, levies automatically disband at the end of the next battle they fight in.", "Six ancestries are presented in this book—humans, elves, dwarves, orcs, goblinoids, and undead. Each ancestry features nine units covering different types and tiers. Whenever an organization musters new units, they must be from an ancestry the GM agrees the organization has access to, chosen from the nine units noted and following the rules for unit command and unit dependencies (detailed below).", "(If you use {@book Strongholds & Followers|SaF} in your game, you can optionally use the rules that allow characters to attract a variety of followers, including new units, when they build or take over a stronghold.", - "Units mustered by a heroic organization belong to that organization. Each unit needs a commander (see {@b Unit Command and Dependencies} below) who must be an officer in the organization. These units gain experience through battle (unless they’re levies), and the organization can spend gold to improve any unit’s equipment.", + "Units mustered by a heroic organization belong to that organization. Each unit needs a commander (see {@b Unit Command and Dependencies} below) who must be an officer in the organization. These units gain experience through battle (unless they're levies), and the organization can spend gold to improve any unit's equipment.", "Gaining additional units can be accomplished in three ways:", { "type": "list", "items": [ "An officer of the organization can use a domain action during intrigue to muster one unit from any ancestry the GM agrees the organization has access to (see the {@b Operations} section on page 23 in the {@b Domains & Intrigue} chapter). Units mustered in this way belong to the organization and persist from battle to battle until they are disbanded. They must conform to the rules for unit dependencies.", - "An officer of the organization can muster the organization’s special unit by succeeding on an Operations test during intrigue (see the {@b Operations} section on page 23, and the details of special units in each organization’s write-up in the {@b Domains & Intrigue} chapter). This unit disbands after the next battle it is used in, and must be mustered again before it can be used again. This unit ignores unit dependencies.", - "An officer of the organization can recruit new units from NPC realms by succeeding on a Diplomacy test during intrigue (see the {@b Diplomacy} section on page 20 in the {@b Domains & Intrigue} chapter), gaining the use of that realm’s special unit. Units gained by diplomacy disband after the next battle they are used in, and return to their home domain. Additional diplomacy is necessary if they are to be fielded again. These units ignore unit dependencies." + "An officer of the organization can muster the organization's special unit by succeeding on an Operations test during intrigue (see the {@b Operations} section on page 23, and the details of special units in each organization's write-up in the {@b Domains & Intrigue} chapter). This unit disbands after the next battle it is used in, and must be mustered again before it can be used again. This unit ignores unit dependencies.", + "An officer of the organization can recruit new units from NPC realms by succeeding on a Diplomacy test during intrigue (see the {@b Diplomacy} section on page 20 in the {@b Domains & Intrigue} chapter), gaining the use of that realm's special unit. Units gained by diplomacy disband after the next battle they are used in, and return to their home domain. Additional diplomacy is necessary if they are to be fielded again. These units ignore unit dependencies." ] }, - "All units, regardless of how they are raised, need a commander. Units that conform to the rules for unit dependencies can be used to unlock new units based on their tier, but units that ignore unit dependencies cannot. For example, a Tier III unit mustered as an organization’s special unit or recruited through diplomacy does not count toward being able to muster a Tier IV unit." + "All units, regardless of how they are raised, need a commander. Units that conform to the rules for unit dependencies can be used to unlock new units based on their tier, but units that ignore unit dependencies cannot. For example, a Tier III unit mustered as an organization's special unit or recruited through diplomacy does not count toward being able to muster a Tier IV unit." ] }, { "type": "entries", "name": "Unit Ancestry", "entries": [ - "The GM determines which ancestries an organization has access to when raising units. It’s reasonable to assume a dwarf officer would know other dwarves, and that the officer’s heroism has become known in their homeland. So when this heroic dwarf puts out the call, a unit of dwarves arrives! That said, a dwarf officer might be an exile, or might have been raised in a human city and have no real connection to any ancestral home. If so, the GM might decide that a different ancestry is available instead.", - "If the characters’ organization is on good terms with a nearby NPC elf domain—perhaps because of interactions during a previous adventure—it’s reasonable to assume that the organization can muster elven units. But the only way to muster the Court Jesters—a special aerial unit of veteran sprites with medium equipment belonging to a fey court domain—is through Diplomacy." + "The GM determines which ancestries an organization has access to when raising units. It's reasonable to assume a dwarf officer would know other dwarves, and that the officer's heroism has become known in their homeland. So when this heroic dwarf puts out the call, a unit of dwarves arrives! That said, a dwarf officer might be an exile, or might have been raised in a human city and have no real connection to any ancestral home. If so, the GM might decide that a different ancestry is available instead.", + "If the characters' organization is on good terms with a nearby NPC elf domain—perhaps because of interactions during a previous adventure—it's reasonable to assume that the organization can muster elven units. But the only way to muster the Court Jesters—a special aerial unit of veteran sprites with medium equipment belonging to a fey court domain—is through Diplomacy." ] }, { @@ -4775,10 +4775,10 @@ "name": "Infantry Units", "entries": [ "Infantry are the meat-and-potatoes troops for any domain. They are not as flashy as artillery or cavalry, but they are harder to kill, having higher Toughness than other units of the same tier and ancestry. Infantry are often used to protect artillery units.", - "Infantry have very few legal targets in a battle. They can attack only adjacent units (in front, behind, to the left, or to the right of the infantry unit), and can’t attack cavalry or aerial units at all. But infantry also have access to more maneuvers than other units. Only infantry units can use the Follow Up maneuver, which gives them free movement after an adjacent opposed unit breaks or moves away from them. This helps infantry quickly move into position to get closer to the opposed side’s center rank—where all the squishy archers are usually hiding!", + "Infantry have very few legal targets in a battle. They can attack only adjacent units (in front, behind, to the left, or to the right of the infantry unit), and can't attack cavalry or aerial units at all. But infantry also have access to more maneuvers than other units. Only infantry units can use the Follow Up maneuver, which gives them free movement after an adjacent opposed unit breaks or moves away from them. This helps infantry quickly move into position to get closer to the opposed side's center rank—where all the squishy archers are usually hiding!", "Infantry can also make use of the Set for Charge maneuver, which gives them a chance of inflicting casualties on any cavalry or aerial unit that attacks them. They cannot attack those more mobile units back, but they are not completely defenseless against them.", - "Infantry also include a domain’s levies—the untrained troops who have either volunteered to support a domain or been pressed into service. Levies are cheaper than other Tier I units, with officers able to muster two units of levies instead of any other Tier I unit. But they have poor stats compared to other infantry units, and those stats cannot be improved. Levies disband after every battle.", - "The best use of levies is to defend a domain’s rear rank against enemy cavalry. They often won’t last long, but they’ll force an opponent to waste actions wearing them down." + "Infantry also include a domain's levies—the untrained troops who have either volunteered to support a domain or been pressed into service. Levies are cheaper than other Tier I units, with officers able to muster two units of levies instead of any other Tier I unit. But they have poor stats compared to other infantry units, and those stats cannot be improved. Levies disband after every battle.", + "The best use of levies is to defend a domain's rear rank against enemy cavalry. They often won't last long, but they'll force an opponent to waste actions wearing them down." ] }, { @@ -4786,10 +4786,10 @@ "name": "Artillery Units", "entries": [ "Artillery units include both archers and siege engines. Mostly archers.", - "Artillery units can attack any other unit on the field, which means they’re a domain’s best defense against enemy aerial units. Those are thankfully rare, but archers’ ability to pick targets from across the battlefield makes them incredibly good at two things—forcing Morale tests by diminishing opposed units, and breaking opposed units that have only 1 casualty remaining, regardless of where those units are.", + "Artillery units can attack any other unit on the field, which means they're a domain's best defense against enemy aerial units. Those are thankfully rare, but archers' ability to pick targets from across the battlefield makes them incredibly good at two things—forcing Morale tests by diminishing opposed units, and breaking opposed units that have only 1 casualty remaining, regardless of where those units are.", "Additionally, archers and cavalry can be coordinated to pick out a single enemy cavalry unit and wear it down, since archers and cavalry can attack any cavalry unit. Many battles begin with both sides using archers and cavalry in this way, trying to eliminate opposing cavalry before they can go on the offensive.", - "The downside, of course, is that archers are incredibly squishy. They have low Defense and Toughness compared to other troops of the same tier and ancestry. For this reason, they must be deployed in the center rank of the battlefield, and a large part of the strategy of a domain’s officers typically involves keeping their archers alive.", - "Siege Engines are usually Tier II units, so they’re harder to muster. They can attack any other units and inflict a lot of casualties—but most require an entire round between attacks doing nothing (loading the catapult or trebuchet, winding the ballista, and so forth). Combined with the fact that they’re the only unit that can damage fortifications (which they automatically hit!), siege engines are typically only mustered when a domain is fighting an opposing force with fortifications, and are then used to batter down those walls and towers." + "The downside, of course, is that archers are incredibly squishy. They have low Defense and Toughness compared to other troops of the same tier and ancestry. For this reason, they must be deployed in the center rank of the battlefield, and a large part of the strategy of a domain's officers typically involves keeping their archers alive.", + "Siege Engines are usually Tier II units, so they're harder to muster. They can attack any other units and inflict a lot of casualties—but most require an entire round between attacks doing nothing (loading the catapult or trebuchet, winding the ballista, and so forth). Combined with the fact that they're the only unit that can damage fortifications (which they automatically hit!), siege engines are typically only mustered when a domain is fighting an opposing force with fortifications, and are then used to batter down those walls and towers." ] }, { @@ -4797,8 +4797,8 @@ "name": "Cavalry Units", "entries": [ "Cavalry units move fast and hit hard. They are so mobile that they belong to no specific rank, ranging across the battlefield to attack other cavalry, and pick off those infantry and artillery units foolish enough to leave themselves exposed.", - "Cavalry units have greater Power than other units of the same tier and ancestry, and they’re one of the few Tier I units that deal 2 damage on a successful Power test. This means they can cause most Tier I units to become diminished with a single successful attack—a size 6 unit taking 1 casualty from a successful Attack test, and then 2 more casualties from a successful Power test!", - "Many battles begin with both sides trying to neutralize the other’s cavalry. Units with the Archers trait are particularly good at this." + "Cavalry units have greater Power than other units of the same tier and ancestry, and they're one of the few Tier I units that deal 2 damage on a successful Power test. This means they can cause most Tier I units to become diminished with a single successful attack—a size 6 unit taking 1 casualty from a successful Attack test, and then 2 more casualties from a successful Power test!", + "Many battles begin with both sides trying to neutralize the other's cavalry. Units with the Archers trait are particularly good at this." ] }, { @@ -4807,7 +4807,7 @@ "entries": [ "Flying units are rare, with most of them in Tier III and having stats comparable to an average Tier II unit. This is because aerial units can attack any other unit (in the same manner as artillery units) but very few units can return fire against them! Only artillery and other aerial units can attack an aerial unit.", "Mustering aerial units gives a domain a major advantage over an opposed domain that has no aerial units with which to defend itself. But while they have clear advantages in battle, aerial units are squishy. They have higher Attack modifiers than other units of the same tier and ancestry, but their need to be lightly armed and armored compared to other units gives them lower Defense and Toughness.", - "Properly used, aerial units can make a big difference in a battle, but they do not represent instant victory. Rather, much of their usefulness is psychological. An army without aerial units facing an army with aerial units often feels as though it’s on the defensive, even if it has archers enough to handle the situation." + "Properly used, aerial units can make a big difference in a battle, but they do not represent instant victory. Rather, much of their usefulness is psychological. An army without aerial units facing an army with aerial units often feels as though it's on the defensive, even if it has archers enough to handle the situation." ] } ] @@ -4816,7 +4816,7 @@ "type": "entries", "name": "Unit Command and Dependencies", "entries": [ - "A couple of restrictions affect how many units a domain can field, and which units it can field. This stops a battle from growing too large to manage, and simulates the fact that any army will have a very small number of elite units supported by a broad base of regular units. It also prevents domains from fielding an army made up of only one or two extremely nasty units that can’t be defeated by a regular army.", + "A couple of restrictions affect how many units a domain can field, and which units it can field. This stops a battle from growing too large to manage, and simulates the fact that any army will have a very small number of elite units supported by a broad base of regular units. It also prevents domains from fielding an army made up of only one or two extremely nasty units that can't be defeated by a regular army.", { "type": "entries", "name": "Unit Command", @@ -4829,7 +4829,7 @@ "type": "entries", "name": "Unit Dependencies", "entries": [ - "Each unit’s tier represents not only its power level relative to other units. It represents the relationship wherein higher-tier units require many lower-tier units to support them, as follows:", + "Each unit's tier represents not only its power level relative to other units. It represents the relationship wherein higher-tier units require many lower-tier units to support them, as follows:", { "type": "list", "entries": [ @@ -4849,7 +4849,7 @@ "url": "https://i.imgur.com/emHcVmb.png" } }, - "A domain’s special unit, as well as units raised through diplomacy, ignore unit dependencies. These units can take to the battlefield regardless of what other units are in play for a domain." + "A domain's special unit, as well as units raised through diplomacy, ignore unit dependencies. These units can take to the battlefield regardless of what other units are in play for a domain." ] } ] @@ -4863,7 +4863,7 @@ "type": "entries", "name": "Improving Experience", "entries": [ - "The only way to improve a unit’s experience is through battle, as follows:", + "The only way to improve a unit's experience is through battle, as follows:", { "type": "list", "entries": [ @@ -4879,7 +4879,7 @@ "type": "entries", "name": "Improving Equipment", "entries": [ - "A domain can spend money to upgrade a unit’s equipment from light to medium, medium to heavy, and so forth, requiring only a domain action. (Modifying Units on page 23 in the Domains & Intrigue chapter has all this information.) A domain can upgrade as many units as desired with a single domain action, and those units can be upgraded to any level the domain can afford, from light to super-heavy. A domain can upgrade any units it controls.", + "A domain can spend money to upgrade a unit's equipment from light to medium, medium to heavy, and so forth, requiring only a domain action. (Modifying Units on page 23 in the Domains & Intrigue chapter has all this information.) A domain can upgrade as many units as desired with a single domain action, and those units can be upgraded to any level the domain can afford, from light to super-heavy. A domain can upgrade any units it controls.", { "type": "table", "colLabels": [ @@ -4917,7 +4917,7 @@ "type": "entries", "name": "Voluntarily Disbanding Units", "entries": [ - "Players and GMs might end up with an army fit to a purpose that decisively wins a climactic battle! But now a domain needs a different army for the next threat. To create the opportunity to muster new units, a domain’s officers can voluntarily disband any units the domain controls during an extended rest. (The GM determines what an extended rest means in the campaign, but one week of downtime spent managing a domain is a good rule of thumb.) Units must be disbanded carefully, though, or the relationships of unit dependencies might be broken." + "Players and GMs might end up with an army fit to a purpose that decisively wins a climactic battle! But now a domain needs a different army for the next threat. To create the opportunity to muster new units, a domain's officers can voluntarily disband any units the domain controls during an extended rest. (The GM determines what an extended rest means in the campaign, but one week of downtime spent managing a domain is a good rule of thumb.) Units must be disbanded carefully, though, or the relationships of unit dependencies might be broken." ] }, { @@ -4931,7 +4931,7 @@ "type": "entries", "name": "Warfare Feats", "entries": [ - "In campaigns that use the optional rule for feats, player characters can take any of the following feats to improve their units’ stats in warfare.", + "In campaigns that use the optional rule for feats, player characters can take any of the following feats to improve their units' stats in warfare.", "{@feat Tactical Leader|KaW}", "{@feat Agile Leader|KaW}", "{@feat Lead from the Front|KaW}", @@ -4945,8 +4945,8 @@ "name": "The Battlefield", "entries": [ "The battlefield is a grid five spaces wide, divided into two sections for the two opposing forces in a battle. Each section is four rows deep, with each row called a rank.", - "The topmost row in each section is the {@b vanguard}, which faces the opposed army. Behind the vanguard is an army’s {@b reserve} rank, followed by the {@b center} rank, followed by the {@b rear}.", - "In addition to these four ranks, each side also has a {@b front}, which comprises the vanguard plus all enemy ranks. If a unit controlled by a domain moves from that domain’s vanguard into the opposing side’s vanguard, or even all the way into the opposing side’s rear rank, they are still in the controlling domain’s front.", + "The topmost row in each section is the {@b vanguard}, which faces the opposed army. Behind the vanguard is an army's {@b reserve} rank, followed by the {@b center} rank, followed by the {@b rear}.", + "In addition to these four ranks, each side also has a {@b front}, which comprises the vanguard plus all enemy ranks. If a unit controlled by a domain moves from that domain's vanguard into the opposing side's vanguard, or even all the way into the opposing side's rear rank, they are still in the controlling domain's front.", { "type": "image", "href": { @@ -4969,8 +4969,8 @@ "name": "Casualty Dice", "entries": [ "During deployment, each unit commander places a die on every unit they control. This is the casualty die representing the number of casualties the unit can suffer before it breaks. The number of casualties the unit has remaining should be facing up. So a size 6 unit would begin with a d6 casualty die, with the 6 facing up.", - "Some domain features can increase the size of a unit’s casualty die. {@b Increasing a casualty die} means upgrading from a d4 to a d6, a d6 to a d8, and so forth. Decreasing a casualty die means downgrading in the same way.", - "As a unit suffers casualties, its casualty die is {@b decremented}. This means the number on the die is decreased by 1, so that a 6 becomes a 5, a 5 becomes a 4, and so forth. Under certain circumstances, the die is {@b incremented}—increased by 1—to indicate that a unit’s battle readiness is being restored. A unit that has its casualty die decremented from 1, indicating that it has lost its last casualty, is {@b broken} and removed from the field.", + "Some domain features can increase the size of a unit's casualty die. {@b Increasing a casualty die} means upgrading from a d4 to a d6, a d6 to a d8, and so forth. Decreasing a casualty die means downgrading in the same way.", + "As a unit suffers casualties, its casualty die is {@b decremented}. This means the number on the die is decreased by 1, so that a 6 becomes a 5, a 5 becomes a 4, and so forth. Under certain circumstances, the die is {@b incremented}—increased by 1—to indicate that a unit's battle readiness is being restored. A unit that has its casualty die decremented from 1, indicating that it has lost its last casualty, is {@b broken} and removed from the field.", "Unless otherwise noted, no unit can gain casualties beyond the maximum value on its casualty die.", "Once all units are placed, battle can begin. During battle, units are activated by the characters and NPCs controlling them in initiative order." ] @@ -4994,14 +4994,14 @@ "name": "Stacking Units", "entries": [ "Units in the reserve rank can be stacked when deployed. When units are stacked, only the top unit can be targeted. Units under a stack are treated as though they were not on the battlefield for the purpose of being subject to attacks or effects.", - "Only the top unit of a group of stacked units can be activated. If that unit leaves the stack, the unit beneath it is now on top of the stack and can be targeted. Because a unit can’t move into a space occupied by other units, units can only leave a stack during a battle, they can’t enter one." + "Only the top unit of a group of stacked units can be activated. If that unit leaves the stack, the unit beneath it is now on top of the stack and can be targeted. Because a unit can't move into a space occupied by other units, units can only leave a stack during a battle, they can't enter one." ] }, { "type": "entries", "name": "Activation", "entries": [ - "On each commander’s turn (whether that commander is a player character or an NPC controlled by the GM), they activate all the units they control in any order. Each unit must finish its activation before another unit can be activated.", + "On each commander's turn (whether that commander is a player character or an NPC controlled by the GM), they activate all the units they control in any order. Each unit must finish its activation before another unit can be activated.", "Each unit can take actions and move, in either order. The actions a unit can undertake during its activation include the following:", { "type": "list", @@ -5020,7 +5020,7 @@ "type": "entries", "name": "Attacking", "entries": [ - "When a unit attacks, its choice of targets is determined by its unit type. (These parameters are sometimes referred to as the “order of battle.”) The units of both sides are able to attack as follows:", + "When a unit attacks, its choice of targets is determined by its unit type. (These parameters are sometimes referred to as the \"order of battle.\") The units of both sides are able to attack as follows:", { "type": "list", "entries": [ @@ -5031,7 +5031,7 @@ ] }, "Some units, typically infantry in the rear rank, might have no opposed units that are legal targets. (Units can attack allied units if compelled to do so by some effect, or just for fun.)", - "With a legal target selected, an attacking unit makes an Attack test against the target’s Defense. If the Attack test succeeds, the attacking unit inflicts 1 casualty on its target and then makes a Power test against the target’s Toughness. If the Power test succeeds, the attacking unit inflicts additional casualties equal to the unit’s noted damage.", + "With a legal target selected, an attacking unit makes an Attack test against the target's Defense. If the Attack test succeeds, the attacking unit inflicts 1 casualty on its target and then makes a Power test against the target's Toughness. If the Power test succeeds, the attacking unit inflicts additional casualties equal to the unit's noted damage.", "The attacks of artillery units are ranged attacks. The attacks of infantry, cavalry, and aerial units are melee attacks." ] }, @@ -5040,7 +5040,7 @@ "name": "Movement", "entries": [ "When a unit moves, it must move into an empty adjacent space—a space in front, behind, to the left, or to the right of its current space. Units cannot move diagonally. Units that have movement greater than 1 can move into successive empty spaces. A unit can move through other units only if it has a special feature that says so.", - "Though the front ranks of both sides in a battle are usually separated a little to make it easier to tell one side from another, units in one front can move into the opposing side’s front if there is an empty space there. Units can then move normally through the opposing side’s ranks as long as there are empty adjacent spaces for them to move into.", + "Though the front ranks of both sides in a battle are usually separated a little to make it easier to tell one side from another, units in one front can move into the opposing side's front if there is an empty space there. Units can then move normally through the opposing side's ranks as long as there are empty adjacent spaces for them to move into.", "If a unit is in the rear rank of its army and moves backward, it is permanently removed from the battle." ] }, @@ -5048,20 +5048,20 @@ "type": "entries", "name": "Bonus Movement", "entries": [ - "A unit might gain “+1 to movement,” which means the unit moves 1 extra space both when it moves and if it uses its action to move. (Which is to say, if it marches, it moves 2 extra spaces.)", - "A unit might suffer a penalty to movement (indicated by “−1 to movement”). If a unit with the normal speed of 1 and no bonuses to movement suffers a −1 movement penalty, it cannot move or march." + "A unit might gain \"+1 to movement,\" which means the unit moves 1 extra space both when it moves and if it uses its action to move. (Which is to say, if it marches, it moves 2 extra spaces.)", + "A unit might suffer a penalty to movement (indicated by \"−1 to movement\"). If a unit with the normal speed of 1 and no bonuses to movement suffers a −1 movement penalty, it cannot move or march." ] }, { "type": "inset", "name": "Unit Conditions", "entries": [ - "Just like the conditions that affect characters, a number of unit conditions summarize the state of an army’s units during the battle.", + "Just like the conditions that affect characters, a number of unit conditions summarize the state of an army's units during the battle.", "{@b Broken.} A unit that breaks becomes broken. It has lost its last casualty and is removed from the battle. Broken units can be reformed, usually by rallying.", "{@b Disbanded.} A disbanded unit is removed from the game and cannot be reformed by normal means.", "{@b Disorganized.} A disorganized unit does nothing on its next activation while it attempts to regain unit cohesion.", - "{@b Disoriented.} A disoriented unit can either take an action or move, but not both. Unless otherwise stated, this unit condition lasts until the end of the unit’s next activation.", - "{@b Exposed.} A unit is exposed if there are no units between it and the leftmost or rightmost battlefield edge, or if there are no units in any rank to the rear of the unit. Units in the center and reserve of an army’s ranks cannot be exposed as long as that army has its own units in both its rear rank and anywhere in its front. (See {@b Exposed} below for more information.)", + "{@b Disoriented.} A disoriented unit can either take an action or move, but not both. Unless otherwise stated, this unit condition lasts until the end of the unit's next activation.", + "{@b Exposed.} A unit is exposed if there are no units between it and the leftmost or rightmost battlefield edge, or if there are no units in any rank to the rear of the unit. Units in the center and reserve of an army's ranks cannot be exposed as long as that army has its own units in both its rear rank and anywhere in its front. (See {@b Exposed} below for more information.)", "{@b Hidden.} When a unit is hidden, other units have disadvantage on Attack tests against it.", "{@b Misled.} A unit that is misled cannot attack, and spends its next activation moving randomly into an available space. Cavalry and aerial units cannot be misled.", "{@b Weakened.} A unit that is weakened has disadvantage on Attack tests and Power tests." @@ -5073,22 +5073,22 @@ "entries": [ "Each unit has the same types of actions in battle as a character does in combat—one action, one bonus action, and one reaction.", "Each unit gets only one action per activation. If a unit gets multiple attacks, it makes those attacks as one action. If it has access to multiple actions, perhaps as a result of maneuvers or unit traits, it must choose which action to use on its activation.", - "A unit can use a bonus action only if some trait or other feature grants it a bonus action. A bonus action is used on the unit’s activation, either before or after it attacks or moves. If a unit gets multiple bonus actions from traits or features, it must choose which one to use on its activation.", - "If a unit has a reaction, it can use that reaction during its own activation or on another unit’s activation. Once a unit uses a reaction, it cannot use another one until its next activation. If the reaction interrupts another unit’s activation, that unit can continue its activation after the reaction resolves." + "A unit can use a bonus action only if some trait or other feature grants it a bonus action. A bonus action is used on the unit's activation, either before or after it attacks or moves. If a unit gets multiple bonus actions from traits or features, it must choose which one to use on its activation.", + "If a unit has a reaction, it can use that reaction during its own activation or on another unit's activation. Once a unit uses a reaction, it cannot use another one until its next activation. If the reaction interrupts another unit's activation, that unit can continue its activation after the reaction resolves." ] }, { "type": "entries", "name": "Resolving Multiple Reactions", "entries": [ - "When resolving multiple reactions between units, the defending unit gets the first chance to resolve a reaction. Then the attacking unit can use its reaction, followed by the defending unit’s allies, then the attacking unit’s allies." + "When resolving multiple reactions between units, the defending unit gets the first chance to resolve a reaction. Then the attacking unit can use its reaction, followed by the defending unit's allies, then the attacking unit's allies." ] }, { "type": "entries", "name": "Exposed", "entries": [ - "Cavalry can attack exposed units. A unit is exposed if there are no units between it and the leftmost or rightmost battlefield edge, or if there are no units in any rank to the rear of the unit. By definition, all units in the rear ranks are always exposed. Units in the center and reserve of an army’s ranks cannot be exposed as long as that army has its own units in both its rear rank and anywhere in its front. As soon as either of those conditions is no longer true, units in the center or reserve can become exposed. See the diagram below for more information.", + "Cavalry can attack exposed units. A unit is exposed if there are no units between it and the leftmost or rightmost battlefield edge, or if there are no units in any rank to the rear of the unit. By definition, all units in the rear ranks are always exposed. Units in the center and reserve of an army's ranks cannot be exposed as long as that army has its own units in both its rear rank and anywhere in its front. As soon as either of those conditions is no longer true, units in the center or reserve can become exposed. See the diagram below for more information.", { "type": "image", "href": { @@ -5100,14 +5100,14 @@ }, { "type": "entries", - "name": "“Forward” and “Back”", + "name": "\"Forward\" and \"Back\"", "entries": [ - "If the rules ever refer to a unit moving forward or back, those directions are relative to the unit’s rear rank. Forward is moving away from the rear and back is moving toward the rear." + "If the rules ever refer to a unit moving forward or back, those directions are relative to the unit's rear rank. Forward is moving away from the rear and back is moving toward the rear." ] }, { "type": "entries", - "name": "“Opposite”", + "name": "\"Opposite\"", "entries": [ "Some rules refer to the unit opposite a target. This means the unit on the other side of the target from the attacker.", { @@ -5123,7 +5123,7 @@ "type": "entries", "name": "Morale Tests", "entries": [ - "When a unit is subject to magic or specific events, the rules sometimes call for that unit to succeed on a Morale test. This includes such events as a unit being diminished, when it must succeed on a DC 13 Morale test or suffer 1 casualty. Likewise, whenever a unit is affected by an opposed unit’s battle magic, in addition to resolving the other effects of the magic, that unit must succeed on a DC 13 Morale test or suffer 1 casualty.", + "When a unit is subject to magic or specific events, the rules sometimes call for that unit to succeed on a Morale test. This includes such events as a unit being diminished, when it must succeed on a DC 13 Morale test or suffer 1 casualty. Likewise, whenever a unit is affected by an opposed unit's battle magic, in addition to resolving the other effects of the magic, that unit must succeed on a DC 13 Morale test or suffer 1 casualty.", "Unless otherwise stated, the DC for any Morale test is 13." ] }, @@ -5131,7 +5131,7 @@ "type": "entries", "name": "Tokens", "entries": [ - "Some unit traits and magic items can put tokens on units, with the trait or item description noting what effect the tokens create. When a unit with tokens on it activates, it immediately suffers the effect of the tokens. If a token inflicts damage, the unit takes damage for each token on it. At the end of the unit’s activation, make a DC 12 Power test for each type (acid, fire, etc.) of token on it. On a success, remove one token of that type.", + "Some unit traits and magic items can put tokens on units, with the trait or item description noting what effect the tokens create. When a unit with tokens on it activates, it immediately suffers the effect of the tokens. If a token inflicts damage, the unit takes damage for each token on it. At the end of the unit's activation, make a DC 12 Power test for each type (acid, fire, etc.) of token on it. On a success, remove one token of that type.", "For example, a unit targeted by another unit with the Flaming Weapons trait and in a space containing an acid pool created by a {@item wand of acid pool|KaW} might have two fire tokens and one acid token on it at the beginning of its activation. It suffers 3 damage (1 for each fire token and 1 for the acid token), then removes one fire token and one acid token." ] }, @@ -5170,6 +5170,14 @@ ] } ] + }, + { + "type": "section", + "name": "General Maneuvers", + "page": 109, + "entries": [ + "" + ] } ] } @@ -5178,7 +5186,7 @@ ], "optionalfeature": [ { - "name": "Cap’n", + "name": "Cap'n", "source": "KaW", "page": 32, "featureType": [ @@ -5244,7 +5252,7 @@ } ], "entries": [ - "You gain proficiency in the History and Nature skills. Additionally, as a reaction when you roll initiative, you can make an Intelligence (Nature) check to identify the weak points of one creature you can see. The DC for this check is equal to 10 + half the creature’s challenge rating (rounded down). On a success, you gain a bonus to attack rolls against that creature equal to your proficiency bonus, and which lasts for 1 minute." + "You gain proficiency in the History and Nature skills. Additionally, as a reaction when you roll initiative, you can make an Intelligence (Nature) check to identify the weak points of one creature you can see. The DC for this check is equal to 10 + half the creature's challenge rating (rounded down). On a success, you gain a bonus to attack rolls against that creature equal to your proficiency bonus, and which lasts for 1 minute." ], "skillProficiencies": [ { @@ -5271,7 +5279,7 @@ } ], "entries": [ - "You gain proficiency in the Intimidation and Persuasion skills. Additionally, you can try to catch an enemy off-guard at the start of combat with your quips. As a reaction when a hostile creature you can see rolls initiative, you reduce that creature’s initiative by a number equal to your Charisma modifier." + "You gain proficiency in the Intimidation and Persuasion skills. Additionally, you can try to catch an enemy off-guard at the start of combat with your quips. As a reaction when a hostile creature you can see rolls initiative, you reduce that creature's initiative by a number equal to your Charisma modifier." ], "skillProficiencies": [ { @@ -5333,7 +5341,7 @@ } ], "entries": [ - "When you take an action or a bonus action that forces at least one creature to make a saving throw, you can take a power die from your domain’s pool and add twice the number on the die to the saving throw DC. You can use this feature after affected creatures have rolled their saving throws." + "When you take an action or a bonus action that forces at least one creature to make a saving throw, you can take a power die from your domain's pool and add twice the number on the die to the saving throw DC. You can use this feature after affected creatures have rolled their saving throws." ] }, { @@ -5349,7 +5357,7 @@ } ], "entries": [ - "As a domain bonus action, your adventuring party can petition an NPC realm for their domain special unit. Make a Diplomacy test targeting the NPC realm, with a DC determined by the realm’s attitude toward your domain as shown on the following table.", + "As a domain bonus action, your adventuring party can petition an NPC realm for their domain special unit. Make a Diplomacy test targeting the NPC realm, with a DC determined by the realm's attitude toward your domain as shown on the following table.", { "type": "table", "colLabels": [ @@ -5429,7 +5437,7 @@ } ], "entries": [ - "When an officer in your domain that you can see within 30 feet of you is reduced to 0 hit points by a creature, you can use your reaction to swear vengeance. Take any number of power dice from your domain’s pool. You and each ally you can see within 30 feet of you gain a bonus to damage rolls against the creature that dropped your officer equal to the total of the power dice. This bonus lasts as long as the officer is dying or dead, or until the end of the encounter, whichever comes first." + "When an officer in your domain that you can see within 30 feet of you is reduced to 0 hit points by a creature, you can use your reaction to swear vengeance. Take any number of power dice from your domain's pool. You and each ally you can see within 30 feet of you gain a bonus to damage rolls against the creature that dropped your officer equal to the total of the power dice. This bonus lasts as long as the officer is dying or dead, or until the end of the encounter, whichever comes first." ], "foundryFlags": { "activation.type": "reaction", @@ -5450,7 +5458,7 @@ } ], "entries": [ - "As a domain action, you make a {@dc 14} Operations test. On a success, your domain’s Resolve level increases by 2 until the end of the intrigue. Additionally, the next time an opposed domain makes a test to lower one of your domain defenses, the test is made with disadvantage." + "As a domain action, you make a {@dc 14} Operations test. On a success, your domain's Resolve level increases by 2 until the end of the intrigue. Additionally, the next time an opposed domain makes a test to lower one of your domain defenses, the test is made with disadvantage." ] }, { @@ -5489,7 +5497,7 @@ } ], "entries": [ - "Your curiosity gets the better of you as you explore. When you take the Use an Object action on your turn to interact with any object, you can remove one power die from your domain’s pool and trigger an effect. Roll a d10 and consult the Button Effects table to determine the nature of the effect.", + "Your curiosity gets the better of you as you explore. When you take the Use an Object action on your turn to interact with any object, you can remove one power die from your domain's pool and trigger an effect. Roll a d10 and consult the Button Effects table to determine the nature of the effect.", { "type": "table", "caption": "Button Effects", @@ -5569,7 +5577,7 @@ ] }, { - "name": "I’ve Seen Weirder", + "name": "I've Seen Weirder", "source": "KaW", "page": 35, "featureType": [ @@ -5581,7 +5589,7 @@ } ], "entries": [ - "Your adventures have provided you a wealth of knowledge regarding the strange and arcane. If your domain’s Communications level is 2 or higher at the start of a battle, each unit your domain controls has advantage on Power tests to resist battle magic during that battle." + "Your adventures have provided you a wealth of knowledge regarding the strange and arcane. If your domain's Communications level is 2 or higher at the start of a battle, each unit your domain controls has advantage on Power tests to resist battle magic during that battle." ] }, { @@ -5597,7 +5605,7 @@ } ], "entries": [ - "If your time spent delving through dungeons has taught you anything, it’s that it pays to know what you’re walking into. As a domain action, make a {@dc 16} Lore test. On a success, each of your domain’s defense levels increases by 1 until the end of the current intrigue." + "If your time spent delving through dungeons has taught you anything, it's that it pays to know what you're walking into. As a domain action, make a {@dc 16} Lore test. On a success, each of your domain's defense levels increases by 1 until the end of the current intrigue." ] }, { @@ -5613,7 +5621,7 @@ } ], "entries": [ - "Before you make a weapon or spell attack, you can use a bonus action to target one of your opponent’s vulnerable spots, making for a more challenging attack but dealing more damage. Take a power die from your domain’s pool and subtract the number on the die from your attack roll. If the attack hits, it deals extra damage equal to 5 × the number on the power die." + "Before you make a weapon or spell attack, you can use a bonus action to target one of your opponent's vulnerable spots, making for a more challenging attack but dealing more damage. Take a power die from your domain's pool and subtract the number on the die from your attack roll. If the attack hits, it deals extra damage equal to 5 × the number on the power die." ], "foundryFlags": { "activation.type": "bonus", @@ -5658,7 +5666,7 @@ } ], "entries": [ - "If your domain’s Resolve level is 2 or higher at the start of a battle, each unit your domain controls has advantage on Power tests to resist battle magic during that battle." + "If your domain's Resolve level is 2 or higher at the start of a battle, each unit your domain controls has advantage on Power tests to resist battle magic during that battle." ] },{ "name": "Ambush Captain", @@ -5698,7 +5706,7 @@ } ], "entries": [ - "You gain proficiency in the Persuasion skill. Additionally, when a creature within 30 feet of you that can hear you makes a saving throw to avoid being {@condition charmed}, {@condition frightened}, or {@condition stunned}, you can use your reaction to roll a d4 and add the result to the creature’s saving throw. You use this reaction after the saving throw is made but before the result is known." + "You gain proficiency in the Persuasion skill. Additionally, when a creature within 30 feet of you that can hear you makes a saving throw to avoid being {@condition charmed}, {@condition frightened}, or {@condition stunned}, you can use your reaction to roll a d4 and add the result to the creature's saving throw. You use this reaction after the saving throw is made but before the result is known." ], "skillProficiencies": [ { @@ -5724,7 +5732,7 @@ } ], "entries": [ - "You gain proficiency in the Medicine skill. Additionally, when a creature within 5 feet of you takes damage, you can use your reaction to make a Wisdom (Medicine) check. The DC of the check is equal to half the damage taken by the creature or 10, whichever is higher. On a success, the creature regains a number of hit points equal to 5 + your character level, to a maximum of half the creature’s hit point maximum." + "You gain proficiency in the Medicine skill. Additionally, when a creature within 5 feet of you takes damage, you can use your reaction to make a Wisdom (Medicine) check. The DC of the check is equal to half the damage taken by the creature or 10, whichever is higher. On a success, the creature regains a number of hit points equal to 5 + your character level, to a maximum of half the creature's hit point maximum." ], "skillProficiencies": [ { @@ -5793,7 +5801,7 @@ ], "entries": [ "You gain proficiency in the Arcana skill. As a bonus action, you can charge one melee weapon you are holding with magical energy. Choose one of the following damage types: acid, cold, fire, lightning, radiant, or necrotic. While charged in this way, the weapon is magical and deals an extra {@damage 1d4} damage of the chosen type. This benefit lasts for 1 minute, or until you either end it as a bonus action or stop touching the weapon.", - "Additionally, when you hit a creature or object with a weapon charged in this way, you can cast {@spell dispel magic} from the weapon to affect the target. Intelligence is your spellcasting ability for the spell. You can’t cast the spell again in this way until you finish a long rest." + "Additionally, when you hit a creature or object with a weapon charged in this way, you can cast {@spell dispel magic} from the weapon to affect the target. Intelligence is your spellcasting ability for the spell. You can't cast the spell again in this way until you finish a long rest." ], "skillProficiencies": [ { @@ -5818,7 +5826,7 @@ } ], "entries": [ - "When a creature you can see within 60 feet of you moves, you can use your reaction to take any number of power dice from your domain’s pool and make one weapon attack against the creature. Add the total of the power dice to the attack roll, and to the damage roll if the attack hits." + "When a creature you can see within 60 feet of you moves, you can use your reaction to take any number of power dice from your domain's pool and make one weapon attack against the creature. Add the total of the power dice to the attack roll, and to the damage roll if the attack hits." ], "foundryFlags": { "activation.type": "reaction", @@ -5839,7 +5847,7 @@ } ], "entries": [ - "Once per intrigue as a domain bonus action, make a {@dc 15} Operations test. On a success, your domain’s Resolve level cannot be lower than 0 for the remainder of the intrigue." + "Once per intrigue as a domain bonus action, make a {@dc 15} Operations test. On a success, your domain's Resolve level cannot be lower than 0 for the remainder of the intrigue." ] }, { @@ -5880,7 +5888,7 @@ } ], "entries": [ - "When you fail a saving throw to avoid being {@condition charmed}, {@condition frightened}, knocked {@condition prone}, {@condition paralyzed}, {@condition poisoned}, or {@condition stunned}, you can take a power die from your domain’s pool and add the number on the power die to your saving throw." + "When you fail a saving throw to avoid being {@condition charmed}, {@condition frightened}, knocked {@condition prone}, {@condition paralyzed}, {@condition poisoned}, or {@condition stunned}, you can take a power die from your domain's pool and add the number on the power die to your saving throw." ] }, { @@ -5912,7 +5920,7 @@ } ], "entries": [ - "As a domain action, make a {@dc 15} Operations test. On a success, you gain the resources to bolster your city’s defenses. At the start of the next battle, each fortification you’re defending gains additional hit points equal to your domain’s Resolve level." + "As a domain action, make a {@dc 15} Operations test. On a success, you gain the resources to bolster your city's defenses. At the start of the next battle, each fortification you're defending gains additional hit points equal to your domain's Resolve level." ] }, { @@ -5928,7 +5936,7 @@ } ], "entries": [ - "As a bonus action, take a power die from your domain’s pool and add the number on the die to your AC. Additionally, allied creatures within 15 feet of you gain a bonus to saving throws equal to the number on the power die. At the end of each of your turns, decrement the power die." + "As a bonus action, take a power die from your domain's pool and add the number on the die to your AC. Additionally, allied creatures within 15 feet of you gain a bonus to saving throws equal to the number on the power die. At the end of each of your turns, decrement the power die." ], "foundryFlags": { "activation.type": "bonus", @@ -5948,7 +5956,7 @@ } ], "entries": [ - "As a domain action, make a {@dc 12} Diplomacy test targeting an NPC realm. On a success, the NPC realm’s attitude toward your domain improves one step and any special units mustered from that realm gain a +2 bonus to Defense and Morale in the next battle in which they are used. Your domain can use this feature only once on each NPC realm during an intrigue." + "As a domain action, make a {@dc 12} Diplomacy test targeting an NPC realm. On a success, the NPC realm's attitude toward your domain improves one step and any special units mustered from that realm gain a +2 bonus to Defense and Morale in the next battle in which they are used. Your domain can use this feature only once on each NPC realm during an intrigue." ] }, { @@ -5964,7 +5972,7 @@ } ], "entries": [ - "If your domain’s Resolve level is 2 or higher at the start of a battle, each cavalry unit your domain controls automatically succeeds on Morale tests for the Rally maneuver during that battle." + "If your domain's Resolve level is 2 or higher at the start of a battle, each cavalry unit your domain controls automatically succeeds on Morale tests for the Rally maneuver during that battle." ] }, { @@ -5980,7 +5988,7 @@ } ], "entries": [ - "As a bonus action, take a power die from your domain’s pool. Your speed increases by a number of feet equal to 5 × the number on the die. While your speed is increased in this way, your movement doesn’t provoke opportunity attacks, and you gain a bonus to weapon damage rolls equal to the number on the power die. At the end of each of your turns, decrement the power die." + "As a bonus action, take a power die from your domain's pool. Your speed increases by a number of feet equal to 5 × the number on the die. While your speed is increased in this way, your movement doesn't provoke opportunity attacks, and you gain a bonus to weapon damage rolls equal to the number on the power die. At the end of each of your turns, decrement the power die." ], "foundryFlags": { "activation.type": "bonus", @@ -6000,7 +6008,7 @@ } ], "entries": [ - "If your domain’s Communications level is 2 or higher at the start of a battle, all your infantry units gain the following trait until the end of the battle:", + "If your domain's Communications level is 2 or higher at the start of a battle, all your infantry units gain the following trait until the end of the battle:", { "type": "entries", "name": "Take No Prisoners", @@ -6023,7 +6031,7 @@ } ], "entries": [ - "As a domain action, make an Operations test against an opposed domain’s Communications. On a success, the opposed domain has disadvantage on tests made to increase its Communications level for the remainder of the intrigue." + "As a domain action, make an Operations test against an opposed domain's Communications. On a success, the opposed domain has disadvantage on tests made to increase its Communications level for the remainder of the intrigue." ] }, { @@ -6176,7 +6184,7 @@ } ], "entries": [ - "When you miss with an attack, you can take a power die from your domain’s pool and add twice the number on the die to your attack roll. Alternatively, when you hit with an attack, you can take a power die from your domain’s pool and add the number on the die to the attack’s damage roll." + "When you miss with an attack, you can take a power die from your domain's pool and add twice the number on the die to your attack roll. Alternatively, when you hit with an attack, you can take a power die from your domain's pool and add the number on the die to the attack's damage roll." ] }, { @@ -6216,7 +6224,7 @@ } ], "entries": [ - "At the start of a battle, you can use a domain reaction to make a {@dc 14} Operations test. On a success, increase the levels of two of your domain’s defenses by 1." + "At the start of a battle, you can use a domain reaction to make a {@dc 14} Operations test. On a success, increase the levels of two of your domain's defenses by 1." ] }, { @@ -6232,7 +6240,7 @@ } ], "entries": [ - "On your turn, you can take a power die from your domain’s pool, then take one additional action. You can add the number on the power die to one attack roll or ability check made as part of that action, or increase the DC of a spell cast during the action by the number on the die." + "On your turn, you can take a power die from your domain's pool, then take one additional action. You can add the number on the power die to one attack roll or ability check made as part of that action, or increase the DC of a spell cast during the action by the number on the die." ] }, { @@ -6248,7 +6256,7 @@ } ], "entries": [ - "Once per intrigue as a domain bonus action, make an Espionage test against an opposed domain’s Communications. On a success, the opposed domain has disadvantage on Espionage tests until the end of the intrigue, and your domain’s Communications level increases by 1." + "Once per intrigue as a domain bonus action, make an Espionage test against an opposed domain's Communications. On a success, the opposed domain has disadvantage on Espionage tests until the end of the intrigue, and your domain's Communications level increases by 1." ] }, { @@ -6264,7 +6272,7 @@ } ], "entries": [ - "At the start of a battle, if your domain’s Resources level is 2 or higher, choose a number of infantry units an opposed domain controls equal to your domain size. Each of those units takes −2 to Attack and Defense until the end of the battle." + "At the start of a battle, if your domain's Resources level is 2 or higher, choose a number of infantry units an opposed domain controls equal to your domain size. Each of those units takes −2 to Attack and Defense until the end of the battle." ] }, { @@ -6280,7 +6288,7 @@ } ], "entries": [ - "As a bonus action, take a power die from your domain’s pool and choose a power die in the opposed domain’s pool showing a higher number than the die you took. Add the opposed die to your domain’s pool." + "As a bonus action, take a power die from your domain's pool and choose a power die in the opposed domain's pool showing a higher number than the die you took. Add the opposed die to your domain's pool." ], "foundryFlags": { "activation.type": "bonus", @@ -6300,7 +6308,7 @@ } ], "entries": [ - "Once per intrigue as a domain bonus action, make an Espionage test against an opposed domain’s Resources. On a success, the opposed domain’s Resources level decreases by 1, and your domain’s Resources level increases by 1." + "Once per intrigue as a domain bonus action, make an Espionage test against an opposed domain's Resources. On a success, the opposed domain's Resources level decreases by 1, and your domain's Resources level increases by 1." ] }, { @@ -6316,7 +6324,7 @@ } ], "entries": [ - "If your domain’s Resources level is 2 or higher at the end of deployment, choose a number of infantry or artillery units equal to your domain size. Each of those units gets a surprise activation before the battle goes into initiative. After this activation concludes, the battle plays out as normal." + "If your domain's Resources level is 2 or higher at the end of deployment, choose a number of infantry or artillery units equal to your domain size. Each of those units gets a surprise activation before the battle goes into initiative. After this activation concludes, the battle plays out as normal." ] }, { @@ -6332,7 +6340,7 @@ } ], "entries": [ - "As a bonus action, take a power die from your domain’s pool. You immediately spend and roll a number of your Hit Dice equal to the number on the power die, regaining hit points equal to the total of Hit Dice rolled." + "As a bonus action, take a power die from your domain's pool. You immediately spend and roll a number of your Hit Dice equal to the number on the power die, regaining hit points equal to the total of Hit Dice rolled." ], "foundryFlags": { "activation.type": "bonus", @@ -6352,7 +6360,7 @@ } ], "entries": [ - "Once per intrigue, you can make a {@dc 13} Diplomacy test as a domain bonus action. On a success, all of your domain’s officers begin the next combat against an opposed domain’s officers with their hit point maximum and current hit points increased by 5 × your domain size. This benefit disappears at the end of the combat." + "Once per intrigue, you can make a {@dc 13} Diplomacy test as a domain bonus action. On a success, all of your domain's officers begin the next combat against an opposed domain's officers with their hit point maximum and current hit points increased by 5 × your domain size. This benefit disappears at the end of the combat." ] }, { @@ -6428,8 +6436,8 @@ } ], "entries": [ - "When learning or preparing spells, all necromancy spells are available to you, regardless of whether they are on your class’s spell list.", - "Additionally, you can channel the waning life force of a dying creature to aid an ally. When a creature you can see with a challenge rating of 1 or higher dies within 60 feet of you, another creature of your choice that you can see within 60 feet of you regains hit points equal to {@dice 1d4} × the dead creature’s challenge rating." + "When learning or preparing spells, all necromancy spells are available to you, regardless of whether they are on your class's spell list.", + "Additionally, you can channel the waning life force of a dying creature to aid an ally. When a creature you can see with a challenge rating of 1 or higher dies within 60 feet of you, another creature of your choice that you can see within 60 feet of you regains hit points equal to {@dice 1d4} × the dead creature's challenge rating." ] }, { @@ -6466,7 +6474,7 @@ } ], "entries": [ - "You gain proficiency with martial weapons. Whenever you hit a creature with a melee attack, you reduce that creature’s speed to 0 until the start of your next turn." + "You gain proficiency with martial weapons. Whenever you hit a creature with a melee attack, you reduce that creature's speed to 0 until the start of your next turn." ], "weaponProficiencies": [ { @@ -6487,8 +6495,8 @@ } ], "entries": [ - "As an action, take a power die from your domain’s pool and recover a number of spell slots with a combined level equal to the number on the power die. None of the slots you recover can be 6th level or higher.", - "Alternatively, as a bonus action, you can take a power die from your domain’s pool and charge one weapon you are holding with magical energy. Choose one of the following damage types: acid, cold, fire, or lightning. Until the start of your next turn, the weapon deals extra damage of the chosen type equal to the number on the power die." + "As an action, take a power die from your domain's pool and recover a number of spell slots with a combined level equal to the number on the power die. None of the slots you recover can be 6th level or higher.", + "Alternatively, as a bonus action, you can take a power die from your domain's pool and charge one weapon you are holding with magical energy. Choose one of the following damage types: acid, cold, fire, or lightning. Until the start of your next turn, the weapon deals extra damage of the chosen type equal to the number on the power die." ] }, { @@ -6504,7 +6512,7 @@ } ], "entries": [ - "As a domain action, make a {@dc 13} Lore test. On a success, your domain’s spellcasters weave an ancient spell to create a special unit of magical constructs called an Ersatz Infantry. These constructs could be golems, animated suits of armor, or clockwork soldiers.", + "As a domain action, make a {@dc 13} Lore test. On a success, your domain's spellcasters weave an ancient spell to create a special unit of magical constructs called an Ersatz Infantry. These constructs could be golems, animated suits of armor, or clockwork soldiers.", { "type": "image", "href": { @@ -6528,7 +6536,7 @@ } ], "entries": [ - "Once per intrigue as a domain bonus action, you can make a Lore test against an opposed domain’s Communications to learn about the magical abilities of one of that domain’s officers. On a success, you learn what spells the target knows and has prepared, and you have advantage on saving throws against spells and other magical effects used by that officer until the end of the intrigue." + "Once per intrigue as a domain bonus action, you can make a Lore test against an opposed domain's Communications to learn about the magical abilities of one of that domain's officers. On a success, you learn what spells the target knows and has prepared, and you have advantage on saving throws against spells and other magical effects used by that officer until the end of the intrigue." ] }, { @@ -6544,7 +6552,7 @@ } ], "entries": [ - "As an action, take any number of power dice from your domain’s pool and target an enemy spellcaster. That caster must succeed on an Intelligence saving throw against a DC equal to the total of the power dice or lose the ability to cast spells in any way for 24 hours. This power doesn’t break the target’s concentration on a spell already cast, or prevent the target from taking actions that are part of an ongoing spell that the target has already cast (such as {@spell call lightning})." + "As an action, take any number of power dice from your domain's pool and target an enemy spellcaster. That caster must succeed on an Intelligence saving throw against a DC equal to the total of the power dice or lose the ability to cast spells in any way for 24 hours. This power doesn't break the target's concentration on a spell already cast, or prevent the target from taking actions that are part of an ongoing spell that the target has already cast (such as {@spell call lightning})." ], "foundryFlags": { "activation.type": "action", @@ -6564,7 +6572,7 @@ } ], "entries": [ - "As a domain action, you make a Lore test against an opposed domain’s Communications. On a success, you learn the true name of one of that domain’s spellcasting officers of the GM’s choice, and during the next battle, that officer has disadvantage on saving throws against the Your Staff is Broken domain power." + "As a domain action, you make a Lore test against an opposed domain's Communications. On a success, you learn the true name of one of that domain's spellcasting officers of the GM's choice, and during the next battle, that officer has disadvantage on saving throws against the Your Staff is Broken domain power." ] }, { @@ -6596,7 +6604,7 @@ } ], "entries": [ - "If your domain’s Communications level is 2 or higher at the end of deployment, choose a number of units equal to your domain size. The first time during the battle that each chosen unit would be hit by an Attack test from an opposed artillery or aerial unit, that Attack test fails." + "If your domain's Communications level is 2 or higher at the end of deployment, choose a number of units equal to your domain size. The first time during the battle that each chosen unit would be hit by an Attack test from an opposed artillery or aerial unit, that Attack test fails." ] }, { @@ -6612,7 +6620,7 @@ } ], "entries": [ - "As an action, take a power die from your domain’s pool and conjure an elemental with a challenge rating equal to or lower than the number on the die. The creature appears in an unoccupied space that you can see within 30 feet of you. You mentally control the actions the creature takes. It acts when it is summoned, and on each of your turns thereafter.", + "As an action, take a power die from your domain's pool and conjure an elemental with a challenge rating equal to or lower than the number on the die. The creature appears in an unoccupied space that you can see within 30 feet of you. You mentally control the actions the creature takes. It acts when it is summoned, and on each of your turns thereafter.", "Creatures summoned by this power disappear when they are reduced to 0 hit points or after a number of rounds equal to 1 + your domain size, whichever comes first." ], "foundryFlags": { @@ -6633,7 +6641,7 @@ } ], "entries": [ - "If your domain’s Communications level is 2 or higher at the start of a battle, choose one lieutenant from an opposed domain. That lieutenant has disadvantage on saving throws during the battle." + "If your domain's Communications level is 2 or higher at the start of a battle, choose one lieutenant from an opposed domain. That lieutenant has disadvantage on saving throws during the battle." ] }, { @@ -6649,7 +6657,7 @@ } ], "entries": [ - "As a domain action, make a Lore test against an opposed domain’s Communications. On a success, your domain’s Communications level increases by 1 and the opposed domain’s Communications level decreases by 1." + "As a domain action, make a Lore test against an opposed domain's Communications. On a success, your domain's Communications level increases by 1 and the opposed domain's Communications level decreases by 1." ] }, { @@ -6665,7 +6673,7 @@ } ], "entries": [ - "As an action, take a power die from your domain’s pool and make a Charisma check contested by one creature of your choice that you can see. Add the number on the power die to your check. On a success, the creature is charmed by you until the end of your next turn. While charmed in this way, the creature sees its allies as enemies, and it must use its action before moving on its turn to make a melee weapon attack against an ally it can reach. If the creature has no allies within reach, it takes no action on its turn." + "As an action, take a power die from your domain's pool and make a Charisma check contested by one creature of your choice that you can see. Add the number on the power die to your check. On a success, the creature is charmed by you until the end of your next turn. While charmed in this way, the creature sees its allies as enemies, and it must use its action before moving on its turn to make a melee weapon attack against an ally it can reach. If the creature has no allies within reach, it takes no action on its turn." ], "foundryFlags": { "activation.type": "action", @@ -6701,7 +6709,7 @@ } ], "entries": [ - "As a domain action, make a {@dc 12} Diplomacy test. On a success, whenever you succeed on a Diplomacy test to muster a unit through an alliance, your domain’s Communications level increases by 1 until the end of the intrigue." + "As a domain action, make a {@dc 12} Diplomacy test. On a success, whenever you succeed on a Diplomacy test to muster a unit through an alliance, your domain's Communications level increases by 1 until the end of the intrigue." ] }, { @@ -6717,7 +6725,7 @@ } ], "entries": [ - "Nature links a companion’s senses with your own. As an action, you can link yourself to a willing creature you can see within 30 feet of you for 1 hour. This replaces any previous links you made using this feature.", + "Nature links a companion's senses with your own. As an action, you can link yourself to a willing creature you can see within 30 feet of you for 1 hour. This replaces any previous links you made using this feature.", "While a linked creature is within 100 feet of you and one of you has to make an ability check or a saving throw, both of you roll the same check or save. The creature making the check or save then uses the highest roll." ], "foundryFlags": { @@ -6738,7 +6746,7 @@ } ], "entries": [ - "As an action, you summon a beast of your choice with a challenge rating equal to or lower than your domain size into an unoccupied space you can see within 30 feet of you. The beast’s weapon attacks are magical, and it gains temporary hit points equal to 5 × your domain size. The beast acts on its own initiative and understands and follows your verbal commands. The beast follows your commands for 1 hour or until it is reduced to 0 hit points, at which point it disappears. You must finish a long rest before you can use this feature again." + "As an action, you summon a beast of your choice with a challenge rating equal to or lower than your domain size into an unoccupied space you can see within 30 feet of you. The beast's weapon attacks are magical, and it gains temporary hit points equal to 5 × your domain size. The beast acts on its own initiative and understands and follows your verbal commands. The beast follows your commands for 1 hour or until it is reduced to 0 hit points, at which point it disappears. You must finish a long rest before you can use this feature again." ], "foundryFlags": { "activation.type": "action", @@ -6819,7 +6827,7 @@ } ], "entries": [ - "As a bonus action, take a power die from your domain’s pool and choose a creature within 30 feet of you that you can see. That creature must make a Dexterity saving throw with a DC equal to 10 + the number on the power die. On a failure, thorny vines erupt from the ground and wrap around the creature, which is {@condition restrained} for a number of rounds equal to the number on the power die. A restrained creature can use an action to make a Strength (Athletics) or Dexterity (Acrobatics) check against the save DC. On a success, the creature ends the {@condition restrained} condition but takes piercing damage equal to {@damage 1d10} × your domain size." + "As a bonus action, take a power die from your domain's pool and choose a creature within 30 feet of you that you can see. That creature must make a Dexterity saving throw with a DC equal to 10 + the number on the power die. On a failure, thorny vines erupt from the ground and wrap around the creature, which is {@condition restrained} for a number of rounds equal to the number on the power die. A restrained creature can use an action to make a Strength (Athletics) or Dexterity (Acrobatics) check against the save DC. On a success, the creature ends the {@condition restrained} condition but takes piercing damage equal to {@damage 1d10} × your domain size." ], "foundryFlags": { "activation.type": "bonus", @@ -6864,7 +6872,7 @@ } ], "entries": [ - "Once per intrigue as a domain bonus action, you can make a Lore test against an opposed domain’s Resources. On a success, the opposed domain’s Resources level decreases by 2." + "Once per intrigue as a domain bonus action, you can make a Lore test against an opposed domain's Resources. On a success, the opposed domain's Resources level decreases by 2." ] }, { @@ -6880,7 +6888,7 @@ } ], "entries": [ - "As a bonus action, take a power die from your domain’s pool and select a number of creatures within 15 feet of you equal to the number on the power die. Until the end of your next turn, any damage each of those creatures takes is reduced by the number on the power die." + "As a bonus action, take a power die from your domain's pool and select a number of creatures within 15 feet of you equal to the number on the power die. Until the end of your next turn, any damage each of those creatures takes is reduced by the number on the power die." ], "foundryFlags": { "activation.type": "bonus", @@ -6900,7 +6908,7 @@ } ], "entries": [ - "If your domain’s Resources level is 2 or higher at the start of a battle, whenever a unit your domain controls is attacked by an opposed unit, the target unit can use its reaction to make an attack against the opposed unit. This feature can be used a number of times during the battle equal to your domain size." + "If your domain's Resources level is 2 or higher at the start of a battle, whenever a unit your domain controls is attacked by an opposed unit, the target unit can use its reaction to make an attack against the opposed unit. This feature can be used a number of times during the battle equal to your domain size." ] }, { @@ -6916,7 +6924,7 @@ } ], "entries": [ - "As a domain action, make an Operations test against an opposed domain’s Resolve. On a success, reduce the target domain’s Resolve level by 1 and select one of that domain’s lieutenants. That lieutenant is vulnerable to fire damage until the end of the intrigue. Additionally, each time that lieutenant takes fire damage until the end of the intrigue, they become frightened of the source of the damage until the end of their next turn." + "As a domain action, make an Operations test against an opposed domain's Resolve. On a success, reduce the target domain's Resolve level by 1 and select one of that domain's lieutenants. That lieutenant is vulnerable to fire damage until the end of the intrigue. Additionally, each time that lieutenant takes fire damage until the end of the intrigue, they become frightened of the source of the damage until the end of their next turn." ] }, { @@ -6932,7 +6940,7 @@ } ], "entries": [ - "As an action, take a power die from your domain’s pool and conjure a beast, a fey, or a plant creature (your choice) with a challenge rating equal to or lower than the number on the power die. The creature appears in an unoccupied space that you can see within 30 feet of you. You mentally control the actions the creature takes. It acts when it is summoned, and on each of your turns thereafter.", + "As an action, take a power die from your domain's pool and conjure a beast, a fey, or a plant creature (your choice) with a challenge rating equal to or lower than the number on the power die. The creature appears in an unoccupied space that you can see within 30 feet of you. You mentally control the actions the creature takes. It acts when it is summoned, and on each of your turns thereafter.", "Creatures summoned by this power disappear when they are reduced to 0 hit points or after a number of rounds equal to 1 + your domain size, whichever comes first." ], "foundryFlags": { @@ -6953,7 +6961,7 @@ } ], "entries": [ - "Make an Espionage test against an opposed domain’s Resources as a domain action. On a success, you increase your domain’s Communications level by 1, and you learn the ability scores, AC, hit points, traits, and action options of one lieutenant from the opposed domain." + "Make an Espionage test against an opposed domain's Resources as a domain action. On a success, you increase your domain's Communications level by 1, and you learn the ability scores, AC, hit points, traits, and action options of one lieutenant from the opposed domain." ] }, { @@ -6969,7 +6977,7 @@ } ], "entries": [ - "If your domain’s Communications level is 2 or higher at the end of deployment, select a number of spaces on the battlefield equal to your domain size. These spaces contain rain until the end of the battle. Any unit your domain controls ignores the effect of rain in these spaces." + "If your domain's Communications level is 2 or higher at the end of deployment, select a number of spaces on the battlefield equal to your domain size. These spaces contain rain until the end of the battle. Any unit your domain controls ignores the effect of rain in these spaces." ] }, { @@ -6985,7 +6993,7 @@ } ], "entries": [ - "When you hit with a weapon attack, you can use a bonus action to take a power die from your domain’s pool and immediately make another attack with the same weapon. The attack has a bonus to the attack and damage roll equal to the number on the power die." + "When you hit with a weapon attack, you can use a bonus action to take a power die from your domain's pool and immediately make another attack with the same weapon. The attack has a bonus to the attack and damage roll equal to the number on the power die." ], "foundryFlags": { "activation.type": "bonus", @@ -7005,7 +7013,7 @@ } ], "entries": [ - "If your domain’s Communications level is 2 or higher at the end of deployment, select a number of opposed units equal to 3 + your domain size. The next Attack test made against any chosen unit by a unit your domain controls has advantage." + "If your domain's Communications level is 2 or higher at the end of deployment, select a number of opposed units equal to 3 + your domain size. The next Attack test made against any chosen unit by a unit your domain controls has advantage." ] }, { @@ -7021,7 +7029,7 @@ } ], "entries": [ - "As a domain action, make an Espionage test against an opposed domain’s Communications. On a success, at the end of the next deployment, select a number of that opposed domain’s units equal to your domain size. Those units cannot move during the first round of the battle." + "As a domain action, make an Espionage test against an opposed domain's Communications. On a success, at the end of the next deployment, select a number of that opposed domain's units equal to your domain size. Those units cannot move during the first round of the battle." ] }, { @@ -7130,7 +7138,7 @@ } ], "entries": [ - "You gain proficiency in the Athletics skill. Additionally, you learn a fighting style of your choice from the {@class fighter}’s {@classFeature Fighting Style|Fighter||1} feature in the core rules." + "You gain proficiency in the Athletics skill. Additionally, you learn a fighting style of your choice from the {@class fighter}'s {@classFeature Fighting Style|Fighter||1} feature in the core rules." ], "skillProficiencies": [ { @@ -7151,7 +7159,7 @@ } ], "entries": [ - "The burden of leadership passed down from your forebears allows you to call upon their strength in battle. As a bonus action, take a power die from your domain’s pool and add half the number on the die (rounded up) to one of your ability scores. This can increase your ability score above 20. At the end of each of your turns, decrement the power die." + "The burden of leadership passed down from your forebears allows you to call upon their strength in battle. As a bonus action, take a power die from your domain's pool and add half the number on the die (rounded up) to one of your ability scores. This can increase your ability score above 20. At the end of each of your turns, decrement the power die." ], "foundryFlags": { "activation.type": "bonus", @@ -7212,7 +7220,7 @@ } ], "entries": [ - "As a bonus action, take a power die from your domain’s pool. Until the end of your next turn, you gain a bonus to weapon attack rolls equal to the number on the power die, your speed increases by 10 feet, and your movement doesn’t provoke opportunity attacks." + "As a bonus action, take a power die from your domain's pool. Until the end of your next turn, you gain a bonus to weapon attack rolls equal to the number on the power die, your speed increases by 10 feet, and your movement doesn't provoke opportunity attacks." ], "foundryFlags": { "activation.type": "bonus", @@ -7232,7 +7240,7 @@ } ], "entries": [ - "Once per intrigue, as a domain reaction when an opposed domain musters a special unit, you can make a DC 13 Operations test. On a success, you increase your domain’s Communications level by 2." + "Once per intrigue, as a domain reaction when an opposed domain musters a special unit, you can make a DC 13 Operations test. On a success, you increase your domain's Communications level by 2." ] }, { @@ -7248,7 +7256,7 @@ } ], "entries": [ - "If your domain’s Communications level is 2 or higher at the end of deployment, choose a number of opposed units equal to your domain size. Each of those units must make a {@dc 15} Command test. If a unit fails the check, you can move one of your deployed units into any unoccupied space next to that unit." + "If your domain's Communications level is 2 or higher at the end of deployment, choose a number of opposed units equal to your domain size. Each of those units must make a {@dc 15} Command test. If a unit fails the check, you can move one of your deployed units into any unoccupied space next to that unit." ] }, { @@ -7285,7 +7293,7 @@ } ], "entries": [ - "As a domain action, make a {@dc 15} Diplomacy test. On a success, your domain’s Communications level increases by 1, and you can make Diplomacy tests in place of Espionage tests until the end of the intrigue." + "As a domain action, make a {@dc 15} Diplomacy test. On a success, your domain's Communications level increases by 1, and you can make Diplomacy tests in place of Espionage tests until the end of the intrigue." ] }, { @@ -7317,7 +7325,7 @@ } ], "entries": [ - "Past custodians of your domain answer your call for aid. As an action, take a power die from your domain’s pool and conjure a celestial or an undead (your choice) with a challenge rating equal to or lower than the number on the power die. The creature appears in an unoccupied space that you can see within 30 feet of you. You mentally control the actions the creature takes. It acts when it is summoned, and on each of your turns thereafter.", + "Past custodians of your domain answer your call for aid. As an action, take a power die from your domain's pool and conjure a celestial or an undead (your choice) with a challenge rating equal to or lower than the number on the power die. The creature appears in an unoccupied space that you can see within 30 feet of you. You mentally control the actions the creature takes. It acts when it is summoned, and on each of your turns thereafter.", "Creatures summoned by this power disappear when they are reduced to 0 hit points or after a number of rounds equal to 1 + your domain size, whichever comes first." ], "foundryFlags": { @@ -7338,7 +7346,7 @@ } ], "entries": [ - "As a domain reaction when an opposed domain gains a special unit from an NPC realm, make a Diplomacy test against the opposed domain’s Communications. On a success, the NPC realm doesn’t send the special unit to aid the opposed domain, and the NPC realm’s attitude toward your domain improves one step." + "As a domain reaction when an opposed domain gains a special unit from an NPC realm, make a Diplomacy test against the opposed domain's Communications. On a success, the NPC realm doesn't send the special unit to aid the opposed domain, and the NPC realm's attitude toward your domain improves one step." ] }, { @@ -7385,7 +7393,7 @@ "You emanate a 15-foot-radius sphere of magical darkness for 1 minute. The sphere moves with you and spreads around corners, and its area is heavily obscured for all creatures except you." ] }, - "Once you manifest your chosen effect, you can’t do so again until you finish a short or long rest." + "Once you manifest your chosen effect, you can't do so again until you finish a short or long rest." ], "additionalSpells": [ { @@ -7509,7 +7517,7 @@ } ], "entries": [ - "You can summon servants of your higher power to aid you in battle. As an action, take a power die from your domain’s pool and conjure an aberration, a celestial, or a fiend (your choice) with a challenge rating equal to or lower than the number on the power die. The creature appears in an unoccupied space that you can see within 30 feet of you. You mentally control the actions the creature takes. It acts when it is summoned, and on each of your turns thereafter.", + "You can summon servants of your higher power to aid you in battle. As an action, take a power die from your domain's pool and conjure an aberration, a celestial, or a fiend (your choice) with a challenge rating equal to or lower than the number on the power die. The creature appears in an unoccupied space that you can see within 30 feet of you. You mentally control the actions the creature takes. It acts when it is summoned, and on each of your turns thereafter.", "Creatures summoned by this power disappear when they are reduced to 0 hit points or after a number of rounds equal to 1 + your domain size, whichever comes first." ], "foundryFlags": { @@ -7555,7 +7563,7 @@ }, "title": "Crusaders unit card" }, - "Additionally, at the end of the next deployment, you can choose one of an opposed domain’s Tier I units. That unit’s casualty die is decreased one step (minimum d4)." + "Additionally, at the end of the next deployment, you can choose one of an opposed domain's Tier I units. That unit's casualty die is decreased one step (minimum d4)." ] }, { @@ -7571,7 +7579,7 @@ } ], "entries": [ - "As a bonus action, take a power die from your domain’s pool and choose an enemy creature you can see within 60 feet of you. The target takes necrotic or radiant damage (your choice) equal to double the number on the power die at the start of each of its turns, and its speed is reduced by a number of feet equal to 5 × the number on the power die. At the end of each of your turns, decrement the power die." + "As a bonus action, take a power die from your domain's pool and choose an enemy creature you can see within 60 feet of you. The target takes necrotic or radiant damage (your choice) equal to double the number on the power die at the start of each of its turns, and its speed is reduced by a number of feet equal to 5 × the number on the power die. At the end of each of your turns, decrement the power die." ], "foundryFlags": { "activation.type": "bonus", @@ -7607,7 +7615,7 @@ } ], "entries": [ - "Once per intrigue as a domain reaction when an opposed domain makes an Operations test, make an Espionage test against the opposed domain’s Resources. On a success, the opposed domain’s Resources level decreases by 1, and your domain’s Resolve level increases by 1." + "Once per intrigue as a domain reaction when an opposed domain makes an Operations test, make an Espionage test against the opposed domain's Resources. On a success, the opposed domain's Resources level decreases by 1, and your domain's Resolve level increases by 1." ] }, { @@ -7623,7 +7631,7 @@ } ], "entries": [ - "As a bonus action, take any number of power dice from your domain’s pool and multiply their total by your domain size. You can restore a number of hit points equal to that number, divided among any number of creatures of your choice that you can see (including yourself) within 60 feet of you." + "As a bonus action, take any number of power dice from your domain's pool and multiply their total by your domain size. You can restore a number of hit points equal to that number, divided among any number of creatures of your choice that you can see (including yourself) within 60 feet of you." ], "foundryFlags": { "activation.type": "bonus", @@ -7643,7 +7651,7 @@ } ], "entries": [ - "Once per intrigue as a domain reaction when an opposed domain musters a unit from another domain, make a Diplomacy test against the opposed domain’s Communications. On a success, the opposed domain fails to muster the unit." + "Once per intrigue as a domain reaction when an opposed domain musters a unit from another domain, make a Diplomacy test against the opposed domain's Communications. On a success, the opposed domain fails to muster the unit." ] }, { @@ -7675,7 +7683,7 @@ } ], "entries": [ - "When you hit a creature with a melee attack, take any number of power dice from your domain’s pool. You push the target of your attack away from you a number of feet equal to 5 × the total of the power dice. If the target’s movement is stopped early by a wall or other surface, the target takes 1d6 bludgeoning damage for every 5 feet it was pushed, and is knocked prone." + "When you hit a creature with a melee attack, take any number of power dice from your domain's pool. You push the target of your attack away from you a number of feet equal to 5 × the total of the power dice. If the target's movement is stopped early by a wall or other surface, the target takes 1d6 bludgeoning damage for every 5 feet it was pushed, and is knocked prone." ] }, { @@ -7707,7 +7715,7 @@ } ], "entries": [ - "If your domain’s Communications level is 2 or higher at the end of deployment, choose a number of units equal to your domain size. Each of these units has advantage on Morale tests for the Rally maneuver until the end of the battle." + "If your domain's Communications level is 2 or higher at the end of deployment, choose a number of units equal to your domain size. Each of these units has advantage on Morale tests for the Rally maneuver until the end of the battle." ] }, { @@ -7877,7 +7885,7 @@ } ], "entries": [ - "As a bonus action, take a power die from your domain’s pool. One creature of your choice that you can see takes a penalty to AC equal to the number on the power die until the end of your next turn." + "As a bonus action, take a power die from your domain's pool. One creature of your choice that you can see takes a penalty to AC equal to the number on the power die until the end of your next turn." ], "foundryFlags": { "activation.type": "bonus", @@ -7897,7 +7905,7 @@ } ], "entries": [ - "Once per intrigue as a domain bonus action, you can make an Espionage test against an opposed domain’s Communications. On a success, you raise your domain’s Communications level by 1 and decrease the opposed domain’s Communications level by 1." + "Once per intrigue as a domain bonus action, you can make an Espionage test against an opposed domain's Communications. On a success, you raise your domain's Communications level by 1 and decrease the opposed domain's Communications level by 1." ] }, { @@ -7933,11 +7941,11 @@ ], "prerequisite": [ { - "other": "Underworld Syndicate (Assassins’ College)" + "other": "Underworld Syndicate (Assassins' College)" } ], "entries": [ - "When you hit with a weapon attack, take all the power dice from your domain’s pool. The target of your attack must make a Constitution saving throw with a DC equal to 12 plus your domain size. On a failure, the target takes extra damage equal to 3 × the total of the dice. On a success, the target takes extra damage equal to the total of the dice." + "When you hit with a weapon attack, take all the power dice from your domain's pool. The target of your attack must make a Constitution saving throw with a DC equal to 12 plus your domain size. On a failure, the target takes extra damage equal to 3 × the total of the dice. On a success, the target takes extra damage equal to the total of the dice." ] }, { @@ -7949,11 +7957,11 @@ ], "prerequisite": [ { - "other": "Underworld Syndicate (Assassins’ College)" + "other": "Underworld Syndicate (Assassins' College)" } ], "entries": [ - "As a domain reaction when an opposed domain makes an Operations test, you can make an Espionage test against the opposed domain’s Resolve. On a success, the opposed domain makes the Operations test with disadvantage." + "As a domain reaction when an opposed domain makes an Operations test, you can make an Espionage test against the opposed domain's Resolve. On a success, the opposed domain makes the Operations test with disadvantage." ] }, { @@ -7965,11 +7973,11 @@ ], "prerequisite": [ { - "other": "Underworld Syndicate (Assassins’ College)" + "other": "Underworld Syndicate (Assassins' College)" } ], "entries": [ - "If your domain’s Resolve level is 2 or higher when one or more of your officers roll their power dice, choose a number of power dice equal to your domain size. Increase each of these dice to their maximum value." + "If your domain's Resolve level is 2 or higher when one or more of your officers roll their power dice, choose a number of power dice equal to your domain size. Increase each of these dice to their maximum value." ] }, { @@ -7985,7 +7993,7 @@ } ], "entries": [ - "As an action, select a creature that is not another domain’s leader that you can see within 30 feet of you, and take all the power dice from your domain’s pool. If the target’s current hit points are equal to or less than the total of the power dice × your domain size, the target turns traitor and serves you as a retainer, or is revealed to secretly already be in your service." + "As an action, select a creature that is not another domain's leader that you can see within 30 feet of you, and take all the power dice from your domain's pool. If the target's current hit points are equal to or less than the total of the power dice × your domain size, the target turns traitor and serves you as a retainer, or is revealed to secretly already be in your service." ], "foundryFlags": { "activation.type": "action", @@ -8005,7 +8013,7 @@ } ], "entries": [ - "Once per intrigue, if your domain’s Communications level is 2 or higher, you can choose one opposed domain’s lieutenant and one damage type. That lieutenant is vulnerable to that damage type until the end of the next combat involving that lieutenant." + "Once per intrigue, if your domain's Communications level is 2 or higher, you can choose one opposed domain's lieutenant and one damage type. That lieutenant is vulnerable to that damage type until the end of the next combat involving that lieutenant." ] }, { @@ -8021,7 +8029,7 @@ } ], "entries": [ - "As a domain action, make an Espionage test against an opposed domain’s Communications. On a success, at the end of the next deployment, you can move one of the opposed domain’s Tier I artillery or infantry units to any space on your side of the field. You can use this feature multiple times to affect additional units in the same battle." + "As a domain action, make an Espionage test against an opposed domain's Communications. On a success, at the end of the next deployment, you can move one of the opposed domain's Tier I artillery or infantry units to any space on your side of the field. You can use this feature multiple times to affect additional units in the same battle." ] }, { @@ -8033,11 +8041,11 @@ ], "prerequisite": [ { - "other": "Underworld Syndicate (Thieves’ Guild)" + "other": "Underworld Syndicate (Thieves' Guild)" } ], "entries": [ - "As a bonus action, take a power die from your domain’s pool and choose one of your weapons. When that weapon hits, it deals extra poison damage equal to the number on the power die, and any creature that takes that damage is poisoned until the end of their next turn. At the end of each of your turns, decrement the power die." + "As a bonus action, take a power die from your domain's pool and choose one of your weapons. When that weapon hits, it deals extra poison damage equal to the number on the power die, and any creature that takes that damage is poisoned until the end of their next turn. At the end of each of your turns, decrement the power die." ], "foundryFlags": { "activation.type": "bonus", @@ -8053,15 +8061,15 @@ ], "prerequisite": [ { - "other": "Underworld Syndicate (Thieves’ Guild)" + "other": "Underworld Syndicate (Thieves' Guild)" } ], "entries": [ - "Once per intrigue as a domain action, you can make an Operations test against an opposed domain’s Resolve. On a success, choose a number of your infantry units equal to your domain size. Each unit has +2 to Attack and Defense during the next battle." + "Once per intrigue as a domain action, you can make an Operations test against an opposed domain's Resolve. On a success, choose a number of your infantry units equal to your domain size. Each unit has +2 to Attack and Defense during the next battle." ] }, { - "name": "They’re Going to Have a Hard Time Making Payroll This Week", + "name": "They're Going to Have a Hard Time Making Payroll This Week", "source": "KaW", "page": 64, "featureType": [ @@ -8069,11 +8077,11 @@ ], "prerequisite": [ { - "other": "Underworld Syndicate (Thieves’ Guild)" + "other": "Underworld Syndicate (Thieves' Guild)" } ], "entries": [ - "As a domain action, make an Espionage test against an opposed domain’s Resources. On a success, your domain’s Resources level increases by by 1, and at the start of the next battle, one of the opposed domain’s Tier I units of your choice must decrement its casualty die." + "As a domain action, make an Espionage test against an opposed domain's Resources. On a success, your domain's Resources level increases by by 1, and at the start of the next battle, one of the opposed domain's Tier I units of your choice must decrement its casualty die." ] }, { @@ -8089,7 +8097,7 @@ } ], "entries": [ - "When an enemy the despot can see drops to 0 hit points within 30 feet of them, the despot can use a reaction to have their attacks deal an extra {@damage 1d6} damage for 1 minute. If an enemy triggers this effect while the despot’s attacks are already dealing this extra damage, the benefit is cumulative." + "When an enemy the despot can see drops to 0 hit points within 30 feet of them, the despot can use a reaction to have their attacks deal an extra {@damage 1d6} damage for 1 minute. If an enemy triggers this effect while the despot's attacks are already dealing this extra damage, the benefit is cumulative." ], "foundryFlags": { "activation.type": "reaction", @@ -8110,7 +8118,7 @@ } ], "entries": [ - "As an action, the leader takes any number of power dice from their domain’s pool. If the total of the dice is equal to or greater than the remaining hit points of one of the domain’s lieutenant’s, the leader executes the lieutenant. Each of the domain’s remaining lieutenants can then immediately use a reaction to make one weapon attack or cast a cantrip with a casting time of 1 action." + "As an action, the leader takes any number of power dice from their domain's pool. If the total of the dice is equal to or greater than the remaining hit points of one of the domain's lieutenant's, the leader executes the lieutenant. Each of the domain's remaining lieutenants can then immediately use a reaction to make one weapon attack or cast a cantrip with a casting time of 1 action." ], "foundryFlags": { "activation.type": "action", @@ -8130,7 +8138,7 @@ } ], "entries": [ - "When the leader is hit by a melee attack, they can take one power die from their domain’s pool and cause a lieutenant within 5 feet of them to use a reaction to become the target of the attack instead. The attack’s damage is reduced by the number on the power die. As part of the reaction, the lieutenant can then make a melee weapon attack against the triggering attacker." + "When the leader is hit by a melee attack, they can take one power die from their domain's pool and cause a lieutenant within 5 feet of them to use a reaction to become the target of the attack instead. The attack's damage is reduced by the number on the power die. As part of the reaction, the lieutenant can then make a melee weapon attack against the triggering attacker." ], "foundryFlags": { "activation.type": "reaction", @@ -8151,7 +8159,7 @@ } ], "entries": [ - "As a domain reaction when an opposed domain makes an Espionage test, an officer makes an Operations test against the opposed domain’s Communications. On a success, the opposed domain’s Communications level decreases by 1." + "As a domain reaction when an opposed domain makes an Espionage test, an officer makes an Operations test against the opposed domain's Communications. On a success, the opposed domain's Communications level decreases by 1." ] }, { @@ -8167,7 +8175,7 @@ } ], "entries": [ - "If the despotic regime’s Resources level is 2 or higher at the start of a battle, the level of another defense of the officer’s choice increases by 1." + "If the despotic regime's Resources level is 2 or higher at the start of a battle, the level of another defense of the officer's choice increases by 1." ] }, { @@ -8208,7 +8216,7 @@ } ], "entries": [ - "Once per intrigue as a domain bonus action, an officer can make an Operations test against an opposed domain’s Resources. On a success, the opposed domain immediately loses a number of levies equal to the despotic regime’s domain size (chosen by whoever controls the opposed domain), and the despotic regime’s Resources level increases by 1. If the opposed domain has no levies, it instead loses one unit, and the despotic regime’s Resources level increases by 1." + "Once per intrigue as a domain bonus action, an officer can make an Operations test against an opposed domain's Resources. On a success, the opposed domain immediately loses a number of levies equal to the despotic regime's domain size (chosen by whoever controls the opposed domain), and the despotic regime's Resources level increases by 1. If the opposed domain has no levies, it instead loses one unit, and the despotic regime's Resources level increases by 1." ] }, { @@ -8224,7 +8232,7 @@ } ], "entries": [ - "When the imperator draconis rolls a 1 or 2 on a damage die for an attack or effect that deals the damage type associated with the imperator’s draconic ancestry (fire damage for gold or red dragons, lightning damage for blue or bronze dragons, and so forth), the imperator can reroll the die and must use the new roll." + "When the imperator draconis rolls a 1 or 2 on a damage die for an attack or effect that deals the damage type associated with the imperator's draconic ancestry (fire damage for gold or red dragons, lightning damage for blue or bronze dragons, and so forth), the imperator can reroll the die and must use the new roll." ] }, { @@ -8240,7 +8248,7 @@ } ], "entries": [ - "As a reaction to taking damage, an officer can take any number of power dice from their domain’s pool and reduce the amount of damage taken by the total of the dice. Additionally, the officer gains resistance to the type of damage that triggered this reaction for 1 minute or until they use this power again." + "As a reaction to taking damage, an officer can take any number of power dice from their domain's pool and reduce the amount of damage taken by the total of the dice. Additionally, the officer gains resistance to the type of damage that triggered this reaction for 1 minute or until they use this power again." ], "foundryFlags": { "activation.type": "reaction", @@ -8261,7 +8269,7 @@ } ], "entries": [ - "When an officer is {@condition charmed}, {@condition frightened}, {@condition paralyzed}, or {@condition stunned}, they can use a reaction to expend a power die from their domain’s pool and remove one of those conditions. They are then immune to that condition for a number of rounds equal to the number on the power die." + "When an officer is {@condition charmed}, {@condition frightened}, {@condition paralyzed}, or {@condition stunned}, they can use a reaction to expend a power die from their domain's pool and remove one of those conditions. They are then immune to that condition for a number of rounds equal to the number on the power die." ], "foundryFlags": { "activation.type": "reaction", @@ -8282,7 +8290,7 @@ } ], "entries": [ - "Once per intrigue as a domain bonus action, an officer can make an Operations test against an opposed domain’s Resources. On a success, the target domain’s Resources level decreases by 1, and the draconic empire’s Resources level increases by 1." + "Once per intrigue as a domain bonus action, an officer can make an Operations test against an opposed domain's Resources. On a success, the target domain's Resources level decreases by 1, and the draconic empire's Resources level increases by 1." ] }, { @@ -8298,33 +8306,33 @@ } ], "entries": [ - "Once per intrigue as a domain action, an officer can make a {@dc 16} Diplomacy test. On a success, two allied dragons are summoned to harry the domain’s enemies, chosen from the list below:", + "Once per intrigue as a domain action, an officer can make a {@dc 16} Diplomacy test. On a success, two allied dragons are summoned to harry the domain's enemies, chosen from the list below:", { "type": "entries", "name": "The Acrid Bite", "entries": [ - "This dragon unleashes streams of viscous acid that corrodes the armor and weapons of an opposed domain’s forces. The target domain’s Resources level decreases by 2." + "This dragon unleashes streams of viscous acid that corrodes the armor and weapons of an opposed domain's forces. The target domain's Resources level decreases by 2." ] }, { "type": "entries", "name": "The Bitter Frost", "entries": [ - "This dragon unleashes vicious winter cold through an opposed domain’s ranks. The target domain’s Communications level decreases by 2." + "This dragon unleashes vicious winter cold through an opposed domain's ranks. The target domain's Communications level decreases by 2." ] }, { "type": "entries", "name": "The Flame Tongue", "entries": [ - "This dragon razes an opposed domain’s forces with searing fire. The target domain’s Resolve level decreases by 2." + "This dragon razes an opposed domain's forces with searing fire. The target domain's Resolve level decreases by 2." ] }, { "type": "entries", "name": "The Poisonous Wrath", "entries": [ - "This dragon’s poisonous breath blights an opposed domain’s lands and servants. The target domain takes −2 to its Resources score until the end of the intrigue." + "This dragon's poisonous breath blights an opposed domain's lands and servants. The target domain takes −2 to its Resources score until the end of the intrigue." ] }, { @@ -8356,7 +8364,7 @@ } ], "entries": [ - "If the draconic empire’s Resources level is 2 or higher at the start of a battle, a number of aerial or artillery units equal to the draconic empire’s domain size gain one of the following wands of an officer’s choice: a {@optfeature wand of acid pool|KaW}, a {@optfeature wand of fire|KaW}, or a {@optfeature wand of lightning storm|KaW}." + "If the draconic empire's Resources level is 2 or higher at the start of a battle, a number of aerial or artillery units equal to the draconic empire's domain size gain one of the following wands of an officer's choice: a {@optfeature wand of acid pool|KaW}, a {@optfeature wand of fire|KaW}, or a {@optfeature wand of lightning storm|KaW}." ] }, { @@ -8396,7 +8404,7 @@ } ], "entries": [ - "The thane cannot be {@condition stunned}. Additionally, the thane and any allies within 20 feet of them can add the dwarven thanedom’s domain size to their initiative rolls." + "The thane cannot be {@condition stunned}. Additionally, the thane and any allies within 20 feet of them can add the dwarven thanedom's domain size to their initiative rolls." ] }, { @@ -8412,7 +8420,7 @@ } ], "entries": [ - "As an action, the leader can take a power die from their domain’s pool. All allies who can see and hear the leader and are within 60 feet of them gain a bonus to weapon damage rolls or Armor Class (the leader’s choice) equal to the number on the power die. This bonus lasts until the start of the leader’s next turn." + "As an action, the leader can take a power die from their domain's pool. All allies who can see and hear the leader and are within 60 feet of them gain a bonus to weapon damage rolls or Armor Class (the leader's choice) equal to the number on the power die. This bonus lasts until the start of the leader's next turn." ], "foundryFlags": { "activation.type": "action", @@ -8432,7 +8440,7 @@ } ], "entries": [ - "As a bonus action, an officer can take a power die from their domain’s pool and increase their movement by 5 × the number on the power die. This benefit lasts until the end of the officer’s next turn, during which time their movement does not provoke opportunity attacks." + "As a bonus action, an officer can take a power die from their domain's pool and increase their movement by 5 × the number on the power die. This benefit lasts until the end of the officer's next turn, during which time their movement does not provoke opportunity attacks." ], "foundryFlags": { "activation.type": "bonus", @@ -8452,7 +8460,7 @@ } ], "entries": [ - "Once per intrigue as a domain bonus action, an officer can make a {@dc 13} Operations test. On a success, the dwarven thanedom’s Resources level increases by 2." + "Once per intrigue as a domain bonus action, an officer can make a {@dc 13} Operations test. On a success, the dwarven thanedom's Resources level increases by 2." ] }, { @@ -8504,7 +8512,7 @@ "type": "entries", "name": "Walking Walls", "entries": [ - "The thanedom builds a mobile fortification that acts as a wall, but which can move around the battlefield on intricate mechanical legs. Each walking wall is treated as a fortification taking up 1 space, and the dwarven thanedom places it on any space on their side of the battlefield at the end of deployment. When a dwarven thanedom infantry unit moves out of a walking wall’s space, that unit can bring the walking wall with them. Other units cannot move these walls, but can still gain their benefit." + "The thanedom builds a mobile fortification that acts as a wall, but which can move around the battlefield on intricate mechanical legs. Each walking wall is treated as a fortification taking up 1 space, and the dwarven thanedom places it on any space on their side of the battlefield at the end of deployment. When a dwarven thanedom infantry unit moves out of a walking wall's space, that unit can bring the walking wall with them. Other units cannot move these walls, but can still gain their benefit." ] } ] @@ -8522,7 +8530,7 @@ } ], "entries": [ - "If the dwarven thanedom’s Resources level is 2 or higher at the start of a battle, officers can reroll Attack tests for units controlled by the thanedom during the battle, and must use the new result. They can reroll a total number of times equal to the dwarven thanedom’s domain size." + "If the dwarven thanedom's Resources level is 2 or higher at the start of a battle, officers can reroll Attack tests for units controlled by the thanedom during the battle, and must use the new result. They can reroll a total number of times equal to the dwarven thanedom's domain size." ] }, { @@ -8538,8 +8546,8 @@ } ], "entries": [ - "As an action, the monarch of mischief chooses one creature they can see within 30 feet of them. That creature must make a Wisdom saving throw with a DC equal to 8 + the monarch’s proficiency bonus + the monarch’s Charisma modifier. On a failure, the target is charmed by the monarch for 1 minute. A charmed target can repeat the saving throw whenever it takes damage, ending the effect on itself on a success. A creature that succeeds on the saving throw is immune to this effect for 24 hours.", - "The monarch of mischief can use this feature a number of times equal to the fey court’s domain size, and regains all expended uses when they finish a long rest." + "As an action, the monarch of mischief chooses one creature they can see within 30 feet of them. That creature must make a Wisdom saving throw with a DC equal to 8 + the monarch's proficiency bonus + the monarch's Charisma modifier. On a failure, the target is charmed by the monarch for 1 minute. A charmed target can repeat the saving throw whenever it takes damage, ending the effect on itself on a success. A creature that succeeds on the saving throw is immune to this effect for 24 hours.", + "The monarch of mischief can use this feature a number of times equal to the fey court's domain size, and regains all expended uses when they finish a long rest." ], "foundryFlags": { "activation.type": "action", @@ -8559,7 +8567,7 @@ } ], "entries": [ - "As a bonus action, the leader can take any number of power dice from their domain’s pool and summon a number of duplicates equal to the total of the dice. These duplicates function the same way as the duplicates created by a {@spell mirror image} spell, except that the leader must roll a 6 or higher to change an attack’s target if they have three or more duplicates." + "As a bonus action, the leader can take any number of power dice from their domain's pool and summon a number of duplicates equal to the total of the dice. These duplicates function the same way as the duplicates created by a {@spell mirror image} spell, except that the leader must roll a 6 or higher to change an attack's target if they have three or more duplicates." ], "foundryFlags": { "activation.type": "bonus", @@ -8579,7 +8587,7 @@ } ], "entries": [ - "When a fey court officer is hit by an attack, the officer can use a reaction to take a power die from their domain’s pool, then choose a creature within 10 feet of the officer to become the target of the attack instead. If the attack hits, it deals extra damage equal to the number on the power die." + "When a fey court officer is hit by an attack, the officer can use a reaction to take a power die from their domain's pool, then choose a creature within 10 feet of the officer to become the target of the attack instead. If the attack hits, it deals extra damage equal to the number on the power die." ], "foundryFlags": { "activation.type": "reaction", @@ -8600,7 +8608,7 @@ } ], "entries": [ - "If the fey court’s Communications level is 2 or higher at the end of deployment, an officer selects a number of opposed units equal to the fey court’s domain size and forces those units to attack another unit of the officer’s choice within range. Attack tests for these attacks are made with disadvantage." + "If the fey court's Communications level is 2 or higher at the end of deployment, an officer selects a number of opposed units equal to the fey court's domain size and forces those units to attack another unit of the officer's choice within range. Attack tests for these attacks are made with disadvantage." ] }, { @@ -8616,7 +8624,7 @@ } ], "entries": [ - "As a domain action, an officer makes a {@dc 13} Lore test. On a success, at the end of the next deployment, the fey court can secretly place a number of undetectable traps on the battlefield equal to the fey court’s domain size. These traps cannot be placed in spaces occupied by opposed units. When an opposed unit enters a trapped space, the unit is pulled into the fairy realm and removed from the battlefield until the end of their next turn, and the trap disappears." + "As a domain action, an officer makes a {@dc 13} Lore test. On a success, at the end of the next deployment, the fey court can secretly place a number of undetectable traps on the battlefield equal to the fey court's domain size. These traps cannot be placed in spaces occupied by opposed units. When an opposed unit enters a trapped space, the unit is pulled into the fairy realm and removed from the battlefield until the end of their next turn, and the trap disappears." ] }, { @@ -8656,7 +8664,7 @@ } ], "entries": [ - "Once per intrigue as a domain bonus action, a fey court officer can make a Lore test against an opposed domain’s Communications. On a success, the court’s Communications level increases by 1. Additionally, at the start of the next battle, the highest-tier unit of the opposed domain is duplicated in the closest unoccupied space. If the opposed domain has two or more units in the highest tier, the GM picks one at random. This duplicate unit has the Ethereal trait, is under the fey court’s control, and lasts until the end of the battle. " + "Once per intrigue as a domain bonus action, a fey court officer can make a Lore test against an opposed domain's Communications. On a success, the court's Communications level increases by 1. Additionally, at the start of the next battle, the highest-tier unit of the opposed domain is duplicated in the closest unoccupied space. If the opposed domain has two or more units in the highest tier, the GM picks one at random. This duplicate unit has the Ethereal trait, is under the fey court's control, and lasts until the end of the battle. " ] }, { @@ -8672,7 +8680,7 @@ } ], "entries": [ - "The jarl can’t be knocked {@condition prone} or moved against their will. Additionally, when the jarl hits a creature with a melee attack, the target must succeed on a {@dc 15} Strength saving throw or be knocked {@condition prone}." + "The jarl can't be knocked {@condition prone} or moved against their will. Additionally, when the jarl hits a creature with a melee attack, the target must succeed on a {@dc 15} Strength saving throw or be knocked {@condition prone}." ] }, { @@ -8688,7 +8696,7 @@ } ], "entries": [ - "As a bonus action, an officer removes one power die from their domain’s pool. The officer gains a bonus to weapon attack and damage rolls equal to the number on the die, and any creature the officer hits with an attack is knocked prone. At the end of each of the officer’s turns, decrement the power die." + "As a bonus action, an officer removes one power die from their domain's pool. The officer gains a bonus to weapon attack and damage rolls equal to the number on the die, and any creature the officer hits with an attack is knocked prone. At the end of each of the officer's turns, decrement the power die." ], "foundryFlags": { "activation.type": "bonus", @@ -8708,7 +8716,7 @@ } ], "entries": [ - "When an officer is hit by a weapon attack, they can use a reaction to take one power die from their domain’s pool. Until the start of the officer’s next turn, any damage they take from weapon attacks (including the triggering attack) is reduced by an amount equal to the number on the die." + "When an officer is hit by a weapon attack, they can use a reaction to take one power die from their domain's pool. Until the start of the officer's next turn, any damage they take from weapon attacks (including the triggering attack) is reduced by an amount equal to the number on the die." ], "foundryFlags": { "activation.type": "reaction", @@ -8745,7 +8753,7 @@ } ], "entries": [ - "If the giant jarldom’s Communications level is 2 or higher at the start of a battle, officers can reroll Power tests for units controlled by the jarldom during the battle, and must use the new result. They can reroll a total number of times equal to the giant jarldom’s domain size." + "If the giant jarldom's Communications level is 2 or higher at the start of a battle, officers can reroll Power tests for units controlled by the jarldom during the battle, and must use the new result. They can reroll a total number of times equal to the giant jarldom's domain size." ] }, { @@ -8761,7 +8769,7 @@ } ], "entries": [ - "Once per intrigue as a domain bonus action, an officer can make a {@dc 13} Lore test. On a success, the giant jarldom’s Communications level increases by 1, and each of its officers gains resistance to damage dealt by spells during the first round of the next combat against officers of an opposed domain." + "Once per intrigue as a domain bonus action, an officer can make a {@dc 13} Lore test. On a success, the giant jarldom's Communications level increases by 1, and each of its officers gains resistance to damage dealt by spells during the first round of the next combat against officers of an opposed domain." ] }, { @@ -8802,7 +8810,7 @@ ], "entries": [ "The prime sophist can take the Help action as a bonus action.", - "Additionally, the prime sophist is able to make a quick study of their foes’ weak points. When the prime sophist hits an enemy with an attack, they can make the attack a critical hit. The prime sophist can use this feature a number of times equal to 1 + the gnomish kingdom’s domain size. They regain all expended uses when they finish a long rest." + "Additionally, the prime sophist is able to make a quick study of their foes' weak points. When the prime sophist hits an enemy with an attack, they can make the attack a critical hit. The prime sophist can use this feature a number of times equal to 1 + the gnomish kingdom's domain size. They regain all expended uses when they finish a long rest." ] }, { @@ -8818,7 +8826,7 @@ } ], "entries": [ - "When an officer is hit by a weapon attack, each other officer of the gnomish kingdom can use a reaction to take a power die from their domain’s pool and make one weapon attack against the attacker. This attack deals extra damage equal to the number on the power die if it hits." + "When an officer is hit by a weapon attack, each other officer of the gnomish kingdom can use a reaction to take a power die from their domain's pool and make one weapon attack against the attacker. This attack deals extra damage equal to the number on the power die if it hits." ], "foundryFlags": { "activation.type": "reaction", @@ -8839,7 +8847,7 @@ } ], "entries": [ - "When an officer makes a saving throw that is not an Intelligence saving throw, they can take a power die from their domain’s pool, then make an Intelligence saving throw instead of the original save, with a bonus equal to the number on the power die." + "When an officer makes a saving throw that is not an Intelligence saving throw, they can take a power die from their domain's pool, then make an Intelligence saving throw instead of the original save, with a bonus equal to the number on the power die." ] }, { @@ -8855,7 +8863,7 @@ } ], "entries": [ - "Once per intrigue as a domain bonus action, an officer can make a Diplomacy test to petition an NPC realm for research assistance. The DC for this test depends on the NPC realm’s disposition toward the gnomish kingdom, as shown on the following table.", + "Once per intrigue as a domain bonus action, an officer can make a Diplomacy test to petition an NPC realm for research assistance. The DC for this test depends on the NPC realm's disposition toward the gnomish kingdom, as shown on the following table.", { "type": "table", "caption": "Optional Caption", @@ -8932,7 +8940,7 @@ } ], "entries": [ - "If the gnomish kingdom’s Communications level is 2 or higher at the start of a battle, all the gnomish kingdom’s artillery units deploy for that battle with heavy equipment." + "If the gnomish kingdom's Communications level is 2 or higher at the start of a battle, all the gnomish kingdom's artillery units deploy for that battle with heavy equipment." ] }, { @@ -8985,7 +8993,7 @@ } ], "entries": [ - "When an officer hits with a weapon attack, they can take a power die from their domain’s pool to wound the target of the attack. At the start of each of the target’s turns, it takes {@damage 1d4} necrotic damage for each wound it has. A wound lasts a number of rounds equal to the number on the power die." + "When an officer hits with a weapon attack, they can take a power die from their domain's pool to wound the target of the attack. At the start of each of the target's turns, it takes {@damage 1d4} necrotic damage for each wound it has. A wound lasts a number of rounds equal to the number on the power die." ] }, { @@ -9001,7 +9009,7 @@ } ], "entries": [ - "As a bonus action, the leader can take a power die from their domain’s pool to summon worg guardians. A number of {@creature worg|MM|worgs} equal to half the number on the die (minimum one) appear in unoccupied spaces the leader can see within 60 feet of them. A summoned worg’s weapon attacks are magical, and it gains temporary hit points equal to 5 × the goblinoid coalition’s domain size. The worgs act on their own initiative, following the leader’s commands and attacking the leader’s enemies. A summoned worg disappears after 1 hour or when it drops to 0 hit points." + "As a bonus action, the leader can take a power die from their domain's pool to summon worg guardians. A number of {@creature worg|MM|worgs} equal to half the number on the die (minimum one) appear in unoccupied spaces the leader can see within 60 feet of them. A summoned worg's weapon attacks are magical, and it gains temporary hit points equal to 5 × the goblinoid coalition's domain size. The worgs act on their own initiative, following the leader's commands and attacking the leader's enemies. A summoned worg disappears after 1 hour or when it drops to 0 hit points." ] }, { @@ -9017,7 +9025,7 @@ } ], "entries": [ - "Once per intrigue as a domain bonus action, an officer can make an Espionage test against an opposed domain’s Communications. On a success, the opposed domain’s Communications level decreases by 1, and the goblinoid coalition’s Resources level increases by 1." + "Once per intrigue as a domain bonus action, an officer can make an Espionage test against an opposed domain's Communications. On a success, the opposed domain's Communications level decreases by 1, and the goblinoid coalition's Resources level increases by 1." ] }, { @@ -9033,7 +9041,7 @@ } ], "entries": [ - "As domain action, an officer makes an Operations test against an opposed domain’s Resolve. On a success, two units are mustered from the opposed domain (chosen by the players if the opposed domain is a heroic organization) and placed under the goblinoid coalition’s control. Each of these units has disadvantage on Morale tests. If the goblinoid coalition is defeated in the next battle, the units are returned to the opposed domain, even if they were broken or disbanded during the battle." + "As domain action, an officer makes an Operations test against an opposed domain's Resolve. On a success, two units are mustered from the opposed domain (chosen by the players if the opposed domain is a heroic organization) and placed under the goblinoid coalition's control. Each of these units has disadvantage on Morale tests. If the goblinoid coalition is defeated in the next battle, the units are returned to the opposed domain, even if they were broken or disbanded during the battle." ] }, { @@ -9049,7 +9057,7 @@ } ], "entries": [ - "If the goblinoid coalition’s Resources level is 2 or higher at the start of deployment, an officer secretly selects three spaces on the map to contain undetectable spike pit traps. If the goblinoid coalition is in its stronghold during the battle, the pits can be placed anywhere. Otherwise, the pits must be on the goblinoid coalition’s side of the battle.", + "If the goblinoid coalition's Resources level is 2 or higher at the start of deployment, an officer secretly selects three spaces on the map to contain undetectable spike pit traps. If the goblinoid coalition is in its stronghold during the battle, the pits can be placed anywhere. Otherwise, the pits must be on the goblinoid coalition's side of the battle.", "An opposed unit that moves into a space with a spike pit activates the trap. It suffers 1 casualty and can no longer move or take actions until after the end of its next turn. Once a spike pit is activated, it cannot be activated again." ] }, @@ -9090,7 +9098,7 @@ } ], "entries": [ - "The queen of night can cast the {@spell find familiar} spell at will, with the spell requiring no material components and having a casting time of 1 action. When the queen of night casts this spell, they summon up to three familiars, each of which can be a beast or fiend with a challenge rating equal to or lower than the hag coven’s domain size. A summoned familiar cannot be a creature with lair actions, legendary actions, or villain actions. There is no limit to the distance through which the queen of night can communicate telepathically with these familiars. The queen of night can have only three familiars at a time, and the familiars disappear if the queen of night dies or becomes incapacitated." + "The queen of night can cast the {@spell find familiar} spell at will, with the spell requiring no material components and having a casting time of 1 action. When the queen of night casts this spell, they summon up to three familiars, each of which can be a beast or fiend with a challenge rating equal to or lower than the hag coven's domain size. A summoned familiar cannot be a creature with lair actions, legendary actions, or villain actions. There is no limit to the distance through which the queen of night can communicate telepathically with these familiars. The queen of night can have only three familiars at a time, and the familiars disappear if the queen of night dies or becomes incapacitated." ], "additionalSpells": [ { @@ -9117,7 +9125,7 @@ } ], "entries": [ - "As a bonus action, an officer can take a power die from their domain’s pool and select a creature they can see within 30 feet of them. The target must make a Wisdom saving throw with a DC equal to 8 + the number on the power die. On a failed save, the target is cursed for 1 minute. Whenever the officer takes damage from a spell or magical effect, the cursed creature takes the same damage." + "As a bonus action, an officer can take a power die from their domain's pool and select a creature they can see within 30 feet of them. The target must make a Wisdom saving throw with a DC equal to 8 + the number on the power die. On a failed save, the target is cursed for 1 minute. Whenever the officer takes damage from a spell or magical effect, the cursed creature takes the same damage." ], "foundryFlags": { "activation.type": "bonus", @@ -9137,7 +9145,7 @@ } ], "entries": [ - "As an action, the leader can take a power die from their domain’s pool and select a number of creatures within 30 feet of them equal to the number on the die. Each target must make a Wisdom saving throw with a DC equal to 8 + the hag coven’s domain size. On a failure, the target falls prone and is paralyzed until the end of the leader’s next turn. On a success, the target falls {@condition prone}." + "As an action, the leader can take a power die from their domain's pool and select a number of creatures within 30 feet of them equal to the number on the die. Each target must make a Wisdom saving throw with a DC equal to 8 + the hag coven's domain size. On a failure, the target falls prone and is paralyzed until the end of the leader's next turn. On a success, the target falls {@condition prone}." ], "foundryFlags": { "activation.type": "action", @@ -9157,7 +9165,7 @@ } ], "entries": [ - "As a domain action, an officer makes a Diplomacy test against an opposed domain’s Resolve. On a success, the opposed domain’s Resolve level is reduced by 1, and the hag coven’s Communications level increases by 1." + "As a domain action, an officer makes a Diplomacy test against an opposed domain's Resolve. On a success, the opposed domain's Resolve level is reduced by 1, and the hag coven's Communications level increases by 1." ] }, { @@ -9173,7 +9181,7 @@ } ], "entries": [ - "Once per intrigue as a domain bonus action, an officer can make a Diplomacy test against an opposed domain’s Resolve. On a success, the hag coven’s Communications level increases by 1, and the opposed domain can muster only one unit of levies each time it musters levies until the end of the intrigue." + "Once per intrigue as a domain bonus action, an officer can make a Diplomacy test against an opposed domain's Resolve. On a success, the hag coven's Communications level increases by 1, and the opposed domain can muster only one unit of levies each time it musters levies until the end of the intrigue." ] }, { @@ -9189,11 +9197,11 @@ } ], "entries": [ - "If the hag coven’s Communications level is 2 or higher at the start of any combat between officers of the hag coven and an opposed domain, an officer secretly chooses a number of magic items in the possession of the opposed domain’s officers equal to the hag coven’s domain size. These items lose all their magical properties at the end of the combat. Artifacts cannot be targeted in this way." + "If the hag coven's Communications level is 2 or higher at the start of any combat between officers of the hag coven and an opposed domain, an officer secretly chooses a number of magic items in the possession of the opposed domain's officers equal to the hag coven's domain size. These items lose all their magical properties at the end of the combat. Artifacts cannot be targeted in this way." ] }, { - "name": "Swamp’s Wrath (Special Unit)", + "name": "Swamp's Wrath (Special Unit)", "source": "KaW", "page": 78, "featureType": [ @@ -9276,7 +9284,7 @@ } ], "entries": [ - "As an action, an officer can take a power die from their domain’s pool and target a creature they can see within 30 feet of them with a terrible curse. The target must make a Charisma saving throw against a DC of 10 + the number on the power die. On a failed save, the cursed creature regains only half the normal number of hit points from magical healing and becomes vulnerable to one type of damage chosen by the officer. This curse lasts 24 hours." + "As an action, an officer can take a power die from their domain's pool and target a creature they can see within 30 feet of them with a terrible curse. The target must make a Charisma saving throw against a DC of 10 + the number on the power die. On a failed save, the cursed creature regains only half the normal number of hit points from magical healing and becomes vulnerable to one type of damage chosen by the officer. This curse lasts 24 hours." ], "foundryFlags": { "activation.type": "action", @@ -9296,7 +9304,7 @@ } ], "entries": [ - "Whenever an officer hits with a weapon attack, they can take a power die from their domain’s pool and have the attack deal extra fire damage equal to double the number on the die. This extra fire damage cannot be reduced in any way." + "Whenever an officer hits with a weapon attack, they can take a power die from their domain's pool and have the attack deal extra fire damage equal to double the number on the die. This extra fire damage cannot be reduced in any way." ] }, { @@ -9312,7 +9320,7 @@ } ], "entries": [ - "Once per intrigue as a domain bonus action, an officer can make an Espionage test against an opposed domain’s Communications. On a success, the opposed domain’s Communications level is reduced by 2. " + "Once per intrigue as a domain bonus action, an officer can make an Espionage test against an opposed domain's Communications. On a success, the opposed domain's Communications level is reduced by 2. " ] }, { @@ -9328,7 +9336,7 @@ } ], "entries": [ - "If the infernal echelon’s Communications level is 2 or higher at the start of a battle, all its artillery units deploy for that battle with the Flaming Weapons trait." + "If the infernal echelon's Communications level is 2 or higher at the start of a battle, all its artillery units deploy for that battle with the Flaming Weapons trait." ] }, { @@ -9344,7 +9352,7 @@ } ], "entries": [ - "As a domain reaction when an opposed domain succeeds on a Diplomacy test to influence an NPC realm, an officer can make their own Diplomacy test. If the officer’s test is higher than the opposed domain’s test, the opposed domain’s Diplomacy test fails and the NPC realm’s attitude toward the opposed domain decreases one step." + "As a domain reaction when an opposed domain succeeds on a Diplomacy test to influence an NPC realm, an officer can make their own Diplomacy test. If the officer's test is higher than the opposed domain's test, the opposed domain's Diplomacy test fails and the NPC realm's attitude toward the opposed domain decreases one step." ] }, { @@ -9384,7 +9392,7 @@ } ], "entries": [ - "The veiled sovereign has advantage on attack rolls against a creature if at least one of the sovereign’s allies is within 5 feet of the creature and the ally isn’t {@condition incapacitated}." + "The veiled sovereign has advantage on attack rolls against a creature if at least one of the sovereign's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}." ] }, { @@ -9400,7 +9408,7 @@ } ], "entries": [ - "As a bonus action, an officer can take a power die from their domain’s pool and afflict one creature they can see with a curse. The effect of the curse is based on the number on the power die.", + "As a bonus action, an officer can take a power die from their domain's pool and afflict one creature they can see with a curse. The effect of the curse is based on the number on the power die.", { "type": "table", "colLabels": [ @@ -9426,7 +9434,7 @@ ], [ "7-9", - "The target must make a Wisdom saving throw at the start of each of its turns, with a DC equal to 10 + the medusean tyranny’s domain size. On a failed save, the target wastes its action that turn doing nothing.", + "The target must make a Wisdom saving throw at the start of each of its turns, with a DC equal to 10 + the medusean tyranny's domain size. On a failed save, the target wastes its action that turn doing nothing.", "" ], [ @@ -9436,7 +9444,7 @@ ] ] }, - "This curse ends at the end of the combat encounter. An affected character can also end the curse early by using a bonus action to take one power die from their domain’s pool, if the number on the die is at least half the number on the die used to inflict the curse." + "This curse ends at the end of the combat encounter. An affected character can also end the curse early by using a bonus action to take one power die from their domain's pool, if the number on the die is at least half the number on the die used to inflict the curse." ], "foundryFlags": { "activation.type": "bonus", @@ -9456,12 +9464,12 @@ } ], "entries": [ - "If the target of the leader’s Petrifying Gaze succeeds on the saving throw to resist that trait’s effect, the leader can use a reaction to take a power die from their domain’s pool, reducing the target’s saving throw by the number on the die." + "If the target of the leader's Petrifying Gaze succeeds on the saving throw to resist that trait's effect, the leader can use a reaction to take a power die from their domain's pool, reducing the target's saving throw by the number on the die." ], "foundryFlags": { "activation.type": "reaction", "activation.cost": "1", - "activation.condition": "the target of the leader’s Petrifying Gaze succeeds on the saving throw" + "activation.condition": "the target of the leader's Petrifying Gaze succeeds on the saving throw" } }, { @@ -9477,7 +9485,7 @@ } ], "entries": [ - "Once per intrigue as a domain bonus action, an officer can make a Lore test against an opposed domain’s Resources. On a success, the opposed domain’s Resources level is reduced by 1, and the medusean tyranny has advantage on subsequent Lore tests until the end of the intrigue." + "Once per intrigue as a domain bonus action, an officer can make a Lore test against an opposed domain's Resources. On a success, the opposed domain's Resources level is reduced by 1, and the medusean tyranny has advantage on subsequent Lore tests until the end of the intrigue." ] }, { @@ -9493,7 +9501,7 @@ } ], "entries": [ - "If the medusean tyranny’s Resources level is 2 or higher at the start of a battle, a number of its artillery units equal to its domain size each begin the battle equipped with a {@i wand of petrification:}", + "If the medusean tyranny's Resources level is 2 or higher at the start of a battle, a number of its artillery units equal to its domain size each begin the battle equipped with a {@i wand of petrification:}", { "type": "entries", "name": "Wand of Petrification", @@ -9541,7 +9549,7 @@ } ], "entries": [ - "As a domain action, an officer makes a {@dc 13} Diplomacy test to obtain a special unit from an NPC realm whose attitude toward an opposed domain is neutral or worse. The medusean tyranny has advantage on this test if the NPC realm’s attitude toward the opposed domain is suspicious or hostile." + "As a domain action, an officer makes a {@dc 13} Diplomacy test to obtain a special unit from an NPC realm whose attitude toward an opposed domain is neutral or worse. The medusean tyranny has advantage on this test if the NPC realm's attitude toward the opposed domain is suspicious or hostile." ] }, { @@ -9558,7 +9566,7 @@ ], "entries": [ "The chieftain gains proficiency in Charisma saving throws.", - "Additionally, as a bonus action, the chieftain can choose one creature that can hear them within 30 feet of them. As a reaction to the chieftain’s command, that creature can immediately move up to half its speed without provoking opportunity attacks, then make one weapon attack." + "Additionally, as a bonus action, the chieftain can choose one creature that can hear them within 30 feet of them. As a reaction to the chieftain's command, that creature can immediately move up to half its speed without provoking opportunity attacks, then make one weapon attack." ], "foundryFlags": { "activation.type": "bonus", @@ -9578,7 +9586,7 @@ } ], "entries": [ - "As a bonus action, an officer can take any number of power dice from their domain’s pool, regaining a number of hit points equal to twice the total of the dice." + "As a bonus action, an officer can take any number of power dice from their domain's pool, regaining a number of hit points equal to twice the total of the dice." ], "foundryFlags": { "activation.type": "bonus", @@ -9598,7 +9606,7 @@ } ], "entries": [ - "When an officer is targeted by an attack, another officer within 30 feet of the target officer can use a reaction to make a defensive maneuver. The second officer takes one power die from their domain’s pool and subtracts the number on the power die from the attack roll." + "When an officer is targeted by an attack, another officer within 30 feet of the target officer can use a reaction to make a defensive maneuver. The second officer takes one power die from their domain's pool and subtracts the number on the power die from the attack roll." ], "foundryFlags": { "activation.type": "reaction", @@ -9619,7 +9627,7 @@ } ], "entries": [ - "If the orc clan’s Resolve level is 2 or higher at the start of a battle, all the orc clan’s infantry units have the following trait until the end of the battle:", + "If the orc clan's Resolve level is 2 or higher at the start of a battle, all the orc clan's infantry units have the following trait until the end of the battle:", { "type": "entries", "name": "Unflinching Endurance", @@ -9643,8 +9651,8 @@ } ], "entries": [ - "Once per intrigue when an opposed domain succeeds on a skill test targeting one of the orc clan’s defenses, an officer can use a domain reaction to make an Operations test against the opposed domain’s Resolve. On a success, make note of the opposed domain’s current defense scores. The opposed domain’s Resources score decreases by 1 at the start of each of the domain’s subsequent turns. If the opposed domain’s Resources score is reduced to 10, at the start of its next turn, its Communications score begins to decrease by 1 each turn instead of Resources. If its Communications score is reduced to 10, the opposed domain’s Resolve score begins to decrease in the same manner instead of Communications.", - "This continues until either all the opposed domain’s defense scores are reduced to 10 or the intrigue ends. If the opposed domain defeats the orc clan in the next battle, the opposed domain’s defenses are returned to the scores they had before this feature was used." + "Once per intrigue when an opposed domain succeeds on a skill test targeting one of the orc clan's defenses, an officer can use a domain reaction to make an Operations test against the opposed domain's Resolve. On a success, make note of the opposed domain's current defense scores. The opposed domain's Resources score decreases by 1 at the start of each of the domain's subsequent turns. If the opposed domain's Resources score is reduced to 10, at the start of its next turn, its Communications score begins to decrease by 1 each turn instead of Resources. If its Communications score is reduced to 10, the opposed domain's Resolve score begins to decrease in the same manner instead of Communications.", + "This continues until either all the opposed domain's defense scores are reduced to 10 or the intrigue ends. If the opposed domain defeats the orc clan in the next battle, the opposed domain's defenses are returned to the scores they had before this feature was used." ] }, { @@ -9660,7 +9668,7 @@ } ], "entries": [ - "Once per intrigue as a domain bonus action, an officer can make a {@dc 15} Lore test. On a success, the orc clan’s Communications level and Resolve level both increase by 1." + "Once per intrigue as a domain bonus action, an officer can make a {@dc 15} Lore test. On a success, the orc clan's Communications level and Resolve level both increase by 1." ] }, { @@ -9700,7 +9708,7 @@ } ], "entries": [ - "Whenever the overlord reduces a creature to 0 hit points, the overlord gains a +2 bonus to attack and damage rolls until the end of the encounter, and gains temporary hit points equal to 5 × the planar invaders’ domain size. If the overlord reduces multiple creatures to 0 hit points during the same encounter, the bonus is cumulative." + "Whenever the overlord reduces a creature to 0 hit points, the overlord gains a +2 bonus to attack and damage rolls until the end of the encounter, and gains temporary hit points equal to 5 × the planar invaders' domain size. If the overlord reduces multiple creatures to 0 hit points during the same encounter, the bonus is cumulative." ] }, { @@ -9716,7 +9724,7 @@ } ], "entries": [ - "As an action, an officer can take a power die from their domain’s pool to create an aura of despair centered on the officer. The aura has a radius of 5 feet × the number on the power die, and lasts until the start of the officer’s next turn. Each enemy creature that starts its turn within the aura must make a Wisdom saving throw with a DC of 8 + the planar invaders’ domain size. On a failure, the creature is {@condition paralyzed} until the start of the officer’s next turn." + "As an action, an officer can take a power die from their domain's pool to create an aura of despair centered on the officer. The aura has a radius of 5 feet × the number on the power die, and lasts until the start of the officer's next turn. Each enemy creature that starts its turn within the aura must make a Wisdom saving throw with a DC of 8 + the planar invaders' domain size. On a failure, the creature is {@condition paralyzed} until the start of the officer's next turn." ], "foundryFlags": { "activation.type": "action", @@ -9724,7 +9732,7 @@ } }, { - "name": "You’ll Be of Use Yet", + "name": "You'll Be of Use Yet", "source": "KaW", "page": 84, "featureType": [ @@ -9736,7 +9744,7 @@ } ], "entries": [ - "As an action, the leader can take any number of power dice from their domain’s pool and cast the {@spell dominate person} spell, requiring no components. The save DC for the spell is equal to 8 + the total of the power dice." + "As an action, the leader can take any number of power dice from their domain's pool and cast the {@spell dominate person} spell, requiring no components. The save DC for the spell is equal to 8 + the total of the power dice." ], "foundryFlags": { "activation.type": "action", @@ -9756,7 +9764,7 @@ } ], "entries": [ - "If the planar invaders’ Communications level is 2 or higher at the end of deployment, an officer chooses a number of infantry units controlled by the planar invaders equal to their domain size. These units gain the following trait until the end of the battle:", + "If the planar invaders' Communications level is 2 or higher at the end of deployment, an officer chooses a number of infantry units controlled by the planar invaders equal to their domain size. These units gain the following trait until the end of the battle:", { "type": "entries", "name": "Blip", @@ -9820,7 +9828,7 @@ } ], "entries": [ - "Once per intrigue as a domain bonus action, an officer can make an Espionage test against an opposed domain’s Resolve. On a success, the planar invaders’ Communications level and Resolve level both increase by 1." + "Once per intrigue as a domain bonus action, an officer can make an Espionage test against an opposed domain's Resolve. On a success, the planar invaders' Communications level and Resolve level both increase by 1." ] }, { @@ -9856,7 +9864,7 @@ } ], "entries": [ - "As a bonus action, an officer can take a power die from their domain’s pool and recover a number of hit points equal to the number on the die. Using a die in this way regrows any of the officer’s missing limbs." + "As a bonus action, an officer can take a power die from their domain's pool and recover a number of hit points equal to the number on the die. Using a die in this way regrows any of the officer's missing limbs." ], "foundryFlags": { "activation.type": "bonus", @@ -9876,7 +9884,7 @@ } ], "entries": [ - "If an ally the leader can see drops to 0 hit points, the leader can use a reaction to emit a vengeful shriek. The leader takes any number of power dice from their domain’s pool, and each creature of the leader’s choice within 30 feet of them that they can see takes thunder damage equal to the total of the power dice." + "If an ally the leader can see drops to 0 hit points, the leader can use a reaction to emit a vengeful shriek. The leader takes any number of power dice from their domain's pool, and each creature of the leader's choice within 30 feet of them that they can see takes thunder damage equal to the total of the power dice." ], "foundryFlags": { "activation.type": "reaction", @@ -9897,7 +9905,7 @@ } ], "entries": [ - "Once per intrigue as a domain bonus action, an officer can make an Espionage test against an opposed domain’s Resources. On a success, the target domain’s Resources level decreases by 1, and the reptilian band’s Resolve level increases by 1." + "Once per intrigue as a domain bonus action, an officer can make an Espionage test against an opposed domain's Resources. On a success, the target domain's Resources level decreases by 1, and the reptilian band's Resolve level increases by 1." ] }, { @@ -9913,7 +9921,7 @@ } ], "entries": [ - "If the reptilian band’s Resolve level is 2 or higher at the start of any combat with officers of an opposed domain, all the reptilian band’s officers have the following reaction during that combat:", + "If the reptilian band's Resolve level is 2 or higher at the start of any combat with officers of an opposed domain, all the reptilian band's officers have the following reaction during that combat:", { "type": "entries", "page": 86, @@ -9961,7 +9969,7 @@ } ], "entries": [ - "As a domain action, an officer makes a Lore test against an opposed domain’s Resources. On a success, the opposed domain’s Resources level decreases by 1, and the reptilian band gains a {@item scroll of blood magic|KaW}." + "As a domain action, an officer makes a Lore test against an opposed domain's Resources. On a success, the opposed domain's Resources level decreases by 1, and the reptilian band gains a {@item scroll of blood magic|KaW}." ] }, { @@ -9994,7 +10002,7 @@ } ], "entries": [ - "As a bonus action, an undead dominion officer can take any number of power dice from their domain’s pool and create a number of undead minions equal to the total of the dice divided by 2. These minions rise from the ground in unoccupied spaces within 60 feet of the officer. The officer selects the minions that appear, with the undead dominion’s domain size determining the maximum challenge rating for each minion, as shown on the following table.", + "As a bonus action, an undead dominion officer can take any number of power dice from their domain's pool and create a number of undead minions equal to the total of the dice divided by 2. These minions rise from the ground in unoccupied spaces within 60 feet of the officer. The officer selects the minions that appear, with the undead dominion's domain size determining the maximum challenge rating for each minion, as shown on the following table.", { "type": "table", "colLabels": [ @@ -10062,7 +10070,7 @@ } ], "entries": [ - "As a bonus action, the leader can take a power die from their domain’s pool and unleash an aura of unholy animation. Each corpse within 160 feet of the leader rises as an undead servant under their control, with a number of hit points equal to the number on the power die.", + "As a bonus action, the leader can take a power die from their domain's pool and unleash an aura of unholy animation. Each corpse within 160 feet of the leader rises as an undead servant under their control, with a number of hit points equal to the number on the power die.", "Risen creatures that were already undead retain their previous statistics except for their new hit points. New undead raised by this power become {@creature ghouls} if their remains are whole, or {@creature specters} if not." ], "foundryFlags": { @@ -10107,13 +10115,13 @@ } ], "entries": [ - "As a domain action, an officer makes a {@dc 14} Lore test. On a success, the officer can choose a number of undead infantry units they control equal to the undead dominion’s domain size and give them the following maneuver:", + "As a domain action, an officer makes a {@dc 14} Lore test. On a success, the officer can choose a number of undead infantry units they control equal to the undead dominion's domain size and give them the following maneuver:", { "type": "entries", "page": 87, "name": "Infect", "entries": [ - "As a reaction when an adjacent opposed unit breaks, make a Command test against that unit’s Toughness. On a success, the undead dominion immediately reforms the unit with 1 casualty and takes control of it, the unit’s type becomes undead, and it gains the Dead and Harrowing traits. The reformed unit acts on the next turn in the initiative order." + "As a reaction when an adjacent opposed unit breaks, make a Command test against that unit's Toughness. On a success, the undead dominion immediately reforms the unit with 1 casualty and takes control of it, the unit's type becomes undead, and it gains the Dead and Harrowing traits. The reformed unit acts on the next turn in the initiative order." ] } ] @@ -10147,7 +10155,7 @@ } ], "entries": [ - "If the undead dominion’s Resolve level is 2 or higher before the start of the next combat against the officers of an opposed domain, dominion officers gain the following benefits during the combat: they lose the Sunlight Sensitivity trait if they have it, they are immune to effects that turn undead, and they do not take extra damage from any effect that deals extra damage to undead." + "If the undead dominion's Resolve level is 2 or higher before the start of the next combat against the officers of an opposed domain, dominion officers gain the following benefits during the combat: they lose the Sunlight Sensitivity trait if they have it, they are immune to effects that turn undead, and they do not take extra damage from any effect that deals extra damage to undead." ] }, { @@ -10164,7 +10172,7 @@ ], "entries": [ "If a creature that cannot breathe underwater starts its turn within 30 feet of the tideweaver, that creature takes {@damage 2d6} cold damage.", - "Additionally, as a bonus action, the tideweaver can target a number of creatures they can see within 30 feet of them equal to the undersea colony’s domain size. Each target must succeed on a Strength saving throw or either be pushed 20 feet away from the tideweaver or pulled to within 5 feet of the tideweaver (the tideweaver’s choice). The DC for this saving throw is 15 or the tideweaver’s spell save DC, whichever is higher." + "Additionally, as a bonus action, the tideweaver can target a number of creatures they can see within 30 feet of them equal to the undersea colony's domain size. Each target must succeed on a Strength saving throw or either be pushed 20 feet away from the tideweaver or pulled to within 5 feet of the tideweaver (the tideweaver's choice). The DC for this saving throw is 15 or the tideweaver's spell save DC, whichever is higher." ], "foundryFlags": { "activation.type": "bonus", @@ -10184,7 +10192,7 @@ } ], "entries": [ - "As an action, the leader can take a power die from their domain’s pool and target one creature they can see within 60 feet of them. The target must succeed on a Constitution saving throw with a DC of 8 + the number on the power die or be stunned until the end of the leader’s next turn. Constructs, undead, and creatures whose form contains no liquid (such as fire elementals) automatically succeed on this saving throw." + "As an action, the leader can take a power die from their domain's pool and target one creature they can see within 60 feet of them. The target must succeed on a Constitution saving throw with a DC of 8 + the number on the power die or be stunned until the end of the leader's next turn. Constructs, undead, and creatures whose form contains no liquid (such as fire elementals) automatically succeed on this saving throw." ], "foundryFlags": { "activation.type": "action", @@ -10204,7 +10212,7 @@ } ], "entries": [ - "As a bonus action, an officer can take a power die from their domain’s pool and cast the {@spell eldritch blast} cantrip, using the number on the power die as the spell’s attack bonus. The spell creates a number of beams equal to the undersea colony’s domain size." + "As a bonus action, an officer can take a power die from their domain's pool and cast the {@spell eldritch blast} cantrip, using the number on the power die as the spell's attack bonus. The spell creates a number of beams equal to the undersea colony's domain size." ], "foundryFlags": { "activation.type": "bonus", @@ -10224,7 +10232,7 @@ } ], "entries": [ - "If the undersea colony’s Communications level is 2 or higher at the end of deployment, an officer can choose a number of ranks on the battlefield equal to the undersea colony’s domain size and cover them in fog. This fog has no effect on the undersea colony’s units." + "If the undersea colony's Communications level is 2 or higher at the end of deployment, an officer can choose a number of ranks on the battlefield equal to the undersea colony's domain size and cover them in fog. This fog has no effect on the undersea colony's units." ] }, { @@ -10240,7 +10248,7 @@ } ], "entries": [ - "As a domain action, an officer makes an Operations test against an opposed domain’s Resources. On a success, whenever the undersea colony makes a successful Operations test until the end of the intrigue, in addition to the normal effects for success, they also reduce the opposed domain’s Resources level by 1. If the undersea colony is defeated in a battle, the opposed domain’s Resources return to normal." + "As a domain action, an officer makes an Operations test against an opposed domain's Resources. On a success, whenever the undersea colony makes a successful Operations test until the end of the intrigue, in addition to the normal effects for success, they also reduce the opposed domain's Resources level by 1. If the undersea colony is defeated in a battle, the opposed domain's Resources return to normal." ] }, { @@ -10256,7 +10264,7 @@ } ], "entries": [ - "Once per intrigue as a domain bonus action, an officer can make a Lore test against an opposed domain’s Communications. On a success, an officer chooses a number of magic items equal to the undersea colony’s domain size that are in the possession of the opposed domain’s officers, creating copies of those magic items for the undersea colony’s officers. Artifacts cannot be targeted in this way. The copies function only until the end of the next combat encounter in which they are used." + "Once per intrigue as a domain bonus action, an officer can make a Lore test against an opposed domain's Communications. On a success, an officer chooses a number of magic items equal to the undersea colony's domain size that are in the possession of the opposed domain's officers, creating copies of those magic items for the undersea colony's officers. Artifacts cannot be targeted in this way. The copies function only until the end of the next combat encounter in which they are used." ] }, { @@ -10316,7 +10324,7 @@ } ], "entries": [ - "As a bonus action, an officer takes a power die from their domain’s pool and teleports up to a number of feet equal to 5 × the number on the die to an unoccupied space they can see." + "As a bonus action, an officer takes a power die from their domain's pool and teleports up to a number of feet equal to 5 × the number on the die to an unoccupied space they can see." ], "foundryFlags": { "activation.type": "bonus", @@ -10336,7 +10344,7 @@ } ], "entries": [ - "When an officer hits with a weapon attack, they can take a power die from their domain’s pool and have the attack deal extra poison damage equal to the number on the power die. Any creature that takes this poison damage must succeed on a {@dc 15} Constitution saving throw or be {@condition poisoned} for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + "When an officer hits with a weapon attack, they can take a power die from their domain's pool and have the attack deal extra poison damage equal to the number on the power die. Any creature that takes this poison damage must succeed on a {@dc 15} Constitution saving throw or be {@condition poisoned} for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." ] }, { @@ -10352,7 +10360,7 @@ } ], "entries": [ - "Once per intrigue as a domain bonus action, an officer can make an Espionage test against an opposed domain’s Communications. On a success, the World Below city-state’s Resolve increases by 1, and each unit the opposed domain musters through alliances until the end of the intrigue has its casualty die decreased one step (minimum d4)." + "Once per intrigue as a domain bonus action, an officer can make an Espionage test against an opposed domain's Communications. On a success, the World Below city-state's Resolve increases by 1, and each unit the opposed domain musters through alliances until the end of the intrigue has its casualty die decreased one step (minimum d4)." ] }, { @@ -10368,7 +10376,7 @@ } ], "entries": [ - "If the World Below city-state’s Communications level is 2 or higher at the start of a battle, the level of one other defense of an officer’s choice increases by 1." + "If the World Below city-state's Communications level is 2 or higher at the start of a battle, the level of one other defense of an officer's choice increases by 1." ] }, { @@ -10384,7 +10392,7 @@ } ], "entries": [ - "As a domain action, an officer makes an Espionage test against an opposed domain’s Resources. On a success, during the next deployment, the World Below city-state can place one infantry unit in an unoccupied space in enemy territory." + "As a domain action, an officer makes an Espionage test against an opposed domain's Resources. On a success, during the next deployment, the World Below city-state can place one infantry unit in an unoccupied space in enemy territory." ] }, { From c77e0d6cce9f176e31973d805a149034bd638fca Mon Sep 17 00:00:00 2001 From: Billiam9420 Date: Wed, 6 Sep 2023 18:23:08 -0400 Subject: [PATCH 39/65] tab fix and some more text converted --- .../MCDM Productions; Kingdoms & Warfare.json | 21418 ++++++++-------- 1 file changed, 10948 insertions(+), 10470 deletions(-) diff --git a/book/MCDM Productions; Kingdoms & Warfare.json b/book/MCDM Productions; Kingdoms & Warfare.json index 314d1d02bc..8a7acf84ee 100644 --- a/book/MCDM Productions; Kingdoms & Warfare.json +++ b/book/MCDM Productions; Kingdoms & Warfare.json @@ -1,10473 +1,10951 @@ { - "$schema": "https://raw.githubusercontent.com/TheGiddyLimit/5etools-utils/master/schema/brew-fast/homebrew.json", - "_meta": { - "sources": [ - { - "json": "KaW", - "abbreviation": "KaW", - "full": "Kingdoms & Warfare", - "url": "https://shop.mcdmproductions.com/products/kingdoms-and-warfare-pdf", - "authors": [ - "MCDM Productions" - ], - "convertedBy": [ - "ForeverAlwaysGM (Billiam94)" - ], - "version": "v1.0" - } - ], - "optionalFeatureTypes": { - "DTTL": "Domain Title", - "DPWR": "Domain Power", - "DFTR": "Domain Feature" - } - }, - "book": [ - { - "name": "Kingdoms & Warfare", - "id": "KaW", - "source": "KaW", - "group": "homebrew", - "author": "MCDM Productions", - "published": "2021-05-01", - "contents": [ - { - "name": "Foreword" - }, - { - "name": "Introduction", - "headers": [ - "How to Use This Book", - "Scale", - "The Operation", - "Glossary of Terms", - "Domains & Intrigue", - "Warfare" - ] - }, - { - "name": "Domains & Intrigue", - "headers": [ - "The Core Assumptions", - "Characters and Officers", - "What is an Organization?", - "Describing a Domain", - "Intrigue", - "Founding an Organization", - "Organizations and Warfare", - "Before Intrigue", - "Domain Skill Tests", - "Running Intrigue", - "Domain Turns and Actions", - "Domain Skills", - "Domain Defenses", - "Domain Size", - "Domain Powers", - "Villainous and NPC Realms", - "Heroic Organizations", - "Adventuring Party", - "Martial Regiment", - "Mercantile Guild", - "Mystic Circle", - "Nature Pact", - "Noble Court", - "Religious Order", - "Underworld Syndicate", - "NPC Realms", - "Despotic Regime", - "Draconic Empire", - "Dwarven Thanedom", - "Fey Court", - "Giant Jarldom", - "Gnomish Kingdom", - "Goblinoid Coalition", - "Hag Coven", - "Infernal Echelon", - "Medusean Tyranny", - "Orc Clan", - "Planar Invaders", - "Reptilian Band", - "Undead Dominion", - "Undersea Colony", - "World Below City-State" - ] - }, - { - "name": "Warfare", - "headers": [ - "Using These Rules", - "General Maneuvers", - "Martial Advantages", - "Opposing Commanders", - "Fortifications", - "Terrain", - "Scenarios", - "Unit Traits", - "Ancestral Units", - "The Special Unit Deck", - "For the GM: Building the Villain's Army" - ] - }, - { - "name": "Monsters & Magic Items", - "headers": [ - "Monsters", - "Action-Oriented", - "Court of Decay", - "Court of the Deep", - "Court of Seven Cities", - "Gemstone Dragons", - "Relg, the Descender, the Lord in Corpulect", - "Magic Items", - "New Codices", - "Encountering a Codex", - "Attuning to a Codex", - "Sacrifice", - "New Codex Descriptions" - ] - }, - { - "name": "The Regent of Bedegar" - } - ] - } - ], - "bookData": [ - { - "id": "KaW", - "source": "KaW", - "data": [ - { - "type": "section", - "name": "Foreword", - "entries": [ - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/NnQw1uo.jpg" - } - }, - "I have always viewed the worlds of fantasy RPGs in terms of domains. The idea that the world is divided into spheres of influence and power, with specific people in charge of those things. Even as a teenager, I played in lots of different fantasy worlds, and I judged them all based on one thing: the map. I used maps as the keys that unlocked the different domains in a world.", - "Maps are one of the GM's most powerful tools. The map of the local area, the map of the region, the map of the city, the map of the world. Because maps invite exploration. A map explicitly asks the players to pore over it, point to something evocative or mysterious, and ask: \"What's this?\"", - "In the '80s and early '90s, there was an explosion of new, official campaign settings. New fantasy worlds for RPGs. And my friends and I were excited to try them. But whenever I saw the mapIn the '80s and early '90s, there was an explosion of new, official campaign settings. New fantasy worlds for RPGs. And my friends and I were excited to try them. But whenever I saw the map of a new world, I always wondered the same thing: \"Who's in charge here?\" I don't know why that was important to me. Probably, I was just looking for some kind of organizing principle. Some kind of lens to view all this new information through.", - "I didn't literally think, \"Whose domain is this?\" I wouldn't have used that language. And I never thought exclusively about barons and dukes and queens. If I pointed to a great forest, I wouldn't expect it to belong to a feudal noble. I know how fantasy works: it's a big forest, so it probably belongs to the elves!", - "But which elves? Surely a forest this big is an important asset, and some elven court considers it their realm. Their domain. And if not, that's probably because it's contested! A hot or cold war over ancient elven boundaries! Drama!", - "Or maybe the forest belongs to an order of powerful druids. Maybe they keep it deliberately wild and pool their resources to ensure no single civilization takes it over! Well, those druids would be just another domain.", - "That's how my mind worked then, and how it still works. It's okay if some places aren't controlled by anyone. But then, as now, when I see a map of a fantasy world and there are no political boundaries, no answers, no information to tell me, \"Who's in charge?\" anywhere, I get disappointed. I feel like...there's a layer of information missing.", - "To date, there's never been an edition of the world's most popular roleplaying game whose core rules took the idea of different domains—whether those are counts and dukes and queens, or druid enclaves, wizard circles, or knightly orders—and gave them mechanical features. Not just, \"Oh, you get this one feature if you join this organization,\" but rules for letting different organizations engage in planning, conspiracy, and conflict the way people do.", - "That's what this book tries to do. I wanted to give you the tools to add organizations and warfare to your games and make doing so fun. When players think about their own party of heroes, even without changing anything about their characters, I hope they'll recognize at least one of the organizations or specializations in here as fitting their group.2 When GMs see all the different NPC realms in the book, I hope they'll want to run new adventures with a hag coven as the villain, building a secret army in the swamp. Or an evil empire run by an immortal dragon. A draconic tyranny!", - "When players choose an organization and a specialization, their characters gain new mechanical features—but they'll also feel more like a formal group. They'll have to communicate more to use their new domain powers, and will argue about how best to use domain features during a new phase of the game, called intrigue. Everyone will communicate, argue, and compromise—just like the members of a real organization.", - "This book will give the heroes and villains in your games more influence, more impact. Their reach will extend beyond the end of their swords or the range of their spells. The party's agents can go out and spy, research, build, and negotiate, all while the heroes are dungeon delving. And of course, when those heroes discover that another domain is building an army to march against the people who look to them for leadership, they can build their own army and prepare for war!", - "This book might not be for everyone. But if any of the above sounds cool to you, we think you'll like it.", - "—Matt Colville", - "Orange County, CA", - "2021" - ] - }, - { - "type": "section", - "name": "Introduction", - "page": 1, - "entries": [ - "There's a lot in this book, but what's here ultimately boils down to two systems: intrigue and warfare.", - "{@b Intrigue} is conflict between two domains. A holy church versus a mystic circle. The Knights Templar against a dragon tyrant. A bunch of disorganized misfit adventurers against a nation of undead!", - "A {@b domain} is a pretty simple thing as a game concept. It's got four skills. It uses actions and reactions and bonus actions, just like characters and monsters. It has three defenses, but no hit points. The only way to \"kill\" a domain is to neutralize its officers—although some might escape and start a new domain for the sequel campaign! A domain could be a kingdom, thieves' guild, or druid circle!", - "An intrigue only ever takes place between two domains. That makes the system simple and easy to keep track of. Other domains might get involved, but purely as allies, lending aid. Of course, depending on the adventure, it's possible that a particular intrigue is just a prelude to another larger intrigue as the characters discover the villainous realm they just defeated was only a pawn in an even larger game....", - "Alongside the intrigue system, the book presents eight different heroic organizations (each of which can be customized with three specializations) and sixteen different NPC realms to use as allies, neutral observers, or enemies.", - "{@b Warfare} is conflict between units of soldiers and monsters. Along with rules for warfare, you'll find seventy-eight special units in this book and another sixty-four in the special unit deck available on our store (at {@i mcdmproductions.com/warfare-deck}).", - "So while it might look like an enormous amount of stuff in here at first glance, it's really just two systems, each relatively straightforward, and then a ton of options for those systems.", - "The book also contains a handful of new items that can affect intrigue or warfare. And because they were popular in {@book Strongholds & Followers|SaF}, you get some new legendary artifacts called the codices. (Warning! They will unravel the fabric of reality!)", - "Strongholds & Followers presented six courts of extraplanar creatures that the gods might send to aid characters in battle if their faith is strong enough. Those were so popular that we expanded them with three additional courts—devils, demons, and undead. New monsters! Some of these creatures use the action-oriented design philosophy mentioned in \"Running the Game #83,\" designed to make it easier for a GM to use a single monster to challenge an entire party.", - "Finally, there's an adventure designed to help you use and understand these rules. It's basically a big, detailed example of how the intrigue and warfare systems can work.", - { - "type": "entries", - "name": "How to Use This Book", - "page": 1, - "entries": [ - "First, you should check out the {@b Glossary of Terms} section, which covers all the new terms the book uses. Don't worry about reading the whole thing, but just skimming it to familiarize yourself with the concepts will help a lot. And you can always refer back to the glossary if you're looking for a quick definition.", - "One of the design goals of this book was to make as few assumptions as possible about your game. You can start using these rules right now, with your existing characters in the middle of your current campaign—or even right in the middle of an adventure. In fact, we hope these rules take your group and your adventures and elevate them, granting everything a broader scope and a feeling of raising the stakes. In a world where the forces of powerful domains vie for control of ancient artifacts and forgotten lore, every adventuring party and their enemies can now be listed among those domains.", - "The easiest way to adopt these rules is to imagine that the heroes in your game are already an organization, with the players picking the specific type of organization from the eight in this book. Then set up the villains of the adventure as a villainous realm, which the GM picks from among the sixteen in the book.", - "You can stop there if you like. Domains have options that give their officers—both characters and NPCs—more things to do during an adventure or between adventures. But an organization is more than just its officers. There are followers, agents, and employees all ready to carry out the characters' and NPCs' orders. As such, leading a domain means players can have their organization conduct research or espionage while the characters continue exploring dungeons or fighting dragons.", - "Domains grant their officers access to domain features that become usable during intrigue. The GM will use the rules for intrigue to make the campaign more memorable as it moves toward one or more warfare battles that mark the intrigue's conclusion, with the heroes plotting and scheming against a villain as their organization uses its domain features and domain skills to prepare for battle—even as the villain does the same!", - "Domains also grant their officers access to domain powers. These are new special features that allow characters to work together during any combat that takes place during intrigue against the officers of an opposed domain—just as the villain and their lieutenants will be working together on that opposing side. This includes the combat that runs alongside the potential climactic final battle at the end of intrigue. (Though not all adventures need to have a final battle, it's great fun!)", - "The warfare rules in this book are robust enough to be used as their own game. This can be a fun way to play out small skirmishes or major battles, and it works fine without using the rules for intrigue.", - "But finally—and most ambitiously—all these rules work together as a whole. The heroes become an organization as they plot and scheme against the villain's realm, making allies and raising an army. Time and again, they confront enemy leaders in combat using their new domain powers while their loyal forces clash around them! And though they might not be something that ends up a part of every session, battles between the armies of domains can lend an epic feel to any adventure. It's a little more work, certainly, but that work pays off in the kind of conflict that pushes players and GMs toward the biggest possible adventure finale.", - "There might be other things you wish this system did. If we've done a good job, it'll be easy for you to design your own optional rules that expand on this framework. We look forward to seeing what you do with the content that follows!", - { - "type": "inset", - "name": "Combat and Battle", - "entries": [ - "To keep clear the differences between warfare and characters engaging in combat, this book uses \"combat\" to refer to characters and monsters skirmishing using the game's normal rules. \"Battle\" is used to refer to armies clashing using the warfare rules." - ] - } - ] - }, - { - "type": "entries", - "name": "Scale", - "page": 2, - "entries": [ - "Another thing this book makes no assumptions about is the scale of your game—specifically, the units of distance you use on your campaign map. How much territory a domain controls is something left to the GM—if it ever comes up at all. Domains can come into conflict all on their own as villains try to blow up the world or some small part of it, and the heroes trying to stop them likely don't need to know, \"Exactly how many square miles do they control?\"", - "In addition to helping keep these rules flexible and easy to adopt, worrying about the literal area of a territory likely isn't something most people will find exciting in a game about pretending to be an elf who fights dragons. So in the end, the rules simply assume it takes about a week (however this is defined in your world) for a domain to carry out a single domain action. And even that can be easily tweaked to any length of time, as it's deliberately abstract. For a particular game, it might work to have a domain turn be a week at the beginning of an intrigue, but then only a single day at the end as the pace quickens and the stakes rise." - ] - }, - { - "type": "entries", - "name": "The Operation", - "page": 3, - "entries": [ - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/lCfWQLx.jpg" - } - }, - "\"We sell it back to them,\" Narco said. \"Hang on… then what are you gonna put on your bolts?\"", - "Aurex nodded her head in agreement. \"Need I remind you,\" the half-devil assassin said, \"before your mind of chemicals and formulae overheats from its own cleverness, it took our people three weeks to steal those vials of {@i dreamtime}. And they managed to get in, get it, and get out without anyone noticing. Those resources could have been put to better use if that drug doesn't end up on a bolt in Castagan.\"", - "Loroyan Thel, the drow brains of the Operation, peered at Narco from across the corner table of the quiet tavern. \"We can handle the paladin with or without magic poison, demidevil,\" he said, almost under his breath.", - "\"And get him to talk?\" Aurex said. \"Under {@i dreamtime}, he'll talk while he sleeps—and we'll know it's the truth.\"", - "Thel sighed. \"I'm aware of that.\"", - "\"I thought the sleep juice was for your bolts,\" Zarek said. Not unusually, the half-orc enforcer felt two steps behind the conversation.", - "\"Forget the bolts, Zarek,\" Aurex said. \"I want to hear what our alchemist director of narcotics has in mind.\"", - "Narco turned to the half-devil. \"Aurex, don't you see?\" He smiled riotously, tossed a small vial into the air, then snatched it back again. \"It's exactly as you said. Our agents got into the Tower of the Lens, got the drug, got out with no alarms. No searching, no deaths, no guards alerted. No trace.\"", - "No one spoke.", - "\"No trace… of us. So we take this back to the Lens, and we tell them we lifted it off someone who tried to sell it to us.\"", - "\"Ah…\" Zarek said.", - "\"No good.\" Thel shook his head. \"They'll rumble that. Wizards are reliably clueless, but they're not stupid.\"", - "\"Hey, what if we kill someone?\" Zarek said. Everyone frowned at him, as this was his solution to everything. It would be on his family crest if fate ever conspired to make a noble of him.", - "Still, the half-orc had a point, so they let him continue. \"Okay, check this out, yeah? If it's just us, sure, they'll rumble that like Thel says. But if we give them a body? And we say, yeah this piece of piss tried to sell us this juice, but we didn't even know what it was! We asked him where he got it, he got defensive. Says he stole it from you wizards, right? And we said, ‘Oh, you trying to offload your scrab on us so you can go back to the Lens and frame us? Pull the other one.' Then he got pissy and tried something, and we sorta had to kill him or whatever!\"", - "Everyone was looking at Zarek.", - "\"Right? So they see this body and they start wondering, ‘Who's this, right?' And if they're wondering that, they're not wondering… about us.\"", - "Thel slowly smiled and looked at Narco, who smiled back and waggled his eyebrows.", - "Then they turned to look at Aurex, whose visage was inscrutable. Slowly, she spoke.", - "\"It might work.\"", - "\"Good enough for me,\" Thel said. \"Let's give it a shot. Well done, Zarek.\"", - "\"Oh, thanks, boss,\" the enforcer said, beaming with pride.", - "\"You people done scheming?\" A small, snarling voice piped up as Garrote, the Operation's chief negotiator and resident goblin officer, hopped up onto a chair.", - "Thel explained the plan.", - "The goblin was impressed. \"Hey, you came up with that all on your own?\" he asked Narco.", - "\"Well, I...\"", - "\"Not bad for a drug addict.\"", - "\"Garrote,\" Thel warned. Narco looked hurt. Unlike the rest of the officers of the Operation, he wasn't a killer by trade.", - "The goblin looked around the table. \"That it?\" he said. \"That all you got?\"", - "Aurex took out her sin-metal blade and began polishing it again, looking meaningfully at the goblin.", - "\"Oh yes, you're all very clever,\" Garrote said. \"But unless you've forgotten…\" He stabbed a dagger into the map of the temple the group intended to infiltrate, there to confront and combat the order of paladins who were, of late, bent on the destruction of the Operation. \"We still got this shit to deal with.\"", - "\"With all the intel Aurex ferreted out?\" Thel said. \"Their wizard's true name? The guards you blackmailed?\"", - "\"Thel, they have an army. They know we're coming for 'em. They're gonna surround this place so tight a mouse couldn't get in.\" Garrote pointed to Narco. \"And don't get any ideas. I'm not gonna be a mouse again, so put those filthy potions away.\"", - "\"Yeah, that is a pisser,\" Zarek said. \"We gonna fight our way in, boss?\"", - "\"Well, it's been a month. I was hoping a solution to that would have presented itself.\" Thel frowned. \"It's not too late to seek special assistance. We could call up the Crew.\"", - "\"Don't you get it?\" The goblin smiled, chuckling. \"Narco here got halfway there, but it's up to the charming goblin to seal the deal.\"", - "\"Get it over with,\" Aurex said. She held out her blade to see the dim light of the tavern glint off the shining gray metal before being absorbed.", - "Garrote's face fell. Aurex and her blade. \"Yeah. Anyway. We take the {@i dreamtime} back to the Tower of the Lens, we give 'em some corpse they can pin all their suspicion on, just like Narco and Zarek say. Then we say ‘Goodness, would you like this back? Seems expensive.' But then we say, ‘We don't want paying.' Maybe Aurex's people dig up some dirt on the Lens? Should they even have this stuff? It's illegal as shit. So, you know, we embarrass 'em, lie to 'em, give 'em someone else to be suspicious of, a little blackmail thrown in for good measure. Then we just offer to give it back to 'em. Free.\"", - "\"To what end, Garrote?\"", - "The goblin grinned. \"So they volunteer to take care of our little military problem for us.\"", - "No one spoke. The officers of the Operation were all uniformly stunned. Thel looked at Aurex and Narco. \"They could do it,\" he said.", - "Narco nodded. \"Lend us a unit of elementals, show how grateful they are.\"", - "Aurex frowned, hating to admit the goblin was right. \"You got it in you to brace a quaesitor of the Lens?\"", - "Garrote made a \"psh\" noise. \"Wizards are easy. You just gotta flatter 'em before you threaten 'em.\" He smiled. \"By the time I'm done with 'em, they'll think it was their idea.\"", - "\"I can try and dig up something on their quaesitor,\" Aurex said. \"Give Garrote some ammo.\"", - "Thel put his hands flat on the table. \"Intel says we got a week before the Order of the Black Pegasus comes after us, and I intend to go after them first. So…work your magics, and let's see if we can't convince the Lens they owe us a favor.\"", - "\"Blackmail, intel, drugs.\" Garrote nodded at the three vials of {@i dreamtime}. \"Just a day's work for us, boss.\"", - "Zarek finally caught up. \"Heh. This is good, you guys. Oh yeah, this is gonna be fun. This is real thieves' guild shit.\"" - ] - }, - { - "type": "entries", - "name": "Glossary of Terms", - "page": 5, - "entries": [ - "This section collects the terminology underlying the domains, intrigue, and warfare systems at the heart of the book. As you read the rules for the first time, you might want to refer back here to check unfamiliar terms—or to flip forward to the {@book Heroic Organizations|Kaw|2|Heroic Organizations} and {@book NPC Realms|KaW|2|NPC Realms} sections, and to the {@book Warfare|KaW|3} chapter, to see how these terms play out in the rules.", - { - "type": "entries", - "name": "Domains & Intrigue", - "page": 5, - "entries": [ - "The following terms are used in domains and intrigue.", - "{@b Attitude:} The disposition of another domain toward yours. Used to establish alliances through diplomacy.", - "{@b Combat:} The normal round-by-round conflict between characters in the game, including the officers of domains.", - "{@b Communications:} One of a domain's three defenses. Communications represents how well agents and followers understand the goals and orders of the domain's leaders, and can relay the current state of the domain back to them.", - "{@b Decrement:} To decrease the number on a die by 1.", - "{@b Defense Levels:} A number that represents the strength and effectiveness of a domain's Communications, Resolve, and Resources. During intrigue, a domain wants to increase their own defense levels and decrease those of the opposed domain. Defense levels don't modify defense scores.", - "{@b Defense Score:} A number that represents the security of a domain's Communications, Resolve, and Resources.", - "{@b Development Point:} Spent by the officers in a domain to customize its stats.", - "{@b Diplomacy:} One of a domain's four skills, used to negotiate with other domains.", - "{@b Domain:} A group of characters or creatures working together to further some long-term goal. The term \"domain\" encompasses the leaders of the domain, the agents and followers who work for them, and the territory they influence.", - "{@b Domain Feature:} A special benefit or action used during an intrigue on behalf of a domain by one of its officers.", - "{@b Domain Power:} A special benefit or feature available to officers of a domain during combat against officers of an opposed domain.", - "{@b Domain Turn:} The time in which each domain in an intrigue conducts one domain action. Often a week, but could be any span of time determined by the GM.", - "{@b Espionage:} One of a domain's four skills, used to spy on or sabotage other domains.", - "{@b Found:} To create or establish, in regard to domains founding strongholds.", - "{@b Intrigue:} Conflict between two domains in which each takes domain actions, using domain features and domain skills to affect the defenses of the opposing side and prepare for battles. Also the period of time covering this conflict.", - "{@b Leader:} The NPC officer who runs a villainous realm.", - "{@b Lieutenants:} The NPC officers of a villainous realm who obey the realm's leader.", - "{@b Lore:} One of a domain's four skills, used to research obscure knowledge.", - "{@b Muster:} To raise new warfare units for a domain.", - "{@b Officer:} One of the player characters or NPCs in charge of a domain.", - "{@b Operations:} One of a domain's four skills. Operations is used to muster new units and to take actions not covered by any other domain skill.", - "{@b Organization:} A player-controlled domain.", - "{@b Party Sheet:} The record of an organization's stats, defenses, and features.", - "{@b Power Die:} A die that an officer can roll at the start of a battle. The die is placed with its result facing up in a domain's power pool.", - "{@b Power Pool:} The shared group of power dice all officers in a domain access when using their powers.", - "{@b Realm:} An NPC-controlled domain.", - "{@b Resolve:} One of a domain's three defenses, representing how committed a domain's followers are to the cause of the domain's leaders.", - "{@b Resources:} One of a domain's three defenses. Resources covers both wealth and the availability of anything a domain needs to operate.", - "{@b Stronghold:} A domain's headquarters, whatever form that might take.", - "{@b Test:} To resolve a skill roll for a domain. Used in place of \"check\" to make it clearer when the rules are talking about interactions between domains rather than between characters and other creatures.", - "{@b Title:} A special feature an officer gains as a result of commanding a domain.", - "{@b Villianous Realm:} An NPC realm in direct conflict with the players' organization." - ] - }, - { - "type": "entries", - "name": "Warfare", - "page": 6, - "entries": [ - "The following terms are used in warfare.", - "{@b Activation:} The act of selecting a unit, determining its movement and actions, and resolving them. A unit's activation in battle is effectively equivalent to a character's turn in combat.", - "{@b Adjacent:} Spaces and units are adjacent if one is above, below, left, or right of the other. Spaces and units that are diagonal to each other are not adjacent.", - "{@b Aerial:} Units that can fly.", - "{@b Allied Units:} All units that are part of an army or are friendly to that army.", - "{@b Artillery:} Siege engines and archers.", - "{@b Attack:} The bonus to a d20 roll representing a unit's ability to successfully execute an attack order and engage an opposed unit. Opposed by Defense.", - "{@b Battle:} Conflict between two armies.", - "{@b Battle Magic:} Magic items crafted by officers and given to units in an army.", - "{@b Bringing the Siege:} The test that determines which domain marches on the other at the start of a battle. This determines which side defends a stronghold and which side attacks.", - "{@b Broken:} A broken unit is removed from the battlefield, usually because it suffered its last casualty. Broken units can be reformed by rallying.", - "{@b Casualty:} The higher a unit's casualties, the more damage it can take. Think of casualties as hit points for units.", - "{@b Casualty Die:} The die placed on each unit card that tracks how many casualties the unit has remaining. A unit's casualty die is initially equal to its size.", - "{@b Cavalry:} Highly mobile ground troops, usually mounted.", - "{@b Center:} The most protected rank on the battlefield. Archers begin battle in their army's center rank.", - "{@b Combat:} The normal round-by-round conflict between characters in the game, including the officers of domains.", - "{@b Command:} The bonus to a d20 roll representing a unit's ability to correctly interpret complex orders and execute them successfully.", - "{@b Commander:} The character or NPC who controls a unit.", - "{@b Decrement:} To decrease the number on a die by 1.", - "{@b Defense:} A numerical value representing a unit's ability to maneuver in such a way as to avoid an opposed unit's attack. Used as the DC for an opposed unit's Attack test.", - "{@b Defenseless:} Lacking an army in a battle.", - "{@b Deployment:} The placing of units in legal spaces on the battlefield. Usually the first thing that happens in a battle.", - "{@b Diminished:} A unit is diminished when its current casualties are half or less than its starting casualties.", - "{@b Disband:} A unit that disbands is gone forever and cannot be rallied.", - "{@b Exposed:} A unit that is vulnerable to enemy cavalry because it is not properly protected by other units.", - "{@b Fortification:} A construction in one or more spaces on the battlefield, which grants units various bonuses during the battle.", - "{@b Front:} The vanguard rank of an army plus all of an opposed side's ranks.", - "{@b Increment:} To increase the number on a die by 1.", - "{@b Infantry:} Basic ground troops, trained to fight in melee and hard to kill.", - "{@b Inflict Casualties:} To damage a unit. If a unit inflicts 1 casualty on another unit, the target loses 1 casualty.", - "{@b Levies:} Laborers who briefly put down their pitchforks and ploughshares and pick up sword and pike to serve their domain.", - "{@b Maneuver:} A special action a unit can take, many of which require a Command test.", - "{@b Martial Advantages:} Special features that units gain based on the character class of the officer commanding those units.", - "{@b Morale:} A bonus to a d20 roll representing a unit's ability to maintain discipline in the face of overwhelming odds, magic, exotic enemies, and impending destruction.", - "{@b Opposed Units:} All units that are part of the army of the other side, or which are friendly to that army.", - "{@b Order of Battle:} The rules that describe which units can attack which other units.", - "{@b Power:} A bonus to a d20 roll representing a unit's physical strength and its ability to inflict casualties on an opposed unit. Opposed by Toughness.", - "{@b Rank:} A row on the battlefield.", - "{@b Rear:} The last rank on the battlefield, whose units defend the center rank from enemy cavalry. Usually populated by levies. (Wish them luck!)", - "{@b Reserve:} A well-protected rank on the battlefield where units can be stacked until needed.", - "{@b Special Unit:} A warfare unit that cannot be mustered through a normal Operations check, or that is unique to a specific domain.", - "{@b Suffer Casualties:} When a unit takes damage, it suffers casualties. If a unit suffers 1 casualty, it loses 1 casualty.", - "{@b Tier:} A measure of how powerful a unit is. Higher-tier units are more effective in battle, and harder to muster.", - "{@b Toughness:} A numerical value representing a unit's physical hardiness and its soldiers' ability to withstand attacks and keep fighting. Used as the DC for an opposed unit's Power test.", - "{@b Unit:} A group of soldiers, civilians, or monsters who make up an army.", - "{@b Unit Dependency:} The rule governing how many units of each tier can be fielded.", - "{@b Vanguard:} The first rank of an army, which faces the opposing army. Usually populated by infantry." - ] - } - ] - } - ] - }, - { - "type": "section", - "name": "Domains & Intrigue", - "page": 8, - "entries": [ - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/epw5QYs.jpg" - } - }, - "Every fantasy RPG campaign contains domains. The local church is one. The baron, their court, and the people of the barony are another. The thieves' guild. The secret society of rangers and druids. Whatever your choice of fantasy subgenre, your campaign contains many different domains feeding a network of alliances, allegiances, suspicions, and grudges.", - "The rules in this book give you a straightforward way to represent those domains with game mechanics, and to allow the player characters to step up onto a larger stage and translate their influence from adventuring into political power. Player-run domains are called {@b organizations}. NPC-run domains are called {@b realms}. This book presents eight different player organizations, each with three specialties, and another sixteen NPC realms.", - "When two domains come into direct conflict, this is called an {@b intrigue}. The purpose of intrigue is to move toward a climactic confrontation involving combat between the officers of opposed domains and battles between their armies. Some adventures might end with just a final warfare battle at the end of intrigue, while others will feature numerous smaller battles leading up to a final battle alongside a final combat between the characters and the officers of an opposed domain. A domain can be destroyed only by neutralizing its officers. As such, once an intrigue starts, it continues until initiative is called for the final showdown between the domains' officers.", - { - "type": "entries", - "name": "The Core Assumptions", - "page": 9, - "entries": [ - "Running nations and guilds and churches and spy networks can be incredibly complex. It's easy to imagine a highly detailed game system that can model a world at this level. Tracking a barony's food supply, determining how much iron is available to a duchy, mapping out a spy network's elaborate web of agents, or even maintaining a list of a local religion's temples and shrines—it's all a complicated process. Games like that already exist, and are typically complex grand-strategy simulations that might even require a computer to run them.", - "This book takes a different approach.", - "First off, these rules understand that you're already playing a complex fantasy RPG. We all know that just managing a single character or a world of NPCs can be a lot of work. So ideally, any domain management system has to be something that sits lightly on top of the game that players and GMs are already enjoying.", - "Furthermore, the game almost always has a heavy focus on fighting monsters. Most monsters are defined by their combat prowess, and many of a character's best class features revolve around making them a better monster fighter. By assuming that training followers makes characters better at the stuff they're already good at—whether that means research, study, or fighting—running a domain provides another way to improve the effectiveness of player characters and NPCs in combat.", - "Finally, almost every adventure involves some villain plotting and scheming while the heroes try to stop them. This system assumes that the villain runs their own villainous realm, that the player characters' organization is actively trying to stop them, and that this conflict will eventually come to a head in an all-out battle—or perhaps more than one. This is the same way things would pan out if you weren't using the new rules in this book. But with these rules, every officer in a domain has new special features called domain powers. These powers require communication and cooperation to use, even as armies clash in warfare to all sides.", - "In simplest terms, the rules in this book assume that characters continue adventuring as they normally do. While the characters are adventuring, slowly working their way toward a final confrontation with the villain, their domain is looking for allies to lend aid, investigating the villain and their lieutenants to learn their secrets, and disrupting the workings of the villain's realm to weaken that realm's forces in a final showdown. Even for a campaign that's in the middle of an adventure right now, players and GMs can adopt the new rules in this book to provide a framework for the campaign's existing plots and intrigue—then raise the stakes for both heroes and enemies in a warfare battle!", - "The adventure included with this book—\"The Regent of Bedegar\"—serves as an example of how a straightforward adventure can include rewards such as military units or resistance to an opposing realm's features based on a domain's actions during the adventure." - ] - }, - { - "type": "entries", - "name": "Characters and Officers", - "page": 10, - "entries": [ - "{@i Kingdoms & Warfare} assumes that all the player characters in a campaign will be officers in a domain organization. These rules introduce a new dice pool (described below) shared by all the officers of an organization, which grants characters access to domain powers. Those new features are based on what type of organization the players choose, and require the players to communicate and cooperate as a team. (A villainous realm has its own dice pool that the leader and their lieutenants gain access to for their own domain powers.)", - "A character can be an officer in more than one organization, but they can be involved only in one intrigue at a time and can benefit only from the effects of one party sheet at a time. (That's the record of a domain's stats, defenses, and features.) A wizard might be a member of the party's noble court organization and run their own arcane order on the side. But during an intrigue involving the noble court, the character is focused on that organization while their arcane order tends to its own affairs." - ] - }, - { - "type": "entries", - "name": "What is an Organization?", - "page": 10, - "entries": [ - "An organization is a domain built around the officers who founded it—the player characters. The players decide what their characters' organization does, and who its initial allies and enemies are. Among those allies, an organization also includes the NPC followers, retainers, and lieutenants the characters attract as a result of rising fame or infamy earned through adventuring. For example, if the party's organization is an underworld syndicate, that organization includes all the members of the syndicate down to the lowest-level agents keeping their ears to the ground and feeding the characters information. Likewise, an organization set up as a noble court might include large numbers of farmers and laborers who rely on the heroes for protection, and who are ready to serve to show their thanks.", - "Using the rules in this book, an adventuring party becomes an organization when it founds a stronghold, typically by buying, building, discovering, or inheriting it. Founding a stronghold announces to the world that the adventurers are more than just mercenaries, and are ready to get involved with local affairs in one way or another." - ] - }, - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/8G5Rlk1.jpg" - } - }, - { - "type": "entries", - "name": "Describing a Domain", - "page": 11, - "entries": [ - "Each fully detailed domain (whether a player character organization or a villainous realm) is described by its collection of skills, defenses, domain powers, and domain features, as well as its size.", - "A domain has four {@b skills}: Diplomacy, Espionage, Lore, and Operations, each of which has a modifier. A domain's officers use these skills during intrigue.", - "A domain has three {@b defenses}: Communications, Resolve, and Resources. Each defense has a numerical value that provides a target number for tests made with domain skills during an intrigue. Each defense also has a level that can be raised or lowered. Any domains can gain bonuses or take penalties during battle or combat based on their domain defense levels.", - "Each domain also grants its officers access to special {@b domain powers} they can use in combat. Each officer gets a {@b power die} that they roll at the beginning of any combat against one or more officers of an opposed domain. The roll goes into a {@b power pool} shared by all the officers of a domain, with these dice fueling each character's domain powers.", - "Every domain also provides a number of unique {@b domain features} that officers can make use of during intrigue, allowing the domain to affect the opposed domain's defenses and units, to muster special units, and make other preparations for battle.", - "Finally, each domain has a {@b size} that determines how many turns it can take during intrigue, how large its officers' power dice are, and the scope of certain benefits available to the domain's army (as detailed in the {@book Warfare|KaW|3} chapter)." - ] - }, - { - "type": "entries", - "name": "Intrigue", - "page": 11, - "entries": [ - "Conflict between domains is called intrigue, and serves as the backdrop to the warfare battles that can play out between the heroes and the villains. The characters can use their organization's skills outside of intrigue, making use of Diplomacy to forge alliances, Espionage to gather intelligence, and so forth. But once the heroes decide it's time to act and stop the villain (or once the villain decides to stop the heroes), the GM announces that intrigue has begun as its own special phase of the game.", - "Intrigue occurs between two domains—by default, the heroes' organization and the villain's enemy realm. NPC realms might also be involved, but they don't act on their own during intrigue. Rather, they lend aid to one side or the other.", - "Intrigue is divided up into domain turns, during which the players and the GM make use of the domain features and special actions available to them. Intrigue ends once both sides have completed all their domain turns, at which point the GM will set up a final showdown between domains— involving combat between the characters and their enemies, a climactic battle between the armies of powerful domains, or both!" - ] - }, - { - "type": "entries", - "name": "Founding an Organization", - "page": 11, - "entries": [ - "The players create an organization when their characters acquire a stronghold. They might do so by spending time and money to buy or build a stronghold, or through other means such as discovering an old ruin, clearing it out, and fixing it up. Some campaigns might even begin with the heroes inheriting a stronghold!", - "The game's core rules note prices for different strongholds of different sizes, but there's also an entire book dedicated to this—{@book Strongholds & Followers|SaF}. (You don't need that book to use the rules in this book, but it might be fun.) ", - "Once the characters gain a stronghold, they naturally start to attract followers. Folks hear about the deeds they've done, notice the new headquarters, and volunteer to help or serve the characters. That stronghold and those followers are the foundation of the player characters' organization.", - "Of course, the GM can waive any of these requirements if doing so is a better fit for the campaign. The only thing that's really necessary is to have people working for the characters. But without some kind of headquarters, even if it's just the local tavern (an establishment according to the {@book Strongholds & Followers|SaF} rules), there's no physical structure to defend and nothing for an enemy to attack—and these things are important to the new rules in this book, as you will see.", - { - "type": "entries", - "name": "Choosing an Organization Type", - "page": 12, - "entries": [ - "Eight different types of organizations for player character domains are presented in this book, and each of those has three specializations. Two of those organizations—the noble court and the adventuring party—are good for existing campaigns in which the players don't want to make new characters to use these rules, or for campaigns with a wide range of character types. The rest are themed more narrowly, and are best for new characters built around a specific organization type—and for parties where characters are focused on similar or even the same classes. (See {@b Granting Titles} below for more information.)", - "That said, even the most strongly themed organizations don't make any assumptions about what classes officers can or should be. With only a few exceptions, none of the domain powers that officers can take make reference to class features. Any group of characters could decide to be a thieves' guild or a knightly order. After all, every criminal enterprise needs wizards and clerics, and you don't have to be a heavily armored and chivalrous paladin to follow a knight's creed." - ] - }, - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/AYBHLdv.jpg" - } - }, - { - "type": "entries", - "name": "Development Points", - "page": 13, - "entries": [ - "Each organization is set up with a {@b party sheet} that defines the organization's starting skills, its defenses, its domain powers, and its domain features. The sheet even has a place for the characters' pool of power dice.", - "When characters found an organization, they begin with {@b 8 development points}, which are available to spend on skills and defenses. The players take turns passing the party sheet around, with each player spending 1 point and checking off the appropriate blank box on the party sheet (see below) until all points have been spent.", - "Players can make choices for spending development points as a group, or each player can do what they like individually. The GM can also weigh in if necessary, depending on the circumstances of the campaign. For example, in a campaign where one character has inherited a barony from their parent and the other characters are the new baron's lieutenants, it might make sense for the new baron's player to spend most of the organization's initial development points. (That's less fun, though!)", - "Every time a domain levels up, the officers gain an additional 8 development points to spend on improving their organization. The players once more pass the sheet around, with each player spending 1 point until all points are spent.", - "Each development point spent lets a player mark off a box on the party sheet, moving to the right. When a box is marked off, the box on its right is marked off next. When a box with a value in it is marked off, the organization's skills or defenses become that number. For example, if an organization has +2 marked off in Diplomacy and the players mark off the next two boxes to reach +3, the organization's Diplomacy modifier increases to +3. If Resolve starts at 10 and the players mark off the next six boxes, the organization's Resolve increases to 15.", - "Each organization starts with its skills and defenses at specific values, representing what the organization is naturally good at based on its type. (See the Heroic Organizations section on page 31 for details.) Mark off the boxes with the starting values and all the boxes to the left of those boxes. Then players spending development points continue marking off boxes to the right.", - "Any time an effect changes a domain's skills or defenses, the effect always refers to the modifier, not the number of boxes. If a domain specialization grants an organization a +1 to Diplomacy, that means the domain's Diplomacy modifier increases by 1. Only development points are applied one box at a time." - ] - }, - { - "type": "entries", - "name": "Raising an Army", - "page": 13, - "entries": [ - "As a setup for using the warfare rules, when the characters found an organization, the players immediately muster four Tier I units of their choice to start up their army, from any ancestry the GM agrees the organization has access to. Each unit must be controlled by an officer of the organization, and each officer can command a number of units equal to their proficiency bonus. (The {@book Warfare|KaW|3} chapter has more information on all these things.)", - "During intrigue, players can muster more units for their organization's army. Rules for this are covered under the {@b Operations} domain skill in this chapter (page 23) and {@b Building an Army} in the {@book Warfare|KaW|3} chapter (page 100).", - "An army obeys the commands of an organization's officers, and can be deployed outside of intrigue or warfare for narrative purposes. As a rule, an army can perform any activity that an organization's officers could perform but which the characters are too high a level to bother with, from escorting a diplomat to quelling an uprising of cultists.", - "The Operations domain skill can be used to resolve tasks an army performs outside of battle." - ] - }, - { - "type": "entries", - "name": "Granting Titles", - "page": 14, - "entries": [ - "Each organization grants its officers access to five titles that are distinct to each type of organization. Each character claims a different title within an organization, with that title granting new features and proficiencies. A character can have more than one title, but they can benefit from only one at a time, switching titles during a long rest. If a party includes more than five player characters, the GM can allow specific titles in an organization to be duplicated or allow a character to take a title from a different type of organization.", - "Most organizations' titles are designed to support playing an organization whose officers are all of the same class, by giving those officers a wider range of features. For example, in a normal game, a party consisting of all rogues will deal formidable damage and be very stealthy indeed! At the same time, though, the lack of a tank and a healer makes such a group more fragile and less versatile than a typical group of adventurers. But in a thieves' guild organization whose officers are all rogues, titles help shore up these deficiencies.", - "As an optional rule, the GM might consider allowing titles only when the players create a single-class party. This isn't a strict requirement, but players and GMs should all be aware that some titles might become overpowered if stacked with similar benefits from class features or feats." - ] - } - ] - }, - { - "type": "entries", - "name": "Organizations and Warfare", - "page": 14, - "entries": [ - "This book is built around the iconic idea of the heroes fighting an adventure's villain in one or more epic bouts of combat, while outside the characters' or the villain's sanctum, a battle rages between the armies controlled by both sides. If the characters run an arcane order or a druid circle, their army might be composed of elementals or treants. A thieves' guild might hire mercenaries or field units of elite scouts, harriers, and sappers. But regardless of which organization the players choose, {@b the rules assume they have an army}. The battle that rages alongside the combat has a mechanical impact on the characters. When the army of one domain or the other wins a battle, the officers of the victorious domain gain a morale surge that offers a one-time benefit in combat.", - "For some players, this idea fits the fantasy concept just fine. But for others, the idea of their characters' thieves' guild or arcane order fielding an army might seem strange, and out of line with their ambitions or style of play, or the way they imagine their organization. If this is ever the case, the players and the GM should feel free to ignore the warfare system in this book altogether. You can still use the intrigue system, and these rules will still work and be fun. Or you might try ignoring both warfare and intrigue to just use an organization's skills and powers! The power dice mechanic works well on its own, and will be fun even if the characters never raise an army.", - "Even so, the GM is encouraged to describe the villain's realm as still having an army! But those forces will just be off doing something terrible in grand cinematic fashion (and possibly creating the reason the heroes need to stop the villain in the first place). Some sort of final combat still happens, with the heroes fighting the Scion of Orcus or Lord Saxton or what have you. But the villain's armies are busy wreaking havoc elsewhere." - ] - }, - { - "type": "entries", - "name": "Before Intrigue", - "page": 14, - "entries": [ - "Domain-level play works the same way the skirmish-level game works. Just as each character has skills they can use outside of and during combat, an organization has skills it can use before and during intrigue. In the same way that characters decide to draw steel and initiate combat, an organization can decide to deploy its agents and begin intrigue. Likewise, the GM can decide, \"You've pushed this NPC far enough! It's time for intrigue!\" Or, \"This villainous realm has decided the party is an active threat, and they initiate intrigue!\"", - "In any event, the GM determines when intrigue begins, regardless of which side initiates it.", - "Before intrigue begins, the characters' organization can probe and test their enemy, but {@b they can't use their skills directly against a villainous realm}. That kind of action is what begins intrigue. This is a fine line, and it's up to the GM to adjudicate it. But in general, if the characters can make use of their organization's skills to deal with everyday people (for example, learning something about a villainous realm by making general inquiries using Diplomacy) or known information (for example, researching a villain's history using Lore), then those activities can remain part of the regular game. (See below for more information on these domain skills and their use.)", - "A Diplomacy test made against one of Lord Saxton's allies might provide some idea what kind of army he's preparing without starting intrigue. But an Espionage test to spy on Lord Saxton would initiate intrigue. Likewise, a Lore test to learn what Lord Saxton can do in combat might be allowable outside of intrigue if the GM decides Lord Saxton has shown off his combat skills often enough that there are people outside his domain who know that information. But any domain skill that requires targeting a villainous realm (including its agents, libraries, and lands) should start intrigue." - ] - }, - { - "type": "entries", - "name": "Domain Skill Tests", - "page": 15, - "entries": [ - "A domain skill test works exactly like a character or creature making an ability check. A d20 is rolled, modifiers are added, and the total is compared to the test's Difficulty Class, determined by the GM. If the total is equal to or higher than the DC, the test succeeds. Tests can likewise be made with advantage and disadvantage, just like ability checks. The rules use the word test instead of check to help differentiate domain skills from the abilities and skills used by the characters.", - { - "type": "entries", - "name": "Using Domain Skills Outside of Intrigue", - "page": 15, - "entries": [ - "Players don't have to wait until intrigue begins to use the skills of their characters' domain. A domain and its agents are always standing by, waiting for orders. For example, a Diplomacy test—along with some good roleplaying and effort on the characters' part—could change the attitude of a clan of elves toward an organization, so that once intrigue begins, the DC to convince the elves to aid the organization is lower.", - "Outside of their place in intrigue, there are no hard and fast rules describing how domain skills can be used. Players can suggest ideas, and if the GM agrees that an idea makes sense, they can try it! The goal with skills outside of intrigue is to keep the rules purposefully broad, so each table can develop their own standards.", - "How long it takes to resolve a domain skill test outside of intrigue is also up to the GM. A good rule of thumb is one domain skill test per week, but this is entirely dependent on the timeframe of the game and the campaign. If you don't track the passage of time closely in your game, it might be easier to tie domain skill tests to major narrative events, such as the awarding of XP to characters, the end of a session, or even the end of a major encounter. (See {@book Time and Domain Turns|KaW|2|Time and Domain Turns|0} below for more guidance in this area.)", - "Regardless of how the GM rules, characters use their domain's skills by giving orders to the organization's followers and waiting, sometimes for days or even weeks of campaign time. During that time, those followers work to carry out those orders. Making an Espionage test to determine what military units a villainous realm has mustered can take an enormous amount of effort to pull off, including long days spent in research and networking." - ] - } - ] - }, - { - "type": "entries", - "name": "Running Intrigue", - "page": 16, - "entries": [ - "A villainous realm is defeated only when its leader is defeated in combat, whether that means death, or surrender, or stranding them in another part of the multiverse. The defeated realm's agents and followers might organize under a different leader later, but that will be a different domain with its own stats and features.", - "Before the final showdown between the characters (in their roles of officers of their domain organization) and the officers of the villain's realm, the characters' organization conducts an intrigue against that realm. During intrigue, the players can use their organization's skills to put their army together, or sabotage certain elements of the opposed domain's power structure to impose penalties on its skills or defenses. At the same time, agents of the villainous realm are making their own attempts to weaken the characters' organization.", - "Much like deciding when to call for initiative rolls in combat, the GM decides when intrigue starts. This usually happens once the heroes encounter one or more agents of the villainous realm, or the effects of those agents' villainy. This might occur at a different point in each adventure, but once the characters have direct evidence of the existence and operation of a villainous realm, intrigue can begin.", - "As a rule, the heroes' organization can't research or confront a villainous realm they don't know about, or which is beyond the reach of their influence. The characters can't use their friendly neighborhood thieves' guild to sabotage another domain on the other side of the planet.", - "An intrigue is focused on one boss villain. A short adventure with only one main villain will likely have only one intrigue, which begins as soon as the heroes encounter the agents of that villain (and recognize them for what they are) or the results of their villainy. For complex campaigns in which the characters will face off against increasingly powerful sub-bosses before getting to the main boss, it's a good rule of thumb to plan for additional intrigues—perhaps even one per sub-boss. Each sub-boss fight can mark the end of a chapter or act, and will have its own intrigue leading up to it. As such, each sub-boss should be treated as the leader of their own villainous realm, in service to the end-boss's realm." - ] - }, - { - "type": "entries", - "name": "Domain Turns and Actions", - "page": 16, - "entries": [ - "During an intrigue, each {@b domain can act a number of times equal to 4 + the domain's size}. Each time a domain acts during an intrigue is called a domain turn. This is true for the heroes' organization as well as the villain's realm.", - { - "type": "entries", - "name": "Choosing Actions", - "page": 16, - "entries": [ - "During a domain turn, the characters' organization and the villainous realm act at the same time. The GM chooses a domain action for the villainous realm and keeps it secret. Then the characters choose a domain action for their organization. After the players declare the organization's domain action, the GM reveals the action of the villainous realm. Once actions are declared, the players roll any necessary skill tests for their characters' organization's domain action while the GM does the same for the villainous realm. Then the players share the results of their organization's actions followed by the GM sharing the villainous realm's results." - ] - }, - { - "type": "entries", - "name": "Who Knows What?", - "page": 17, - "entries": [ - "Spies from both domains monitor each other, so almost all actions a domain takes and the results of those actions are public knowledge. The exception is mustering units and using domain skills to improve a domain's stats (its domain skills and defenses). Enemies know when units are mustered or when a domain's stats are improved, but knowing which units a domain has or what the domain's current stats are requires a successful Espionage test. See {@b Domain Skills} on page 18 for more information." - ] - }, - { - "type": "entries", - "name": "Taking Domain Turns", - "page": 17, - "entries": [ - "Sometimes one domain in an intrigue has a greater domain size and can take more turns than the other. If the larger domain initiated the intrigue, those extra domain turns are taken at the start of the intrigue before the other domain can act. If the larger domain didn't initiate the intrigue, the extra domain turns are taken at the end of intrigue, after the other domain can no longer act.", - { - "type": "entries", - "name": "Domain Features", - "page": 17, - "entries": [ - "When a domain takes a turn, one of its player character or NPC officers runs the domain turn, directing the domain to make use of its domain features, or to use domain skills as a domain action. Many features also involve the use of domain skills. When using a domain skill, if the officer is proficient with any of the domain skill's associated character skills, they can add their proficiency bonus to the skill test roll. However, this can be done only once per officer per intrigue.", - "There are three domain action types: domain action, domain bonus action, and domain reaction. An officer can make one domain bonus action in addition to a domain action during a domain turn. Each officer can take only one domain reaction during an intrigue. Any domain reactions that an officer can make have specific triggers noted in their descriptions.", - "Because domain features are used during intrigue, many of them relate directly to the warfare rules as they set up battles featuring the army of the characters' domain. The {@book Warfare|KaW|3} chapter (page 92) has more information on the rules and terminology referenced in those domain features." - ] - }, - { - "type": "entries", - "name": "Whose Turn Is It?", - "page": 17, - "entries": [ - "There is no limit to the number of rolls an officer can make during intrigue—only on the number of domain turns each domain can take. Each officer issues orders to the domain's agents and followers, which can easily require multiple domain turns. However, because only one of that officer's skill tests can gain the officer's proficiency bonus during an intrigue, it's best to have different characters and NPCs take domain turns. The more one character must spread their attention between different activities, the less effective their leadership." - ] - }, - { - "type": "entries", - "name": "Time and Domain Turns", - "page": 17, - "entries": [ - "As noted above, the GM decides how often domains can take domain turns during regular adventuring. Intrigue begins when one domain threatens another; continues through periods of campaigning, battles, or both; and lasts until a final confrontation when the characters, the villains, and their armies face off for the last time. During the intrigue, an entire adventure might play out, featuring several encounters and multiple days or weeks of game time. One intrigue might last just a short period of time while another lasts a month or more, simply because of the different scope of the adventure.", - "The GM should feel free to use any of the following options when deciding when and how often to call for new domain turns:", - { - "type": "list", - "items": [ - "One domain turn per week.", - "One domain turn per day.", - "One domain turn after each combat encounter.", - "One domain turn per short rest, as the officers dash off orders to their agents.", - "Two domain turns every time experience is awarded." - ] - }, - "The GM should also feel free to change these milestones on a per-adventure basis depending on how much time is passing. Or even to change them within an adventure to represent the changing pace of action! This might mean calling for two domain turns per day at the start, and then calling for a domain turn after every encounter as the end of intrigue gets closer. The final domain turn usually occurs just before the climactic confrontation begins!", - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/iANndu2.jpg" - } - }, - "Ultimately, there's no wrong way to do this, and the GM should feel free to adapt how and when they call for domain turns to suit the adventure they're running and the ways in which they track time in their game." - ] - } - ] - } - ] - }, - { - "type": "entries", - "name": "Domain Skills", - "page": 18, - "entries": [ - "Each domain has four skills: Diplomacy, Espionage, Lore, and Operations. These skills define how an organization or realm interacts with the world and with other domains. Skills can be used before and during intrigue. During intrigue, making a domain skill test is a domain action.", - "Each domain skill represents an entire department inside a domain, including followers and retainers who are experts in their fields. Those NPCs can mount operations on their own with just the direction of a domain's officers, with those operations not requiring any direct involvement of the heroes or the villain. As such, not only do domain skills allow a domain to do things while the characters are adventuring, they allow the domain to do things outside the scope of adventuring, from research to sabotage to negotiation.", - "Players are encouraged to be creative with their domain's skills, the same way players can improvise how they use a character's abilities and skills. Don't worry about \"doing it right.\" Each group will develop their own standards for which skills are best and what the appropriate defense or DC is, in much the same way each table develops its own sense of when Dexterity (Acrobatics) is preferable to Strength (Athletics).", - "During intrigue, each skill can be used to improve a domain's defense levels or to target the opposed domain and reduce its defense levels. But it's up to the players and the GM to imagine how this plays out, by translating skill tests and their effects into game terms.", - { - "type": "entries", - "name": "Adjusting Defense Levels", - "page": 19, - "entries": [ - "Once intrigue begins, each domain involved in the intrigue prepares for some sort of final confrontation between their officers—the player character heroes versus the GM's villain and their lieutenants. Each side can use domain actions to make use of their domain skills, with the goal of either improving a domain's defense levels, or of targeting the opposed side's defenses to make them less prepared for the warfare battles that take place during intrigue.", - { - "type": "entries", - "name": "Improving a Domain's Defenses", - "page": 19, - "entries": [ - "Each domain has three defenses—{@b Communications}, {@b Resolve}, and {@b Resources}—each of which is rated at a level from 3 to −3 (as described in detail under {@book Domain Defenses|KaW|2|Domain Defenses} on page 24). {@b The DC to improve one of a domain's defense levels is 13 + the defense's current level.} So a domain skill test to take its Resolve level from normal (level 0) to loyal (level 1) has a DC of 13. Improving Resolve level from loyal (level 1) to fanatic (level 2) is a DC 14 check, and going from revolt (level −3) to rebellious (level −2) is DC 10. The level of any defense cannot be increased above 3.", - "When the players want to affect one of their organization's defense levels using a domain skill, an acting officer chooses the intended defense level, a skill, and sets out how that skill is to be used. For example, Anna (playing a character named Judge) wants to raise the Communications level of her group's mercenary company, the Chain of Acheron, using that organization's Espionage domain skill. She tells the GM: \"I want to require all our agents to use only verbal communications, nothing written down, and to use our secret battle language.\"", - "This is a great idea—but it's not necessarily easy to implement. The Chain of Acheron has a lot of soldiers, agents, and allies in the city, so there's no guarantee that these orders will work well enough to make a difference. To make the domain skill test, Anna rolls a d20 and adds the Espionage bonus for Acheron's Chain. She also adds Judge's proficiency bonus, since Judge is proficient in Investigation and has not already used their bonus during this intrigue. (See the domain skill descriptions below for more information on associated character skills.)", - "The Chain of Acheron's Communications defense is currently secure (level 1), which sets the check as DC 14. If Anna succeeds, the domain's Communications goes up one level. If she rolls badly, Communications remains secure but does not improve, with the GM likely interpreting this as meaning Judge's plans were too ambitious.", - "A defense level can normally be improved only by one level by making a domain skill test as a domain action. However, if a player rolls a 20 on the test, this represents an unexpectedly successful result that improves the defense by two levels.", - "Villainous realms can increase their defense levels the same way, with the GM making the decision as to which officer, skill, and specific approach are involved." - ] - }, - { - "type": "entries", - "name": "Lowering a Domain's Defenses", - "page": 19, - "entries": [ - "In the same manner, the players can target a villainous realm in the hopes of lowering that domain's defense levels. An acting officer picks a skill and one of the opposed domain's defenses, then describes how they intend to use that skill to compromise the defense. If the scenario makes sense to the GM, the officer rolls a d20, adds the domain skill's modifier, adds their proficiency bonus if applicable, and compares the result with the enemy realm's defense score. If the result is equal to or greater than the chosen defense's score, that defense is lowered one level. If the player rolls a 20 on the check, the chosen defense is lowered two levels. The level of any defense cannot be decreased below −3.", - "Villainous realms can target the defenses of the heroes' organization in the same way, with the GM making the decision as to which officer, skill, and specific approach are involved." - ] - } - ] - }, - { - "type": "entries", - "name": "Other Uses for Domain Skills", - "page": 19, - "entries": [ - "The only limit to what benefits characters can earn through the use of their domain skills is the players' imaginations and the GM's sense of what's fair and reasonable. Each skill gives some ideas of what can be done with it, and a GM should refer to the DCs noted in the core rules when trying to set difficulties for an optimal balance between what's realistic and what's dramatic." ] - }, - { - "type": "entries", - "name": "Diplomacy", - "page": 20, - "entries": [ - "{@i Associated Character Skills: Insight, Persuasion}", - "The Diplomacy domain skill represents a domain's ability to get what it wants without resorting to war or espionage. It's primarily used to make alliances with other domains. An alliance is not a mechanical notion, but is just an agreement between two domains. The terms of the agreement are up to the officers of each domain, but usually an alliance means that two domains each agree to help the other in times of conflict.", - "Some alliances are purely defensive. \"We agree to go to war against an enemy who attacks either of us.\" More rarely, alliances can be offensive. \"Lord Saxton must be stopped! Will you help us?\" Offensive alliances are more difficult to establish, though, and another domain might require great assurances before entering into one. \"We might attack Lord Saxton if things are as you say. But what proof can you offer that Saxton is a villain?\"", - { - "type": "entries", - "name": "Gaining Special Units", - "page": 20, - "entries": [ - "As a domain action, a domain can make a Diplomacy test to petition an NPC realm for military aid for an upcoming battle. The DC depends on the attitude of the NPC realm, as noted on the following table.", - { - "type": "table", - "colLabels": [ - "Attitude", - "Diplomacy DC", - "" - ], - "colStyles": [ - "col-1 text-left", - "col-2 text-center", - "col-9 text-left" - ], - "rows": [ - [ - "Hostile", - "18", - "" - ], - [ - "Suspicious", - "15", - "" - ], - [ - "Neutral", - "13", - "" - ], - [ - "Friendly", - "10", - "" - ], - [ - "Allied", - "8", - "" - ] - ] - }, - "This Diplomacy test can be used more than once per intrigue, but each NPC realm can only grant one unit per intrigue.", - "Each NPC realm has a special unit that another domain can gain as a result of an alliance. This is the same special unit the domain can muster using a domain action, as noted in its description. For example, a successful Diplomacy test made by the characters' organization to seek aid from a giant jarldom NPC realm gets the organization a Pet Roc special unit to command in an upcoming battle. Each NPC realm has only one special unit to provide, so characters had better recruit them before their enemies do! A special unit gained through an alliance with an NPC realm returns to the NPC realm after the battle in which it is used." - ] - }, - { - "type": "entries", - "name": "Allies and Enemies", - "page": 20, - "entries": [ - "A hostile NPC realm is not the same thing as a villainous realm. A villainous realm is actively trying to destroy the heroes' organization, whereas a hostile realm is merely one with a tradition of enmity toward the heroes' domain or other domains like it. A local druid circle might have a troubled history with a noble court that rules the land near their forest, creating potential problems for the different noble court run by the characters even if the characters have never interacted with the druids before.", - "At the GM's discretion, a realm that is allied with the characters' organization can send units to aid the organization in battle even without a Diplomacy test. But sometimes allies are busy or occupied with other conflicts, in which case the GM will ask for a test to be made.", - "Diplomacy can also be used to convince an NPC realm currently allied with an enemy to sit a battle out, or to convince a neutral realm to lend aid beyond units. Such aid might include a powerful lieutenant, or information that would benefit the domain requesting assistance.", - "If a domain fails a Diplomacy test to influence or gain allies from an NPC realm, the domain can make a new Diplomacy test to achieve the same goal on a new domain turn. However, if a Diplomacy test fails by 5 or more, the NPC realm's attitude toward the Domain moves one step toward hostile." - ] - } - ] - }, - { - "type": "entries", - "name": "Espionage", - "page": 20, - "entries": [ - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/tcxG4gQ.jpg" - } - }, - "{@i Associated Character Skills: Investigation, Stealth}", - "Espionage allows a domain to learn the secrets of other domains, including their plans, their current activities, and who they are allied with. Successful Espionage tests often decrease the level of an opposing domain's Communications defense, reflecting how successful attempts at destabilizing the opposed domain have been.", - "Espionage can be used to learn the makeup of an opposed domain's units and the disposition of its allies in advance of a battle. The DC is usually set by targeting one of the opposed domain's defenses, but the GM can also set a DC arbitrarily (as per the guidelines for setting difficulty in the core rules). Espionage does not reveal the nature of specific magic in use by an opposed domain, but it might reveal that an opposed domain has some magical resources or secrets, which a successful Lore test can then ferret out.", - "When an opposed domain makes a skill test to muster units or raise its defenses, the GM doesn't automatically reveal the specifics of a successful result. The characters learn that the opposed domain mustered units, but not how many units or what kind. Likewise, the specifics of which defense was raised and by how much remain a mystery. If the characters want to know these things, they need to make a successful Espionage test as a domain action, typically against the opposed domain's Communications. On a success, the players can choose to know one of the following pieces of information:", - { - "type": "list", - "items": [ - "The target domain's current defense scores", - "The target domain's current defense levels", - "The target domain's skill bonuses", - "The target domain's current units", - "Another statistic or piece of information, at the GM's discretion" - ] - }, - "Knowing the kinds of units an opposed domain has mustered helps a domain plan its own army. For example, if a villainous realm is building aerial units, the characters' organization will want some aerial units or artillery of their own to take them on. Likewise, if an opposed domain keeps boosting its Resources defense levels, the characters might decide to try to lower that defense and undo some of that progress!", - "If a domain feature requires a domain to know a secret piece of information to work properly, then the domain learns the information when they successfully use the feature. A separate Espionage test is not necessary. For example, a fey court domain can duplicate an opposed domain's highest-tier unit with the Your Own Worst Enemy feature. When the court succeeds on the Lore test to use the feature, they automatically learn what the target domain's highest-tier unit is." - ] - }, - { - "type": "entries", - "name": "Lore", - "page": 22, - "entries": [ - "{@i Associated Character Skills: Arcana, History, Religion}", - "Lore represents a domain's ability to research both magical and historical knowledge. This is a broad and wide-ranging skill, which can be used outside of intrigue to unlock arcane discoveries, dig up the details of forgotten history, discover the existence of lost spells, or reveal the answers to ancient mysteries. The only limit on what a Lore check can accomplish is what the GM rules is reasonable.", - "As a rule, the Lore domain skill should not be used as a substitute for adventuring. But at the GM's discretion, it can be used to supplement the normal adventures of a domain's player character officers. For example, a team of NPC agents might be sent out to recover the legendary headpiece for the Staff of Ra, even as the characters quest after the location of the map room in the hidden Well of Souls. In general, if it would be easy but time-consuming for a domain's officers to acquire important knowledge or rare antiquities, then the Lore domain skill can be used to delegate that task. But if doing so is merely difficult, then the officers should undertake that task themselves.", - "Lore can be used to learn an opposed domain's secrets when those secrets are explicitly magical, such as the nature of supernatural attacks or defenses, or the presence of any famous magic items or artifacts in a domain's arsenal. Likewise, the presence and features of extraordinary units in a domain's army is something a Lore test can ferret out.", - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/cbMxAnC.jpg" - } - } - ] - }, - { - "type": "entries", - "name": "Operations", - "page": 23, - "entries": [ - "{@i Associated Character Skills: Athletics, Insight}", - "Operations represents a domain's ability to muster new units, as well as to perform many of the basic functions of maintaining a domain. This is intended to be a catchall domain skill for any activity the players or GM might think of that doesn't easily fit into another skill.", - { - "type": "entries", - "name": "Building Fortifications", - "page": 23, - "entries": [ - "Heroic organizations and NPC realms can acquire strongholds and other fortifications during the course of a campaign in any number of ways. The characters might seize enemy fortifications after a successful battle (or have their own fortifications seized by a villainous realm), claim fortifications as a reward for adventuring, or find some other means of acquiring an existing fortified site.", - "A domain can also build specific battle-ready fortifications (as discussed in {@b Fortifications} in the {@book Warfare|Kaw|3} chapter) in any space on a battlefield the domain controls. Doing so during intrigue requires a successful Operations test made as a domain action. A successful DC 11 test is required to build a stone fence, while a successful DC 13 test is required to build a tower. Multiple fences and towers can then be put together in different configurations to build castles, keeps, and other fortifications.", - "The GM decides the time scale it takes to build a fortification, but here are some typical guidelines:", - { - "type": "list", - "items": [ - "If the Operations test to build the fortification succeeds by 5 or more, the fortification is built at the end of the current domain turn, or after 1 week if the domain is not in intrigue.", - "If the Operations test succeeds by 4 or fewer, the fortification is built at the end of the next domain turn, or after 2 weeks if the domain is not engaged in intrigue.", - "If the Operations test fails by 4 or fewer, the domain's fortification is still constructed, but it takes 3 domain turns (or 3 weeks) to do so.", - "If the test fails by 5 or more, the fortification can't be built, and the players or the GM must wait for a new domain turn (or for 1 week to pass if not engaged in intrigue) before they can try again." - ] - } - ] - }, - { - "type": "entries", - "name": "Mustering Units", - "page": 23, - "entries": [ - "A domain's officer can use a domain action during intrigue to muster a new unit. The Operations skill covers this activity, though an Operations test is normally not required unless the GM feels there's a chance that the mustering might fail. This new unit belongs to the officer who mustered it. An officer can control a number of units equal to their proficiency bonus.", - "The units an officer musters can be from any ancestry the GM agrees that character has access to, and which conform to the rules for unit dependency. (See {@b Building an Army} on page 100 in the {@book Warfare|KaW|3} chapter for information on ancestries, unit dependency, and much more.)", - "Units mustered through alliances and Diplomacy tests are controlled by a character but not owned by that character. They return to their home NPC realm after the battle in which they are used." - ] - }, - { - "type": "entries", - "name": "Modifying Units", - "page": 23, - "entries": [ - "A domain can spend money to upgrade a unit's equipment from light to medium, medium to heavy, and so forth. This requires a domain action and is considered a use of the Operations skill, but normally no Operations check is required. A domain can upgrade as many units as are controlled by the officer using a domain action. Upgrades to a unit can be made to any level a domain can afford, from light to super-heavy.", - { - "type": "table", - "colLabels": [ - "Upgrade from...", - "Cost" - ], - "colStyles": [ - "col-2 text-left", - "col-10 text-left" - ], - "rows": [ - [ - "Light to medium", - "500 gp × the tier of the unit" - ], - [ - "Medium to heavy", - "1,000 gp × the tier of the unit" - ], - [ - "Heavy to super-heavy", - "2,000 gp × the tier of the unit" - ] - ] - }, - "A domain cannot upgrade a unit that was mustered through alliances and other Diplomacy checks. Likewise, levies cannot have their gear upgraded. Upgraded units retain their original tier." - ] - }, - { - "type": "entries", - "name": "Disbanding Units", - "page": 23, - "entries": [ - "Eventually, a domain will max out the number of units it controls, making it impossible to muster any new units. When this happens, a domain can disband any number of units to free up space in its army. This isn't an action, but is simply an order an officer can issue under the umbrella of the Operations skill. The domain does not regain any money spent on equipment upgrades for units that are disbanded." - ] - }, - { - "type": "entries", - "name": "Special Units", - "page": 24, - "entries": [ - "Every type of domain has an action it can use to summon a special unit consisting of rare and powerful creatures. These include such units as the Crew, a unique group of roguish heroes that an underworld syndicate organization can muster; the drake-mounted knights known as the Praetores Draconis, mustered by a draconic empire realm; and many more. See {@book Heroic Organizations|Kaw|2|Heroic Organizations} (page 31) and {@book NPC Realms|Kaw|2|NPC Realms} (page 65) later in this chapter for full details.", - "A domain can muster a special unit once per intrigue. If an attempt to muster a special unit fails, additional attempts can be made in the same intrigue until successful. When the battle in which a special unit is used ends, the unit leaves the control of the domain, heading off on important business, returning to its home plane, and so forth. A special unit can be mustered again during a new intrigue, responding when duty calls.", - "A domain can make use of other special units in addition to the unit it can muster, by making use of the Diplomacy domain skill (as discussed earlier in this chapter). By talking to the leaders of NPC realms, the players (and their enemies) can see if those realms are willing to lend their own special units for a battle." - ] - }, - { - "type": "entries", - "name": "Beyond Intrigue", - "page": 24, - "entries": [ - "The Operations domain skill covers many mundane activities outside of intrigue, including building roads or watchtowers, sending out a unit of scouts to explore the local wilderness, and so forth. Anything a domain might reasonably be able to do but which isn't covered by another domain skill can be accomplished using Operations." - ] - } - ] - } - ] - }, - { - "type": "entries", - "name": "Domain Defenses", - "page": 24, - "entries": [ - "Every domain has three defenses, all of which can be targeted by an opposing domain: {@b Communications}, {@b Resolve}, and {@b Resources}. Defenses operate at one of seven levels, each of which has a name and a numerical rating from 3 to −3. A defense's level represents how robust and functional that defense is at any given moment. Each defense also has a numerical score used as the DC for the domain skill test of an opposed domain wanting to sabotage that defense.", - "At each level above normal (level 0), the level benefits for a defense are cumulative with the levels below. For example, if a domain's Communications levels are unbreakable (level 3), that domain gains all the bonuses for secure, coded, and unbreakable Communications. Similarly, at each level below normal (level 0), the level penalties for a defense are cumulative with the levels above.", - "At the beginning of intrigue, all of a domain's defenses start at level 0. The players and the GM can use domain actions during intrigue to raise the level of a domain's defenses or to lower the levels of an opposed domain's defenses (see {@book Adjusting Defense Levels|KaW|2|Adjusting Defense Levels} on page 19). The level of any defense cannot be increased above 3 or decreased below −3.", - "Once intrigue ends, and after any final battle between the characters' organization and the villainous realm is over, the defense levels of both domains slowly return to normal, moving one step closer to 0 each week.", - { - "type": "entries", - "name": "Communications", - "page": 24, - "entries": [ - "The Communications defense is a measure of how rapidly and accurately information is transmitted between a domain's officers and followers. Every domain, from a hard-as-nails mercenary company to a grove of peaceful druids, relies on its network of followers, retainers, and servants to accomplish its goals. And without effective communications, those goals can easily break down.", - "Communications directly affects an army's ability to coordinate its activities. When Communications is high, an army can efficiently maneuver into a better starting deployment—the arrangement of units under the warfare rules. (See the {@book Warfare|KaW|3} chapter for more information.) If Communications is poor or compromised, a domain's enemies know what its officers and agents are doing, and can interfere with deployment by sending false signals to the domain's units.", - { - "type": "table", - "caption": "Communications Levels", - "colLabels": [ - "Level", - "Effect" - ], - "colStyles": [ - "col-1 text-center", - "col-11 text-left" - ], - "rows": [ - [ - "3", - "Unbreakable" - ], - [ - "2", - "Coded" - ], - [ - "1", - "Secure" - ], - [ - "0", - "Normal" - ], - [ - "-1", - "Compromised" - ], - [ - "-2", - "Garbled" - ], - [ - "-3", - "Broken" - ] - ] - }, - "{@b Unbreakable (3).} At the end of the next deployment, this domain chooses any allied infantry or artillery unit on the battlefield, then moves that unit to any unoccupied space on the battlefield.", - "{@b Coded (2).} At the end of the next deployment, this domain chooses two allied units in any rank on the battlefield and swaps those units' locations.", - "{@b Secure (1).} At the end of the next deployment, this domain chooses an allied unit in any rank and moves that unit into any adjacent space.", - "{@b Normal (0).} No effect.", - "{@b Compromised (−1).} At the end of the next deployment, the opposed domain chooses one of this domain's units in any rank on the battlefield and moves it into any adjacent space.", - "{@b Garbled (−2).} At the end of the next deployment, the opposed domain chooses one of this domain's cavalry units, which is removed from battle and does not deploy until the end of the first round of battle.", - "{@b Broken (−3).} At the end of the next deployment, the opposed domain chooses two of this domain's infantry units, which are removed from battle and do not deploy until the end of the first round of battle." - ] - }, - { - "type": "entries", - "name": "Resolve", - "page": 25, - "entries": [ - "Resolve measures the commitment that the followers of a domain have to its cause, and depends on many factors—including how well those followers understand the domain's cause. A domain's followers and army, by default, share the philosophy of the domain's officers and leaders, whatever that philosophy is. For example, the followers of an arcane order domain value neutrality and knowledge, while the soldiers of a despotic regime domain revel in the glory and victories produced by their iron-fisted leaders.", - "A domain's Resolve has a direct effect on its officers. If everyone working for the domain is committed and engaged, it makes training easier and gives followers hope and confidence in victory. But the reverse is equally true. If everyone working for a domain is convinced of the domain's imminent failure, it makes training more exhausting and affects officer confidence. High Resolve means that a domain's officers are energized, coordinated, and convinced of victory, granting benefits to those officers in combat against the officers of an opposed domain. Poor resolve means that officers are distracted and tired, and their performance against foes from an opposed domain will suffer.", - { - "type": "table", - "caption": "Resolve Levels", - "colLabels": [ - "Level", - "Effect" - ], - "colStyles": [ - "col-1 text-center", - "col-11 text-left" - ], - "rows": [ - [ - "3", - "Zealous" - ], - [ - "2", - "Fanatic" - ], - [ - "1", - "Loyal" - ], - [ - "0", - "Normal" - ], - [ - "-1", - "Discontented" - ], - [ - "-2", - "Rebellious" - ], - [ - "-3", - "Revolt" - ] - ] - }, - "{@b Zealous (3).} During any combat against officers of an opposed domain, each of this domain's officers has advantage on attack rolls until the end of their first turn.", - "{@b Fanatic (2).} As a reaction when an enemy starts their turn during the first round of any combat against officers of an opposed domain, one of this domain's officers who has not yet acted can cast a spell or make a weapon attack.", - "{@b Loyal (1).} The speed of each of this domain's officers increases by 10 feet during the first round of any combat against officers of an opposed domain.", - "{@b Normal (0).} No effect.", - "{@b Discontented (−1).} The speed of each of this domain's officers decreases by 5 feet during the first round of any combat against officers of an opposed domain.", - "{@b Rebellious (−2).} During any combat against officers of an opposed domain, the first saving throw made by one of this domain's officers against a spell or effect directed by an enemy has disadvantage.", - "{@b Revolt (−3).} The first attack roll made by each of this domain's officers during any combat against officers of an opposed domain has disadvantage." - ] - }, - { - "type": "entries", - "name": "Resources", - "page": 26, - "entries": [ - "The wealth of a domain is measured as Resources, though this defense represents more than just money. Resources includes whatever a domain values and collects, whether gold, knowledge, secrets, or things more esoteric. When a domain's Resources is high, it directly affects the gear of that domain's units, granting them improved power or damage. Poor Resources affects morale. Troops that haven't been fed or whose armor and weapons are in dire need of repair become agitated.", - { - "type": "table", - "caption": "Resolve Levels", - "colLabels": [ - "Level", - "Effect" - ], - "colStyles": [ - "col-1 text-center", - "col-11 text-left" - ], - "rows": [ - [ - "3", - "Booming" - ], - [ - "2", - "Abundant" - ], - [ - "1", - "Surplus" - ], - [ - "0", - "Normal" - ], - [ - "-1", - "Low" - ], - [ - "-2", - "Poor" - ], - [ - "-3", - "Bankrupt" - ] - ] - }, - "{@b Booming (3).} During the first round of battle, each of this domain's artillery units that inflicts casualties inflicts 1 extra casualty.", - "{@b Abundant (2).} Each of this domain's cavalry units has advantage on Power tests until the end of the first round of battle.", - "{@b Surplus (1).} Each of this domain's infantry units has advantage on Power tests until the end of the first round of battle.", - "{@b Normal (0).} No effect.", - "{@b Low (−1).} Each of this domain's artillery units has disadvantage on Morale and Command tests until the end of the first round of battle.", - "{@b Poor (−2).} Each of this domain's cavalry and aerial units has disadvantage on Morale and Command tests until the end of the first round of battle.", - "{@b Bankrupt (−3).} Each of the domain's infantry units has disadvantage on Morale and Command tests until the end of the first round of battle." - ] - } - ] - }, - { - "type": "entries", - "name": "Domain Size", - "page": 26, - "entries": [ - "Size determines how far a domain's power extends, and the size of the power die used by the domain's officers. Size is a relative measure of the reach and influence of a domain, though not an absolute measure of an area of land the domain controls. In one GM's campaign, where the map covers a whole region hundreds of miles across, a size 3 domain might extend its influence for 60 miles out from its stronghold. In another campaign that takes place entirely in one district in a large city, a size 3 domain might cover only a few blocks.", - "An organization starts at size 1 if the characters are its founders (but might start at a larger size if the GM has the characters take over an established organization). {@b Every time the characters' organization defeats another domain, the organization's domain size increases by 1}. The size of the organization's power die likewise increases, and the organization gains more development points to spend on the party sheet, as shown on the Domain Size table. (See {@book Development Points|KaW|2|Development Points} earlier in this chapter for more information.)", - "A domain cannot have a size greater than 5. However, at the GM's discretion, an organization of domain size 5 can still continue to gain new development points by defeating villainous realms.", - "Villainous realms are not built the same way the characters' organization is. The size of a villainous realm is thus determined by the GM. (See {@book Building a Villainous Realm|KaW|2|Building a Villainous Realm} on page 28 for full information.)", - { - "type": "table", - "caption": "Domain Size", - "colLabels": [ - "Domain Size", - "Power Die", - "Development Points", - "" - ], - "colStyles": [ - "col-1 text-center", - "col-1 text-center", - "col-2 text-center", - "col-8 text-left" - ], - "intro": [ - "Optional intro entries." - ], - "rows": [ - [ - "1", - "d4", - "8 (starting points)", - "" - ], - [ - "2", - "d6", - "+8", - "" - ], - [ - "3", - "d8", - "+8", - "" - ], - [ - "4", - "d10", - "+8", - "" - ], - [ - "5", - "d12", - "+8", - "" - ] - ] - } - ] - }, - { - "type": "entries", - "name": "Domain Powers", - "page": 27, - "entries": [ - "Domain powers represent the new features that a domain's officers earn as a result of the research and training they do with their agents. The officers of a thieves' guild work and train with their bravos and apprentice thieves, and as a result, become better at what they themselves do. Likewise, the stewards of a druid circle spend time between adventures studying, tending to nature, and training their acolytes, and so gain greater insight into the summoning of nature spirits.", - "Each type of domain—both heroic organizations and NPC realms—grants a number of unique domain powers, whose mechanics are broken out in the domain type's description. But all domain powers rely on the use of a shared resource—a pool of power dice.", - { - "type": "entries", - "name": "Power Dice", - "page": 27, - "entries": [ - "Each officer in a domain—player characters and the villain and lieutenants of an opposed domain alike— gets one power die, with the die type determined by the domain's size (see above). Any officer can choose to roll their power die immediately after they roll initiative at the start of any combat (no action required). Once a power die is rolled, it cannot be rolled again until the officer who rolled it finishes an extended rest. (An extended rest is defined in {@book Strongholds & Followers|SaF} as 1 week of study and training spent at the stronghold of the officer's domain. The GM might use this as a guideline, or set some other parameters for what an extended rest means in the campaign.)", - "Each domain power allows the officers in the player characters' organization to use some or all of the dice in their shared pool to produce crazy new effects in combat. At the same time, the officers of a villainous realm will use their own domain powers and power dice to fuel their domain's push for victory over the characters.", - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/PBkX8QB.jpg" - } - }, - "Any power dice that aren't used are removed from a domain's pool at the end of the combat in which they were rolled.", - "For example, Anna, Lars, Grace, and Tom are playing the officers in a thieves' guild (one of the options for an {@b underworld syndicate organization}; see page 61). They're just starting out, so each of their characters has a d4 power die. In a fight against a local enemy thieves' guild (an NPC realm) known as the Clock, Lars waits until initiative is determined, and decides to roll his power die, getting a 3. He adds this to the empty pool on the party sheet.", - "Following suit, the other officers, including officers of the Clock, all decide to roll their power dice. Anna rolls a 4, Tom a 1, and Grace another 4, all of which are added to their pool. The heroes' pool now has four dice in it: a 1, a 3, and two 4s. Whichever hero acts first can take any or all of those dice out of the pool, depending on which domain power they intend to use.", - "Rolling power dice together in the same combat provides a potential benefit by increasing the number of dice in the pool, and increased chances of high rolls. But some players might want to not roll their power dice, so as to save them for another upcoming combat. Likewise, the GM might decide to not roll power dice even when the players are, if they think their villainous officers will face the characters again before everyone has time to take an extended rest.", - { - "type": "entries", - "name": "Decrementing", - "page": 28, - "entries": [ - "When a player or GM activates a domain power, the rules for that power sometimes instruct them to decrement the power die, usually at the end of each turn of the character who used the power. Decrementing the power die means to decrease the number on the die by 1. When a power die showing a 1 is decremented, the die is spent and the power activated with that die is no longer in effect.", - "If a domain power that calls for decrementing a power die has been used and is currently active on an officer, that power cannot be activated again for the same officer until the power die being decremented is spent." - ] - } - ] - } - ] - }, - { - "type": "entries", - "name": "Villainous and NPC Realms", - "page": 28, - "entries": [ - "The player characters' enemies also run their own domains, known as villainous realms. A villainous realm is run by a {@b leader}, whose chief agents are known as {@b lieutenants}. Leaders and lieutenants are the domain's officers, and are referred to specifically by certain domain features.", - { - "type": "entries", - "name": "Building a Villainous Realm", - "page": 28, - "entries": [ - "The GM builds villainous realms in much the same way the players build the characters' organization. However, the process for the GM has more options, and allows for the creation of a domain that is larger than the size 1 domain the characters must start with. GMs can establish realms at the start of the campaign or at any point within it, and NPC and villainous realms can rise, fall, and evolve as the GM sees fit.", - "A GM builds a villainous realm using the following process:", - { - "type": "list", - "items": [ - "The GM picks a domain type from the {@book NPC Realms|KaW|2|NPC Realms} section, or a domain and a specialization from the domain types presented in the {@book Heroic Organizations|KaW|2|Heroic Organizations} section (both of which follow later in this chapter). This allows for the creation of nefarious holy churches, druid circles, and mercenary companies, in addition to the traditionally antagonistic realms of despotic regimes, fey courts, and others.", - "The GM chooses the domain size of the villainous realm. In most cases, it's best to set the realm's size within 1 of the size of the characters' organization by the time both sides get into an intrigue.", - "The GM spends development points improving the villainous realm's skills and defenses. The GM has a number of points to spend equal to 8 × the villainous realm's domain size.", - "The GM picks stat blocks for the villainous realm's leader and lieutenants, and gives one of the domain's titles to the leader. (If the domain has been chosen from the {@book NPC Realms|KaW|2|NPC Realms} section, it has only one title.) The lieutenants of the realm do not get titles (because the GM already has enough to worry about), but all officers might have access to the realm's domain powers and domain features.", - "The GM picks a stronghold for the villainous realm." - ] - }, - "For example, consider a group of heroes running a size 2 holy church. With that organization's latest foes vanquished, the GM wants to reveal the vampire Countess Sanguin's villainous realm, which has observed the characters' last battle from the shadows and wants to remove the threat their organization poses. The GM knows that Sanguin's servants include vampire spawn, wights, and other undead, so they make the villainous realm an undead dominion (page 86). Since Sanguin's domain has been established for some time, the GM makes it size 3. It poses a threat to the heroes' organization, but not an overwhelming one.", - "The GM then spends 24 development points to improve the undead dominion's domain skills and defenses, using the same party sheet the players use for the characters' domain. They choose the {@creature vampire} stat block for Countess Sanguin and give her the deathlord title. The GM gives Sanguin three {@creature vampire spawn} lieutenants and names each of them, then gives the undead dominion a stronghold: an ancient castle." - ] - }, - { - "type": "entries", - "name": "Building an NPC Realm", - "page": 29, - "entries": [ - "Building an NPC realm is easier than building a heroic organization or a villainous realm, because NPC realms don't directly influence intrigue or battles. They might be persuaded by the characters' organization or the villainous realm to lend aid during a battle, but the GM can easily set that up without finalizing all of an NPC realm's stats. (That said, a GM is free to flesh out any NPC realm with the same level of detail as a villainous realm—especially if the NPC realm has enemy potential!)", - "The baseline process for creating an NPC realm is as follows:", - { - "type": "list", - "items": [ - "As with creating a villainous realm, the GM picks either a domain and a specialization from the {@book Heroic Organizations|KaW|2|Heroic Organizations} section or a domain from the {@book NPC Realms|KaW|2|NPC Realms} section. This choice doesn't imply a specific role for the NPC realm, though, which might be friendly or antagonistic toward the characters' organization as the GM decides.", - "The GM picks the NPC realm's starting attitude toward the characters' organization, using the table under {@book Diplomacy|KaW|2|Diplomacy} in {@b Domain Skills} (page 20). This attitude should be based on the NPC realm's history not just with the characters, but also with domains similar to the characters' organization.", - "The GM names the NPC realm's leader. This NPC doesn't necessarily need a stat block, but it helps to note a few details about their appearance and personality.", - "The GM chooses the NPC realm's domain size (which need not bear any relationship to the size of the characters' organization), and picks a stronghold the NPC realm controls.", - "The GM can freely swap out the special unit the NPC realm can normally muster with a special unit from another domain. Perhaps a fey court of elves in the campaign has a roguish flair and is able to bring together the Crew (normally associated with an underworld syndicate domain) instead of the Court Jesters." - ] - }, - "For example, consider a GM who wants to create a domain of secluded stone giants living in the mountains near the characters' stronghold. The GM begins with the giant jarldom NPC realm and gives the isolationist giants a suspicious attitude toward the characters. Smallfolk warred with the giants centuries ago, and while the humanoids might have forgotten that past, the stone remembers. The stone giants are led by Jarl Klanga. She's young and defensive minded, after her parents died in the same landslide that resulted in her losing an arm. The GM decides the realm doesn't hold much influence given their isolationist nature, and gives it a size of 1. The domain has a stronghold: a mountain fortress called Citadel Adamantine." - ] - }, - { - "type": "entries", - "name": "Creating NPC Realms Together", - "page": 30, - "entries": [ - "In a campaign in which the GM enjoys letting the players join in on the fun of setting creation, it can be cool to let each of the players design an NPC realm for the GM to use. The GM can assign each of the players a domain size and an attitude that their NPC realm has toward the characters' organization, then let them determine the rest of the details. The players get in on the fun of building the easiest type of domain, and the GM has to do less work. Win-win!", - { - "type": "inset", - "name": "Reskinning Domains", - "entries": [ - "GMs might find that their worlds include a villainous or NPC domain that's not an automatic fit for any of the concepts this book provides. For example, consider a campaign that features a powerful faction of gnolls. Even though there's no NPC realm set up as a gnoll war band, there's almost certainly another domain that fits. If the gnolls are proud warriors, the GM can use the orc clan domain and call it something else. If the gnolls are religious zealots, their domain could be built as a hidden cult religious order. Or for gnolls with a culture of invention and innovation, the gnomish kingdom might be a perfect fit!", - "Likewise, GMs shouldn't feel locked into building NPC realms based on ancestry. The goblinoid realm in a campaign doesn't have to be a goblinoid coalition domain. The GM can make it an arcane order, a despotic regime, an undersea colony, or whatever makes sense for their world." - ] - }, - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/mxGfUs2.jpg" - } - } - ] - } - ] - }, - { - "type": "entries", - "name": "Heroic Organizations", - "page": 31, - "entries": [ - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/dWxXH2c.jpg" - } - }, - "When a group of characters founds a domain, the players choose one of the eight organization types described in this section. Each organization features three specializations that the players also choose from, creating a wide range of possibilities for the heroes' domain.", - "Though this section is primarily for player characters, and is written to speak to the players, a GM can also use the domains presented in this section to create enemy and NPC realms.", - { - "type": "inset", - "name": "Gaining New Proficiencies", - "entries": [ - "If a character gains a proficiency from a domain title that they already gain from another source, that character can take another proficiency of the same kind (skill or tool) instead." - ] - } - ] - }, - { - "type": "entries", - "name": "Adventuring Party", - "page": 31, - "entries": [ - "Mercenaries. Troubleshooters. Rag-tag heroes trying to get by—except \"heroes\" might not be quite the right word. Your characters have banded together as an adventuring party, a haphazard group of individuals traveling the realm with a common goal. Though you might not be the most diplomatic or noble of groups, you get the job done when it counts. It just might be a bit...messy.", - { - "type": "list", - "style": "list-no-bullets", - "columns": 2, - "items": [ - "{@b Skills}", - "{@b Diplomacy:} -1", - "{@b Espionage:} +0", - "{@b Lore:} +1", - "{@b Operations:} +2", - "{@b Defenses}", - "{@b Communications:} 11", - "{@b Resolve:} 12", - "{@b Resources:} 10" - ] - }, - { - "type": "entries", - "name": "Domain Titles", - "page": 32, - "entries": [ - "Adventuring party officers gain access to the following titles, each of which grants a character the noted additional features.", - { - "type": "list", - "style": "list-no-bullets", - "items": [ - "{@optfeature Cap'n|KaW}", - "{@optfeature Doc|KaW}", - "{@optfeature Know-It-All|KaW}", - "{@optfeature Smart Mouth|KaW}", - "{@optfeature Weirdo|KaW}" - ] - } - ] - }, - { - "type": "entries", - "name": "Domain Power", - "page": 32, - "entries": [ - "Adventuring party officers gain access to the following domain power.", - "{@optfeature Never Tell Me the Odds|KaW}" - ] - }, - { - "type": "entries", - "name": "Domain Features", - "page": 32, - "entries": [ - "Adventuring party officers gain access to the following domain features.", - "{@optfeature Call In a Favor|KaW}", - "{@optfeature To Arms, Fellow Adventurers (Special Unit)|KaW}" - ] - }, - { - "type": "entries", - "name": "Specialization", - "page": 33, - "entries": [ - "When you found your adventuring party, you'll also choose a specialization. Are you an explorers' society, dedicated to seeking out the unseen frontiers of the world? Are you a mercenary company, completing dangerous jobs for coin? Or maybe you're just a band of disorganized misfits, doing all you can to help those in need?" - ] - }, - { - "type": "entries", - "name": "Disorganized Misfits", - "page": 33, - "entries": [ - "You're...well, you're trying your best. You might not be the most disciplined or most knowledgeable. You all fight a lot and rarely agree on anything. But you're hard to kill. More importantly, though, you all have good hearts, and you're willing to do whatever it takes to help those in need.", - { - "type": "list", - "style": "list-no-bullets", - "columns": 6, - "name": "Skill and Defense Bonuses", - "items": [ - "{@b Operations:} +1", - "{@b Resolve:} +1" - ] - } - ] - }, - { - "type": "entries", - "name": "Domain Power", - "page": 33, - "entries": [ - "Disorganized misfits officers gain access to the following domain power.", - "{@optfeature Avenge Me|KaW}" - ] - }, - { - "type": "entries", - "name": "Domain Features", - "page": 33, - "entries": [ - "Disorganized misfits officers gain access to the following domain features.", - "{@optfeature Like in the Great Stories|KaW}", - "{@optfeature Whatever it Takes|KaW}" - ] - }, - { - "type": "entries", - "name": "Explorers' Society", - "page": 33, - "entries": [ - "As the name suggests, your adventuring party is a band of explorers, dedicated to traversing uncharted forests and plumbing the depths of mysterious caverns in search of new discoveries.", - { - "type": "list", - "style": "list-no-bullets", - "name": "Skill and Defense Bonuses", - "items": [ - "{@b Lore:} +2" - ] - } - ] - }, - { - "type": "entries", - "name": "Domain Power", - "page": 33, - "entries": [ - "Explorers' society officers gain access to the following domain power.", - "{@optfeature What Does This Button Do?|KaW}" - ] - }, - { - "type": "entries", - "name": "Domain Features", - "page": 35, - "entries": [ - "Explorers' society officers gain access to the following domain features.", - "{@optfeature I've Seen Weirder|KaW}", - "{@optfeature Research, Research, Research|KaW}" - ] - }, - { - "type": "entries", - "name": "Mercenary Company", - "page": 35, - "entries": [ - "You're a team of soldiers for hire, fighting the battles no one else wants to. For the right price, of course.", - { - "type": "list", - "style": "list-no-bullets", - "columns": 6, - "name": "Skill and Defense Bonuses", - "items": [ - "{@b Operations:} +1", - "{@b Resources:} +1" - ] - } - ] - }, - { - "type": "entries", - "name": "Domain Power", - "page": 35, - "entries": [ - "Mercenary company officers gain access to the following domain power.", - "{@optfeature Fighting Dirty|KaW}" - ] - }, - { - "type": "entries", - "name": "Domain Features", - "page": 35, - "entries": [ - "Mercenary company officers gain access to the following domain features.", - "{@optfeature Can We Get a Raise?|KaW}", - "{@optfeature Survive Till Payday|KaW}" - ] - }, - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/Sptzxht.jpg" - }, - "title": "Adventuring party sheet" - } - ] - }, - { - "type": "entries", - "name": "Martial Regiment", - "page": 36, - "entries": [ - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/fLgrqGT.jpg" - } - }, - "Armed to the teeth and with battle strength to match, your characters have come together to form a martial regiment. All of you are skilled warriors, willing to fight the battles others shirk from. And while your group might not always act as the most subtle of organizations, you are well-known for your tactical strategy and efficiency in combat.", - { - "type": "list", - "style": "list-no-bullets", - "columns": 2, - "items": [ - "{@b Skills}", - "{@b Diplomacy:} +1", - "{@b Espionage:} +0", - "{@b Lore:} -1", - "{@b Operations:} +2", - "{@b Defenses}", - "{@b Communications:} 12", - "{@b Resolve:} 11", - "{@b Resources:} 10" - ] - }, - { - "type": "entries", - "name": "Domain Titles", - "page": 36, - "entries": [ - "Martial regiment officers gain access to the following titles, each of which grants a character the noted additional features.", - { - "type": "list", - "style": "list-no-bullets", - "items": [ - "{@optfeature Ambush Captain|KaW}", - "{@optfeature Bravura Commander|KaW}", - "{@optfeature Field Medic|KaW}", - "{@optfeature Tactical Marshal|KaW}", - "{@optfeature War Mage|KaW}" - ] - } - ] - }, - { - "type": "entries", - "name": "Domain Power", - "page": 38, - "entries": [ - "Martial regiment officers gain access to the following domain power.", - "{@optfeature Brute Force|KaW}" - ] - }, - { - "type": "entries", - "name": "Domains Features", - "page": 38, - "entries": [ - "Martial regiment officers gain access to the following domain features.", - "{@optfeature Armament|KaW}", - "{@optfeature The Professionals (Special Unit)|KaW}" - ] - }, - { - "type": "entries", - "name": "Specialization", - "page": 38, - "entries": [ - "When you found your martial regiment, you'll also choose a specialization. Are you a localized regiment, keeping your homes safe as members of a city watch? Are you members of a military squadron, striking as a crew of highly skilled experts on the most dangerous battlefields? Or are you perhaps a knightly order, united by your dedication to a creed or religion?" - ] - }, - { - "type": "entries", - "name": "City Watch", - "page": 38, - "entries": [ - "You might not be the best trained or most efficient of soldiers. But as members of a city watch, you are dedicated to protecting the place you call home—no matter the cost.", - { - "type": "list", - "style": "list-no-bullets", - "columns": 6, - "name": "Skill and Defense Bonuses", - "items": [ - "{@b Communications:} +1", - "{@b Resources:} +1" - ] - } - ] - }, - { - "type": "entries", - "name": "Domain Power", - "page": 38, - "entries": [ - "City watch officers gain access to the following domain power.", - "{@optfeature Steel Resolve|KaW}" - ] - }, - { - "type": "entries", - "name": "Domain Features", - "page": 39, - "entries": [ - "City watch officers gain access to the following domain features.", - "{@optfeature Community Effort|KaW}", - "{@optfeature They Will Not Breach This Wall|KaW}" - ] - }, - { - "type": "entries", - "name": "Knightly Order", - "page": 39, - "entries": [ - "Knightly orders are composed of warriors united under a single ideal. Some have religious ties, while others ascribe to more abstract creeds not bound to any church. Regardless of its members' affiliation, though, every knightly order delineates a certain sense of honor and pride.", - { - "type": "list", - "style": "list-no-bullets", - "columns": 6, - "name": "Skill and Defense Bonuses", - "items": [ - "{@b Diplomacy:} +1", - "{@b Resolve:} +1" - ] - } - ] - }, - { - "type": "entries", - "name": "Domain Power", - "page": 39, - "entries": [ - "Knightly order officers gain access to the following domain power.", - "{@optfeature Sworn to Protect|KaW}" - ] - }, - { - "type": "entries", - "name": "Domain Features", - "page": 39, - "entries": [ - "Knightly order officers gain access to the following domain features.", - "{@optfeature Gallant Company|KaW}", - "{@optfeature Stay Strong|KaW}" - ] - }, - { - "type": "entries", - "name": "Military Squadron", - "page": 39, - "entries": [ - "As members of a military squadron, you are an archetypal team of soldiers. Though you can be discreet when missions call for it, your main focus is always on honing your deadly and precise skills in combat.", - { - "type": "list", - "style": "list-no-bullets", - "columns": 6, - "name": "Skill and Defense Bonuses", - "items": [ - "{@b Espionage:} +1", - "{@b Operations:} +1" - ] - } - ] - }, - { - "type": "entries", - "name": "Domain Power", - "page": 39, - "entries": [ - "Military squadron officers gain access to the following domain power.", - "{@optfeature Skirmisher|KaW}" - ] - }, - { - "type": "entries", - "name": "Domain Features", - "page": 39, - "entries": [ - "Military squadron officers gain access to the following domain features.", - "{@optfeature No Mercy|KaW}", - "{@optfeature The War Room Where It Happens|KaW}" - ] - }, - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/s3RGaYI.jpg" - }, - "title": "Martial regiment party sheet" - } - ] - }, - { - "type": "entries", - "name": "Mercantile Guild", - "page": 40, - "entries": [ - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/KoH5m9O.jpg" - } - }, - "Your characters' organization is built on the back of economic prosperity, whether you acquire income from producing, selling, or plundering goods. You might be merchants, artisans, or pirates, looking to expand and defend your empire of industry, and with a network of agents ready to battle for profit.", - { - "type": "list", - "style": "list-no-bullets", - "columns": 2, - "items": [ - "{@b Skills}", - "{@b Diplomacy:} +1", - "{@b Espionage:} +0", - "{@b Lore:} -1", - "{@b Operations:} +2", - "{@b Defenses}", - "{@b Communications:} 11", - "{@b Resolve:} 10", - "{@b Resources:} 12" - ] - }, - { - "type": "entries", - "name": "Domain Titles", - "page": 40, - "entries": [ - "Mercantile guild officers gain access to the following titles, each of which grants a character the noted additional features.", - { - "type": "list", - "style": "list-no-bullets", - "items": [ - "{@optfeature Acquisitions Expert|KaW}", - "{@optfeature Chief of Security|KaW}", - "{@optfeature Executive Manager|KaW}", - "{@optfeature Fixer|KaW}", - "{@optfeature Safety Officer|KaW}" - ] - } - ] - }, - { - "type": "entries", - "name": "Domain Power", - "page": 41, - "entries": [ - "Mercantile guild officers gain access to the following domain power.", - "{@optfeature Outgunned|KaW}" - ] - }, - { - "type": "entries", - "name": "Domain Features", - "page": 41, - "entries": [ - "Mercantile guild officers gain access to the following domain features.", - "{@optfeature Soldiers of Fortune (Special Unit)|KaW}", - "{@optfeature Spared No Expense|KaW}" - ] - }, - { - "type": "entries", - "name": "Specialization", - "page": 41, - "entries": [ - "When you found your mercantile guild, you'll also choose a specialization. Are you a monopoly, looking to not just dominate but to own an entire industry? Are you a pirate band, sailing the seas looking for loot and plunder? Or perhaps you're a trade guild—a group of artisans banded together to establish the best business deals and working conditions?" - ] - }, - { - "type": "entries", - "name": "Monopoly", - "page": 41, - "entries": [ - "Your organization seeks to dominate the market, squashing any resistance you encounter. As such, you invest in making your enterprise the only option, letting your expansionist views force prospective competition to fold into your ranks or fight you to survive. Depending on your market, you might be viewed as an evil corporation or a force of positive change. But at the end of the day, your organization is going to come out on top.", - { - "type": "list", - "style": "list-no-bullets", - "columns": 6, - "name": "Skill and Defense Bonuses", - "items": [ - "{@b Espionage:} +1", - "{@b Resources:} +1" - ] - } - ] - }, - { - "type": "entries", - "name": "Domain Power", - "page": 41, - "entries": [ - "Monopoly officers gain access to the following domain power.", - "{@optfeature Action Plan|KaW}" - ] - }, - { - "type": "entries", - "name": "Domain Features", - "page": 43, - "entries": [ - "Monopoly officers gain access to the following domain features.", - "{@optfeature Corporate Espionage|KaW}", - "{@optfeature Embargo|KaW}" - ] - }, - { - "type": "entries", - "name": "Pirate Band", - "page": 43, - "entries": [ - "You are a pirate band, robbing others of their goods to be resold as you see fit. Though you might ally yourselves with other pirate crews, follow a code of conduct, or work for governments as a privateer, the members of your band are truly beholden only to yourselves. Whatever the reasons you adopted a life of piracy, your organization is viewed with caution wherever you travel.", - { - "type": "list", - "style": "list-no-bullets", - "columns": 6, - "name": "Skill and Defense Bonuses", - "items": [ - "{@b Espionage:} +1", - "{@b Resolve:} +1" - ] - } - ] - }, - { - "type": "entries", - "name": "Domain Power", - "page": 43, - "entries": [ - "Pirate band officers gain access to the following domain power.", - "{@optfeature Pillage|KaW}" - ] - }, - { - "type": "entries", - "name": "Domain Features", - "page": 43, - "entries": [ - "Pirate band officers gain access to the following domain features.", - "{@optfeature Commandeer|KaW}", - "{@optfeature Fight Dirty|KaW}" - ] - }, - { - "type": "entries", - "name": "Trade Guild", - "page": 43, - "entries": [ - "You oversee a network of like-minded artisans who pool their interests together for maximum potential. You might own businesses, or you could facilitate the businesses of others. Whatever the case, you have many skilled individuals investing in your organization to protect their own interests. While a trade guild might seem harmless to a casual observer, the number of resources at your disposal can summon a threat to rival any ruling body.", - { - "type": "list", - "style": "list-no-bullets", - "columns": 6, - "name": "Skill and Defense Bonuses", - "items": [ - "{@b Diplomacy:} +1", - "{@b Resources:} +1" - ] - } - ] - }, - { - "type": "entries", - "name": "Domain Power", - "page": 43, - "entries": [ - "Trade guild officers gain access to the following domain power.", - "{@optfeature Healthcare|KaW}" - ] - }, - { - "type": "entries", - "name": "Domain Features", - "page": 43, - "entries": [ - "Trade guild officers gain access to the following domain features.", - "{@optfeature Business Connections|KaW}", - "{@optfeature Well Fed|KaW}" - ] - }, - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/orZacWg.jpg" - }, - "title": "Mercantile guild party sheet" - } - ] - }, - { - "type": "entries", - "name": "Mystic Circle", - "page": 44, - "entries": [ - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/vze6NP1.jpg" - } - }, - "Your organization is an association of arcane practitioners whose agents include wizards, sorcerers, scribes, and sages. Not all your associates cast magic—your order needs guards and spies as much as anyone else—but every member of your mystic circle respects the power of the magical arts. The collections of scrolls and tomes in your libraries contain knowledge that others seek, and unearthing the secrets of your enemies isn't so different from uncovering forbidden spells.", - { - "type": "list", - "style": "list-no-bullets", - "columns": 2, - "items": [ - "{@b Skills}", - "{@b Diplomacy:} +0", - "{@b Espionage:} +1", - "{@b Lore:} +2", - "{@b Operations:} -1", - "{@b Defenses}", - "{@b Communications:} 12", - "{@b Resolve:} 10", - "{@b Resources:} 11" - ] - }, - { - "type": "entries", - "name": "Domain Titles", - "page": 44, - "entries": [ - "Mystic circle officers gain access to the following titles, each of which grants a character the noted additional features.", - { - "type": "list", - "style": "list-no-bullets", - "items": [ - "{@optfeature Augur|KaW}", - "{@optfeature Bewitcher|KaW}", - "{@optfeature Medium|KaW}", - "{@optfeature Shade|KaW}", - "{@optfeature Spellsword|KaW}" - ] - } - ] - }, - { - "type": "entries", - "name": "Domain Power", - "page": 46, - "entries": [ - "Mystic circle officers gain access to the following domain power.", - "{@optfeature Universal Energy Field|KaW}" - ] - }, - { - "type": "entries", - "name": "Domain Features", - "page": 46, - "entries": [ - "Mystic circle officers gain access to the following domain features.", - "{@optfeature Forgotten Rite of Animation (Special Unit)|KaW}", - "{@optfeature Unravel Sorcery|KaW}" - ] - }, - { - "type": "entries", - "name": "Specialization", - "page": 46, - "entries": [ - "When you found your mystic circle, you'll also choose a specialization. Are you an arcane order, tirelessly seeking answers to the mysteries of the universe? Are you a secret cabal, hiding your dark schemes from the world? Or are you a theatrical troupe, using the art of magic to enhance your performances?" - ] - }, - { - "type": "entries", - "name": "Arcane Order", - "page": 46, - "entries": [ - "You are a public institution of magic, seeking to expand the understanding of the cosmic forces which ebb and flow through reality. You might be an arcane academy, a great library, or an assembly of notorious mages. Local lords approach you for counsel, unless you prefer to stay neutral in mundane affairs.", - { - "type": "list", - "style": "list-no-bullets", - "columns": 6, - "name": "Skill and Defense Bonuses", - "items": [ - "{@b Lore:} +1", - "{@b Resources:} +1" - ] - } - ] - }, - { - "type": "entries", - "name": "Domain Power", - "page": 46, - "entries": [ - "Arcane order officers gain access to the following domain power.", - "{@optfeature Your Staff is Broken|KaW}" - ] - }, - { - "type": "entries", - "name": "Domain Features", - "page": 47, - "entries": [ - "Arcane order officers gain access to the following domain features.", - "{@optfeature Find True Name|KaW}", - "{@optfeature Midnight Oil|KaW}", - "{@optfeature Wards of Protection Against Missiles|KaW}" - ] - }, - { - "type": "entries", - "name": "Secret Cabal", - "page": 47, - "entries": [ - "Your organization is clandestine. People might know you exist, but your work stays hidden to protect your members, keep your studies confidential, or better allow you to pull strings from behind the scenes. No matter what the reasons for your secrecy, one thing is certain: You look out for your own first and foremost.", - { - "type": "list", - "style": "list-no-bullets", - "columns": 6, - "name": "Skill and Defense Bonuses", - "items": [ - "{@b Espionage:} +1", - "{@b Communications:} +1" - ] - } - ] - }, - { - "type": "entries", - "name": "Domain Power", - "page": 47, - "entries": [ - "Secret cabal officers gain access to the following domain power.", - "{@optfeature Elemental Bargain|KaW}" - ] - }, - { - "type": "entries", - "name": "Domain Features", - "page": 47, - "entries": [ - "Secret cabal officers gain access to the following domain features.", - "{@optfeature Curse of Vitiation|KaW}", - "{@optfeature We Were Never Here|KaW}" - ] - }, - { - "type": "entries", - "name": "Theatrical Troupe", - "page": 47, - "entries": [ - "Magic and artifice have always gone hand in hand, and the art of spellcasting makes for some impressive stage effects. Whether you are a performance company with an established base of operations or a band of entertainers travelling far and wide, you endeavor to make magic accessible to all! Your organization doesn't believe in keeping sorcery hidden away in secluded towers, underground lairs, or exclusive clubs. Showing magic to the world encourages others to take up the art, dispels fears of spellcasting, and can bring joy to the common folk.", - { - "type": "list", - "style": "list-no-bullets", - "columns": 6, - "name": "Skill and Defense Bonuses", - "items": [ - "{@b Diplomacy:} +1", - "{@b Operations:} +1" - ] - } - ] - }, - { - "type": "entries", - "name": "Domain Power", - "page": 47, - "entries": [ - "Theatrical troupe officers gain access to the following domain power.", - "{@optfeature Magic Misdirection|KaW}" - ] - }, - { - "type": "entries", - "name": "Domain Features", - "page": 48, - "entries": [ - "Theatrical troupe officers gain access to the following domain features.", - "{@optfeature Combat Anthem|KaW}", - "{@optfeature You Didn't Hear This From Me|KaW}" - ] - }, - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/wFxP5KQ.jpg" - }, - "title": "Mystic Circle party sheet" - } - ] - }, - { - "type": "entries", - "name": "Nature Pact", - "page": 48, - "entries": [ - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/TGa1PlE.jpg" - } - }, - "Your organization lives and thrives in the untamed wilds, whether forests, deserts, tundra, or even oceans. Nature cannot be controlled, but you know how to channel primal magic. Barbarians, druids, rangers, beasts, and nature spirits are your domain's agents, and with these forces on your side, you are unstoppable.", - { - "type": "list", - "style": "list-no-bullets", - "columns": 2, - "items": [ - "{@b Skills}", - "{@b Diplomacy:} +1", - "{@b Espionage:} +0", - "{@b Lore:} +2", - "{@b Operations:} -1", - "{@b Defenses}", - "{@b Communications:} 10", - "{@b Resolve:} 12", - "{@b Resources:} 11" - ] - }, - { - "type": "entries", - "name": "Domain Titles", - "page": 48, - "entries": [ - "Nature pact officers gain access to the following titles, each of which grants a character the noted additional features.", - { - "type": "list", - "style": "list-no-bullets", - "items": [ - "{@optfeature The Connected|KaW}", - "{@optfeature The Pack Leader|KaW}", - "{@optfeature The Primal|KaW}", - "{@optfeature The Speaker|KaW}", - "{@optfeature The Stalwart|KaW}" - ] - } - ] - }, - { - "type": "entries", - "name": "Domain Power", - "page": 48, - "entries": [ - "Nature pact officers gain access to the following domain power.", - "{@optfeature Vine Entrapment|KaW}" - ] - }, - { - "type": "entries", - "name": "Domain Features", - "page": 49, - "entries": [ - "Nature pact officers gain access to the following domain features.", - "{@optfeature Frog of War (Special Unit)|KaW}", - "{@optfeature Natural Disaster|KaW}" - ] - }, - { - "type": "entries", - "name": "Spcialization", - "page": 49, - "entries": [ - "When you found your nature pact, you'll also choose a specialization. Are you a barbarian tribe, escaping the conventions and customs of settled life by making your own rules in the wild? Are you a druid circle, living as an extension of the natural world and unable to fathom a home anywhere else? Or are you a hunter conclave defending nature from evil's corruption and industry's greed?" - ] - }, - { - "type": "entries", - "name": "Barbarian Tribe", - "page": 51, - "entries": [ - "Power, ferocity, and strength define the barbarian warriors who make up your organization, allowing you to push through enemies and knock all obstacles out of your path.", - { - "type": "list", - "style": "list-no-bullets", - "columns": 6, - "name": "Skill and Defense Bonuses", - "items": [ - "{@b Operations:} +1", - "{@b Resolve:} +1" - ] - } - ] - }, - { - "type": "entries", - "name": "Domain Power", - "page": 51, - "entries": [ - "Barbarian tribe officers gain access to the following domain power.", - "{@optfeature Impenetrable Defense|KaW}" - ] - }, - { - "type": "entries", - "name": "Domain Features", - "page": 51, - "entries": [ - "Barbarian tribe officers gain access to the following domain features.", - "{@optfeature Ready to Slay|KaW}", - "{@optfeature Trial by Pyre|KaW}" - ] - }, - { - "type": "entries", - "name": "Druid Circle", - "page": 51, - "entries": [ - "As the leaders of a druid circle, you gain the allegiance of beasts, plants, and even the elements to your cause. Your agents learn how to use terrain to their advantage, hiding in plain sight and creating an information network unlike any other.", - { - "type": "list", - "style": "list-no-bullets", - "columns": 6, - "name": "Skill and Defense Bonuses", - "items": [ - "{@b Espionage:} +1", - "{@b Lore:} +1" - ] - } - ] - }, - { - "type": "entries", - "name": "Domain Power", - "page": 51, - "entries": [ - "Druid circle officers gain access to the following domain power.", - "{@optfeature Primal Conjuration|KaW}" - ] - }, - { - "type": "entries", - "name": "Domain Features", - "page": 51, - "entries": [ - "Druid circle officers gain access to the following domain features.", - "{@optfeature Eagle Eye|KaW}", - "{@optfeature Torrential Terrain|KaW}" - ] - }, - { - "type": "entries", - "name": "Hunter Conclave", - "page": 51, - "entries": [ - "You lead a hunter conclave, whose members are dedicated to taking on aberrations, monstrosities, undead, and other unnatural creatures that threaten the wilds.", - { - "type": "list", - "style": "list-no-bullets", - "columns": 6, - "name": "Skill and Defense Bonuses", - "items": [ - "{@b Diplomacy:} +1", - "{@b Espionage:} +1" - ] - } - ] - }, - { - "type": "entries", - "name": "Domain Power", - "page": 52, - "entries": [ - "Hunter conclave officers gain access to the following domain power.", - "{@optfeature Rapid Assault|KaW}" - ] - }, - { - "type": "entries", - "name": "Domain Features", - "page": 52, - "entries": [ - "Hunter conclave officers gain access to the following domain features.", - "{@optfeature Marked Targets|KaW}", - "{@optfeature Ruinous Fire|KaW}" - ] - }, - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/H32Ct9Q.jpg" - }, - "title": "Nature Pact party sheet" - } - ] - }, - { - "type": "entries", - "name": "Noble Court", - "page": 52, - "entries": [ - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/QaZyxjD.jpg" - } - }, - "A noble court domain is unique among the organizations in this section, as it allows the characters to take responsibility for governing a land and the citizens who live and work there. (And if your noble court reaches size 5, it could become a kingdom! Yay, it's the title of the book!) Farmers, smiths, carpenters, and shepherds might be the agents of a rural noble court, while clockmakers, luthiers, butchers, or musicians might serve you in a city. Whoever your followers are, they all look to you for guidance and protection.", - { - "type": "list", - "style": "list-no-bullets", - "columns": 2, - "items": [ - "{@b Skills}", - "{@b Diplomacy:} +2", - "{@b Espionage:} +0", - "{@b Lore:} -1", - "{@b Operations:} +1", - "{@b Defenses}", - "{@b Communications:} 10", - "{@b Resolve:} 12", - "{@b Resources:} 11" - ] - }, - { - "type": "entries", - "name": "Domain Titles", - "page": 52, - "entries": [ - "Noble court officers gain access to the following titles, each of which grants a character the noted additional features.", - { - "type": "list", - "style": "list-no-bullets", - "items": [ - "{@optfeature Court Mage|KaW}", - "{@optfeature Court Minstrel|KaW}", - "{@optfeature High Priest|KaW}", - "{@optfeature Master Assassin|KaW}", - "{@optfeature Master-at-Arms|KaW}" - ] - } - ] - }, - { - "type": "entries", - "name": "Domain Power", - "page": 53, - "entries": [ - "Noble court officers gain access to the following domain power.", - "{@optfeature Mantle of Authority|KaW}" - ] - }, - { - "type": "entries", - "name": "Domain Features", - "page": 53, - "entries": [ - "Noble court officers gain access to the following domain features.", - "{@optfeature Prepare the Steeds (Special Unit)|KaW}", - "{@optfeature Skilled Negotiators|KaW}" - ] - }, - { - "type": "entries", - "name": "Specialization", - "page": 53, - "entries": [ - "When you found your noble court, you'll also choose a specialization. Are you a court of war, focused on growing your holdings and resources through military might? Are you a political administration, engaging in trade and detente to provide for your people? Or are you a regent state, honoring the traditions of your land and the family that leads it?" - ] - }, - { - "type": "entries", - "name": "Court of War", - "page": 53, - "entries": [ - "Your noble court focuses on conquest, seeking growth through martial power. Like the subjects of so many great empires, your people are kept happy through the prosperity gained by annexing new territory. But those you conquer might view your actions as those of a tyrant rather than a hero.", - { - "type": "list", - "style": "list-no-bullets", - "columns": 6, - "name": "Skill and Defense Bonuses", - "items": [ - "{@b Operations:} +1", - "{@b Resolve:} +1" - ] - } - ] - }, - { - "type": "entries", - "name": "Domain Power", - "page": 55, - "entries": [ - "Court of war officers gain access to the following domain power.", - "{@optfeature Conqueror|KaW}" - ] - }, - { - "type": "entries", - "name": "Domain Features", - "page": 55, - "entries": [ - "Court of war officers gain access to the following domain features.", - "{@optfeature Forewarned is Forearmed|KaW}", - "{@optfeature Outmaneuvered|KaW}" - ] - }, - { - "type": "entries", - "name": "Political Administration", - "page": 55, - "entries": [ - "Your organization is focused on the skills and traditions of statecraft. Its officers are politicians first, pulling strings and manipulating neighbors, gathering favors and making deals. You prefer to use your diplomatic skills to avoid war—but if that proves impossible, you ensure that the battle happens on your terms, surrounded by allies while your enemy stands alone.", - { - "type": "list", - "style": "list-no-bullets", - "columns": 6, - "name": "Skill and Defense Bonuses", - "items": [ - "{@b Diplomacy:} +2" - ] - } - ] - }, - { - "type": "entries", - "name": "Domain Power", - "page": 55, - "entries": [ - "Political administration officers gain access to the following domain power.", - "{@optfeature Timely Aid|KaW}" - ] - }, - { - "type": "entries", - "name": "Domain Features", - "page": 55, - "entries": [ - "Political administration officers gain access to the following domain features.", - "{@optfeature Diplomacy for Intel|KaW}", - "{@optfeature Enchantment Economy|KaW}" - ] - }, - { - "type": "entries", - "name": "Regent State", - "page": 55, - "entries": [ - "A regent holds power in trust to someone else, usually an absent monarch or an heir too young to rule. But a regent can also hold power in trust to the people, always working to act in their best interests. Regents concern themselves first with their people's well-being, and work hard to establish justice, prosperity, and security.", - { - "type": "list", - "style": "list-no-bullets", - "columns": 6, - "name": "Skill and Defense Bonuses", - "items": [ - "{@b Resolve:} +1", - "{@b Resources:} +1" - ] - } - ] - }, - { - "type": "entries", - "name": "Domain Power", - "page": 55, - "entries": [ - "Regent state officers gain access to the following domain power.", - "{@optfeature Voices of the Past|KaW}" - ] - }, - { - "type": "entries", - "name": "Domain Features", - "page": 56, - "entries": [ - "Regent state officers gain access to the following domain features.", - "{@optfeature Backdoor Negotiations|KaW}", - "{@optfeature Volunteer Blacksmiths|KaW}" - ] - }, - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/MK4Lc2z.jpg" - }, - "title": "Noble Court party sheet" - } - ] - }, - { - "type": "entries", - "name": "Religious Order", - "page": 56, - "entries": [ - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/bFXj9c9.jpg" - } - }, - "Your characters have formed a religious order, assembled in service to a higher power such as a god, archfiend, or unfathomable elder entity. You are no stranger to poring over ancient scriptures, and you can mobilize your tight-knit community of acolytes, priests, and champions to care for the poor and vulnerable, defend the faith, or conduct occult rituals. Whether congregating beneath the scintillating glow of stained glass windows or engaging in lost rites before ancient altars, your faith is strong, and you know that through prayer, all things are possible.", - { - "type": "list", - "style": "list-no-bullets", - "columns": 2, - "items": [ - "{@b Skills}", - "{@b Diplomacy:} +0", - "{@b Espionage:} -1", - "{@b Lore:} +2", - "{@b Operations:} +1", - "{@b Defenses}", - "{@b Communications:} 11", - "{@b Resolve:} 12", - "{@b Resources:} 10" - ] - }, - { - "type": "entries", - "name": "Domain Titles", - "page": 56, - "entries": [ - "Religious order officers gain access to the following titles, each of which grants a character the noted additional features.", - { - "type": "list", - "style": "list-no-bullets", - "items": [ - "{@optfeature Conduit|KaW}", - "{@optfeature Crusader|KaW}", - "{@optfeature Herald|KaW}", - "{@optfeature Omen|KaW}", - "{@optfeature Prophet|KaW}" - ] - } - ] - }, - { - "type": "entries", - "name": "Domain Power", - "page": 57, - "entries": [ - "Religious order officers gain access to the following domain power.", - "{@optfeature Beseech the Most High|KaW}" - ] - }, - { - "type": "inset", - "name": "Freedom of Religion", - "entries": [ - "The nature or specialization of your religious order has no bearing on which type of planar creature— aberration, celestial, or fiend—you can summon with the Beseech the Most High power. Think outside the box! Your holy church might petition a righteous deity for aid and be granted command of a monstrous devil bound by hallowed chains. Likewise, your hidden cult might worship an archdevil that torments souls in an eldritch demiplane, conjuring an aberration onto the battlefield from a portal of writhing tentacles." - ] - }, - { - "type": "entries", - "name": "Domain Features", - "page": 59, - "entries": [ - "Religious order officers gain access to the following domain features.", - "{@optfeature Consult the Scriptures|KaW}", - "{@optfeature Spread the Holy Word (Special Unit)|KaW}" - ] - }, - { - "type": "entries", - "name": "Specialization", - "page": 59, - "entries": [ - "When you found your religious order, you'll also choose a specialization. Are your rituals taboo or even illegal, forcing you to operate from the shadows as a hidden cult? Does your god command you to grow their faith by operating as a holy church, sending missionaries throughout the land? Or perhaps you're part of a monastic order, guarding ancient secrets in some secluded domain of faith?" - ] - }, - { - "type": "entries", - "name": "Hidden Cult", - "page": 59, - "entries": [ - "Society is rife with close-minded individuals who disapprove of your causes or your methods, so you must conduct your rituals in secret. The agents of your hidden cult are everyday people—acolytes and blacksmiths, guards and government officials—who mask their true natures behind ceremonial garb and closed-door meetings. Your stronghold is likely a front for occult activity, and your allies are won through temptation, manipulation, and intimidation. And though you try to keep a low profile, conflict is sometimes inevitable.", - { - "type": "list", - "style": "list-no-bullets", - "columns": 6, - "name": "Skill and Defense Bonuses", - "items": [ - "{@b Espionage:} +1", - "{@b Lore:} +1" - ] - } - ] - }, - { - "type": "entries", - "name": "Domain Power", - "page": 59, - "entries": [ - "Hidden cult officers gain access to the following domain power.", - "{@optfeature Penance|KaW}" - ] - }, - { - "type": "entries", - "name": "Domain Features", - "page": 59, - "entries": [ - "Hidden cult officers gain access to the following domain features.", - "{@optfeature Blood Sacrifice|KaW}", - "{@optfeature Poison the Well|KaW}" - ] - }, - { - "type": "entries", - "name": "Holy Church", - "page": 60, - "entries": [ - "As a devout group of worshipers, you act as the instruments of a god. Your agents are dedicated and organized, proudly proclaiming their faith to would-be converts and constructing gleaming temples to receive them. Your clothing or armor is emblazoned with the holy symbol of your deity as a reminder that your cause has been ordained by the ultimate authority.", - { - "type": "list", - "style": "list-no-bullets", - "columns": 6, - "name": "Skill and Defense Bonuses", - "items": [ - "{@b Diplomacy:} +1", - "{@b Resources:} +1" - ] - } - ] - }, - { - "type": "entries", - "name": "Domain Power", - "page": 60, - "entries": [ - "Holy church officers gain access to the following domain power.", - "{@optfeature Turn the Tide|KaW}" - ] - }, - { - "type": "entries", - "name": "Domain Features", - "page": 60, - "entries": [ - "Holy church officers gain access to the following domain features.", - "{@optfeature Having the Gods on Our Side|KaW}", - "{@optfeature Resplendent Armor|KaW}" - ] - }, - { - "type": "entries", - "name": "Monastic Order", - "page": 60, - "entries": [ - "As a monastic order, you create a secluded community devoted to a cause, doctrine, or philosophy. Your agents are servants, scholars, and sages who renounced the world in favor of a nobler path. Monasticism is a way of life, full of strict regimens designed to hone the body, mind, and spirit. But though you spend your days in peaceful meditation, your order's arduous training makes you a dangerous weapon.", - { - "type": "list", - "style": "list-no-bullets", - "columns": 6, - "name": "Skill and Defense Bonuses", - "items": [ - "{@b Lore:} +1", - "{@b Operations:} +1" - ] - } - ] - }, - { - "type": "entries", - "name": "Domain Power", - "page": 60, - "entries": [ - "Monastic order officers gain access to the following domain power.", - "{@optfeature Quaking Fist|KaW}" - ] - }, - { - "type": "entries", - "name": "Domain Features", - "page": 60, - "entries": [ - "Monastic order officers gain access to the following domain features.", - "{@optfeature Ancient Archives|KaW}", - "{@optfeature Iron Will|KaW}" - ] - }, - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/qc1PLTr.jpg" - }, - "title": "Religious Order party sheet" - } - ] - }, - { - "type": "entries", - "name": "Underworld Syndicate", - "page": 61, - "entries": [ - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/vBycJFQ.jpg" - } - }, - "Your organization is an underworld syndicate acting from the shadows, running agents who might be thugs, spies, killers, or cutpurses. The resources you control put you in a perfect position to undertake clandestine activities, morally ambiguous deals, and jobs not for the faint of heart. You go in, you get the job done, and you get out again, all without anyone knowing. Or, if you're especially good at what you do, you'll leave everyone thinking someone else was responsible.", - { - "type": "list", - "style": "list-no-bullets", - "columns": 2, - "items": [ - "{@b Skills}", - "{@b Diplomacy:} +0", - "{@b Espionage:} +2", - "{@b Lore:} -1", - "{@b Operations:} +1", - "{@b Defenses}", - "{@b Communications:} 12", - "{@b Resolve:} 10", - "{@b Resources:} 11" - ] - }, - { - "type": "entries", - "name": "Domain Titles", - "page": 61, - "entries": [ - "Underworld syndicate officers gain access to the following titles, each of which grants a character the noted additional features.", - { - "type": "list", - "style": "list-no-bullets", - "items": [ - "{@optfeature Enforcement|KaW}", - "{@optfeature Narcotics|KaW}", - "{@optfeature Negotiations|KaW}", - "{@optfeature Operations|KaW}", - "{@optfeature Records|KaW}" - ] - } - ] - }, - { - "type": "entries", - "name": "Domain Power", - "page": 63, - "entries": [ - "Underworld syndicate officers gain access to the following domain power.", - "{@optfeature Find Weakness|KaW}" - ] - }, - { - "type": "entries", - "name": "Domain Features", - "page": 63, - "entries": [ - "Underworld syndicate officers gain access to the following domain features.", - "{@optfeature Plans within Plans|KaW}", - "{@optfeature The Crew (Special Unit)|KaW}" - ] - }, - { - "type": "entries", - "name": "Specialization", - "page": 63, - "entries": [ - "When you found your underworld syndicate, you'll also choose a specialization. Are you a venerable and prestigious assassins' college, training a proud line of professional killers? Are you an official spy network, your existence known to the general public even as your work is shrouded in mystery? Or are you a down-and-dirty thieves' guild, taking on any jobs for the right price?" - ] - }, - { - "type": "entries", - "name": "Assassins' College", - "page": 63, - "entries": [ - "Assassination is a most misunderstood art. You kill people for money, sure—but only certain people and only under certain circumstances. There are rules, after all, and new assassins must learn those rules at the hands of masters.", - { - "type": "list", - "style": "list-no-bullets", - "columns": 6, - "name": "Skill and Defense Bonuses", - "items": [ - "{@b Espionage:} +1", - "{@b Resources:} +1" - ] - } - ] - }, - { - "type": "entries", - "name": "Domain Power", - "page": 63, - "entries": [ - "Assassins' college officers gain access to the following domain power.", - "{@optfeature Assassin's Strike|KaW}" - ] - }, - { - "type": "entries", - "name": "Domain Features", - "page": 63, - "entries": [ - "Assassins' college officers gain access to the following domain features.", - "{@optfeature Looks Like We Need a New Boss|KaW}", - "{@optfeature The Best There Is|KaW}" - ] - }, - { - "type": "entries", - "name": "Spy Network", - "page": 64, - "entries": [ - "As part of a covert team of spies, you gather intelligence and engage in clandestine activities for a government, a specific organization—or the highest bidder. Your agents are well trained and savvy, able to operate in even the most challenging conditions.", - { - "type": "list", - "style": "list-no-bullets", - "columns": 6, - "name": "Skill and Defense Bonuses", - "items": [ - "{@b Diplomacy:} +1", - "{@b Espionage:} +1" - ] - } - ] - }, - { - "type": "entries", - "name": "Domain Power", - "page": 64, - "entries": [ - "Spy network officers gain access to the following domain power.", - "{@optfeature Traitor|KaW}" - ] - }, - { - "type": "entries", - "name": "Domain Features", - "page": 64, - "entries": [ - "Spy network officers gain access to the following domain features.", - "{@optfeature Create Vulnerability|KaW}", - "{@optfeature False Orders|KaW}" - ] - }, - { - "type": "entries", - "name": "Thieves' Guild", - "page": 64, - "entries": [ - "Your organization is a second-story crew, focusing on getting into where you don't belong, taking what isn't yours, and earning your well-deserved rewards. You're not much for politics, spying, and information brokering—except when it helps you cut deals with the law.", - { - "type": "list", - "style": "list-no-bullets", - "columns": 6, - "name": "Skill and Defense Bonuses", - "items": [ - "{@b Espionage:} +1", - "{@b Operations:} +1" - ] - } - ] - }, - { - "type": "entries", - "name": "Domain Power", - "page": 64, - "entries": [ - "Thieves' guild officers gain access to the following domain power.", - "{@optfeature Poison Weapons|KaW}" - ] - }, - { - "type": "entries", - "name": "Domain Features", - "page": 64, - "entries": [ - "Thieves' guild officers gain access to the following domain features.", - "{@optfeature Stolen Supplies|KaW}", - "{@optfeature They're Going to Have a Hard Time Making Payroll This Week|KaW}" - ] - }, - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/NXf1vGW.jpg" - }, - "title": "Underworld Syndicate party sheet" - } - ] - }, - { - "type": "entries", - "name": "NPC Realms", - "page": 65, - "entries": [ - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/HlxdCwF.jpg" - } - }, - "When a domain is controlled by an NPC—whether a villain, an ally, or a mystery figure whose role the characters need to figure out—the GM sets that domain up as an NPC realm. This section presents sixteen NPC realms for the GM's use in a campaign, covering a wide array of domain types, from the explicitly villainous (it's hard to imagine how a despotic regime could be a good thing) to neutral and possibly friendly realms such as a fey court or a gnomish kingdom.", - "Unlike heroic organizations, {@b each NPC realm has only one title, given to the leader}. This reflects the fact that all the officers of a villainous realm (and any other domain outside the characters' domain) are run by the GM, and no GM needs to worry about five NPCs with special abilities! Also unlike organizations, NPC realms have no specialization. They have the same number of domain powers and domain features overall, but those powers and features are consistent for each type of realm. This allows a GM to quickly copy the details for an NPC realm onto the generic domain sheet (page 315) and be ready to go.", - "Some of an NPC realm's domain powers can be taken only by the domain's leader. Other powers can be taken by the leader or other officers.", - "There's no rule that says all the NPC domains in a game must be realms from this section. GMs can use the domains in the {@book Heroic Organizations|KaW|2|Heroic Organizations} section as well when populating a world with NPC domains. But by keeping the setup for these realms simpler and less customizable, the intent is to make them easier for the GM to use." - ] - }, - { - "type": "entries", - "name": "Despotic Regime", - "page": 65, - "entries": [ - "A despotic warlord rules through fear and propaganda. They are not interested in the health or well-being of their people, but only in making sure their army is always prepared for battle. Despots are cruel. Conquest is the tool they use to appease their soldiers, but power is all they care about. If it ever seems as though a despot is being reasonable during negotiations, this is a ruse. They are always scheming, even against their allies. And if they defer to a greater power, it is only because a despot fears anyone with more power than them.", - { - "type": "list", - "style": "list-no-bullets", - "columns": 2, - "items": [ - "{@b Skills}", - "{@b Diplomacy:} -1", - "{@b Espionage:} +2", - "{@b Lore:} +0", - "{@b Operations:} +2", - "{@b Defenses}", - "{@b Communications:} 11", - "{@b Resolve:} 12", - "{@b Resources:} 10" - ] - }, - { - "type": "entries", - "name": "Domain Title", - "page": 66, - "entries": [ - "The despotic regime leader gains the following title and the noted additional features.", - "{@optfeature Despot|KaW}" - ] - }, - { - "type": "entries", - "name": "Domain Powers", - "page": 66, - "entries": [ - "The despotic regime leader gains access to the following domain powers.", - "{@optfeature Make an Example|KaW}", - "{@optfeature My Life for Yours|KaW}" - ] - }, - { - "type": "entries", - "name": "Domain Features", - "page": 66, - "entries": [ - "Despotic regime officers gain access to the following domain features.", - "{@optfeature Death to Spies|KaW}", - "{@optfeature Readiness is All|KaW}", - "{@optfeature The Crimson Guard (Special Unit)|KaW}", - "{@optfeature Work the Prisoners to the Bone|KaW}" - ] - } - ] - }, - { - "type": "entries", - "name": "Draconic Empire", - "page": 67, - "entries": [ - "Some dragons amass gold and jewels; others covet the wealth of magic. But the most formidable and cunning of dragons hoard whole kingdoms. A draconic empire is the end result of such unparalleled greed: an amalgamation of cities and lands brought together under a single dragon's rapacious purview. With a lifespan of over a thousand years, a draconic ruler maintains an iron hold over their realm, crushing any attempt to conquer or disband their empire with ease.", - "Though dragons and other creatures such as wyverns are found among a draconic empire's subjects, the empire absorbs many by way of conquest, and not every citizen of such a realm has draconic blood. At the same time, not every draconic sovereign is seen as a tyrant, and some of the empire's folk might even prefer the efficient and judicious rulings of a dragon overlord compared to the alternatives.", - { - "type": "list", - "style": "list-no-bullets", - "columns": 2, - "items": [ - "{@b Skills}", - "{@b Diplomacy:} -1", - "{@b Espionage:} +0", - "{@b Lore:} +2", - "{@b Operations:} +2", - "{@b Defenses}", - "{@b Communications:} 10", - "{@b Resolve:} 11", - "{@b Resources:} 13" - ] - }, - { - "type": "entries", - "name": "Domain Title", - "page": 67, - "entries": [ - "The draconic empire leader gains the following title and the noted additional features.", - "{@optfeature Imperator Draconis|KaW}" - ] - }, - { - "type": "entries", - "name": "Domain Powers", - "page": 67, - "entries": [ - "Draconic empire officers gain access to the following domain powers.", - "{@optfeature Glittering Armor|KaW}", - "{@optfeature The Great and Terrible|KaW}" - ] - }, - { - "type": "entries", - "name": "Domain Features", - "page": 67, - "entries": [ - "Draconic empire officers gain access to the following domain features.", - "{@optfeature Pillage|KaW}", - "{@optfeature Destruction Rains from Above|KaW}", - "{@optfeature Furnishings of the Hoard|KaW}", - "{@optfeature Praetores Draconis (Special Unit)|KaW}" - ] - } - ] - }, - { - "type": "entries", - "name": "Dwarven Thanedom", - "page": 69, - "entries": [ - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/kXusLtz.jpg" - } - }, - "Not all dwarven cultures are bellicose, but the dwarves' history of stalwart bravery lends them several advantages when a dwarven thanedom is drawn into conflict—or when its folk decide to start trouble themselves. Dwarven physiology and hardiness is well suited to land war. But even more importantly, many dwarves possess a strong analytical streak that underlies their success as crafters, engineers, and miners. With an instinctive sense of how various parts work together to create a machine, dwarves called to battle understand how to become a part in a war machine, making dwarf soldiers a force to be reckoned with on the field.", - { - "type": "list", - "style": "list-no-bullets", - "columns": 2, - "items": [ - "{@b Skills}", - "{@b Diplomacy:} +0", - "{@b Espionage:} -1", - "{@b Lore:} +1", - "{@b Operations:} +2", - "{@b Defenses}", - "{@b Communications:} 11", - "{@b Resolve:} 12", - "{@b Resources:} 12" - ] - }, - { - "type": "entries", - "name": "Domain Title", - "page": 69, - "entries": [ - "The dwarven thanedom leader gains the following title and the noted additional features.", - "{@optfeature Thane|KaW}" - ] - }, - { - "type": "entries", - "name": "Domain Powers", - "page": 69, - "entries": [ - "Dwarven thanedom officers gain access to the following domain powers.", - "{@optfeature Iron Tide|KaW}", - "{@optfeature Natural Sprinter|KaW}" - ] - }, - { - "type": "entries", - "name": "Domain Features", - "page": 69, - "entries": [ - "Dwarven thanedom officers gain access to the following domain features.", - "{@optfeature Accelerated Industry|KaW}", - "{@optfeature Blazing Forges|KaW}", - "{@optfeature Siege Manufacturing|KaW}", - "{@optfeature Warpath|KaW}" - ] - } - ] - }, - { - "type": "entries", - "name": "Fey Court", - "page": 70, - "entries": [ - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/Ba0Fltp.jpg" - } - }, - "The courts of the elves, the fairies who serve them, and the fey creatures of the wode are alien to most people of the world. Cruel and capricious, the fey court's rulers are driven by motivations unknowable. They are older than the world, and remember magics that mortal creatures were not meant to know. Draw the ire of a fey court, and the shadows you see, the sounds you hear, the world you touch could well become an illusion designed to lead you down a long, torturous road of doom.", - { - "type": "list", - "style": "list-no-bullets", - "columns": 2, - "items": [ - "{@b Skills}", - "{@b Diplomacy:} +0", - "{@b Espionage:} +1", - "{@b Lore:} +3", - "{@b Operations:} -1", - "{@b Defenses}", - "{@b Communications:} 11", - "{@b Resolve:} 12", - "{@b Resources:} 11" - ] - }, - { - "type": "entries", - "name": "Domain Title", - "page": 70, - "entries": [ - "The fey court leader gains the following title and the noted additional features.", - "{@optfeature Monarch of Mischief|KaW}" - ] - }, - { - "type": "entries", - "name": "Domain Powers", - "page": 70, - "entries": [ - "Fey court officers gain access to the following domain powers.", - "{@optfeature Now You See Me...and Me...and Me!|KaW}", - "{@optfeature Watch Where You Swing|KaW}" - ] - }, - { - "type": "entries", - "name": "Domain Features", - "page": 72, - "entries": [ - "Fey court officers gain access to the following domain features.", - "{@optfeature Disillusioned Illusions|KaW}", - "{@optfeature Fairy Circles|KaW}", - "{@optfeature Surely You Jest (Special Unit)|KaW}", - "{@optfeature Your Own Worst Enemy|KaW}" - ] - } - ] - }, - { - "type": "entries", - "name": "Giant Jarldom", - "page": 72, - "entries": [ - "In warfare, size matters. Giant jarls often have little patience for ingenuity or diplomatic negotiations, preferring to throw their weight around and squash any puny fools who dare to challenge their will. In the eyes of a living siege weapon, most fortifications constructed by the smallfolk are laughable at best. Giant jarldoms are living engines of war, ready for battle at a moment's notice. Jarls can live hundreds of years, none of which are spent suffering fickle alliances, usurpers, or smallfolk kingdoms who've forgotten their place. The mere touch of a giant's barrel-sized fist can topple a soldier in full plate armor, and the tremors of their footsteps foreshadow the destruction that comes in their wake.", - { - "type": "list", - "style": "list-no-bullets", - "columns": 2, - "items": [ - "{@b Skills}", - "{@b Diplomacy:} +0", - "{@b Espionage:} -1", - "{@b Lore:} +2", - "{@b Operations:} +2", - "{@b Defenses}", - "{@b Communications:} 10", - "{@b Resolve:} 13", - "{@b Resources:} 11" - ] - }, - { - "type": "entries", - "name": "Domain Title", - "page": 72, - "entries": [ - "The giant jarldom leader gains the following title and the noted additional features.", - "{@optfeature Jarl|KaW}" - ] - }, - { - "type": "entries", - "name": "Domain Powers", - "page": 73, - "entries": [ - "Giant jarldom officers gain access to the following domain powers.", - "{@optfeature The Bigger I Am, the Harder You Fall|KaW}", - "{@optfeature Thick Hide|KaW}" - ] - }, - { - "type": "entries", - "name": "Domain Features", - "page": 73, - "entries": [ - "Giant jarldom officers gain access to the following domain features.", - "{@optfeature Bring the Big Rocks|KaW}", - "{@optfeature Indomitable Might|KaW}", - "{@optfeature Runic Omens|KaW}", - "{@optfeature There Are Giants in the Sky (Special Unit)|KaW}" - ] - } - ] - }, - { - "type": "entries", - "name": "Gnomish Kingdom", - "page": 72, - "entries": [ - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/SkzUtgz.jpg" - } - }, - "Bustling with life, gnomish kingdoms are centers for arcane study and engineering breakthroughs. Here, elderly gnomes pass down stories learned across long life spans to bright-eyed young creators, while clever inventors in underground laboratories chip away at new experiments. Gnomes are often known for innovations that work in tandem with the earth, not against it, and their kingdoms are all the richer for it.", - "Gnomish kingdoms are home to many other types of creatures as well, including students from far-flung lands seeking lore and training. Elderly gnome engineers take on such apprentices happily, ready to share the tricks of their craft. But don't mistake this friendliness for weakness. When pushed to war, gnomish kingdoms conduct themselves with the same precision and ingenuity that their citizens display in their workshops. Their infantry can cleverly dismantle a fortress in a day, and their artillery squadrons wield powerful firearms unlike any other.", - { - "type": "list", - "style": "list-no-bullets", - "columns": 2, - "items": [ - "{@b Skills}", - "{@b Diplomacy:} +0", - "{@b Espionage:} -1", - "{@b Lore:} +2", - "{@b Operations:} +2", - "{@b Defenses}", - "{@b Communications:} 12", - "{@b Resolve:} 10", - "{@b Resources:} 12" - ] - }, - { - "type": "entries", - "name": "Domain Title", - "page": 73, - "entries": [ - "The gnomish kingdom leader gains the following title and the noted additional features.", - "{@optfeature Prime Sophist|KaW}" - ] - }, - { - "type": "entries", - "name": "Domain Powers", - "page": 74, - "entries": [ - "Gnomish kingdom officers gain access to the following domain powers.", - "{@optfeature Never Underestimate the Small|KaW}", - "{@optfeature Thinking Outside the Box|KaW}" - ] - }, - { - "type": "entries", - "name": "Domain Features", - "page": 74, - "entries": [ - "Gnomish kingdom officers gain access to the following domain features.", - "{@optfeature Clever Together|KaW}", - "{@optfeature Mirror Legion (Special Unit)|KaW}", - "{@optfeature Raw Firepower|KaW}", - "{@optfeature Warfare Engineers|KaW}" - ] - } - ] - }, - { - "type": "entries", - "name": "Goblinoid Coalition", - "page": 75, - "entries": [ - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/vktB8Vt.jpg" - } - }, - "Most domains consider enemy goblinoid realms a nuisance rather than a true military threat. Outside of urban environments, goblins, bugbears, and hobgoblins usually live in small clan groups, rising and falling in strength as the strongest leaders jockey for power. But sometimes an ambitious goblinoid leader is able to unite a number of clans as a singular community—and a dangerous fighting force. By pooling resources, goblinoid clans and bands can form a coalition capable of launching devastating attacks on all who threaten their lands and people, bringing goblins, hobgoblins, and bugbears into a unified and disciplined force of capable warriors.", - { - "type": "list", - "style": "list-no-bullets", - "columns": 2, - "items": [ - "{@b Skills}", - "{@b Diplomacy:} +0", - "{@b Espionage:} +1", - "{@b Lore:} -1", - "{@b Operations:} +3", - "{@b Defenses}", - "{@b Communications:} 12", - "{@b Resolve:} 10", - "{@b Resources:} 12" - ] - }, - { - "type": "entries", - "name": "Domain Title", - "page": 75, - "entries": [ - "The goblinoid coalition leader gains the following title and the noted additional features.", - "{@optfeature King Boss|KaW}" - ] - }, - { - "type": "entries", - "name": "Domain Powers", - "page": 76, - "entries": [ - "Gnomish kingdom officers gain access to the following domain powers.", - "{@optfeature Cheap Shot|KaW}", - "{@optfeature Worg Pack|KaW}" - ] - }, - { - "type": "entries", - "name": "Domain Features", - "page": 76, - "entries": [ - "Gnomish kingdom officers gain access to the following domain features.", - "{@optfeature Mumbo Jumbo|KaW}", - "{@optfeature Prisoners of War|KaW}", - "{@optfeature Spike Pits|KaW}", - "{@optfeature The Red Howl (Special Unit)|KaW}" - ] - } - ] - }, - { - "type": "entries", - "name": "Hag Coven", - "page": 77, - "entries": [ - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/FKbN8Eq.jpg" - } - }, - "A hag's deception and vile reckoning makes for a dangerous and unpredictable foe. Every encounter with one of these fiends is a gamble that might deal results worse than death. When several hags form a hag coven, their combined magical, seductive, and scheming power increases exponentially. Patient and cruel, the members of a hag coven sign pacts with the most desperate mortals, using the might of the horrid fey, fiends, and monstrosities that follow them as an army to enforce their dark bargains against even war leaders and emperors. Be wary when facing or allying with a coven, for every move the hags make furthers their singular goal of seeing the world suffer.", - { - "type": "list", - "style": "list-no-bullets", - "columns": 2, - "items": [ - "{@b Skills}", - "{@b Diplomacy:} +2", - "{@b Espionage:} +0", - "{@b Lore:} +2", - "{@b Operations:} -1", - "{@b Defenses}", - "{@b Communications:} 12", - "{@b Resolve:} 12", - "{@b Resources:} 10" - ] - }, - { - "type": "entries", - "name": "Domain Title", - "page": 77, - "entries": [ - "The goblinoid coalition leader gains the following title and the noted additional features.", - "{@optfeature Queen of Night|KaW}" - ] - }, - { - "type": "entries", - "name": "Domain Powers", - "page": 77, - "entries": [ - "Gnomish kingdom officers gain access to the following domain powers.", - "{@optfeature Curse of the Coven|KaW}", - "{@optfeature Know Thy Place|KaW}" - ] - }, - { - "type": "entries", - "name": "Domain Features", - "page": 78, - "entries": [ - "Gnomish kingdom officers gain access to the following domain features.", - "{@optfeature A Comforting Voice|KaW}", - "{@optfeature Clever Bargain|KaW}", - "{@optfeature Drained Source|KaW}", - "{@optfeature Swamp's Wrath (Special Unit)|KaW}" - ] - } - ] - }, - { - "type": "entries", - "name": "Infernal Echelon", - "page": 78, - "entries": [ - "Fiends are evil incarnate. Whether they seek to cheat mortals out of their souls or simply consume those souls by force, all fiends share the same drive—the suffering of the living. It's easy to lose sight of this simple truth when dealing with these creatures, as both the Abyss and the Nine Hells are entrenched in complicated politics. Demons and devils both follow strict hierarchies, creating complex power struggles whose machinations have consequences that ripple out across multiple worlds. And at the heart of these grand plots stands the infernal echelon—an organized force of fiends dedicated to powerful leaders, and committed to unleashing death, madness, and despair upon the mortal realm.", - { - "type": "list", - "style": "list-no-bullets", - "columns": 2, - "items": [ - "{@b Skills}", - "{@b Diplomacy:} +2", - "{@b Espionage:} +1", - "{@b Lore:} +1", - "{@b Operations:} +0", - "{@b Defenses}", - "{@b Communications:} 12", - "{@b Resolve:} 10", - "{@b Resources:} 11" - ] - }, - { - "type": "entries", - "name": "Domain Titles", - "page": 79, - "entries": [ - "The infernal echelon leader gains one of the following titles (based on their particular flavor of evil), each of which grants the noted additional features.", - "{@optfeature Deceiver|KaW}", - "{@optfeature Defiler|KaW}" - ] - }, - { - "type": "entries", - "name": "Domain Powers", - "page": 79, - "entries": [ - "Infernal echelon officers gain access to the following domain powers.", - "{@optfeature Doom Curse|KaW}", - "{@optfeature Hellfire|KaW}" - ] - }, - { - "type": "entries", - "name": "Domain Features", - "page": 79, - "entries": [ - "Infernal echelon officers gain access to the following domain features.", - "{@optfeature Face Dancers|KaW}", - "{@optfeature Inferno Artillery|KaW}", - "{@optfeature Led by the Nose|KaW}", - "{@optfeature Summon the Pale Riders (Special Unit)|KaW}" - ] - } - ] - }, - { - "type": "entries", - "name": "Medusean Tyranny", - "page": 81, - "entries": [ - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/KFKz7ZQ.jpg" - } - }, - "Those afflicted with the medusa's curse often retreat into isolation, sequestering themselves in remote lairs to hide their monstrous transformation. Most medusas spend their days collecting not just victims but knowledge, as they attempt to undo the fell magic that has transformed them. A medusean tyranny arises when these powerful beings emerge from the shadows to seek out others of their kind. Alone, a medusa is a terrifying threat. Together, they pool centuries of knowledge and power, becoming all but unstoppable.", - "Medusas working together form a democratic unit known as a Veiled Council, with a medusean tyranny coming into full power when a council seizes a first stronghold. Once a base of operations is established, the council begins to expand across surrounding regions, ruling through fear and squashing resistance with powerful sorcery. The larger the hubris of a bordering domain, the more likely a medusean tyranny is to set their ensorcelled armies upon it.", - { - "type": "list", - "style": "list-no-bullets", - "columns": 2, - "items": [ - "{@b Skills}", - "{@b Diplomacy:} +2", - "{@b Espionage:} -1", - "{@b Lore:} +3", - "{@b Operations:} +0", - "{@b Defenses}", - "{@b Communications:} 10", - "{@b Resolve:} 12", - "{@b Resources:} 11" - ] - }, - { - "type": "entries", - "name": "Domain Title", - "page": 81, - "entries": [ - "The medusean tyranny leader gains the following title and the noted additional features.", - "{@optfeature Veiled Sovereign|KaW}" - ] - }, - { - "type": "entries", - "name": "Domain Powers", - "page": 81, - "entries": [ - "Medusean tyranny officers gain access to the following domain powers.", - "{@optfeature Doom Curse|KaW}", - "{@optfeature Unrelenting Gaze|KaW}" - ] - }, - { - "type": "entries", - "name": "Domain Features", - "page": 81, - "entries": [ - "Medusean tyranny officers gain access to the following domain features.", - "{@optfeature Allies to Stone|KaW}", - "{@optfeature Cult of Secrets|KaW}", - "{@optfeature Living Statuary (Special Unit)|KaW}", - "{@optfeature Promises of Power|KaW}" - ] - } - ] - }, - { - "type": "entries", - "name": "Orc Clan", - "page": 82, - "entries": [ - "Fearless and unwavering in defense of their homelands or in pursuit of plunder, the legions of an orc clan are not to be trifled with. Many folk call themselves superior warriors, with their heavy plate mail and firearms. But countless tales speak of foolish champions who underestimated the power of an orc clan—and the dear price they paid for that ignorance.", - "Most orc clans are composed of numerous smaller tribes and extended families, creating a bond that sees clan members defend their fellows with ruthless tactics and little patience for insult. Clan leadership is not hereditary, but is only rarely determined by age or strength. Instead, the mantle of chieftain is usually passed down to whoever can inspire the most loyalty in their fellow warriors.", - "Many of those who lose a campaign against an orc clan tell tales of the orcs' brutality, but this paints a picture that is far from accurate. Orc clans connect to a proud warrior culture, but their social infrastructure is no more savage than that of any other civilization. Although some clans are driven by ambition that sees them challenge and conquer other realms, most are dedicated to defending the orcs' expansive homelands, attacking only when provoked.", - { - "type": "list", - "style": "list-no-bullets", - "columns": 2, - "items": [ - "{@b Skills}", - "{@b Diplomacy:} +1", - "{@b Espionage:} -1", - "{@b Lore:} +1", - "{@b Operations:} +2", - "{@b Defenses}", - "{@b Communications:} 10", - "{@b Resolve:} 13", - "{@b Resources:} 11" - ] - }, - { - "type": "entries", - "name": "Domain Title", - "page": 82, - "entries": [ - "The orc clan leader gains the following title and the noted additional features.", - "{@optfeature Chieftain|KaW}" - ] - }, - { - "type": "entries", - "name": "Domain Powers", - "page": 82, - "entries": [ - "Orc clan officers gain access to the following domain powers.", - "{@optfeature Outlast|KaW}", - "{@optfeature Protect the Clan|KaW}" - ] - }, - { - "type": "entries", - "name": "Domain Features", - "page": 83, - "entries": [ - "Orc clan officers gain access to the following domain features.", - "{@optfeature Proud Warriors|KaW}", - "{@optfeature Take No Insult|KaW}", - "{@optfeature Tales of Clan Heroes Past|KaW}", - "{@optfeature The Unbreakable (Special Unit)|KaW}" - ] - } - ] - }, - { - "type": "entries", - "name": "Planar Invaders", - "page": 84, - "entries": [ - "Beyond the life known to the folk of the world, countless other worlds exist, filled with riches, mysteries, and danger. Planar invaders travel between these dimensions, seeking and consuming rare resources, obliterating those who get in their way, and too often leaving behind a trail of suffering. They pay no heed to the mundane conceptions of war understood by worldly folk, with their alien mindset and refusal to follow rules of engagement. Rather, they exploit every advantage they have, with no care to whether or not they leave survivors behind.", - { - "type": "list", - "style": "list-no-bullets", - "columns": 2, - "items": [ - "{@b Skills}", - "{@b Diplomacy:} -1", - "{@b Espionage:} +2", - "{@b Lore:} +0", - "{@b Operations:} +3", - "{@b Defenses}", - "{@b Communications:} 11", - "{@b Resolve:} 12", - "{@b Resources:} 10" - ] - }, - { - "type": "entries", - "name": "Domain Title", - "page": 84, - "entries": [ - "The planar invaders' leader gains the following title and the noted additional features.", - "{@optfeature Overlord|KaW}" - ] - }, - { - "type": "entries", - "name": "Domain Powers", - "page": 84, - "entries": [ - "Planar invaders' officers gain access to the following domain powers.", - "{@optfeature Resistance is Futile|KaW}", - "{@optfeature You'll Be of Use Yet|KaW}" - ] - }, - { - "type": "entries", - "name": "Domain Features", - "page": 84, - "entries": [ - "Planar invaders' officers gain access to the following domain features.", - "{@optfeature Interplanar Blip|KaW}", - "{@optfeature Recall the Fleet (Special Unit)|KaW}", - "{@optfeature Spatial Anchor|KaW}", - "{@optfeature We Will Take What We Need from Your Mind...Directly|KaW}" - ] - } - ] - }, - { - "type": "entries", - "name": "Reptilian Band", - "page": 85, - "entries": [ - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/HW4GKa8.jpg" - } - }, - "Reptilian folk vary widely in their cultures and outlooks, with each preoccupied with unique concerns and internal politics. But every so often, a charismatic leader steps forth to bind disparate factions of kobolds, lizardfolk, dragonborn, and other peoples of reptilian ancestry into a mighty band. When united, these brave peoples make an unbreakable bulwark against those who would intrude into or steal resources from their lands—or a furious swarm dedicated to leveling whole kingdoms and reshaping the world as it was in primordial times.", - { - "type": "inset", - "name": "Frogfolk", - "entries": [ - "The illustrious history of the world's oldest fantasy roleplaying game is filled with various frog peoples. While such creatures are technically amphibians, the reptilian band domain works great to create a villainous or NPC realm using such creatures." - ] - }, - { - "type": "list", - "style": "list-no-bullets", - "columns": 2, - "items": [ - "{@b Skills}", - "{@b Diplomacy:} -1", - "{@b Espionage:} +2", - "{@b Lore:} +3", - "{@b Operations:} +0", - "{@b Defenses}", - "{@b Communications:} 11", - "{@b Resolve:} 12", - "{@b Resources:} 10" - ] - }, - { - "type": "entries", - "name": "Domain Title", - "page": 85, - "entries": [ - "The reptilian band leader gains the following title and the noted additional features.", - "{@optfeature Matriarch Rex|KaW}" - ] - }, - { - "type": "entries", - "name": "Domain Powers", - "page": 85, - "entries": [ - "Reptilian band officers gain access to the following domain powers.", - "{@optfeature Regenerate|KaW}", - "{@optfeature Vengeful Shriek|KaW}" - ] - }, - { - "type": "entries", - "name": "Domain Features", - "page": 85, - "entries": [ - "Reptilian band officers gain access to the following domain features.", - "{@optfeature Booby Traps|KaW}", - "{@optfeature Ensorcelled Scales|KaW}", - "{@optfeature Prehistoric Wrath (Special Unit)|KaW}", - "{@optfeature Primal Magic|KaW}" - ] - } - ] - }, - { - "type": "entries", - "name": "Undead Dominion", - "page": 86, - "entries": [ - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/HW4GKa8.jpg" - } - }, - "Undeath is perhaps the oldest form of fell magic, its foul stain marring history again and again despite the efforts of those who pledge to wipe it out once and for all. Not all undead are evil by nature, but most leaders who seek to live forever are, as they manipulate the magic of life and death to eternally exercise their will over others. And soon enough, some of those undead leaders begin to ask themselves: \"Why shouldn't my people also share in the gift of immortality...?\"", - "When an undead dominion rises, it creates a blight on the living landscape, turning soil to ash and draining the energy from all living things. Its people are a labor force that never needs rest. A military that needs no pay or medical care. They cannot be broken. They cannot be bought. They do not need to eat, or sleep, or breathe. They—and the threat they bring to bear on neighboring lands—are perpetual.", - { - "type": "list", - "style": "list-no-bullets", - "columns": 2, - "items": [ - "{@b Skills}", - "{@b Diplomacy:} -1", - "{@b Espionage:} +0", - "{@b Lore:} +1", - "{@b Operations:} +3", - "{@b Defenses}", - "{@b Communications:} 11", - "{@b Resolve:} 13", - "{@b Resources:} 10" - ] - }, - { - "type": "entries", - "name": "Domain Title", - "page": 87, - "entries": [ - "The undead dominion leader gains the following title and the noted additional features.", - "{@optfeature Deathlord|KaW}" - ] - }, - { - "type": "entries", - "name": "Domain Powers", - "page": 85, - "entries": [ - "Undead dominion officers gain access to the following domain powers.", - "{@optfeature Knee Deep in the Dead|KaW}", - "{@optfeature Rise Up|KaW}" - ] - }, - { - "type": "entries", - "name": "Domain Features", - "page": 85, - "entries": [ - "Undead dominion officers gain access to the following domain features.", - "{@optfeature Mass Animate Dead (Special Unit)|KaW}", - "{@optfeature The Curse Spreads|KaW}", - "{@optfeature The Dead Do Not Falter|KaW}", - "{@optfeature Vile Resistance|KaW}" - ] - } - ] - }, - { - "type": "entries", - "name": "Undersea Colony", - "page": 89, - "entries": [ - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/NYlPVj6.jpg" - } - }, - "Some ancestries whose folk dwell below the waves make valuable allies, but not all pelagic creatures are friendly toward the people of the surface world—and few monsters stoke fear so visceral as those that hide in the unfathomable depths of the sea. The home of such creatures is a quiet, crushing, everlasting night that holds more in common with the deep void between the stars than the lands the waves crash against. Undersea folk live among ancient cities that sank long ago, filled with prehistoric secrets best left forgotten.", - "Land-dwellers who come into conflict with an undersea colony often see its residents as detached and remorseless. Their strange languages often hide even stranger morals, such that slaying the crew of a ship to retrieve a stolen artifact of the deep might seem no different to them than peaceful diplomacy.", - { - "type": "list", - "style": "list-no-bullets", - "columns": 2, - "items": [ - "{@b Skills}", - "{@b Diplomacy:} +0", - "{@b Espionage:} +0", - "{@b Lore:} +2", - "{@b Operations:} +1", - "{@b Defenses}", - "{@b Communications:} 13", - "{@b Resolve:} 11", - "{@b Resources:} 10" - ] - }, - { - "type": "entries", - "name": "Domain Title", - "page": 89, - "entries": [ - "The undersea colony leader gains the following title and the noted additional features.", - "{@optfeature Tideweaver|KaW}" - ] - }, - { - "type": "entries", - "name": "Domain Powers", - "page": 89, - "entries": [ - "Undersea colony officers gain access to the following domain powers.", - "{@optfeature The Bends|KaW}", - "{@optfeature Uncanny Gift|KaW}" - ] - }, - { - "type": "entries", - "name": "Domain Features", - "page": 90, - "entries": [ - "Undersea colony officers gain access to the following domain features.", - "{@optfeature Dark Figures Move and Twist|KaW}", - "{@optfeature Disrupt Shipping|KaW}", - "{@optfeature Eerie Insight|KaW}", - "{@optfeature Salt Golems (Special Unit)|KaW}" - ] - } - ] - }, - { - "type": "entries", - "name": "World Below City-State ", - "page": 90, - "entries": [ - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/60p6l9V.jpg" - } - }, - "Most people think of the World Below as a vast network of caverns stretching beneath the surface of the everyday world. But this is another realm entirely—a separate manifold in reality that is home to strange creatures all vying for control. Only the craftiest folk survive the host of subterranean horrors and the constant conflict between factions in the deep. Drow, duergar, deep gnomes, and more all build city-states strong enough to weather any setback or assault. The people of these city-states rarely venture beyond their well-defended territories—but when they do, it is often in search of the resources that will help guarantee their continued security. While most World Below city-states have no interest in conquering the folk of the surface, their highly trained forces can strike quickly when necessary—or when provoked by aggression on any side.", - { - "type": "list", - "style": "list-no-bullets", - "columns": 2, - "items": [ - "{@b Skills}", - "{@b Diplomacy:} -1", - "{@b Espionage:} +2", - "{@b Lore:} +0", - "{@b Operations:} +2", - "{@b Defenses}", - "{@b Communications:} 10", - "{@b Resolve:} 11", - "{@b Resources:} 13" - ] - }, - { - "type": "entries", - "name": "Domain Title", - "page": 90, - "entries": [ - "The World Below city-state leader gains the following title and the noted additional features.", - "{@optfeature Strike Leader|KaW}" - ] - }, - { - "type": "entries", - "name": "Domain Powers", - "page": 90, - "entries": [ - "World Below city-state officers gain access to the following domain powers.", - "{@optfeature Close-Quarters Magic|KaW}", - "{@optfeature Crawling Toxin|KaW}" - ] - }, - { - "type": "entries", - "name": "Domain Features", - "page": 91, - "entries": [ - "World Below city-state officers gain access to the following domain features.", - "{@optfeature Blades in the Dark|KaW}", - "{@optfeature Subterranean Bounty|KaW}", - "{@optfeature Tunnel Up|KaW}", - "{@optfeature Worm Knight (Special Unit)|KaW}" - ] - } - ] - } - ] - }, - { - "type": "section", - "name": "Warfare", - "page": 92, - "entries": [ - { - "type": "image", - "href": { - "type": "external", - "url": "" - } - }, - "When great heroes like Ajax, Hector, or Achilles participate in a war, the story is about them fighting other heroes. Enemy heroes. The Trojan War is just a backdrop for these individuals' epic stories. So if that's the story you want to tell—of great armies clashing in the background while heroes and villains duel each other in single combat—then you don't need rules for warfare. You can just play out normal encounters while a huge battle is described happening around the heroes and their enemies, like some particularly dramatic background music.", - "This system, by contrast, assumes that even in a fantasy world, armies are important. Heroes can fight other heroes, but it takes an army to capture and hold territory—and to defend a domain against a villain's army. Each army's tactics, the units deployed, and who won is important—as is how they won. So while the characters still need to stop the villain in a thrilling combat, the characters' army also needs to defeat the villain's army to fully secure victory.", - { - "type": "entries", - "name": "Using These Rules", - "page": 93, - "entries": [ - "These rules don't worry overmuch about where the player characters are during a battle, or exactly what they're doing. Most are probably off adventuring or fighting the leaders of the villain's army. They're not on the battlefield trying to micromanage their own army. But that army is still an extension of the characters. Each unit gains benefits in battle based on a player character's class (see {@book Martial Advantages|KaW|3|Martial Advantages} on page 111), but a character's features, traits, spells, and feats mostly help make them better at fighting monsters. Characters aren't designed to fight armies. So these rules let the characters focus on fighting monsters and villains while their army tries to take and hold the villain's territory, or to stop the villain's army from taking territory of its own.", - "Players and GMs who like these rules and want to use this system in their games should make sure that everyone understands wars are about armies. The players and the GM control their own side's units, but the characters, the monsters, and the NPCs should always be focused on undertaking the personal challenges and one-on-one combat they're best at.", - "With all this in mind, we think everyone will find a lot of value in these rules. As an overview, this section presents just a few of the ways players and GMs can use this warfare system in your games.", - { - "type": "inset", - "name": "Combat and Battle", - "entries": [ - "To keep clear the differences between warfare and characters engaging in combat, this book uses \"combat\" to refer to characters and monsters skirmishing using the game's normal rules. \"Battle\" is used to refer to armies clashing using the warfare rules." - ] - }, - { - "type": "entries", - "name": "We're Adventuring!", - "page": 93, - "entries": [ - "Just because the heroes go off on adventures doesn't mean the rest of the world stops short, waiting in suspended animation for them to return. Armies are a fantastic tool that can be used to create tension in a game while the heroes are off adventuring.", - "Giving the villain of the adventure an army to attack the heroes' domain, the domains of their allies, or even just the place they live is a great way to get the players engaged with warfare. A GM can pause and say \"Meanwhile…\" as they describe a scenario in which the heroes' domain is threatened and the players must use the heroes' army to defend it." - ] - }, - { - "type": "entries", - "name": "Downtime Warfare", - "page": 93, - "entries": [ - "One of the most canonical uses of warfare is to give the players more—and more interesting—things to do during downtime, or at any time between group adventures when the characters are free to be more self-directed. In the time between one adventure and another, the players have a chance to come up with their own goals and motivations. And having characters be officers in a domain with a standing army, even a small one, opens up all sorts of new opportunities for story and game play.", - "The players might decide to use the characters' army proactively. Send it somewhere to liberate a town or temple, or to clear out a forest infested with cultists. Send it to blockade a road and force a confrontation with a local warlord. Or they might use it reactively based on challenges the GM places in front of them, like a rebellion or an uprising. Between adventures, unlimited possibilities for drama and action arise, and warfare can easily factor into these." - ] - }, - { - "type": "entries", - "name": "Epic Finale", - "page": 94, - "entries": [ - "The most spectacular use of this system is to simulate a climactic confrontation between a heroic organization and a villainous realm. The easiest and most fun way to do this is to run and resolve the battle first, then the combat, even though both are actually happening simultaneously. This works much the same way that players in combat resolve their characters' actions in distinct turns, even though in reality the characters are all moving and attacking at the same time.", - "When this is done, mark down who wins the battle and on which turn. Then, on that turn of the combat, the winning officers each gain a Morale Surge they can use at any time (see the sidebar). The warfare rules have been designed to, on a whole, resolve faster than character combat. This is not wholly realistic, but it is dramatic—and it allows the game to continue to focus on the heroes and their actions. Their army will win or lose before the end of the combat, and the victors gain a sudden and dramatic bonus reflecting the rush of adrenaline.", - "Of course, this requires some willing suspension of disbelief, since the players will have already resolved the battle before starting the combat. So they know who's going to win—and on what turn— going into their own final fight. But even if this causes characters to change their behavior in what is technically a metagaming sense, it can easily be explained as the characters being the ones who trained the forces fighting outside—and as such, being instinctively aware that those forces are going to win (or lose!), even if that wasn't strictly obvious during the actual running of the battle.", - "A battle can, of course, take longer than a combat! This isn't a problem if the winner of the battle is the same domain as the winner of the combat. But even if that's not the case, when a domain's commanders lose a combat (whether they died, surrendered, were banished to another dimension, and so on) their troops automatically undertake the Retreat maneuver. (The rest of this chapter explains maneuvers and all the other rules for warfare.)" - ] - }, - { - "type": "inset", - "name": "Morale Surge", - "entries": [ - "A character experiences a sudden rush of adrenaline upon hearing the herald's news of victory on the field of battle. As a bonus action, the character can move half their speed and take one additional action, on top of their regular action and movement. The character can use this benefit once, and loses it if they don't use it before taking a long rest." - ] - }, - { - "type": "entries", - "name": "Bringing the Siege", - "page": 94, - "entries": [ - "When the GM decides that it's time for a battle to begin, each side can attempt to bring the siege. This section of the rules vaguely emulates the behavior of European military conflicts from the eleventh century to the fifteenth century. During these times, the majority of battles were sieges—one army attacking a fortification, rather than two armies facing each other in the field. The major question of the time was: Which side would mobilize first and lay siege to the other side's castle or keep?", - "The warfare rules simulate this historical setup by requiring both domains to make an opposed Operations test at the start of each battle. The winner decides whether they will attack the villain's stronghold, defend their own stronghold, or meet on a different field of battle. In the case of a tie (or if the GM determines that it's not appropriate for a particular battle to involve a stronghold), both armies meet at a location away from either stronghold." - ] - }, - { - "type": "entries", - "name": "Seizing the Initiative", - "page": 94, - "entries": [ - "The army that defends its domain's stronghold gains the benefits of the fortifications of that stronghold. The army that attacks has more flexibility in its tactics and is said to have seized the initiative. All units in that army's vanguard rank get a free activation at the start of the battle. While the attacking army is taking this free activation, the units of the defending army can use reactions only." - ] - }, - { - "type": "entries", - "name": "Using the Grid", - "page": 95, - "entries": [ - "One of the keys to keeping battles fun is making sure everyone has room to maneuver. Each side in the battle has a 4 × 5 grid—twenty spaces in total— on which to place their infantry and artillery units. Cavalry and aerial units do not use the grid.", - "If one side of the battlefield is completely filled with troops, that side is left with no room to maneuver and the game turns into a slog. As such, these rules work best with each side controlling twelve or fewer units." - ] - }, - { - "type": "entries", - "name": "Making Tests", - "page": 95, - "entries": [ - "Throughout these rules, you'll see references to units making tests. Just like with the rules for running domains, tests in warfare are analogous to your character making ability checks—you roll a d20, add a modifier, and compare the total to a fixed DC or some other value. If the result is equal to or greater than the value it's compared to, the test succeeds. Tests can likewise be made with advantage and disadvantage, just like ability checks.", - "When a unit attacks another unit, it first makes an Attack test opposed by the opposed unit's Defense. To successfully execute a special maneuver, a unit must succeed on a Command test with a DC based on the complexity of the maneuver. (Attack, Defense, and Command are three of the modifiers that are part of every unit's battle statistics, discussed in more detail below.)" - ] - }, - { - "type": "entries", - "name": "Starting Small", - "page": 95, - "entries": [ - "The best way to test out these rules is to start with a small battle, wherein each player controls just one unit. There are then a commensurate number of units on the opposing side, controlled by the GM. A battle of this size—perhaps two opposing forces trying to take over a small town—gives everyone, including the GM, the chance to learn the system and get their feet wet.", - "It might seem like a fun idea to start with a huge battle! An epic confrontation with dozens of units on each side! But this system will quickly bog down under that kind of setup, and there are better ways to create this epic feel. These rules don't model individual soldiers, which means that players and GMs are free to redefine the scale of battle to suit their needs. If you want to run an epic battle, simply say that each unit represents a legion of five thousand soldiers rather than a squad of fifty or some other smaller number.", - "Alternatively, many of what are considered huge historical battles were actually a series of smaller related skirmishes. So if you want to replicate this kind of massive battle, you can use this system to play out specific skirmishes within a larger war. Using different battlefield setups each time, you'll play out the battle for the port, then the battle for the tower gates, and finally the battle for the city, with the results of each battle affecting the next." - ] - }, - { - "type": "inset", - "name": "Allied and Opposed", - "entries": [ - "In the warfare rules, \"allied units\" refers to all units that are part of an army or are friendly to that army. \"Opposed units\" refers to all units that are part of the army fielded by the other side in a battle, or which are friendly to that other side's army. The same usage applies when talking about opposed commanders. This allows the rules to read properly from the perspective both of players running their characters' army and the GM running a villain's army, by avoiding terms like \"enemy\" that might be misread as referring only to the units of the villain or GM's side.", - "If any part of the rules allows a unit to affect allied units, the unit can also affect itself (assuming it meets all other criteria for the specific effect)." - ] - }, - { - "type": "entries", - "name": "Larger Battlefields", - "page": 95, - "entries": [ - "Each player character involved in a warfare battle can command a number of units equal to their proficiency bonus, which means players can eventually control up to six units each! If your group has five or six players, that can mean battles with thirty units or more on a side!", - "Any time you play a battle with more than fifteen units on a side, it's recommended that the battlefield be expanded by adding ranks (rows) and files (columns) to the field, so that there are always openings and empty spaces. As a general rule of thumb, add one new column for every three units beyond fifteen. Once you've added two columns, add another row: a second vanguard row with the same rules for deployment as the original vanguard row.", - { - "type": "table", - "caption": "Expanding the Battlefield", - "colLabels": [ - "Units per Side", - "Add...", - "" - ], - "colStyles": [ - "col-2 text-left", - "col-3 text-left", - "col-7 text-left" - ], - "rows": [ - [ - "15 or fewer", - "Nothing; use the 4 × 5 grid for each side", - "" - ], - [ - "16-18", - "One column", - "" - ], - [ - "19-21", - "Another column", - "" - ], - [ - "22-24", - "One vanguard row", - "" - ], - [ - "25-27", - "Another column", - "" - ], - [ - "28 or more", - "Another column", - "" - ] - ] - } - ] - }, - { - "type": "entries", - "name": "Domain Armies", - "page": 96, - "entries": [ - "Not all domains need an army. Depending on the campaign or the nature of the specific adventure you're playing, domains for the characters and the villains are still useful for the additional features they grant, even without these warfare rules. A heroic organization might act behind the scenes, or lend aid to other domains in the form of special units that can be mustered and sent to help allies. But if an enemy has an army marching on the characters' stronghold—or vice versa—creating an army is the best way to play out that scenario!" - ] - }, - { - "type": "entries", - "name": "Units", - "page": 96, - "entries": [ - "Each army is made up of units. Each unit is a collection of soldiers (including monsters) with the same ancestry, training, gear, and type.", - "An army defends a domain and fights battles for the domain's officers (either the player characters or the villains controlled by the GM). While the characters confront an opposed domain's leaders in an epic combat, the armies loyal to both sides clash in an epic battle. The characters and the villains issue orders, but the soldiers who fight and die in response to those orders are the ones who take and hold the field—the ones who win or lose the war." - ] - }, - { - "type": "entries", - "name": "Anatomy of a Unit", - "page": 96, - "entries": [ - "The following is a typical unit, so let's check out its stats.", - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/Q2U9E6J.jpg" - } - }, - "There are a lot of numbers and symbols at use here, but you'll quickly get used to them. And you'll find much more information on all these stats and how they're used in the sections that follow.", - { - "type": "entries", - "name": "Name", - "entries": [ - "Every unit has a name. For normal units, that name is just a combination of the unit's ancestry and type—for example, Human Cavalry, Elf Artillery, or Hobgoblin Infantry. Some units have more descriptive names, though, such as Human Shield Maniple or Bugbear Heavy Claw. Special units might follow either format. And unique units have quotation marks around their names, to indicate that there is only one of these special units anywhere in the world." - ] - }, - { - "type": "entries", - "name": "Commander", - "entries": [ - "Every unit also has a commander. This is the creature that issues orders to the unit in battle—usually one of the officers in charge of the domain fielding the unit.", - "The rules don't worry too much about how exactly a human paladin locked in combat with an evil enemy cleric is able to make their intentions known to the unit they command out on the battlefield. The system is deliberately abstract. Runners and heralds are tasked with conveying such orders, and minor magics can facilitate communication between a commander and their troops. But beyond that, a unit knows what its commander wants because the commander has trained that unit. As well, each unit is assumed to have sergeants and subcommanders who know what to do if the commander is incapacitated, killed, or turned into a slimy toad." - ] - }, - { - "type": "entries", - "name": "Battle Statistics", - "entries": [ - " ", - "{@b Attack (ATK)} is a measure of a unit's tactical effectiveness—its ability to successfully execute an attack order and engage an opposed unit. A successful Attack test can inflict casualties on an opposed unit, but is only half of the process of making an attack. Attack is opposed by Defense and improved by experience.", - "{@b Defense (DEF)} is a measure of a unit's ability to maneuver in such a way that it can avoid an opposed unit's attack, or minimize it so much that it fails to make a noticeable dent in the unit's casualties. Defense is improved by experience.", - "{@b Power (POW)} is a measure of a unit's physical prowess in battle. When the halberds strike, the arrows fall, or the lances pierce, how much force is behind them? Making a Power test is the second part of making an attack, and inflicts even more casualties on an opposed unit. Power tests made for other reasons do not deal damage unless the rules say so. Power is opposed by Toughness and improved by equipment.", - "{@b Toughness (TOU)} is a measure of a unit's physical hardiness—its ability to withstand successful attacks and keep fighting. Toughness is improved by equipment.", - "{@b Morale (MOR)} measures a unit's ability to maintain discipline in the face of overwhelming odds, powerful magic, exotic enemies, and death. Failing a Morale test inflicts casualties just as Attack tests and Power tests can, since a soldier who is terrified and flees is just as ineffective as a dead soldier. Morale is improved by experience.", - "{@b Command (COM)} is a unit's ability to correctly interpret complex orders and execute them successfully. Command is improved by experience.", - "{@b Number of attacks (the sword icon)} represents the number of times a unit can organize itself to attack other units in one round of battle. Most units have only one attack. Number of attacks is improved by experience.", - "{@b Damage (DMG)} is the number of casualties inflicted on a successful Power test made after a successful Attack test. If some part of the rules grants a bonus to damage, that bonus applies only to the Power test made as part of an attack. Damage is improved by equipment.", - "{@b Size} is an abstract measure of a unit's ability to maintain morale and unit cohesion, and to carry out orders. Size determines a unit's {@b casualty die} (see below), and so determines how much damage a unit can take. The bigger a unit's size, the more effective it is at staying in the fight.", - "{@b Movement} is another of a unit's battle statistics, but does not appear on the card because all units have a movement of 1." - ] - }, - { - "type": "entries", - "name": "Casualties", - "entries": [ - "During warfare, the number of casualties a unit can suffer but still keep on fighting is represented by the {@b casualty die}. A casualty die is based on a unit's size, and is placed on the unit card during battle with the number of casualties the unit has remaining facing up. For example, a size 6 unit would begin with a d6 casualty die, with the 6 facing up.", - "If a unit is ever reduced to half its maximum casualties or fewer, it is {@b diminished}. The first time a unit is diminished in a battle, it must succeed on a {@dc 13} Morale test or immediately suffer 1 casualty.", - "If a unit's casualty die ever reaches 0, the unit is {@b broken} and is removed from the battle. A broken unit might be able to be rallied to return to the battle, or it might be disbanded and permanently lost.", - "These rules don't worry about the exact number of soldiers or monsters in a unit. Likewise, casualties usually mean soldiers killed by enemy action, but not always. A soldier who is disoriented or too terrified to act, or who cannot see or hear or understand their commanders' orders, is just as ineffective as a dead soldier. For this reason, even though a unit might be removed from the battlefield when broken, there is a chance that it can be rallied later by gathering together scattered soldiers, bolstering their resolve, and organizing them for battle again." - ] - }, - { - "type": "entries", - "name": "Type", - "entries": [ - "A unit's type is represented by a weapon symbol. Type determines what a unit can do in battle, who it can attack, and who it can be attacked by. There are four types of basic unit: infantry, artillery (including siege weapons), cavalry, and aerial. For the purpose of improving experience and equipment (see below), cavalry and aerial units use the same tables.", - { - "type": "table", - "colLabels": [ - "Type", - "Symbol", - "Type", - "Symbol", - "" - ], - "colStyles": [ - "col-1 text-left", - "col-1 text-center", - "col-1 text-left", - "col-1 text-center", - "col-8 text-left" - ], - "rows": [ - [ - "Aerial", - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/9YFLBe6.png", - "maxWidth": 50 - } - }, - "Cavalry", - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/CGQScAa.png", - "maxWidth": 50 - } - }, - "" - ], - [ - "Artillery", - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/HjXkiVE.png", - "maxWidth": 50 - } - }, - "Infantry", - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/Pd42pUG.png", - "maxWidth": 50 - } - }, - "" - ], - [ - "Artillery (Siege)", - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/HtJQVSh.png", - "maxWidth": 50 - } - }, - "Infantry (Levy)", - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/ll2Gsva.png", - "maxWidth": 50 - } - }, - "" - ] - ] - } - ] - }, - { - "type": "entries", - "name": "Experience", - "entries": [ - "Experience is a combination of how much training a unit has and how much fighting it's seen. More experienced units gain bonuses to Attack, Defense, Morale, and Command, as well as additional attacks, as indicated on the Unit Experience Bonuses table. But different types of units learn different lessons in battle.", - "Units gain experience by surviving battles, according to how experienced they already are (see {@book Improving Units|KaW|3|Improving Units} on page 104). Each section of the table starts with the lowest level of experience at the top, with each subsequent level below indicating the next improvement.", - "The bonuses on these tables are {@b not cumulative}. If a veteran infantry unit survives a battle and improves to become elite, its Attack modifier goes up by 1, not by 2.", - "The number of stars in a unit card's upper left corner indicate the unit's level of experience. Levies and regular units have no stars, veteran units have one star, elite units have two stars, and super-elite units have three stars." - ] - }, - { - "type": "inset", - "name": "Levies", - "entries": [ - "Levies are infantry troops who have zero training and no experience, typically laborers and townsfolk. They know their likely fate in battle, but they believe enough in a domain's cause to fight and die for it—or they fear the price of not fighting even more.", - "Levies cannot have their gear or experience improved. They automatically disband after every battle and must be mustered again for the next battle." - ] - }, - { - "type": "entries", - "name": "Equipment", - "entries": [ - "Equipment describes a unit's arms and armor. Heavier units have better weapons and armor, granting them bonuses to Power, Toughness, and Damage (except for artillery units), but they might not be as flexible in battle as a lighter, more mobile unit. As with experience, different types of units gain different benefits from improving their equipment.", - "Units improve their equipment by having their domain pay for those improvements (see {@book Improving Units|KaW|3|Improving Units} on page 104). Each section of the Unit Equipment Bonuses table starts with the baseline level of equipment at the top, with each subsequent level below indicating the next improvement." - ] - }, - { - "type": "table", - "caption": "Unit Experience Bonuses", - "colLabels": [ - "Infantry Experience", - "Additional Attacks", - "Attack", - "Defense", - "Morale", - "Command", - "" - ], - "colStyles": [ - "col-2 text-left", - "col-1 text-center", - "col-1 text-center", - "col-1 text-center", - "col-1 text-center", - "col-1 text-center", - "col-5 text-left" - ], - "rows": [ - [ - "Levies", - "+0", - "-1", - "-2", - "-2", - "-1", - "" - ], - [ - "Regular", - "+0", - "+0", - "+0", - "+0", - "+1", - "" - ], - [ - "Veteran", - "+0", - "+1", - "+2", - "+2", - "+2", - "" - ], - [ - "Elite", - "+1", - "+2", - "+4", - "+4", - "+2", - "" - ], - [ - "Super-elite", - "+1", - "+3", - "+6", - "+6", - "+3", - "" - ] - ] - }, - { - "type": "table", - "colLabels": [ - "Cavalry and Aerial Experience", - "Additional Attacks", - "Attack", - "Defense", - "Morale", - "Command", - "" - ], - "colStyles": [ - "col-2 text-left", - "col-1 text-center", - "col-1 text-center", - "col-1 text-center", - "col-1 text-center", - "col-1 text-center", - "col-5 text-left" - ], - "rows": [ - [ - "Regular", - "+0", - "+0", - "+0", - "+0", - "+0", - "" - ], - [ - "Veteran", - "+0", - "+1", - "+1", - "+1", - "+2", - "" - ], - [ - "Elite", - "+1", - "+2", - "+2", - "+2", - "+4", - "" - ], - [ - "Super-elite", - "+1", - "+3", - "+3", - "+3", - "+6", - "" - ] - ] - }, - { - "type": "table", - "colLabels": [ - "Artillery Experience", - "Additional Attacks", - "Attack", - "Defense", - "Morale", - "Command", - "" - ], - "colStyles": [ - "col-2 text-left", - "col-1 text-center", - "col-1 text-center", - "col-1 text-center", - "col-1 text-center", - "col-1 text-center", - "col-5 text-left" - ], - "rows": [ - [ - "Regular", - "+0", - "+0", - "+0", - "+0", - "+0", - "" - ], - [ - "Veteran", - "+1", - "+2", - "+1", - "+1", - "+1", - "" - ], - [ - "Elite", - "+1", - "+4", - "+2", - "+2", - "+2", - "" - ], - [ - "Super-elite", - "+1", - "+6", - "+3", - "+3", - "+3", - "" - ] - ] - }, - { - "type": "table", - "caption": "Unit Equipment Bonuses", - "colLabels": [ - "Infantry Equipment", - "Power", - "Toughness", - "Damage", - "" - ], - "colStyles": [ - "col-2 text-left", - "col-1 text-center", - "col-1 text-center", - "col-1 text-center", - "col-7 text-left" - ], - "rows": [ - [ - "Light", - "+0", - "+0", - "+0", - "" - ], - [ - "Medium", - "+2", - "+2", - "+0", - "" - ], - [ - "Heavy", - "+4", - "+4", - "+0", - "" - ], - [ - "Super-heavy", - "+6", - "+6", - "+1", - "" - ] - ] - }, - { - "type": "table", - "colLabels": [ - "Cavalry & Aerial Equipment", - "Power", - "Toughness", - "Damage", - "" - ], - "colStyles": [ - "col-2 text-left", - "col-1 text-center", - "col-1 text-center", - "col-1 text-center", - "col-7 text-left" - ], - "rows": [ - [ - "Light", - "+0", - "+0", - "+0", - "" - ], - [ - "Medium", - "+1", - "+1", - "+0", - "" - ], - [ - "Heavy", - "+2", - "+2", - "+0", - "" - ], - [ - "Super-heavy", - "+3", - "+3", - "+1", - "" - ] - ] - }, - { - "type": "table", - "colLabels": [ - "Artillery Equipment", - "Power", - "Toughness", - "" - ], - "colStyles": [ - "col-2 text-left", - "col-1 text-center", - "col-1 text-center", - "col-8 text-left" - ], - "rows": [ - [ - "Light", - "+0", - "+0", - "" - ], - [ - "Medium", - "+1", - "+1", - "" - ], - [ - "Heavy", - "+2", - "+2", - "" - ], - [ - "Super-heavy", - "+3", - "+3", - "" - ] - ] - }, - { - "type": "entries", - "name": "Ancestry", - "entries": [ - "Ancestry affects all of a unit's stats, and in many ways is the defining attribute of a unit. Ancestry also determines what traits a unit has." - ] - }, - { - "type": "table", - "colLabels": [ - "Ancestry", - "Symbol", - "Ancestry", - "Symbol", - "" - ], - "colStyles": [ - "col-1 text-left", - "col-1 text-center", - "col-1 text-left", - "col-1 text-center", - "col-8 text-left" - ], - "rows": [ - [ - "Dragonborn", - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/aHzlxGK.png", - "maxWidth": 50 - } - }, - "Human", - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/F5vLaiq.png", - "maxWidth": 50 - } - }, - "" - ], - [ - "Dwarf", - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/KDWZq6n.png", - "maxWidth": 50 - } - }, - "Kobold", - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/PBE9xaI.png", - "maxWidth": 50 - } - }, - "" - ], - [ - "Elf", - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/0yhTq0c.png", - "maxWidth": 50 - } - }, - "Lizardfolk", - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/oicKWo9.png", - "maxWidth": 50 - } - }, - "" - ], - [ - "Fiend", - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/zbfv7a0.png", - "maxWidth": 50 - } - }, - "Monstrous", - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/J88CmDC.png", - "maxWidth": 50 - } - }, - "" - ], - [ - "Giant", - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/dUd2twT.png", - "maxWidth": 50 - } - }, - "Orc", - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/Bl5BaL2.png", - "maxWidth": 50 - } - }, - "" - ], - [ - "Gnoll", - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/wYDAEIW.png", - "maxWidth": 50 - } - }, - "Special", - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/j7ImXrY.png", - "maxWidth": 50 - } - }, - "" - ], - [ - "Gnome", - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/raAuy64.png", - "maxWidth": 50 - } - }, - "Undead", - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/GX2yltr.png", - "maxWidth": 50 - } - }, - "" - ], - [ - "Goblinoid", - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/RvqC5fX.png", - "maxWidth": 50 - } - }, - "", - "", - "" - ] - ] - }, - { - "type": "entries", - "entries": [ - "The bonuses a unit gains because of its ancestry have very little to do with any of the stats that creatures of those ancestries have in the core rules. The warfare rules are concerned with how well creatures organize, take orders, and maintain morale and unit cohesion, none of which are necessarily related to how well creatures fight in single combat." - ] - }, - { - "type": "entries", - "title": "Tier", - "entries": [ - "A unit's tier, represented by a Roman numeral on its card, is a measure of the unit's overall power or nastiness. Tier I units are the least powerful (and thus the easiest to put onto the battlefield), while Tier V units are the most powerful.", - "All units after Tier I have unit dependencies that determine how many units of a specific tier are needed to field a unit of a higher tier. For example, you can field an unlimited number of Tier I units, but you must have more Tier I units than Tier II units." - ] - }, - { - "type": "entries", - "title": "Traits", - "entries": [ - "Each unit also has a collection of traits—maneuvers or special features that it can employ in battle. The names of each unit's traits are listed on its unit card, keying to the descriptions in the {@b Unit Traits} section on page 126 in this chapter. This keeps the unit cards small and useful in battle, and means players don't have to constantly pick each card up to read what its traits can do in the middle of a battle." - ] - } - ] - }, - { - "type": "entries", - "name": "Building an Army", - "page": 100, - "entries": [ - "As soon as a group of characters founds an organization, they muster four Tier I units of the players' choice from any ancestry the GM agrees the organization has access to. These are leaderless soldiers—probably regular light troops from other failed domains, looking for someone to serve.", - "As an option, any time a domain musters a Tier I unit, it can muster two levies instead. This can boost the size of a starting army by making it some combination of levies and regular troops. However, levies automatically disband at the end of the next battle they fight in.", - "Six ancestries are presented in this book—humans, elves, dwarves, orcs, goblinoids, and undead. Each ancestry features nine units covering different types and tiers. Whenever an organization musters new units, they must be from an ancestry the GM agrees the organization has access to, chosen from the nine units noted and following the rules for unit command and unit dependencies (detailed below).", - "(If you use {@book Strongholds & Followers|SaF} in your game, you can optionally use the rules that allow characters to attract a variety of followers, including new units, when they build or take over a stronghold.", - "Units mustered by a heroic organization belong to that organization. Each unit needs a commander (see {@b Unit Command and Dependencies} below) who must be an officer in the organization. These units gain experience through battle (unless they're levies), and the organization can spend gold to improve any unit's equipment.", - "Gaining additional units can be accomplished in three ways:", - { - "type": "list", - "items": [ - "An officer of the organization can use a domain action during intrigue to muster one unit from any ancestry the GM agrees the organization has access to (see the {@b Operations} section on page 23 in the {@b Domains & Intrigue} chapter). Units mustered in this way belong to the organization and persist from battle to battle until they are disbanded. They must conform to the rules for unit dependencies.", - "An officer of the organization can muster the organization's special unit by succeeding on an Operations test during intrigue (see the {@b Operations} section on page 23, and the details of special units in each organization's write-up in the {@b Domains & Intrigue} chapter). This unit disbands after the next battle it is used in, and must be mustered again before it can be used again. This unit ignores unit dependencies.", - "An officer of the organization can recruit new units from NPC realms by succeeding on a Diplomacy test during intrigue (see the {@b Diplomacy} section on page 20 in the {@b Domains & Intrigue} chapter), gaining the use of that realm's special unit. Units gained by diplomacy disband after the next battle they are used in, and return to their home domain. Additional diplomacy is necessary if they are to be fielded again. These units ignore unit dependencies." - ] - }, - "All units, regardless of how they are raised, need a commander. Units that conform to the rules for unit dependencies can be used to unlock new units based on their tier, but units that ignore unit dependencies cannot. For example, a Tier III unit mustered as an organization's special unit or recruited through diplomacy does not count toward being able to muster a Tier IV unit." - ] - }, - { - "type": "entries", - "name": "Unit Ancestry", - "entries": [ - "The GM determines which ancestries an organization has access to when raising units. It's reasonable to assume a dwarf officer would know other dwarves, and that the officer's heroism has become known in their homeland. So when this heroic dwarf puts out the call, a unit of dwarves arrives! That said, a dwarf officer might be an exile, or might have been raised in a human city and have no real connection to any ancestral home. If so, the GM might decide that a different ancestry is available instead.", - "If the characters' organization is on good terms with a nearby NPC elf domain—perhaps because of interactions during a previous adventure—it's reasonable to assume that the organization can muster elven units. But the only way to muster the Court Jesters—a special aerial unit of veteran sprites with medium equipment belonging to a fey court domain—is through Diplomacy." - ] - }, - { - "type": "entries", - "name": "Unit Types", - "entries": [ - "There are four types of units—infantry, artillery, cavalry, and aerial. Each has different base stats, and because of the rules governing which units can attack other units (see {@b Attacking}) and the rules for deployment, each has a specific role to play in warfare.", - { - "type": "entries", - "name": "Infantry Units", - "entries": [ - "Infantry are the meat-and-potatoes troops for any domain. They are not as flashy as artillery or cavalry, but they are harder to kill, having higher Toughness than other units of the same tier and ancestry. Infantry are often used to protect artillery units.", - "Infantry have very few legal targets in a battle. They can attack only adjacent units (in front, behind, to the left, or to the right of the infantry unit), and can't attack cavalry or aerial units at all. But infantry also have access to more maneuvers than other units. Only infantry units can use the Follow Up maneuver, which gives them free movement after an adjacent opposed unit breaks or moves away from them. This helps infantry quickly move into position to get closer to the opposed side's center rank—where all the squishy archers are usually hiding!", - "Infantry can also make use of the Set for Charge maneuver, which gives them a chance of inflicting casualties on any cavalry or aerial unit that attacks them. They cannot attack those more mobile units back, but they are not completely defenseless against them.", - "Infantry also include a domain's levies—the untrained troops who have either volunteered to support a domain or been pressed into service. Levies are cheaper than other Tier I units, with officers able to muster two units of levies instead of any other Tier I unit. But they have poor stats compared to other infantry units, and those stats cannot be improved. Levies disband after every battle.", - "The best use of levies is to defend a domain's rear rank against enemy cavalry. They often won't last long, but they'll force an opponent to waste actions wearing them down." - ] - }, - { - "type": "entries", - "name": "Artillery Units", - "entries": [ - "Artillery units include both archers and siege engines. Mostly archers.", - "Artillery units can attack any other unit on the field, which means they're a domain's best defense against enemy aerial units. Those are thankfully rare, but archers' ability to pick targets from across the battlefield makes them incredibly good at two things—forcing Morale tests by diminishing opposed units, and breaking opposed units that have only 1 casualty remaining, regardless of where those units are.", - "Additionally, archers and cavalry can be coordinated to pick out a single enemy cavalry unit and wear it down, since archers and cavalry can attack any cavalry unit. Many battles begin with both sides using archers and cavalry in this way, trying to eliminate opposing cavalry before they can go on the offensive.", - "The downside, of course, is that archers are incredibly squishy. They have low Defense and Toughness compared to other troops of the same tier and ancestry. For this reason, they must be deployed in the center rank of the battlefield, and a large part of the strategy of a domain's officers typically involves keeping their archers alive.", - "Siege Engines are usually Tier II units, so they're harder to muster. They can attack any other units and inflict a lot of casualties—but most require an entire round between attacks doing nothing (loading the catapult or trebuchet, winding the ballista, and so forth). Combined with the fact that they're the only unit that can damage fortifications (which they automatically hit!), siege engines are typically only mustered when a domain is fighting an opposing force with fortifications, and are then used to batter down those walls and towers." - ] - }, - { - "type": "entries", - "name": "Cavalry Units", - "entries": [ - "Cavalry units move fast and hit hard. They are so mobile that they belong to no specific rank, ranging across the battlefield to attack other cavalry, and pick off those infantry and artillery units foolish enough to leave themselves exposed.", - "Cavalry units have greater Power than other units of the same tier and ancestry, and they're one of the few Tier I units that deal 2 damage on a successful Power test. This means they can cause most Tier I units to become diminished with a single successful attack—a size 6 unit taking 1 casualty from a successful Attack test, and then 2 more casualties from a successful Power test!", - "Many battles begin with both sides trying to neutralize the other's cavalry. Units with the Archers trait are particularly good at this." - ] - }, - { - "type": "entries", - "name": "Aerial Units", - "entries": [ - "Flying units are rare, with most of them in Tier III and having stats comparable to an average Tier II unit. This is because aerial units can attack any other unit (in the same manner as artillery units) but very few units can return fire against them! Only artillery and other aerial units can attack an aerial unit.", - "Mustering aerial units gives a domain a major advantage over an opposed domain that has no aerial units with which to defend itself. But while they have clear advantages in battle, aerial units are squishy. They have higher Attack modifiers than other units of the same tier and ancestry, but their need to be lightly armed and armored compared to other units gives them lower Defense and Toughness.", - "Properly used, aerial units can make a big difference in a battle, but they do not represent instant victory. Rather, much of their usefulness is psychological. An army without aerial units facing an army with aerial units often feels as though it's on the defensive, even if it has archers enough to handle the situation." - ] - } - ] - }, - { - "type": "entries", - "name": "Unit Command and Dependencies", - "entries": [ - "A couple of restrictions affect how many units a domain can field, and which units it can field. This stops a battle from growing too large to manage, and simulates the fact that any army will have a very small number of elite units supported by a broad base of regular units. It also prevents domains from fielding an army made up of only one or two extremely nasty units that can't be defeated by a regular army.", - { - "type": "entries", - "name": "Unit Command", - "entries": [ - "An officer can command a number of units equal to their proficiency bonus. Every unit a domain fields—both regular units and special units, no matter how those units are gained—must have a commander.", - "Normally, only a domain officer (a player character member of a heroic organization, or the NPC leader and lieutenants for an enemy realm or some other opposed domain) can command units. But the GM might decide to let NPCs allied with a heroic organization command units as well. This is useful in scenarios that demand larger armies but have a small number of players." - ] - }, - { - "type": "entries", - "name": "Unit Dependencies", - "entries": [ - "Each unit's tier represents not only its power level relative to other units. It represents the relationship wherein higher-tier units require many lower-tier units to support them, as follows:", - { - "type": "list", - "entries": [ - "There is no limit to the number of Tier I units (including levies) a domain can field.", - "A domain can field a number of Tier II units one less than its current number of Tier I units.", - "A domain can field a number of Tier III units one less than its current number of Tier II units.", - "A domain can field a number of Tier IV units one less than its current number of Tier III units.", - "A domain can field a number of Tier V units one less than its current number of Tier IV units." - ] - }, - "Remember that whenever a domain raises a regular Tier I unit, it can raise two units of levies instead. Because these levies are also Tier I, they are a quick way of increasing unit numbers to unlock more powerful units—at the cost of fielding much squishier units at the base of an army!", - "An example large army of fifteen units lead by a Tier V unit would look like this:", - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/emHcVmb.png" - } - }, - "A domain's special unit, as well as units raised through diplomacy, ignore unit dependencies. These units can take to the battlefield regardless of what other units are in play for a domain." - ] - } - ] - }, - { - "type": "entries", - "name": "Improving Units", - "entries": [ - "For each of the units in play for a domain, experience and equipment can both be improved. Units gain experience through battle, and better equipment with money.", - { - "type": "entries", - "name": "Improving Experience", - "entries": [ - "The only way to improve a unit's experience is through battle, as follows:", - { - "type": "list", - "entries": [ - "Regular units become veteran units if they survive their first battle. Easy!", - "Veteran units become elite units if they survive three more battles. Much harder.", - "Elite units become super-elite units after surviving four more battles (eight total)." - ] - }, - "Levies cannot be improved, as the untrained troops who make up those units are considered to go back to their lives as soon as their task in battle is done." - ] - }, - { - "type": "entries", - "name": "Improving Equipment", - "entries": [ - "A domain can spend money to upgrade a unit's equipment from light to medium, medium to heavy, and so forth, requiring only a domain action. (Modifying Units on page 23 in the Domains & Intrigue chapter has all this information.) A domain can upgrade as many units as desired with a single domain action, and those units can be upgraded to any level the domain can afford, from light to super-heavy. A domain can upgrade any units it controls.", - { - "type": "table", - "colLabels": [ - "Upgrade from...", - "Cost" - ], - "colStyles": [ - "col-1 text-left", - "col-2 text-center", - "col-9 text-left" - ], - "rows": [ - [ - "Light to medium", - "500 gp × the tier of the unit", - "" - ], - [ - "Medium to heavy", - "1,000 gp × the tier of the unit", - "" - ], - [ - "Heavy to super-heavy", - "2,000 gp × the tier of the unit", - "" - ] - ] - } - ] - } - ] - }, - { - "type": "entries", - "name": "Voluntarily Disbanding Units", - "entries": [ - "Players and GMs might end up with an army fit to a purpose that decisively wins a climactic battle! But now a domain needs a different army for the next threat. To create the opportunity to muster new units, a domain's officers can voluntarily disband any units the domain controls during an extended rest. (The GM determines what an extended rest means in the campaign, but one week of downtime spent managing a domain is a good rule of thumb.) Units must be disbanded carefully, though, or the relationships of unit dependencies might be broken." - ] - }, - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/iDCQQ7B.png" - } - }, - { - "type": "entries", - "name": "Warfare Feats", - "entries": [ - "In campaigns that use the optional rule for feats, player characters can take any of the following feats to improve their units' stats in warfare.", - "{@feat Tactical Leader|KaW}", - "{@feat Agile Leader|KaW}", - "{@feat Lead from the Front|KaW}", - "{@feat Unstoppable Leader|KaW}", - "{@feat Persuasive Leader|KaW}", - "{@feat Strategic Leader|KaW}" - ] - }, - { - "type": "entries", - "name": "The Battlefield", - "entries": [ - "The battlefield is a grid five spaces wide, divided into two sections for the two opposing forces in a battle. Each section is four rows deep, with each row called a rank.", - "The topmost row in each section is the {@b vanguard}, which faces the opposed army. Behind the vanguard is an army's {@b reserve} rank, followed by the {@b center} rank, followed by the {@b rear}.", - "In addition to these four ranks, each side also has a {@b front}, which comprises the vanguard plus all enemy ranks. If a unit controlled by a domain moves from that domain's vanguard into the opposing side's vanguard, or even all the way into the opposing side's rear rank, they are still in the controlling domain's front.", - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/sFbyR5P.png" - } - }, - "With the exception of the reserve rank (see {@b Stacking} below), a space can only hold one unit." - ] - }, - { - "type": "entries", - "name": "Setup", - "entries": [ - "At the start of a battle, all officers commanding units roll initiative. After initiative is determined for a battle, each character and NPC acting as a commander deploys their units in reverse initiative order. In other words, whoever acts last in the combat gets to place all their units first in the battle. If you are playing a battle alongside combat, use the same initiative order for both." - ] - }, - { - "type": "entries", - "name": "Casualty Dice", - "entries": [ - "During deployment, each unit commander places a die on every unit they control. This is the casualty die representing the number of casualties the unit can suffer before it breaks. The number of casualties the unit has remaining should be facing up. So a size 6 unit would begin with a d6 casualty die, with the 6 facing up.", - "Some domain features can increase the size of a unit's casualty die. {@b Increasing a casualty die} means upgrading from a d4 to a d6, a d6 to a d8, and so forth. Decreasing a casualty die means downgrading in the same way.", - "As a unit suffers casualties, its casualty die is {@b decremented}. This means the number on the die is decreased by 1, so that a 6 becomes a 5, a 5 becomes a 4, and so forth. Under certain circumstances, the die is {@b incremented}—increased by 1—to indicate that a unit's battle readiness is being restored. A unit that has its casualty die decremented from 1, indicating that it has lost its last casualty, is {@b broken} and removed from the field.", - "Unless otherwise noted, no unit can gain casualties beyond the maximum value on its casualty die.", - "Once all units are placed, battle can begin. During battle, units are activated by the characters and NPCs controlling them in initiative order." - ] - }, - { - "type": "entries", - "name": "Collapsing Ranks", - "entries": [ - "At the start of any round (including the first), if a rank contains no units or fortifications (see below), that rank collapses and is no longer part of the battlefield. The ranks in front of and behind the collapsed rank are now next to each other. Ranks that remain on the field keep their name and rules. For instance, if a rear rank collapses, the center rank next to it remains the center rank." - ] - }, - { - "type": "entries", - "name": "Deployment", - "entries": [ - "When deploying units, artillery must go in the center rank. Infantry can be deployed in the vanguard, center, reserve, or rear ranks. Cavalry and aerial units are not placed in any rank, but can move freely across or above the battlefield." - ] - }, - { - "type": "entries", - "name": "Stacking Units", - "entries": [ - "Units in the reserve rank can be stacked when deployed. When units are stacked, only the top unit can be targeted. Units under a stack are treated as though they were not on the battlefield for the purpose of being subject to attacks or effects.", - "Only the top unit of a group of stacked units can be activated. If that unit leaves the stack, the unit beneath it is now on top of the stack and can be targeted. Because a unit can't move into a space occupied by other units, units can only leave a stack during a battle, they can't enter one." - ] - }, - { - "type": "entries", - "name": "Activation", - "entries": [ - "On each commander's turn (whether that commander is a player character or an NPC controlled by the GM), they activate all the units they control in any order. Each unit must finish its activation before another unit can be activated.", - "Each unit can take actions and move, in either order. The actions a unit can undertake during its activation include the following:", - { - "type": "list", - "entries": [ - "Attack another unit", - "Use a magic item", - "Attempt a maneuver", - "Move 1 additional space (march)", - "Hold (do nothing)" - ] - }, - "Unless a unit holds and does nothing, it can move and take an action, take an action and move, or move and move (called a march)." - ] - }, - { - "type": "entries", - "name": "Attacking", - "entries": [ - "When a unit attacks, its choice of targets is determined by its unit type. (These parameters are sometimes referred to as the \"order of battle.\") The units of both sides are able to attack as follows:", - { - "type": "list", - "entries": [ - "{@b Infantry units} can attack any adjacent unit— one in front, behind, to the left, or to the right. They cannot attack diagonally.", - "{@b Artillery and aerial units} can attack any unit.", - "{@b Cavalry units} can attack other cavalry units, and any infantry or artillery units that are exposed (see {@b Unit Conditions} on page 107).", - "{@b Siege engines} can attack any unit, and can attack fortifications." - ] - }, - "Some units, typically infantry in the rear rank, might have no opposed units that are legal targets. (Units can attack allied units if compelled to do so by some effect, or just for fun.)", - "With a legal target selected, an attacking unit makes an Attack test against the target's Defense. If the Attack test succeeds, the attacking unit inflicts 1 casualty on its target and then makes a Power test against the target's Toughness. If the Power test succeeds, the attacking unit inflicts additional casualties equal to the unit's noted damage.", - "The attacks of artillery units are ranged attacks. The attacks of infantry, cavalry, and aerial units are melee attacks." - ] - }, - { - "type": "entries", - "name": "Movement", - "entries": [ - "When a unit moves, it must move into an empty adjacent space—a space in front, behind, to the left, or to the right of its current space. Units cannot move diagonally. Units that have movement greater than 1 can move into successive empty spaces. A unit can move through other units only if it has a special feature that says so.", - "Though the front ranks of both sides in a battle are usually separated a little to make it easier to tell one side from another, units in one front can move into the opposing side's front if there is an empty space there. Units can then move normally through the opposing side's ranks as long as there are empty adjacent spaces for them to move into.", - "If a unit is in the rear rank of its army and moves backward, it is permanently removed from the battle." - ] - }, - { - "type": "entries", - "name": "Bonus Movement", - "entries": [ - "A unit might gain \"+1 to movement,\" which means the unit moves 1 extra space both when it moves and if it uses its action to move. (Which is to say, if it marches, it moves 2 extra spaces.)", - "A unit might suffer a penalty to movement (indicated by \"−1 to movement\"). If a unit with the normal speed of 1 and no bonuses to movement suffers a −1 movement penalty, it cannot move or march." - ] - }, - { - "type": "inset", - "name": "Unit Conditions", - "entries": [ - "Just like the conditions that affect characters, a number of unit conditions summarize the state of an army's units during the battle.", - "{@b Broken.} A unit that breaks becomes broken. It has lost its last casualty and is removed from the battle. Broken units can be reformed, usually by rallying.", - "{@b Disbanded.} A disbanded unit is removed from the game and cannot be reformed by normal means.", - "{@b Disorganized.} A disorganized unit does nothing on its next activation while it attempts to regain unit cohesion.", - "{@b Disoriented.} A disoriented unit can either take an action or move, but not both. Unless otherwise stated, this unit condition lasts until the end of the unit's next activation.", - "{@b Exposed.} A unit is exposed if there are no units between it and the leftmost or rightmost battlefield edge, or if there are no units in any rank to the rear of the unit. Units in the center and reserve of an army's ranks cannot be exposed as long as that army has its own units in both its rear rank and anywhere in its front. (See {@b Exposed} below for more information.)", - "{@b Hidden.} When a unit is hidden, other units have disadvantage on Attack tests against it.", - "{@b Misled.} A unit that is misled cannot attack, and spends its next activation moving randomly into an available space. Cavalry and aerial units cannot be misled.", - "{@b Weakened.} A unit that is weakened has disadvantage on Attack tests and Power tests." - ] - }, - { - "type": "entries", - "name": "Actions, Reactions, and Bonus Actions", - "entries": [ - "Each unit has the same types of actions in battle as a character does in combat—one action, one bonus action, and one reaction.", - "Each unit gets only one action per activation. If a unit gets multiple attacks, it makes those attacks as one action. If it has access to multiple actions, perhaps as a result of maneuvers or unit traits, it must choose which action to use on its activation.", - "A unit can use a bonus action only if some trait or other feature grants it a bonus action. A bonus action is used on the unit's activation, either before or after it attacks or moves. If a unit gets multiple bonus actions from traits or features, it must choose which one to use on its activation.", - "If a unit has a reaction, it can use that reaction during its own activation or on another unit's activation. Once a unit uses a reaction, it cannot use another one until its next activation. If the reaction interrupts another unit's activation, that unit can continue its activation after the reaction resolves." - ] - }, - { - "type": "entries", - "name": "Resolving Multiple Reactions", - "entries": [ - "When resolving multiple reactions between units, the defending unit gets the first chance to resolve a reaction. Then the attacking unit can use its reaction, followed by the defending unit's allies, then the attacking unit's allies." - ] - }, - { - "type": "entries", - "name": "Exposed", - "entries": [ - "Cavalry can attack exposed units. A unit is exposed if there are no units between it and the leftmost or rightmost battlefield edge, or if there are no units in any rank to the rear of the unit. By definition, all units in the rear ranks are always exposed. Units in the center and reserve of an army's ranks cannot be exposed as long as that army has its own units in both its rear rank and anywhere in its front. As soon as either of those conditions is no longer true, units in the center or reserve can become exposed. See the diagram below for more information.", - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/XCigfAV.png" - } - } - ] - }, - { - "type": "entries", - "name": "\"Forward\" and \"Back\"", - "entries": [ - "If the rules ever refer to a unit moving forward or back, those directions are relative to the unit's rear rank. Forward is moving away from the rear and back is moving toward the rear." - ] - }, - { - "type": "entries", - "name": "\"Opposite\"", - "entries": [ - "Some rules refer to the unit opposite a target. This means the unit on the other side of the target from the attacker.", - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/qdz41T7.png" - } - } - ] - }, - { - "type": "entries", - "name": "Morale Tests", - "entries": [ - "When a unit is subject to magic or specific events, the rules sometimes call for that unit to succeed on a Morale test. This includes such events as a unit being diminished, when it must succeed on a DC 13 Morale test or suffer 1 casualty. Likewise, whenever a unit is affected by an opposed unit's battle magic, in addition to resolving the other effects of the magic, that unit must succeed on a DC 13 Morale test or suffer 1 casualty.", - "Unless otherwise stated, the DC for any Morale test is 13." - ] - }, - { - "type": "entries", - "name": "Tokens", - "entries": [ - "Some unit traits and magic items can put tokens on units, with the trait or item description noting what effect the tokens create. When a unit with tokens on it activates, it immediately suffers the effect of the tokens. If a token inflicts damage, the unit takes damage for each token on it. At the end of the unit's activation, make a DC 12 Power test for each type (acid, fire, etc.) of token on it. On a success, remove one token of that type.", - "For example, a unit targeted by another unit with the Flaming Weapons trait and in a space containing an acid pool created by a {@item wand of acid pool|KaW} might have two fire tokens and one acid token on it at the beginning of its activation. It suffers 3 damage (1 for each fire token and 1 for the acid token), then removes one fire token and one acid token." - ] - }, - { - "type": "entries", - "name": "Diminished, Broken, and Disbanded", - "entries": [ - "A unit is {@b diminished} when its current casualties are half or less than its starting casualties. The first time a unit becomes diminished, it must succeed on a DC 13 Morale test or suffer another casualty. Each unit does this only once per battle.", - "A unit is {@b broken} and removed from the battle after it suffers its last casualty. This does not mean that every soldier in the unit is dead, but those who survive are left confused, panicked, squabbling—or might simply have fled. Broken units can be reformed with the Rally maneuver and certain martial advantages.", - "If a unit breaks and later fails a Morale test to rally, it is {@b disbanded}. (Certain martial advantages and other effects can also cause a unit to disband.) A disbanded unit is permanently destroyed. It is removed from the battle and cannot be rallied or reformed by normal means." - ] - }, - { - "type": "entries", - "name": "Defeat", - "entries": [ - "At the end of each round of battle, after all officers on both sides have activated all their units, each side determines the current {@b point value} of their army. This total is based on the tier of each unit in the army, with Tier I units (including levies) worth 1 point, Tier II units worth 2, Tier III units worth 3, and so on.", - "At the end of any round, if one side has {@b more than twice the point value} of the other, that side has won the battle. Each commander on the losing side must immediately attempt the Retreat maneuver for each of their units (see {@b General Maneuvers} below)." - ] - }, - { - "type": "entries", - "name": "After the Battle", - "entries": [ - "Immediately after the battle, all units that were broken but not disbanded can execute the Rally maneuver. (This excludes units that have already been rallied during the battle, as a unit can rally only once per battle.)", - "Units that succeed at the Retreat or Rally maneuvers gain casualties at a rate of 1 per week, incrementing the casualty die until they have their full casualties once again.", - "Units that survive the battle, including those that rallied at the conclusion of the battle, can increase their experience, as discussed in {@b Improving Units} (page 104).", - "Levies immediately disband after the battle, as they are always temporary units. New levies must be mustered from scratch for the next battle. Likewise, special units go their own way, and units mustered through alliances or diplomacy return to their home domains." - ] - }, - { - "type": "entries", - "name": "Ongoing Effects", - "entries": [ - "Any ongoing effects, tokens, or unit conditions automatically end for all units once the battle is over. It is assumed that once battle is no longer a priority, surviving troops and their officers can quickly resolve any problems a unit is having." - ] - } - ] - }, - { - "type": "section", - "name": "General Maneuvers", - "page": 109, - "entries": [ - "" - ] - } - ] - } - ] - } - ], - "optionalfeature": [ - { - "name": "Cap'n", - "source": "KaW", - "page": 32, - "featureType": [ - "DTTL" - ], - "prerequisite": [ - { - "other": "Adventuring Party" - } - ], - "entries": [ - "You add your proficiency bonus to your initiative rolls. Additionally, when you hit a creature with an attack, each ally who can hear you and is within 5 feet of you gains a bonus to weapon damage rolls against the target creature equal to half your proficiency bonus (rounded down). This bonus lasts until the start of your next turn." - ], - "foundryEffects": [ - { - "name": "Cap'n Initiative Bonus", - "changes": [ - { - "key": "data.attributes.init.value", - "mode": "ADD", - "value": "@data.attributes.prof" - } - ] - } - ] - }, - { - "name": "Doc", - "source": "KaW", - "page": 32, - "featureType": [ - "DTTL" - ], - "prerequisite": [ - { - "other": "Adventuring Party" - } - ], - "entries": [ - "You gain proficiency in the Medicine skill and proficiency with an herbalism kit. Whenever you take a long rest, you can craft two {@item potion of healing|DMG|potions of healing} during the rest using the supplies in an herbalism kit. Potions created this way are effective only if consumed within 24 hours of their creation." - ], - "skillProficiencies": [ - { - "medicine": true - } - ], - "toolProficiencies": [ - { - "herbalism kit": true - } - ] - }, - { - "name": "Know-It-All", - "source": "KaW", - "page": 32, - "featureType": [ - "DTTL" - ], - "prerequisite": [ - { - "other": "Adventuring Party" - } - ], - "entries": [ - "You gain proficiency in the History and Nature skills. Additionally, as a reaction when you roll initiative, you can make an Intelligence (Nature) check to identify the weak points of one creature you can see. The DC for this check is equal to 10 + half the creature's challenge rating (rounded down). On a success, you gain a bonus to attack rolls against that creature equal to your proficiency bonus, and which lasts for 1 minute." - ], - "skillProficiencies": [ - { - "history": true, - "nature": true - } - ], - "foundryFlags": { - "activation.type": "reaction", - "activation.cost": "1", - "activation.condition": "you roll initiative" - } - }, - { - "name": "Smart Mouth", - "source": "KaW", - "page": 32, - "featureType": [ - "DTTL" - ], - "prerequisite": [ - { - "other": "Adventuring Party" - } - ], - "entries": [ - "You gain proficiency in the Intimidation and Persuasion skills. Additionally, you can try to catch an enemy off-guard at the start of combat with your quips. As a reaction when a hostile creature you can see rolls initiative, you reduce that creature's initiative by a number equal to your Charisma modifier." - ], - "skillProficiencies": [ - { - "intimidation": true, - "persuasion": true - } - ], - "foundryFlags": { - "activation.type": "reaction", - "activation.cost": "1", - "activation.condition": "a hostile creature you can see rolls initiative" - } - }, - { - "name": "Weirdo", - "source": "KaW", - "page": 32, - "featureType": [ - "DTTL" - ], - "prerequisite": [ - { - "other": "Adventuring Party" - } - ], - "entries": [ - "You gain proficiency in the Arcana skill, and you know a number of spells equal to your Intelligence modifier. These spells can be from any spell list, but they must be 3rd level or lower and have the ritual tag. Intelligence is your spellcasting ability for these spells. You can cast each of these spells once as a ritual, and regain the ability to do so when you finish a long rest.", - "Additionally, you can cast the {@spell counterspell} spell, and regain the ability to do so when you finish a long rest." - ], - "skillProficiencies": [ - { - "arcana": true - } - ], - "additionalSpells": [ - { - "innate": { - "_": { - "daily": { - "1": [ - "counterspell" - ] - } - } - } - } - ] - }, - { - "name": "Never Tell Me The Odds", - "source": "KaW", - "page": 32, - "featureType": [ - "DPWR" - ], - "prerequisite": [ - { - "other": "Adventuring Party" - } - ], - "entries": [ - "When you take an action or a bonus action that forces at least one creature to make a saving throw, you can take a power die from your domain's pool and add twice the number on the die to the saving throw DC. You can use this feature after affected creatures have rolled their saving throws." - ] - }, - { - "name": "Call In a Favor", - "source": "KaW", - "page": 32, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Adventuring Party" - } - ], - "entries": [ - "As a domain bonus action, your adventuring party can petition an NPC realm for their domain special unit. Make a Diplomacy test targeting the NPC realm, with a DC determined by the realm's attitude toward your domain as shown on the following table.", - { - "type": "table", - "colLabels": [ - "Attitude", - "Diplomacy DC" - ], - "colStyles": [ - "col-1 text-left", - "col-2 text-center", - "col-9 text-left" - ], - "rows": [ - [ - "Hostile", - "18", - "" - ], - [ - "Suspicious", - "15", - "" - ], - [ - "Neutral", - "13", - "" - ], - [ - "Friendly", - "10", - "" - ], - [ - "Allied", - "8", - "" - ] - ] - } - ] - }, - { - "name": "To Arms, Fellow Adventurers (Special Unit)", - "source": "KaW", - "page": 32, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Adventuring Party" - } - ], - "entries": [ - "As a domain action, you make a {@dc 13} Operations test. On a success, you muster the Ratcatchers—a special unit of adventurers just like you!", - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/XQrg2XU.jpg" - }, - "title": "The Ratcatchers unit card", - "maxWidth": 500 - } - ] - }, - { - "name": "Avenge Me", - "source": "KaW", - "page": 33, - "featureType": [ - "DPWR" - ], - "prerequisite": [ - { - "other": "Adventuring Party (Disorganized Misfits)" - } - ], - "entries": [ - "When an officer in your domain that you can see within 30 feet of you is reduced to 0 hit points by a creature, you can use your reaction to swear vengeance. Take any number of power dice from your domain's pool. You and each ally you can see within 30 feet of you gain a bonus to damage rolls against the creature that dropped your officer equal to the total of the power dice. This bonus lasts as long as the officer is dying or dead, or until the end of the encounter, whichever comes first." - ], - "foundryFlags": { - "activation.type": "reaction", - "activation.cost": "1", - "activation.condition": "an officer in your domain that you can see within 30 feet of you is reduced to 0 hit points by a creature" - } - }, - { - "name": "Like in the Great Stories", - "source": "KaW", - "page": 33, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Adventuring Party (Disorganized Misfits)" - } - ], - "entries": [ - "As a domain action, you make a {@dc 14} Operations test. On a success, your domain's Resolve level increases by 2 until the end of the intrigue. Additionally, the next time an opposed domain makes a test to lower one of your domain defenses, the test is made with disadvantage." - ] - }, - { - "name": "Whatever It Takes", - "source": "KaW", - "page": 33, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Adventuring Party (Disorganized Misfits)" - } - ], - "entries": [ - "At the end of the next deployment, you can make a {@dc 15} Operations test as a domain bonus action. On a success, units deployed in your vanguard gain the following trait until the end of the battle:", - { - "type": "entries", - "name": "Walk it Off", - "entries": [ - "The first time this unit would become broken as a result of an inflicted casualty, the unit can make a {@dc 13} Morale test. On a success, the unit does not break this round, regardless of the number of casualties it suffers." - ] - } - ] - }, - { - "name": "What Does This Button Do?", - "source": "KaW", - "page": 33, - "featureType": [ - "DPWR" - ], - "prerequisite": [ - { - "other": "Adventuring Party (Explorers' Society)" - } - ], - "entries": [ - "Your curiosity gets the better of you as you explore. When you take the Use an Object action on your turn to interact with any object, you can remove one power die from your domain's pool and trigger an effect. Roll a d10 and consult the Button Effects table to determine the nature of the effect.", - { - "type": "table", - "caption": "Button Effects", - "colLabels": [ - "d10", - "Effect", - "" - ], - "colStyles": [ - "col-1 text-center", - "col-2 text-left", - "col-9 text-left" - ], - "rows": [ - [ - "1", - "Energy Burst", - "" - ], - [ - "2", - "Arcane surge", - "" - ], - [ - "3", - "Shadow infusion", - "" - ], - [ - "4", - "Destructive force", - "" - ], - [ - "5", - "Weakening energy", - "" - ], - [ - "6", - "Magic investment", - "" - ], - [ - "7", - "Light blades", - "" - ], - [ - "8", - "Energy shield", - "" - ], - [ - "9", - "Bold energy", - "" - ], - [ - "10", - "Rejuvenating aura", - "" - ] - ] - }, - "{@b Energy Burst.} An overload of magical energy hits you, dealing force damage equal to 1d6 + the number on the power die.", - "{@b Arcane Surge.} You are infused with shimmering arcane energy. For 1 minute, all your attacks deal extra force damage equal to twice the number on the power die.", - "{@b Shadow Infusion.} You are infused with shadowy arcane energy. For 1 hour, your hit point maximum is reduced by the number on the power die, but you gain a bonus to your attack and damage rolls equal to twice the number on the power die.", - "{@b Destructive Force.} A wave of destructive energy can be directed toward a foe. Choose a hostile creature within 30 feet of you. The creature takes necrotic damage equal to 10 × the number on the power die.", - "{@b Weakening Energy.} Enfeebling energy suddenly washes over you. For 1 minute, you have a penalty to saving throws equal to the number on the power die.", - "{@b Magic Investment.} Magical energy refines a gem or art object you carry, increasing its gp value by 250 × the number on the power die.", - "{@b Light Blades.} Magic manifests around you as spinning blades of light. You and each creature within 30 feet of you must make a Dexterity saving throw with a DC equal to 8 + the number on the power die. A creature takes radiant damage equal to 1d4 × the number on the power die on a failed save, or half as much damage on a success.", - "{@b Energy Shield.} Shielding energy surrounds you. For 1 minute, your AC increases by the number on the power die.", - "{@b Bold Energy.} Emboldening energy washes over you. You gain temporary hit points equal to 5 × the number on the power die.", - "{@b Rejuvenating Aura.} A rejuvenating aura spreads out around you. Choose a number of creatures equal to the number on the power die that you can see within 30 feet of you (including you if you choose). Each creature regains all its hit points." - ] - }, - { - "name": "I've Seen Weirder", - "source": "KaW", - "page": 35, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Adventuring Party (Explorers' Society)" - } - ], - "entries": [ - "Your adventures have provided you a wealth of knowledge regarding the strange and arcane. If your domain's Communications level is 2 or higher at the start of a battle, each unit your domain controls has advantage on Power tests to resist battle magic during that battle." - ] - }, - { - "name": "Research, Research, Research", - "source": "KaW", - "page": 35, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Adventuring Party (Explorers' Society)" - } - ], - "entries": [ - "If your time spent delving through dungeons has taught you anything, it's that it pays to know what you're walking into. As a domain action, make a {@dc 16} Lore test. On a success, each of your domain's defense levels increases by 1 until the end of the current intrigue." - ] - }, - { - "name": "Fighting Dirty", - "source": "KaW", - "page": 35, - "featureType": [ - "DPWR" - ], - "prerequisite": [ - { - "other": "Adventuring Party (Mercenary Company)" - } - ], - "entries": [ - "Before you make a weapon or spell attack, you can use a bonus action to target one of your opponent's vulnerable spots, making for a more challenging attack but dealing more damage. Take a power die from your domain's pool and subtract the number on the die from your attack roll. If the attack hits, it deals extra damage equal to 5 × the number on the power die." - ], - "foundryFlags": { - "activation.type": "bonus", - "activation.cost": "1" - } - }, - { - "name": "Can We Get a Raise?", - "source": "KaW", - "page": 35, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Adventuring Party (Mercenary Company)" - } - ], - "entries": [ - "As a domain action, make a {@dc 14} Operations test. On a success, choose one of the following benefits:", - { - "type": "list", - "items": [ - "Until the end of the next battle, each officer has a +1 bonus to weapon attack and damage rolls. (The GM can rule that this bonus ends if it takes too long for the next battle to happen.)", - "The next time you muster a cavalry or artillery unit, you can also muster an additional two infantry units.", - "Each infantry unit you muster from now until the start of the next battle has its experience increased one level." - ] - }, - "You can use this feature multiple times per intrigue, but must pick a different benefit each time. The DC increases by 2 for each successive use." - ] - }, - { - "name": "Survive Till Payday", - "source": "KaW", - "page": 35, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Adventuring Party (Mercenary Company)" - } - ], - "entries": [ - "If your domain's Resolve level is 2 or higher at the start of a battle, each unit your domain controls has advantage on Power tests to resist battle magic during that battle." - ] - },{ - "name": "Ambush Captain", - "source": "KaW", - "page": 36, - "featureType": [ - "DTTL" - ], - "prerequisite": [ - { - "other": "Martial Regiment" - } - ], - "entries": [ - "You gain proficiency in the Stealth skill, and you can use a bonus action to take the {@action Hide} action. Additionally, when you hit a creature with a weapon attack and have advantage on the attack roll, the attack deals one additional weapon die of damage." - ], - "skillProficiencies": [ - { - "stealth": true - } - ], - "foundryFlags": { - "activation.type": "bonus", - "activation.cost": "1" - } - }, - { - "name": "Bravura Commander", - "source": "KaW", - "page": 36, - "featureType": [ - "DTTL" - ], - "prerequisite": [ - { - "other": "Martial Regiment" - } - ], - "entries": [ - "You gain proficiency in the Persuasion skill. Additionally, when a creature within 30 feet of you that can hear you makes a saving throw to avoid being {@condition charmed}, {@condition frightened}, or {@condition stunned}, you can use your reaction to roll a d4 and add the result to the creature's saving throw. You use this reaction after the saving throw is made but before the result is known." - ], - "skillProficiencies": [ - { - "persuasion": true - } - ], - "foundryFlags": { - "activation.type": "reaction", - "activation.cost": "1", - "activation.condition": "a creature within 30 feet of you that can hear you makes a saving throw to avoid being charmed, frightened, or stunned" - } - }, - { - "name": "Field Medic", - "source": "KaW", - "page": 36, - "featureType": [ - "DTTL" - ], - "prerequisite": [ - { - "other": "Martial Regiment" - } - ], - "entries": [ - "You gain proficiency in the Medicine skill. Additionally, when a creature within 5 feet of you takes damage, you can use your reaction to make a Wisdom (Medicine) check. The DC of the check is equal to half the damage taken by the creature or 10, whichever is higher. On a success, the creature regains a number of hit points equal to 5 + your character level, to a maximum of half the creature's hit point maximum." - ], - "skillProficiencies": [ - { - "medicine": true - } - ], - "foundryFlags": { - "activation.type": "reaction", - "activation.cost": "1", - "activation.condition": "a creature within 5 feet of you takes damage" - } - }, - { - "name": "Tactical Marshal", - "source": "KaW", - "page": 38, - "featureType": [ - "DTTL" - ], - "prerequisite": [ - { - "other": "Martial Regiment" - } - ], - "entries": [ - "Your speed increases by 10 feet, you gain a +3 bonus to your passive Wisdom (Perception) score, and difficult terrain no longer impedes your movement. Additionally, as a bonus action, you can choose one creature within 60 feet of you that can hear you. That creature can immediately move up to half its speed without provoking opportunity attacks." - ], - "foundryEffects": [ - { - "name": "Tactical Marshal Speed Increase", - "changes": [ - { - "key": "data.attributes.movement.walk", - "mode": "ADD", - "value": "10" - } - ] - }, - { - "name": "Tactical Marshal Passive Perception Increase", - "changes": [ - { - "key": "data.skills.prc.bonuses.passive", - "mode": "ADD", - "value": "3" - } - ] - } - ], - "foundryFlags": { - "activation.type": "bonus", - "activation.cost": "1" - } - }, - { - "name": "War Mage", - "source": "KaW", - "page": 38, - "featureType": [ - "DTTL" - ], - "prerequisite": [ - { - "other": "Martial Regiment" - } - ], - "entries": [ - "You gain proficiency in the Arcana skill. As a bonus action, you can charge one melee weapon you are holding with magical energy. Choose one of the following damage types: acid, cold, fire, lightning, radiant, or necrotic. While charged in this way, the weapon is magical and deals an extra {@damage 1d4} damage of the chosen type. This benefit lasts for 1 minute, or until you either end it as a bonus action or stop touching the weapon.", - "Additionally, when you hit a creature or object with a weapon charged in this way, you can cast {@spell dispel magic} from the weapon to affect the target. Intelligence is your spellcasting ability for the spell. You can't cast the spell again in this way until you finish a long rest." - ], - "skillProficiencies": [ - { - "arcana": true - } - ], - "foundryFlags": { - "activation.type": "bonus", - "activation.cost": "1" - } - }, - { - "name": "Brute Force", - "source": "KaW", - "page": 38, - "featureType": [ - "DPWR" - ], - "prerequisite": [ - { - "other": "Martial Regiment" - } - ], - "entries": [ - "When a creature you can see within 60 feet of you moves, you can use your reaction to take any number of power dice from your domain's pool and make one weapon attack against the creature. Add the total of the power dice to the attack roll, and to the damage roll if the attack hits." - ], - "foundryFlags": { - "activation.type": "reaction", - "activation.cost": "1", - "activation.condition": "a creature you can see within 60 feet of you moves" - } - }, - { - "name": "Armament", - "source": "KaW", - "page": 38, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Martial Regiment" - } - ], - "entries": [ - "Once per intrigue as a domain bonus action, make a {@dc 15} Operations test. On a success, your domain's Resolve level cannot be lower than 0 for the remainder of the intrigue." - ] - }, - { - "name": "The Professionals (Special Unit)", - "source": "KaW", - "page": 38, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Martial Regiment" - } - ], - "entries": [ - "As a domain action, make a {@dc 13} Operations test. On a success, you muster the Professionals, a special unit of heroic infantry.", - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/ehKCqhP.jpg" - }, - "title": "The Professionals unit card", - "maxWidth": 500 - } - ] - }, - { - "name": "Steel Resolve", - "source": "KaW", - "page": 38, - "featureType":[ - "DPWR" - ], - "prerequisite": [ - { - "other": "Martial Regiment (City Watch)" - } - ], - "entries": [ - "When you fail a saving throw to avoid being {@condition charmed}, {@condition frightened}, knocked {@condition prone}, {@condition paralyzed}, {@condition poisoned}, or {@condition stunned}, you can take a power die from your domain's pool and add the number on the power die to your saving throw." - ] - }, - { - "name": "Community Effort", - "source": "KaW", - "page": 39, - "featureType":[ - "DFTR" - ], - "prerequisite": [ - { - "other": "Martial Regiment (City Watch)" - } - ], - "entries": [ - "Once per intrigue as a domain reaction in response to failing a Diplomacy test, you can immediately make an Operations test with a DC equal to 5 + half the DC of the Diplomacy test (rounded down). On a success, you treat the failed Diplomacy test as a success." - ] - }, - { - "name": "They Will Not Breach This Wall", - "source": "KaW", - "page": 39, - "featureType":[ - "DFTR" - ], - "prerequisite": [ - { - "other": "Martial Regiment (City Watch)" - } - ], - "entries": [ - "As a domain action, make a {@dc 15} Operations test. On a success, you gain the resources to bolster your city's defenses. At the start of the next battle, each fortification you're defending gains additional hit points equal to your domain's Resolve level." - ] - }, - { - "name": "Sworn to Protect", - "source": "KaW", - "page": 38, - "featureType":[ - "DPWR" - ], - "prerequisite": [ - { - "other": "Martial Regiment (Knightly Order)" - } - ], - "entries": [ - "As a bonus action, take a power die from your domain's pool and add the number on the die to your AC. Additionally, allied creatures within 15 feet of you gain a bonus to saving throws equal to the number on the power die. At the end of each of your turns, decrement the power die." - ], - "foundryFlags": { - "activation.type": "bonus", - "activation.cost": "1" - } - }, - { - "name": "Gallant Company", - "source": "KaW", - "page": 39, - "featureType":[ - "DFTR" - ], - "prerequisite": [ - { - "other": "Martial Regiment (Knightly Order)" - } - ], - "entries": [ - "As a domain action, make a {@dc 12} Diplomacy test targeting an NPC realm. On a success, the NPC realm's attitude toward your domain improves one step and any special units mustered from that realm gain a +2 bonus to Defense and Morale in the next battle in which they are used. Your domain can use this feature only once on each NPC realm during an intrigue." - ] - }, - { - "name": "Stay Strong", - "source": "KaW", - "page": 39, - "featureType":[ - "DFTR" - ], - "prerequisite": [ - { - "other": "Martial Regiment (Knightly Order)" - } - ], - "entries": [ - "If your domain's Resolve level is 2 or higher at the start of a battle, each cavalry unit your domain controls automatically succeeds on Morale tests for the Rally maneuver during that battle." - ] - }, - { - "name": "Skirmisher", - "source": "KaW", - "page": 38, - "featureType":[ - "DPWR" - ], - "prerequisite": [ - { - "other": "Martial Regiment (Military Squadron)" - } - ], - "entries": [ - "As a bonus action, take a power die from your domain's pool. Your speed increases by a number of feet equal to 5 × the number on the die. While your speed is increased in this way, your movement doesn't provoke opportunity attacks, and you gain a bonus to weapon damage rolls equal to the number on the power die. At the end of each of your turns, decrement the power die." - ], - "foundryFlags": { - "activation.type": "bonus", - "activation.cost": "1" - } - }, - { - "name": "No Mercy", - "source": "KaW", - "page": 39, - "featureType":[ - "DFTR" - ], - "prerequisite": [ - { - "other": "Martial Regiment (KMilitary Squadron)" - } - ], - "entries": [ - "If your domain's Communications level is 2 or higher at the start of a battle, all your infantry units gain the following trait until the end of the battle:", - { - "type": "entries", - "name": "Take No Prisoners", - "entries": [ - "When this unit makes an attack that causes an opposed unit to break, the unit can make one additional attack against any adjacent unit." - ] - } - ] - }, - { - "name": "The War Room Where It Happens", - "source": "KaW", - "page": 39, - "featureType":[ - "DFTR" - ], - "prerequisite": [ - { - "other": "Martial Regiment (Military Squadron)" - } - ], - "entries": [ - "As a domain action, make an Operations test against an opposed domain's Communications. On a success, the opposed domain has disadvantage on tests made to increase its Communications level for the remainder of the intrigue." - ] - }, - { - "name": "Acquisitions Expert", - "source": "KaW", - "page": 40, - "featureType": [ - "DTTL" - ], - "prerequisite": [ - { - "other": "Mercantile Guild" - } - ], - "entries": [ - "You gain proficiency in the Arcana skill. Additionally, if you are unable to cast spells of 1st level or higher (either because you have no spellcasting ability, you have expended all your spell slots, or you have used all your innate spells), you can cast the following spells using Intelligence as your spellcasting ability:", - { - "type": "list", - "style": "list-no-bullets", - "items": [ - "At will: {@spell detect magic}, {@spell identify}", - "3/day each: {@spell charm person}, {@spell comprehend languages}, {@spell unseen servant}", - "1/day each: {@spell dispel magic}, {@spell glyph of warding}" - ] - } - ], - "skillProficiencies": [ - { - "arcana": true - } - ], - "additionalSpells": [ - { - "innate": { - "_": { - "will": [ - "detect magic", - "identify" - ], - "daily": { - "3": [ - "charm person", - "comprehend languages", - "unseen servant" - ], - "1": [ - "dispel magic", - "glyph of warding" - ] - } - } - } - } - ] - }, - { - "name": "Chief of Security", - "source": "KaW", - "page": 41, - "featureType": [ - "DTTL" - ], - "prerequisite": [ - { - "other": "Mercantile Guild" - } - ], - "entries": [ - "When a creature within 5 feet of you makes an attack against a target other than you, you can use your reaction to make a melee weapon attack against that creature. If the attack hits, it deals extra damage equal to your proficiency bonus." - ], - "foundryFlags": { - "activation.type": "reaction", - "activation.cost": "1", - "activation.condition": "a creature within 5 feet of you makes an attack against a target other than you" - } - }, - { - "name": "Executive Manager", - "source": "KaW", - "page": 41, - "featureType": [ - "DTTL" - ], - "prerequisite": [ - { - "other": "Mercantile Guild" - } - ], - "entries": [ - "When a creature within 5 feet of you misses with an attack or fails a saving throw, you can use your reaction to roll a d4 and add the roll to the attack roll or saving throw." - ], - "foundryFlags": { - "activation.type": "reaction", - "activation.cost": "1", - "activation.condition": "a creature within 5 feet of you misses with an attack or fails a saving throw" - } - }, - { - "name": "Fixer", - "source": "KaW", - "page": 41, - "featureType": [ - "DTTL" - ], - "prerequisite": [ - { - "other": "Mercantile Guild" - } - ], - "entries": [ - "You gain proficiency in the Stealth skill. Additionally, you can use a bonus action to take the {@action Dash}, {@action Disengage}, or {@action Hide} action." - ], - "skillProficiencies": [ - { - "stealth": true - } - ] - }, - { - "name": "Safety Officer", - "source": "KaW", - "page": 41, - "featureType": [ - "DTTL" - ], - "prerequisite": [ - { - "other": "Mercantile Guild" - } - ], - "entries": [ - "While you are not {@condition unconscious}, you and friendly creatures within 10 feet of you have advantage on saving throws against being {@condition frightened}. Additionally, as a bonus action, choose an ally you can see within 30 feet of you. That ally regains hit points equal to {@dice 1d4} + your domain size. You can use this feature a number of times per day equal to your Wisdom modifier (minimum one)." - ], - "foundryFlags": { - "activation.type": "bonus", - "activation.cost": "1", + "$schema": "https://raw.githubusercontent.com/TheGiddyLimit/5etools-utils/master/schema/brew-fast/homebrew.json", + "_meta": { + "sources": [ + { + "json": "KaW", + "abbreviation": "KaW", + "full": "Kingdoms & Warfare", + "url": "https://shop.mcdmproductions.com/products/kingdoms-and-warfare-pdf", + "authors": [ + "MCDM Productions" + ], + "convertedBy": [ + "ForeverAlwaysGM (Billiam94)" + ], + "version": "v1.0" + } + ], + "optionalFeatureTypes": { + "DTTL": "Domain Title", + "DPWR": "Domain Power", + "DFTR": "Domain Feature" + } + }, + "book": [ + { + "name": "Kingdoms & Warfare", + "id": "KaW", + "source": "KaW", + "group": "homebrew", + "author": "MCDM Productions", + "published": "2021-05-01", + "contents": [ + { + "name": "Foreword" + }, + { + "name": "Introduction", + "headers": [ + "How to Use This Book", + "Scale", + "The Operation", + "Glossary of Terms", + "Domains & Intrigue", + "Warfare" + ] + }, + { + "name": "Domains & Intrigue", + "headers": [ + "The Core Assumptions", + "Characters and Officers", + "What is an Organization?", + "Describing a Domain", + "Intrigue", + "Founding an Organization", + "Organizations and Warfare", + "Before Intrigue", + "Domain Skill Tests", + "Running Intrigue", + "Domain Turns and Actions", + "Domain Skills", + "Domain Defenses", + "Domain Size", + "Domain Powers", + "Villainous and NPC Realms", + "Heroic Organizations", + "Adventuring Party", + "Martial Regiment", + "Mercantile Guild", + "Mystic Circle", + "Nature Pact", + "Noble Court", + "Religious Order", + "Underworld Syndicate", + "NPC Realms", + "Despotic Regime", + "Draconic Empire", + "Dwarven Thanedom", + "Fey Court", + "Giant Jarldom", + "Gnomish Kingdom", + "Goblinoid Coalition", + "Hag Coven", + "Infernal Echelon", + "Medusean Tyranny", + "Orc Clan", + "Planar Invaders", + "Reptilian Band", + "Undead Dominion", + "Undersea Colony", + "World Below City-State" + ] + }, + { + "name": "Warfare", + "headers": [ + "Using These Rules", + "General Maneuvers", + "Martial Advantages", + "Opposing Commanders", + "Fortifications", + "Terrain", + "Scenarios", + "Unit Traits", + "Ancestral Units", + "The Special Unit Deck", + "For the GM: Building the Villain's Army" + ] + }, + { + "name": "Monsters & Magic Items", + "headers": [ + "Monsters", + "Action-Oriented", + "Court of Decay", + "Court of the Deep", + "Court of Seven Cities", + "Gemstone Dragons", + "Relg, the Descender, the Lord in Corpulect", + "Magic Items", + "New Codices", + "Encountering a Codex", + "Attuning to a Codex", + "Sacrifice", + "New Codex Descriptions" + ] + }, + { + "name": "The Regent of Bedegar" + } + ] + } + ], + "bookData": [ + { + "id": "KaW", + "source": "KaW", + "data": [ + { + "type": "section", + "name": "Foreword", + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/NnQw1uo.jpg" + } + }, + "I have always viewed the worlds of fantasy RPGs in terms of domains. The idea that the world is divided into spheres of influence and power, with specific people in charge of those things. Even as a teenager, I played in lots of different fantasy worlds, and I judged them all based on one thing: the map. I used maps as the keys that unlocked the different domains in a world.", + "Maps are one of the GM's most powerful tools. The map of the local area, the map of the region, the map of the city, the map of the world. Because maps invite exploration. A map explicitly asks the players to pore over it, point to something evocative or mysterious, and ask: \"What's this?\"", + "In the '80s and early '90s, there was an explosion of new, official campaign settings. New fantasy worlds for RPGs. And my friends and I were excited to try them. But whenever I saw the mapIn the '80s and early '90s, there was an explosion of new, official campaign settings. New fantasy worlds for RPGs. And my friends and I were excited to try them. But whenever I saw the map of a new world, I always wondered the same thing: \"Who's in charge here?\" I don't know why that was important to me. Probably, I was just looking for some kind of organizing principle. Some kind of lens to view all this new information through.", + "I didn't literally think, \"Whose domain is this?\" I wouldn't have used that language. And I never thought exclusively about barons and dukes and queens. If I pointed to a great forest, I wouldn't expect it to belong to a feudal noble. I know how fantasy works: it's a big forest, so it probably belongs to the elves!", + "But which elves? Surely a forest this big is an important asset, and some elven court considers it their realm. Their domain. And if not, that's probably because it's contested! A hot or cold war over ancient elven boundaries! Drama!", + "Or maybe the forest belongs to an order of powerful druids. Maybe they keep it deliberately wild and pool their resources to ensure no single civilization takes it over! Well, those druids would be just another domain.", + "That's how my mind worked then, and how it still works. It's okay if some places aren't controlled by anyone. But then, as now, when I see a map of a fantasy world and there are no political boundaries, no answers, no information to tell me, \"Who's in charge?\" anywhere, I get disappointed. I feel like...there's a layer of information missing.", + "To date, there's never been an edition of the world's most popular roleplaying game whose core rules took the idea of different domains—whether those are counts and dukes and queens, or druid enclaves, wizard circles, or knightly orders—and gave them mechanical features. Not just, \"Oh, you get this one feature if you join this organization,\" but rules for letting different organizations engage in planning, conspiracy, and conflict the way people do.", + "That's what this book tries to do. I wanted to give you the tools to add organizations and warfare to your games and make doing so fun. When players think about their own party of heroes, even without changing anything about their characters, I hope they'll recognize at least one of the organizations or specializations in here as fitting their group.2 When GMs see all the different NPC realms in the book, I hope they'll want to run new adventures with a hag coven as the villain, building a secret army in the swamp. Or an evil empire run by an immortal dragon. A draconic tyranny!", + "When players choose an organization and a specialization, their characters gain new mechanical features—but they'll also feel more like a formal group. They'll have to communicate more to use their new domain powers, and will argue about how best to use domain features during a new phase of the game, called intrigue. Everyone will communicate, argue, and compromise—just like the members of a real organization.", + "This book will give the heroes and villains in your games more influence, more impact. Their reach will extend beyond the end of their swords or the range of their spells. The party's agents can go out and spy, research, build, and negotiate, all while the heroes are dungeon delving. And of course, when those heroes discover that another domain is building an army to march against the people who look to them for leadership, they can build their own army and prepare for war!", + "This book might not be for everyone. But if any of the above sounds cool to you, we think you'll like it.", + "—Matt Colville", + "Orange County, CA", + "2021" + ] + }, + { + "type": "section", + "name": "Introduction", + "page": 1, + "entries": [ + "There's a lot in this book, but what's here ultimately boils down to two systems: intrigue and warfare.", + "{@b Intrigue} is conflict between two domains. A holy church versus a mystic circle. The Knights Templar against a dragon tyrant. A bunch of disorganized misfit adventurers against a nation of undead!", + "A {@b domain} is a pretty simple thing as a game concept. It's got four skills. It uses actions and reactions and bonus actions, just like characters and monsters. It has three defenses, but no hit points. The only way to \"kill\" a domain is to neutralize its officers—although some might escape and start a new domain for the sequel campaign! A domain could be a kingdom, thieves' guild, or druid circle!", + "An intrigue only ever takes place between two domains. That makes the system simple and easy to keep track of. Other domains might get involved, but purely as allies, lending aid. Of course, depending on the adventure, it's possible that a particular intrigue is just a prelude to another larger intrigue as the characters discover the villainous realm they just defeated was only a pawn in an even larger game....", + "Alongside the intrigue system, the book presents eight different heroic organizations (each of which can be customized with three specializations) and sixteen different NPC realms to use as allies, neutral observers, or enemies.", + "{@b Warfare} is conflict between units of soldiers and monsters. Along with rules for warfare, you'll find seventy-eight special units in this book and another sixty-four in the special unit deck available on our store (at {@i mcdmproductions.com/warfare-deck}).", + "So while it might look like an enormous amount of stuff in here at first glance, it's really just two systems, each relatively straightforward, and then a ton of options for those systems.", + "The book also contains a handful of new items that can affect intrigue or warfare. And because they were popular in {@book Strongholds & Followers|SaF}, you get some new legendary artifacts called the codices. (Warning! They will unravel the fabric of reality!)", + "Strongholds & Followers presented six courts of extraplanar creatures that the gods might send to aid characters in battle if their faith is strong enough. Those were so popular that we expanded them with three additional courts—devils, demons, and undead. New monsters! Some of these creatures use the action-oriented design philosophy mentioned in \"Running the Game #83,\" designed to make it easier for a GM to use a single monster to challenge an entire party.", + "Finally, there's an adventure designed to help you use and understand these rules. It's basically a big, detailed example of how the intrigue and warfare systems can work.", + { + "type": "entries", + "name": "How to Use This Book", + "page": 1, + "entries": [ + "First, you should check out the {@b Glossary of Terms} section, which covers all the new terms the book uses. Don't worry about reading the whole thing, but just skimming it to familiarize yourself with the concepts will help a lot. And you can always refer back to the glossary if you're looking for a quick definition.", + "One of the design goals of this book was to make as few assumptions as possible about your game. You can start using these rules right now, with your existing characters in the middle of your current campaign—or even right in the middle of an adventure. In fact, we hope these rules take your group and your adventures and elevate them, granting everything a broader scope and a feeling of raising the stakes. In a world where the forces of powerful domains vie for control of ancient artifacts and forgotten lore, every adventuring party and their enemies can now be listed among those domains.", + "The easiest way to adopt these rules is to imagine that the heroes in your game are already an organization, with the players picking the specific type of organization from the eight in this book. Then set up the villains of the adventure as a villainous realm, which the GM picks from among the sixteen in the book.", + "You can stop there if you like. Domains have options that give their officers—both characters and NPCs—more things to do during an adventure or between adventures. But an organization is more than just its officers. There are followers, agents, and employees all ready to carry out the characters' and NPCs' orders. As such, leading a domain means players can have their organization conduct research or espionage while the characters continue exploring dungeons or fighting dragons.", + "Domains grant their officers access to domain features that become usable during intrigue. The GM will use the rules for intrigue to make the campaign more memorable as it moves toward one or more warfare battles that mark the intrigue's conclusion, with the heroes plotting and scheming against a villain as their organization uses its domain features and domain skills to prepare for battle—even as the villain does the same!", + "Domains also grant their officers access to domain powers. These are new special features that allow characters to work together during any combat that takes place during intrigue against the officers of an opposed domain—just as the villain and their lieutenants will be working together on that opposing side. This includes the combat that runs alongside the potential climactic final battle at the end of intrigue. (Though not all adventures need to have a final battle, it's great fun!)", + "The warfare rules in this book are robust enough to be used as their own game. This can be a fun way to play out small skirmishes or major battles, and it works fine without using the rules for intrigue.", + "But finally—and most ambitiously—all these rules work together as a whole. The heroes become an organization as they plot and scheme against the villain's realm, making allies and raising an army. Time and again, they confront enemy leaders in combat using their new domain powers while their loyal forces clash around them! And though they might not be something that ends up a part of every session, battles between the armies of domains can lend an epic feel to any adventure. It's a little more work, certainly, but that work pays off in the kind of conflict that pushes players and GMs toward the biggest possible adventure finale.", + "There might be other things you wish this system did. If we've done a good job, it'll be easy for you to design your own optional rules that expand on this framework. We look forward to seeing what you do with the content that follows!", + { + "type": "inset", + "name": "Combat and Battle", + "entries": [ + "To keep clear the differences between warfare and characters engaging in combat, this book uses \"combat\" to refer to characters and monsters skirmishing using the game's normal rules. \"Battle\" is used to refer to armies clashing using the warfare rules." + ] + } + ] + }, + { + "type": "entries", + "name": "Scale", + "page": 2, + "entries": [ + "Another thing this book makes no assumptions about is the scale of your game—specifically, the units of distance you use on your campaign map. How much territory a domain controls is something left to the GM—if it ever comes up at all. Domains can come into conflict all on their own as villains try to blow up the world or some small part of it, and the heroes trying to stop them likely don't need to know, \"Exactly how many square miles do they control?\"", + "In addition to helping keep these rules flexible and easy to adopt, worrying about the literal area of a territory likely isn't something most people will find exciting in a game about pretending to be an elf who fights dragons. So in the end, the rules simply assume it takes about a week (however this is defined in your world) for a domain to carry out a single domain action. And even that can be easily tweaked to any length of time, as it's deliberately abstract. For a particular game, it might work to have a domain turn be a week at the beginning of an intrigue, but then only a single day at the end as the pace quickens and the stakes rise." + ] + }, + { + "type": "entries", + "name": "The Operation", + "page": 3, + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/lCfWQLx.jpg" + } + }, + "\"We sell it back to them,\" Narco said. \"Hang on… then what are you gonna put on your bolts?\"", + "Aurex nodded her head in agreement. \"Need I remind you,\" the half-devil assassin said, \"before your mind of chemicals and formulae overheats from its own cleverness, it took our people three weeks to steal those vials of {@i dreamtime}. And they managed to get in, get it, and get out without anyone noticing. Those resources could have been put to better use if that drug doesn't end up on a bolt in Castagan.\"", + "Loroyan Thel, the drow brains of the Operation, peered at Narco from across the corner table of the quiet tavern. \"We can handle the paladin with or without magic poison, demidevil,\" he said, almost under his breath.", + "\"And get him to talk?\" Aurex said. \"Under {@i dreamtime}, he'll talk while he sleeps—and we'll know it's the truth.\"", + "Thel sighed. \"I'm aware of that.\"", + "\"I thought the sleep juice was for your bolts,\" Zarek said. Not unusually, the half-orc enforcer felt two steps behind the conversation.", + "\"Forget the bolts, Zarek,\" Aurex said. \"I want to hear what our alchemist director of narcotics has in mind.\"", + "Narco turned to the half-devil. \"Aurex, don't you see?\" He smiled riotously, tossed a small vial into the air, then snatched it back again. \"It's exactly as you said. Our agents got into the Tower of the Lens, got the drug, got out with no alarms. No searching, no deaths, no guards alerted. No trace.\"", + "No one spoke.", + "\"No trace… of us. So we take this back to the Lens, and we tell them we lifted it off someone who tried to sell it to us.\"", + "\"Ah…\" Zarek said.", + "\"No good.\" Thel shook his head. \"They'll rumble that. Wizards are reliably clueless, but they're not stupid.\"", + "\"Hey, what if we kill someone?\" Zarek said. Everyone frowned at him, as this was his solution to everything. It would be on his family crest if fate ever conspired to make a noble of him.", + "Still, the half-orc had a point, so they let him continue. \"Okay, check this out, yeah? If it's just us, sure, they'll rumble that like Thel says. But if we give them a body? And we say, yeah this piece of piss tried to sell us this juice, but we didn't even know what it was! We asked him where he got it, he got defensive. Says he stole it from you wizards, right? And we said, ‘Oh, you trying to offload your scrab on us so you can go back to the Lens and frame us? Pull the other one.' Then he got pissy and tried something, and we sorta had to kill him or whatever!\"", + "Everyone was looking at Zarek.", + "\"Right? So they see this body and they start wondering, ‘Who's this, right?' And if they're wondering that, they're not wondering… about us.\"", + "Thel slowly smiled and looked at Narco, who smiled back and waggled his eyebrows.", + "Then they turned to look at Aurex, whose visage was inscrutable. Slowly, she spoke.", + "\"It might work.\"", + "\"Good enough for me,\" Thel said. \"Let's give it a shot. Well done, Zarek.\"", + "\"Oh, thanks, boss,\" the enforcer said, beaming with pride.", + "\"You people done scheming?\" A small, snarling voice piped up as Garrote, the Operation's chief negotiator and resident goblin officer, hopped up onto a chair.", + "Thel explained the plan.", + "The goblin was impressed. \"Hey, you came up with that all on your own?\" he asked Narco.", + "\"Well, I...\"", + "\"Not bad for a drug addict.\"", + "\"Garrote,\" Thel warned. Narco looked hurt. Unlike the rest of the officers of the Operation, he wasn't a killer by trade.", + "The goblin looked around the table. \"That it?\" he said. \"That all you got?\"", + "Aurex took out her sin-metal blade and began polishing it again, looking meaningfully at the goblin.", + "\"Oh yes, you're all very clever,\" Garrote said. \"But unless you've forgotten…\" He stabbed a dagger into the map of the temple the group intended to infiltrate, there to confront and combat the order of paladins who were, of late, bent on the destruction of the Operation. \"We still got this shit to deal with.\"", + "\"With all the intel Aurex ferreted out?\" Thel said. \"Their wizard's true name? The guards you blackmailed?\"", + "\"Thel, they have an army. They know we're coming for 'em. They're gonna surround this place so tight a mouse couldn't get in.\" Garrote pointed to Narco. \"And don't get any ideas. I'm not gonna be a mouse again, so put those filthy potions away.\"", + "\"Yeah, that is a pisser,\" Zarek said. \"We gonna fight our way in, boss?\"", + "\"Well, it's been a month. I was hoping a solution to that would have presented itself.\" Thel frowned. \"It's not too late to seek special assistance. We could call up the Crew.\"", + "\"Don't you get it?\" The goblin smiled, chuckling. \"Narco here got halfway there, but it's up to the charming goblin to seal the deal.\"", + "\"Get it over with,\" Aurex said. She held out her blade to see the dim light of the tavern glint off the shining gray metal before being absorbed.", + "Garrote's face fell. Aurex and her blade. \"Yeah. Anyway. We take the {@i dreamtime} back to the Tower of the Lens, we give 'em some corpse they can pin all their suspicion on, just like Narco and Zarek say. Then we say ‘Goodness, would you like this back? Seems expensive.' But then we say, ‘We don't want paying.' Maybe Aurex's people dig up some dirt on the Lens? Should they even have this stuff? It's illegal as shit. So, you know, we embarrass 'em, lie to 'em, give 'em someone else to be suspicious of, a little blackmail thrown in for good measure. Then we just offer to give it back to 'em. Free.\"", + "\"To what end, Garrote?\"", + "The goblin grinned. \"So they volunteer to take care of our little military problem for us.\"", + "No one spoke. The officers of the Operation were all uniformly stunned. Thel looked at Aurex and Narco. \"They could do it,\" he said.", + "Narco nodded. \"Lend us a unit of elementals, show how grateful they are.\"", + "Aurex frowned, hating to admit the goblin was right. \"You got it in you to brace a quaesitor of the Lens?\"", + "Garrote made a \"psh\" noise. \"Wizards are easy. You just gotta flatter 'em before you threaten 'em.\" He smiled. \"By the time I'm done with 'em, they'll think it was their idea.\"", + "\"I can try and dig up something on their quaesitor,\" Aurex said. \"Give Garrote some ammo.\"", + "Thel put his hands flat on the table. \"Intel says we got a week before the Order of the Black Pegasus comes after us, and I intend to go after them first. So…work your magics, and let's see if we can't convince the Lens they owe us a favor.\"", + "\"Blackmail, intel, drugs.\" Garrote nodded at the three vials of {@i dreamtime}. \"Just a day's work for us, boss.\"", + "Zarek finally caught up. \"Heh. This is good, you guys. Oh yeah, this is gonna be fun. This is real thieves' guild shit.\"" + ] + }, + { + "type": "entries", + "name": "Glossary of Terms", + "page": 5, + "entries": [ + "This section collects the terminology underlying the domains, intrigue, and warfare systems at the heart of the book. As you read the rules for the first time, you might want to refer back here to check unfamiliar terms—or to flip forward to the {@book Heroic Organizations|Kaw|2|Heroic Organizations} and {@book NPC Realms|KaW|2|NPC Realms} sections, and to the {@book Warfare|KaW|3} chapter, to see how these terms play out in the rules.", + { + "type": "entries", + "name": "Domains & Intrigue", + "page": 5, + "entries": [ + "The following terms are used in domains and intrigue.", + "{@b Attitude:} The disposition of another domain toward yours. Used to establish alliances through diplomacy.", + "{@b Combat:} The normal round-by-round conflict between characters in the game, including the officers of domains.", + "{@b Communications:} One of a domain's three defenses. Communications represents how well agents and followers understand the goals and orders of the domain's leaders, and can relay the current state of the domain back to them.", + "{@b Decrement:} To decrease the number on a die by 1.", + "{@b Defense Levels:} A number that represents the strength and effectiveness of a domain's Communications, Resolve, and Resources. During intrigue, a domain wants to increase their own defense levels and decrease those of the opposed domain. Defense levels don't modify defense scores.", + "{@b Defense Score:} A number that represents the security of a domain's Communications, Resolve, and Resources.", + "{@b Development Point:} Spent by the officers in a domain to customize its stats.", + "{@b Diplomacy:} One of a domain's four skills, used to negotiate with other domains.", + "{@b Domain:} A group of characters or creatures working together to further some long-term goal. The term \"domain\" encompasses the leaders of the domain, the agents and followers who work for them, and the territory they influence.", + "{@b Domain Feature:} A special benefit or action used during an intrigue on behalf of a domain by one of its officers.", + "{@b Domain Power:} A special benefit or feature available to officers of a domain during combat against officers of an opposed domain.", + "{@b Domain Turn:} The time in which each domain in an intrigue conducts one domain action. Often a week, but could be any span of time determined by the GM.", + "{@b Espionage:} One of a domain's four skills, used to spy on or sabotage other domains.", + "{@b Found:} To create or establish, in regard to domains founding strongholds.", + "{@b Intrigue:} Conflict between two domains in which each takes domain actions, using domain features and domain skills to affect the defenses of the opposing side and prepare for battles. Also the period of time covering this conflict.", + "{@b Leader:} The NPC officer who runs a villainous realm.", + "{@b Lieutenants:} The NPC officers of a villainous realm who obey the realm's leader.", + "{@b Lore:} One of a domain's four skills, used to research obscure knowledge.", + "{@b Muster:} To raise new warfare units for a domain.", + "{@b Officer:} One of the player characters or NPCs in charge of a domain.", + "{@b Operations:} One of a domain's four skills. Operations is used to muster new units and to take actions not covered by any other domain skill.", + "{@b Organization:} A player-controlled domain.", + "{@b Party Sheet:} The record of an organization's stats, defenses, and features.", + "{@b Power Die:} A die that an officer can roll at the start of a battle. The die is placed with its result facing up in a domain's power pool.", + "{@b Power Pool:} The shared group of power dice all officers in a domain access when using their powers.", + "{@b Realm:} An NPC-controlled domain.", + "{@b Resolve:} One of a domain's three defenses, representing how committed a domain's followers are to the cause of the domain's leaders.", + "{@b Resources:} One of a domain's three defenses. Resources covers both wealth and the availability of anything a domain needs to operate.", + "{@b Stronghold:} A domain's headquarters, whatever form that might take.", + "{@b Test:} To resolve a skill roll for a domain. Used in place of \"check\" to make it clearer when the rules are talking about interactions between domains rather than between characters and other creatures.", + "{@b Title:} A special feature an officer gains as a result of commanding a domain.", + "{@b Villianous Realm:} An NPC realm in direct conflict with the players' organization." + ] + }, + { + "type": "entries", + "name": "Warfare", + "page": 6, + "entries": [ + "The following terms are used in warfare.", + "{@b Activation:} The act of selecting a unit, determining its movement and actions, and resolving them. A unit's activation in battle is effectively equivalent to a character's turn in combat.", + "{@b Adjacent:} Spaces and units are adjacent if one is above, below, left, or right of the other. Spaces and units that are diagonal to each other are not adjacent.", + "{@b Aerial:} Units that can fly.", + "{@b Allied Units:} All units that are part of an army or are friendly to that army.", + "{@b Artillery:} Siege engines and archers.", + "{@b Attack:} The bonus to a d20 roll representing a unit's ability to successfully execute an attack order and engage an opposed unit. Opposed by Defense.", + "{@b Battle:} Conflict between two armies.", + "{@b Battle Magic:} Magic items crafted by officers and given to units in an army.", + "{@b Bringing the Siege:} The test that determines which domain marches on the other at the start of a battle. This determines which side defends a stronghold and which side attacks.", + "{@b Broken:} A broken unit is removed from the battlefield, usually because it suffered its last casualty. Broken units can be reformed by rallying.", + "{@b Casualty:} The higher a unit's casualties, the more damage it can take. Think of casualties as hit points for units.", + "{@b Casualty Die:} The die placed on each unit card that tracks how many casualties the unit has remaining. A unit's casualty die is initially equal to its size.", + "{@b Cavalry:} Highly mobile ground troops, usually mounted.", + "{@b Center:} The most protected rank on the battlefield. Archers begin battle in their army's center rank.", + "{@b Combat:} The normal round-by-round conflict between characters in the game, including the officers of domains.", + "{@b Command:} The bonus to a d20 roll representing a unit's ability to correctly interpret complex orders and execute them successfully.", + "{@b Commander:} The character or NPC who controls a unit.", + "{@b Decrement:} To decrease the number on a die by 1.", + "{@b Defense:} A numerical value representing a unit's ability to maneuver in such a way as to avoid an opposed unit's attack. Used as the DC for an opposed unit's Attack test.", + "{@b Defenseless:} Lacking an army in a battle.", + "{@b Deployment:} The placing of units in legal spaces on the battlefield. Usually the first thing that happens in a battle.", + "{@b Diminished:} A unit is diminished when its current casualties are half or less than its starting casualties.", + "{@b Disband:} A unit that disbands is gone forever and cannot be rallied.", + "{@b Exposed:} A unit that is vulnerable to enemy cavalry because it is not properly protected by other units.", + "{@b Fortification:} A construction in one or more spaces on the battlefield, which grants units various bonuses during the battle.", + "{@b Front:} The vanguard rank of an army plus all of an opposed side's ranks.", + "{@b Increment:} To increase the number on a die by 1.", + "{@b Infantry:} Basic ground troops, trained to fight in melee and hard to kill.", + "{@b Inflict Casualties:} To damage a unit. If a unit inflicts 1 casualty on another unit, the target loses 1 casualty.", + "{@b Levies:} Laborers who briefly put down their pitchforks and ploughshares and pick up sword and pike to serve their domain.", + "{@b Maneuver:} A special action a unit can take, many of which require a Command test.", + "{@b Martial Advantages:} Special features that units gain based on the character class of the officer commanding those units.", + "{@b Morale:} A bonus to a d20 roll representing a unit's ability to maintain discipline in the face of overwhelming odds, magic, exotic enemies, and impending destruction.", + "{@b Opposed Units:} All units that are part of the army of the other side, or which are friendly to that army.", + "{@b Order of Battle:} The rules that describe which units can attack which other units.", + "{@b Power:} A bonus to a d20 roll representing a unit's physical strength and its ability to inflict casualties on an opposed unit. Opposed by Toughness.", + "{@b Rank:} A row on the battlefield.", + "{@b Rear:} The last rank on the battlefield, whose units defend the center rank from enemy cavalry. Usually populated by levies. (Wish them luck!)", + "{@b Reserve:} A well-protected rank on the battlefield where units can be stacked until needed.", + "{@b Special Unit:} A warfare unit that cannot be mustered through a normal Operations check, or that is unique to a specific domain.", + "{@b Suffer Casualties:} When a unit takes damage, it suffers casualties. If a unit suffers 1 casualty, it loses 1 casualty.", + "{@b Tier:} A measure of how powerful a unit is. Higher-tier units are more effective in battle, and harder to muster.", + "{@b Toughness:} A numerical value representing a unit's physical hardiness and its soldiers' ability to withstand attacks and keep fighting. Used as the DC for an opposed unit's Power test.", + "{@b Unit:} A group of soldiers, civilians, or monsters who make up an army.", + "{@b Unit Dependency:} The rule governing how many units of each tier can be fielded.", + "{@b Vanguard:} The first rank of an army, which faces the opposing army. Usually populated by infantry." + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "Domains & Intrigue", + "page": 8, + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/epw5QYs.jpg" + } + }, + "Every fantasy RPG campaign contains domains. The local church is one. The baron, their court, and the people of the barony are another. The thieves' guild. The secret society of rangers and druids. Whatever your choice of fantasy subgenre, your campaign contains many different domains feeding a network of alliances, allegiances, suspicions, and grudges.", + "The rules in this book give you a straightforward way to represent those domains with game mechanics, and to allow the player characters to step up onto a larger stage and translate their influence from adventuring into political power. Player-run domains are called {@b organizations}. NPC-run domains are called {@b realms}. This book presents eight different player organizations, each with three specialties, and another sixteen NPC realms.", + "When two domains come into direct conflict, this is called an {@b intrigue}. The purpose of intrigue is to move toward a climactic confrontation involving combat between the officers of opposed domains and battles between their armies. Some adventures might end with just a final warfare battle at the end of intrigue, while others will feature numerous smaller battles leading up to a final battle alongside a final combat between the characters and the officers of an opposed domain. A domain can be destroyed only by neutralizing its officers. As such, once an intrigue starts, it continues until initiative is called for the final showdown between the domains' officers.", + { + "type": "entries", + "name": "The Core Assumptions", + "page": 9, + "entries": [ + "Running nations and guilds and churches and spy networks can be incredibly complex. It's easy to imagine a highly detailed game system that can model a world at this level. Tracking a barony's food supply, determining how much iron is available to a duchy, mapping out a spy network's elaborate web of agents, or even maintaining a list of a local religion's temples and shrines—it's all a complicated process. Games like that already exist, and are typically complex grand-strategy simulations that might even require a computer to run them.", + "This book takes a different approach.", + "First off, these rules understand that you're already playing a complex fantasy RPG. We all know that just managing a single character or a world of NPCs can be a lot of work. So ideally, any domain management system has to be something that sits lightly on top of the game that players and GMs are already enjoying.", + "Furthermore, the game almost always has a heavy focus on fighting monsters. Most monsters are defined by their combat prowess, and many of a character's best class features revolve around making them a better monster fighter. By assuming that training followers makes characters better at the stuff they're already good at—whether that means research, study, or fighting—running a domain provides another way to improve the effectiveness of player characters and NPCs in combat.", + "Finally, almost every adventure involves some villain plotting and scheming while the heroes try to stop them. This system assumes that the villain runs their own villainous realm, that the player characters' organization is actively trying to stop them, and that this conflict will eventually come to a head in an all-out battle—or perhaps more than one. This is the same way things would pan out if you weren't using the new rules in this book. But with these rules, every officer in a domain has new special features called domain powers. These powers require communication and cooperation to use, even as armies clash in warfare to all sides.", + "In simplest terms, the rules in this book assume that characters continue adventuring as they normally do. While the characters are adventuring, slowly working their way toward a final confrontation with the villain, their domain is looking for allies to lend aid, investigating the villain and their lieutenants to learn their secrets, and disrupting the workings of the villain's realm to weaken that realm's forces in a final showdown. Even for a campaign that's in the middle of an adventure right now, players and GMs can adopt the new rules in this book to provide a framework for the campaign's existing plots and intrigue—then raise the stakes for both heroes and enemies in a warfare battle!", + "The adventure included with this book—\"The Regent of Bedegar\"—serves as an example of how a straightforward adventure can include rewards such as military units or resistance to an opposing realm's features based on a domain's actions during the adventure." + ] + }, + { + "type": "entries", + "name": "Characters and Officers", + "page": 10, + "entries": [ + "{@i Kingdoms & Warfare} assumes that all the player characters in a campaign will be officers in a domain organization. These rules introduce a new dice pool (described below) shared by all the officers of an organization, which grants characters access to domain powers. Those new features are based on what type of organization the players choose, and require the players to communicate and cooperate as a team. (A villainous realm has its own dice pool that the leader and their lieutenants gain access to for their own domain powers.)", + "A character can be an officer in more than one organization, but they can be involved only in one intrigue at a time and can benefit only from the effects of one party sheet at a time. (That's the record of a domain's stats, defenses, and features.) A wizard might be a member of the party's noble court organization and run their own arcane order on the side. But during an intrigue involving the noble court, the character is focused on that organization while their arcane order tends to its own affairs." + ] + }, + { + "type": "entries", + "name": "What is an Organization?", + "page": 10, + "entries": [ + "An organization is a domain built around the officers who founded it—the player characters. The players decide what their characters' organization does, and who its initial allies and enemies are. Among those allies, an organization also includes the NPC followers, retainers, and lieutenants the characters attract as a result of rising fame or infamy earned through adventuring. For example, if the party's organization is an underworld syndicate, that organization includes all the members of the syndicate down to the lowest-level agents keeping their ears to the ground and feeding the characters information. Likewise, an organization set up as a noble court might include large numbers of farmers and laborers who rely on the heroes for protection, and who are ready to serve to show their thanks.", + "Using the rules in this book, an adventuring party becomes an organization when it founds a stronghold, typically by buying, building, discovering, or inheriting it. Founding a stronghold announces to the world that the adventurers are more than just mercenaries, and are ready to get involved with local affairs in one way or another." + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/8G5Rlk1.jpg" + } + }, + { + "type": "entries", + "name": "Describing a Domain", + "page": 11, + "entries": [ + "Each fully detailed domain (whether a player character organization or a villainous realm) is described by its collection of skills, defenses, domain powers, and domain features, as well as its size.", + "A domain has four {@b skills}: Diplomacy, Espionage, Lore, and Operations, each of which has a modifier. A domain's officers use these skills during intrigue.", + "A domain has three {@b defenses}: Communications, Resolve, and Resources. Each defense has a numerical value that provides a target number for tests made with domain skills during an intrigue. Each defense also has a level that can be raised or lowered. Any domains can gain bonuses or take penalties during battle or combat based on their domain defense levels.", + "Each domain also grants its officers access to special {@b domain powers} they can use in combat. Each officer gets a {@b power die} that they roll at the beginning of any combat against one or more officers of an opposed domain. The roll goes into a {@b power pool} shared by all the officers of a domain, with these dice fueling each character's domain powers.", + "Every domain also provides a number of unique {@b domain features} that officers can make use of during intrigue, allowing the domain to affect the opposed domain's defenses and units, to muster special units, and make other preparations for battle.", + "Finally, each domain has a {@b size} that determines how many turns it can take during intrigue, how large its officers' power dice are, and the scope of certain benefits available to the domain's army (as detailed in the {@book Warfare|KaW|3} chapter)." + ] + }, + { + "type": "entries", + "name": "Intrigue", + "page": 11, + "entries": [ + "Conflict between domains is called intrigue, and serves as the backdrop to the warfare battles that can play out between the heroes and the villains. The characters can use their organization's skills outside of intrigue, making use of Diplomacy to forge alliances, Espionage to gather intelligence, and so forth. But once the heroes decide it's time to act and stop the villain (or once the villain decides to stop the heroes), the GM announces that intrigue has begun as its own special phase of the game.", + "Intrigue occurs between two domains—by default, the heroes' organization and the villain's enemy realm. NPC realms might also be involved, but they don't act on their own during intrigue. Rather, they lend aid to one side or the other.", + "Intrigue is divided up into domain turns, during which the players and the GM make use of the domain features and special actions available to them. Intrigue ends once both sides have completed all their domain turns, at which point the GM will set up a final showdown between domains— involving combat between the characters and their enemies, a climactic battle between the armies of powerful domains, or both!" + ] + }, + { + "type": "entries", + "name": "Founding an Organization", + "page": 11, + "entries": [ + "The players create an organization when their characters acquire a stronghold. They might do so by spending time and money to buy or build a stronghold, or through other means such as discovering an old ruin, clearing it out, and fixing it up. Some campaigns might even begin with the heroes inheriting a stronghold!", + "The game's core rules note prices for different strongholds of different sizes, but there's also an entire book dedicated to this—{@book Strongholds & Followers|SaF}. (You don't need that book to use the rules in this book, but it might be fun.) ", + "Once the characters gain a stronghold, they naturally start to attract followers. Folks hear about the deeds they've done, notice the new headquarters, and volunteer to help or serve the characters. That stronghold and those followers are the foundation of the player characters' organization.", + "Of course, the GM can waive any of these requirements if doing so is a better fit for the campaign. The only thing that's really necessary is to have people working for the characters. But without some kind of headquarters, even if it's just the local tavern (an establishment according to the {@book Strongholds & Followers|SaF} rules), there's no physical structure to defend and nothing for an enemy to attack—and these things are important to the new rules in this book, as you will see.", + { + "type": "entries", + "name": "Choosing an Organization Type", + "page": 12, + "entries": [ + "Eight different types of organizations for player character domains are presented in this book, and each of those has three specializations. Two of those organizations—the noble court and the adventuring party—are good for existing campaigns in which the players don't want to make new characters to use these rules, or for campaigns with a wide range of character types. The rest are themed more narrowly, and are best for new characters built around a specific organization type—and for parties where characters are focused on similar or even the same classes. (See {@b Granting Titles} below for more information.)", + "That said, even the most strongly themed organizations don't make any assumptions about what classes officers can or should be. With only a few exceptions, none of the domain powers that officers can take make reference to class features. Any group of characters could decide to be a thieves' guild or a knightly order. After all, every criminal enterprise needs wizards and clerics, and you don't have to be a heavily armored and chivalrous paladin to follow a knight's creed." + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/AYBHLdv.jpg" + } + }, + { + "type": "entries", + "name": "Development Points", + "page": 13, + "entries": [ + "Each organization is set up with a {@b party sheet} that defines the organization's starting skills, its defenses, its domain powers, and its domain features. The sheet even has a place for the characters' pool of power dice.", + "When characters found an organization, they begin with {@b 8 development points}, which are available to spend on skills and defenses. The players take turns passing the party sheet around, with each player spending 1 point and checking off the appropriate blank box on the party sheet (see below) until all points have been spent.", + "Players can make choices for spending development points as a group, or each player can do what they like individually. The GM can also weigh in if necessary, depending on the circumstances of the campaign. For example, in a campaign where one character has inherited a barony from their parent and the other characters are the new baron's lieutenants, it might make sense for the new baron's player to spend most of the organization's initial development points. (That's less fun, though!)", + "Every time a domain levels up, the officers gain an additional 8 development points to spend on improving their organization. The players once more pass the sheet around, with each player spending 1 point until all points are spent.", + "Each development point spent lets a player mark off a box on the party sheet, moving to the right. When a box is marked off, the box on its right is marked off next. When a box with a value in it is marked off, the organization's skills or defenses become that number. For example, if an organization has +2 marked off in Diplomacy and the players mark off the next two boxes to reach +3, the organization's Diplomacy modifier increases to +3. If Resolve starts at 10 and the players mark off the next six boxes, the organization's Resolve increases to 15.", + "Each organization starts with its skills and defenses at specific values, representing what the organization is naturally good at based on its type. (See the Heroic Organizations section on page 31 for details.) Mark off the boxes with the starting values and all the boxes to the left of those boxes. Then players spending development points continue marking off boxes to the right.", + "Any time an effect changes a domain's skills or defenses, the effect always refers to the modifier, not the number of boxes. If a domain specialization grants an organization a +1 to Diplomacy, that means the domain's Diplomacy modifier increases by 1. Only development points are applied one box at a time." + ] + }, + { + "type": "entries", + "name": "Raising an Army", + "page": 13, + "entries": [ + "As a setup for using the warfare rules, when the characters found an organization, the players immediately muster four Tier I units of their choice to start up their army, from any ancestry the GM agrees the organization has access to. Each unit must be controlled by an officer of the organization, and each officer can command a number of units equal to their proficiency bonus. (The {@book Warfare|KaW|3} chapter has more information on all these things.)", + "During intrigue, players can muster more units for their organization's army. Rules for this are covered under the {@b Operations} domain skill in this chapter (page 23) and {@b Building an Army} in the {@book Warfare|KaW|3} chapter (page 100).", + "An army obeys the commands of an organization's officers, and can be deployed outside of intrigue or warfare for narrative purposes. As a rule, an army can perform any activity that an organization's officers could perform but which the characters are too high a level to bother with, from escorting a diplomat to quelling an uprising of cultists.", + "The Operations domain skill can be used to resolve tasks an army performs outside of battle." + ] + }, + { + "type": "entries", + "name": "Granting Titles", + "page": 14, + "entries": [ + "Each organization grants its officers access to five titles that are distinct to each type of organization. Each character claims a different title within an organization, with that title granting new features and proficiencies. A character can have more than one title, but they can benefit from only one at a time, switching titles during a long rest. If a party includes more than five player characters, the GM can allow specific titles in an organization to be duplicated or allow a character to take a title from a different type of organization.", + "Most organizations' titles are designed to support playing an organization whose officers are all of the same class, by giving those officers a wider range of features. For example, in a normal game, a party consisting of all rogues will deal formidable damage and be very stealthy indeed! At the same time, though, the lack of a tank and a healer makes such a group more fragile and less versatile than a typical group of adventurers. But in a thieves' guild organization whose officers are all rogues, titles help shore up these deficiencies.", + "As an optional rule, the GM might consider allowing titles only when the players create a single-class party. This isn't a strict requirement, but players and GMs should all be aware that some titles might become overpowered if stacked with similar benefits from class features or feats." + ] + } + ] + }, + { + "type": "entries", + "name": "Organizations and Warfare", + "page": 14, + "entries": [ + "This book is built around the iconic idea of the heroes fighting an adventure's villain in one or more epic bouts of combat, while outside the characters' or the villain's sanctum, a battle rages between the armies controlled by both sides. If the characters run an arcane order or a druid circle, their army might be composed of elementals or treants. A thieves' guild might hire mercenaries or field units of elite scouts, harriers, and sappers. But regardless of which organization the players choose, {@b the rules assume they have an army}. The battle that rages alongside the combat has a mechanical impact on the characters. When the army of one domain or the other wins a battle, the officers of the victorious domain gain a morale surge that offers a one-time benefit in combat.", + "For some players, this idea fits the fantasy concept just fine. But for others, the idea of their characters' thieves' guild or arcane order fielding an army might seem strange, and out of line with their ambitions or style of play, or the way they imagine their organization. If this is ever the case, the players and the GM should feel free to ignore the warfare system in this book altogether. You can still use the intrigue system, and these rules will still work and be fun. Or you might try ignoring both warfare and intrigue to just use an organization's skills and powers! The power dice mechanic works well on its own, and will be fun even if the characters never raise an army.", + "Even so, the GM is encouraged to describe the villain's realm as still having an army! But those forces will just be off doing something terrible in grand cinematic fashion (and possibly creating the reason the heroes need to stop the villain in the first place). Some sort of final combat still happens, with the heroes fighting the Scion of Orcus or Lord Saxton or what have you. But the villain's armies are busy wreaking havoc elsewhere." + ] + }, + { + "type": "entries", + "name": "Before Intrigue", + "page": 14, + "entries": [ + "Domain-level play works the same way the skirmish-level game works. Just as each character has skills they can use outside of and during combat, an organization has skills it can use before and during intrigue. In the same way that characters decide to draw steel and initiate combat, an organization can decide to deploy its agents and begin intrigue. Likewise, the GM can decide, \"You've pushed this NPC far enough! It's time for intrigue!\" Or, \"This villainous realm has decided the party is an active threat, and they initiate intrigue!\"", + "In any event, the GM determines when intrigue begins, regardless of which side initiates it.", + "Before intrigue begins, the characters' organization can probe and test their enemy, but {@b they can't use their skills directly against a villainous realm}. That kind of action is what begins intrigue. This is a fine line, and it's up to the GM to adjudicate it. But in general, if the characters can make use of their organization's skills to deal with everyday people (for example, learning something about a villainous realm by making general inquiries using Diplomacy) or known information (for example, researching a villain's history using Lore), then those activities can remain part of the regular game. (See below for more information on these domain skills and their use.)", + "A Diplomacy test made against one of Lord Saxton's allies might provide some idea what kind of army he's preparing without starting intrigue. But an Espionage test to spy on Lord Saxton would initiate intrigue. Likewise, a Lore test to learn what Lord Saxton can do in combat might be allowable outside of intrigue if the GM decides Lord Saxton has shown off his combat skills often enough that there are people outside his domain who know that information. But any domain skill that requires targeting a villainous realm (including its agents, libraries, and lands) should start intrigue." + ] + }, + { + "type": "entries", + "name": "Domain Skill Tests", + "page": 15, + "entries": [ + "A domain skill test works exactly like a character or creature making an ability check. A d20 is rolled, modifiers are added, and the total is compared to the test's Difficulty Class, determined by the GM. If the total is equal to or higher than the DC, the test succeeds. Tests can likewise be made with advantage and disadvantage, just like ability checks. The rules use the word test instead of check to help differentiate domain skills from the abilities and skills used by the characters.", + { + "type": "entries", + "name": "Using Domain Skills Outside of Intrigue", + "page": 15, + "entries": [ + "Players don't have to wait until intrigue begins to use the skills of their characters' domain. A domain and its agents are always standing by, waiting for orders. For example, a Diplomacy test—along with some good roleplaying and effort on the characters' part—could change the attitude of a clan of elves toward an organization, so that once intrigue begins, the DC to convince the elves to aid the organization is lower.", + "Outside of their place in intrigue, there are no hard and fast rules describing how domain skills can be used. Players can suggest ideas, and if the GM agrees that an idea makes sense, they can try it! The goal with skills outside of intrigue is to keep the rules purposefully broad, so each table can develop their own standards.", + "How long it takes to resolve a domain skill test outside of intrigue is also up to the GM. A good rule of thumb is one domain skill test per week, but this is entirely dependent on the timeframe of the game and the campaign. If you don't track the passage of time closely in your game, it might be easier to tie domain skill tests to major narrative events, such as the awarding of XP to characters, the end of a session, or even the end of a major encounter. (See {@book Time and Domain Turns|KaW|2|Time and Domain Turns|0} below for more guidance in this area.)", + "Regardless of how the GM rules, characters use their domain's skills by giving orders to the organization's followers and waiting, sometimes for days or even weeks of campaign time. During that time, those followers work to carry out those orders. Making an Espionage test to determine what military units a villainous realm has mustered can take an enormous amount of effort to pull off, including long days spent in research and networking." + ] + } + ] + }, + { + "type": "entries", + "name": "Running Intrigue", + "page": 16, + "entries": [ + "A villainous realm is defeated only when its leader is defeated in combat, whether that means death, or surrender, or stranding them in another part of the multiverse. The defeated realm's agents and followers might organize under a different leader later, but that will be a different domain with its own stats and features.", + "Before the final showdown between the characters (in their roles of officers of their domain organization) and the officers of the villain's realm, the characters' organization conducts an intrigue against that realm. During intrigue, the players can use their organization's skills to put their army together, or sabotage certain elements of the opposed domain's power structure to impose penalties on its skills or defenses. At the same time, agents of the villainous realm are making their own attempts to weaken the characters' organization.", + "Much like deciding when to call for initiative rolls in combat, the GM decides when intrigue starts. This usually happens once the heroes encounter one or more agents of the villainous realm, or the effects of those agents' villainy. This might occur at a different point in each adventure, but once the characters have direct evidence of the existence and operation of a villainous realm, intrigue can begin.", + "As a rule, the heroes' organization can't research or confront a villainous realm they don't know about, or which is beyond the reach of their influence. The characters can't use their friendly neighborhood thieves' guild to sabotage another domain on the other side of the planet.", + "An intrigue is focused on one boss villain. A short adventure with only one main villain will likely have only one intrigue, which begins as soon as the heroes encounter the agents of that villain (and recognize them for what they are) or the results of their villainy. For complex campaigns in which the characters will face off against increasingly powerful sub-bosses before getting to the main boss, it's a good rule of thumb to plan for additional intrigues—perhaps even one per sub-boss. Each sub-boss fight can mark the end of a chapter or act, and will have its own intrigue leading up to it. As such, each sub-boss should be treated as the leader of their own villainous realm, in service to the end-boss's realm." + ] + }, + { + "type": "entries", + "name": "Domain Turns and Actions", + "page": 16, + "entries": [ + "During an intrigue, each {@b domain can act a number of times equal to 4 + the domain's size}. Each time a domain acts during an intrigue is called a domain turn. This is true for the heroes' organization as well as the villain's realm.", + { + "type": "entries", + "name": "Choosing Actions", + "page": 16, + "entries": [ + "During a domain turn, the characters' organization and the villainous realm act at the same time. The GM chooses a domain action for the villainous realm and keeps it secret. Then the characters choose a domain action for their organization. After the players declare the organization's domain action, the GM reveals the action of the villainous realm. Once actions are declared, the players roll any necessary skill tests for their characters' organization's domain action while the GM does the same for the villainous realm. Then the players share the results of their organization's actions followed by the GM sharing the villainous realm's results." + ] + }, + { + "type": "entries", + "name": "Who Knows What?", + "page": 17, + "entries": [ + "Spies from both domains monitor each other, so almost all actions a domain takes and the results of those actions are public knowledge. The exception is mustering units and using domain skills to improve a domain's stats (its domain skills and defenses). Enemies know when units are mustered or when a domain's stats are improved, but knowing which units a domain has or what the domain's current stats are requires a successful Espionage test. See {@b Domain Skills} on page 18 for more information." + ] + }, + { + "type": "entries", + "name": "Taking Domain Turns", + "page": 17, + "entries": [ + "Sometimes one domain in an intrigue has a greater domain size and can take more turns than the other. If the larger domain initiated the intrigue, those extra domain turns are taken at the start of the intrigue before the other domain can act. If the larger domain didn't initiate the intrigue, the extra domain turns are taken at the end of intrigue, after the other domain can no longer act.", + { + "type": "entries", + "name": "Domain Features", + "page": 17, + "entries": [ + "When a domain takes a turn, one of its player character or NPC officers runs the domain turn, directing the domain to make use of its domain features, or to use domain skills as a domain action. Many features also involve the use of domain skills. When using a domain skill, if the officer is proficient with any of the domain skill's associated character skills, they can add their proficiency bonus to the skill test roll. However, this can be done only once per officer per intrigue.", + "There are three domain action types: domain action, domain bonus action, and domain reaction. An officer can make one domain bonus action in addition to a domain action during a domain turn. Each officer can take only one domain reaction during an intrigue. Any domain reactions that an officer can make have specific triggers noted in their descriptions.", + "Because domain features are used during intrigue, many of them relate directly to the warfare rules as they set up battles featuring the army of the characters' domain. The {@book Warfare|KaW|3} chapter (page 92) has more information on the rules and terminology referenced in those domain features." + ] + }, + { + "type": "entries", + "name": "Whose Turn Is It?", + "page": 17, + "entries": [ + "There is no limit to the number of rolls an officer can make during intrigue—only on the number of domain turns each domain can take. Each officer issues orders to the domain's agents and followers, which can easily require multiple domain turns. However, because only one of that officer's skill tests can gain the officer's proficiency bonus during an intrigue, it's best to have different characters and NPCs take domain turns. The more one character must spread their attention between different activities, the less effective their leadership." + ] + }, + { + "type": "entries", + "name": "Time and Domain Turns", + "page": 17, + "entries": [ + "As noted above, the GM decides how often domains can take domain turns during regular adventuring. Intrigue begins when one domain threatens another; continues through periods of campaigning, battles, or both; and lasts until a final confrontation when the characters, the villains, and their armies face off for the last time. During the intrigue, an entire adventure might play out, featuring several encounters and multiple days or weeks of game time. One intrigue might last just a short period of time while another lasts a month or more, simply because of the different scope of the adventure.", + "The GM should feel free to use any of the following options when deciding when and how often to call for new domain turns:", + { + "type": "list", + "items": [ + "One domain turn per week.", + "One domain turn per day.", + "One domain turn after each combat encounter.", + "One domain turn per short rest, as the officers dash off orders to their agents.", + "Two domain turns every time experience is awarded." + ] + }, + "The GM should also feel free to change these milestones on a per-adventure basis depending on how much time is passing. Or even to change them within an adventure to represent the changing pace of action! This might mean calling for two domain turns per day at the start, and then calling for a domain turn after every encounter as the end of intrigue gets closer. The final domain turn usually occurs just before the climactic confrontation begins!", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/iANndu2.jpg" + } + }, + "Ultimately, there's no wrong way to do this, and the GM should feel free to adapt how and when they call for domain turns to suit the adventure they're running and the ways in which they track time in their game." + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Domain Skills", + "page": 18, + "entries": [ + "Each domain has four skills: Diplomacy, Espionage, Lore, and Operations. These skills define how an organization or realm interacts with the world and with other domains. Skills can be used before and during intrigue. During intrigue, making a domain skill test is a domain action.", + "Each domain skill represents an entire department inside a domain, including followers and retainers who are experts in their fields. Those NPCs can mount operations on their own with just the direction of a domain's officers, with those operations not requiring any direct involvement of the heroes or the villain. As such, not only do domain skills allow a domain to do things while the characters are adventuring, they allow the domain to do things outside the scope of adventuring, from research to sabotage to negotiation.", + "Players are encouraged to be creative with their domain's skills, the same way players can improvise how they use a character's abilities and skills. Don't worry about \"doing it right.\" Each group will develop their own standards for which skills are best and what the appropriate defense or DC is, in much the same way each table develops its own sense of when Dexterity (Acrobatics) is preferable to Strength (Athletics).", + "During intrigue, each skill can be used to improve a domain's defense levels or to target the opposed domain and reduce its defense levels. But it's up to the players and the GM to imagine how this plays out, by translating skill tests and their effects into game terms.", + { + "type": "entries", + "name": "Adjusting Defense Levels", + "page": 19, + "entries": [ + "Once intrigue begins, each domain involved in the intrigue prepares for some sort of final confrontation between their officers—the player character heroes versus the GM's villain and their lieutenants. Each side can use domain actions to make use of their domain skills, with the goal of either improving a domain's defense levels, or of targeting the opposed side's defenses to make them less prepared for the warfare battles that take place during intrigue.", + { + "type": "entries", + "name": "Improving a Domain's Defenses", + "page": 19, + "entries": [ + "Each domain has three defenses—{@b Communications}, {@b Resolve}, and {@b Resources}—each of which is rated at a level from 3 to −3 (as described in detail under {@book Domain Defenses|KaW|2|Domain Defenses} on page 24). {@b The DC to improve one of a domain's defense levels is 13 + the defense's current level.} So a domain skill test to take its Resolve level from normal (level 0) to loyal (level 1) has a DC of 13. Improving Resolve level from loyal (level 1) to fanatic (level 2) is a DC 14 check, and going from revolt (level −3) to rebellious (level −2) is DC 10. The level of any defense cannot be increased above 3.", + "When the players want to affect one of their organization's defense levels using a domain skill, an acting officer chooses the intended defense level, a skill, and sets out how that skill is to be used. For example, Anna (playing a character named Judge) wants to raise the Communications level of her group's mercenary company, the Chain of Acheron, using that organization's Espionage domain skill. She tells the GM: \"I want to require all our agents to use only verbal communications, nothing written down, and to use our secret battle language.\"", + "This is a great idea—but it's not necessarily easy to implement. The Chain of Acheron has a lot of soldiers, agents, and allies in the city, so there's no guarantee that these orders will work well enough to make a difference. To make the domain skill test, Anna rolls a d20 and adds the Espionage bonus for Acheron's Chain. She also adds Judge's proficiency bonus, since Judge is proficient in Investigation and has not already used their bonus during this intrigue. (See the domain skill descriptions below for more information on associated character skills.)", + "The Chain of Acheron's Communications defense is currently secure (level 1), which sets the check as DC 14. If Anna succeeds, the domain's Communications goes up one level. If she rolls badly, Communications remains secure but does not improve, with the GM likely interpreting this as meaning Judge's plans were too ambitious.", + "A defense level can normally be improved only by one level by making a domain skill test as a domain action. However, if a player rolls a 20 on the test, this represents an unexpectedly successful result that improves the defense by two levels.", + "Villainous realms can increase their defense levels the same way, with the GM making the decision as to which officer, skill, and specific approach are involved." + ] + }, + { + "type": "entries", + "name": "Lowering a Domain's Defenses", + "page": 19, + "entries": [ + "In the same manner, the players can target a villainous realm in the hopes of lowering that domain's defense levels. An acting officer picks a skill and one of the opposed domain's defenses, then describes how they intend to use that skill to compromise the defense. If the scenario makes sense to the GM, the officer rolls a d20, adds the domain skill's modifier, adds their proficiency bonus if applicable, and compares the result with the enemy realm's defense score. If the result is equal to or greater than the chosen defense's score, that defense is lowered one level. If the player rolls a 20 on the check, the chosen defense is lowered two levels. The level of any defense cannot be decreased below −3.", + "Villainous realms can target the defenses of the heroes' organization in the same way, with the GM making the decision as to which officer, skill, and specific approach are involved." + ] + } + ] + }, + { + "type": "entries", + "name": "Other Uses for Domain Skills", + "page": 19, + "entries": [ + "The only limit to what benefits characters can earn through the use of their domain skills is the players' imaginations and the GM's sense of what's fair and reasonable. Each skill gives some ideas of what can be done with it, and a GM should refer to the DCs noted in the core rules when trying to set difficulties for an optimal balance between what's realistic and what's dramatic." ] + }, + { + "type": "entries", + "name": "Diplomacy", + "page": 20, + "entries": [ + "{@i Associated Character Skills: Insight, Persuasion}", + "The Diplomacy domain skill represents a domain's ability to get what it wants without resorting to war or espionage. It's primarily used to make alliances with other domains. An alliance is not a mechanical notion, but is just an agreement between two domains. The terms of the agreement are up to the officers of each domain, but usually an alliance means that two domains each agree to help the other in times of conflict.", + "Some alliances are purely defensive. \"We agree to go to war against an enemy who attacks either of us.\" More rarely, alliances can be offensive. \"Lord Saxton must be stopped! Will you help us?\" Offensive alliances are more difficult to establish, though, and another domain might require great assurances before entering into one. \"We might attack Lord Saxton if things are as you say. But what proof can you offer that Saxton is a villain?\"", + { + "type": "entries", + "name": "Gaining Special Units", + "page": 20, + "entries": [ + "As a domain action, a domain can make a Diplomacy test to petition an NPC realm for military aid for an upcoming battle. The DC depends on the attitude of the NPC realm, as noted on the following table.", + { + "type": "table", + "colLabels": [ + "Attitude", + "Diplomacy DC", + "" + ], + "colStyles": [ + "col-1 text-left", + "col-2 text-center", + "col-9 text-left" + ], + "rows": [ + [ + "Hostile", + "18", + "" + ], + [ + "Suspicious", + "15", + "" + ], + [ + "Neutral", + "13", + "" + ], + [ + "Friendly", + "10", + "" + ], + [ + "Allied", + "8", + "" + ] + ] + }, + "This Diplomacy test can be used more than once per intrigue, but each NPC realm can only grant one unit per intrigue.", + "Each NPC realm has a special unit that another domain can gain as a result of an alliance. This is the same special unit the domain can muster using a domain action, as noted in its description. For example, a successful Diplomacy test made by the characters' organization to seek aid from a giant jarldom NPC realm gets the organization a Pet Roc special unit to command in an upcoming battle. Each NPC realm has only one special unit to provide, so characters had better recruit them before their enemies do! A special unit gained through an alliance with an NPC realm returns to the NPC realm after the battle in which it is used." + ] + }, + { + "type": "entries", + "name": "Allies and Enemies", + "page": 20, + "entries": [ + "A hostile NPC realm is not the same thing as a villainous realm. A villainous realm is actively trying to destroy the heroes' organization, whereas a hostile realm is merely one with a tradition of enmity toward the heroes' domain or other domains like it. A local druid circle might have a troubled history with a noble court that rules the land near their forest, creating potential problems for the different noble court run by the characters even if the characters have never interacted with the druids before.", + "At the GM's discretion, a realm that is allied with the characters' organization can send units to aid the organization in battle even without a Diplomacy test. But sometimes allies are busy or occupied with other conflicts, in which case the GM will ask for a test to be made.", + "Diplomacy can also be used to convince an NPC realm currently allied with an enemy to sit a battle out, or to convince a neutral realm to lend aid beyond units. Such aid might include a powerful lieutenant, or information that would benefit the domain requesting assistance.", + "If a domain fails a Diplomacy test to influence or gain allies from an NPC realm, the domain can make a new Diplomacy test to achieve the same goal on a new domain turn. However, if a Diplomacy test fails by 5 or more, the NPC realm's attitude toward the Domain moves one step toward hostile." + ] + } + ] + }, + { + "type": "entries", + "name": "Espionage", + "page": 20, + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/tcxG4gQ.jpg" + } + }, + "{@i Associated Character Skills: Investigation, Stealth}", + "Espionage allows a domain to learn the secrets of other domains, including their plans, their current activities, and who they are allied with. Successful Espionage tests often decrease the level of an opposing domain's Communications defense, reflecting how successful attempts at destabilizing the opposed domain have been.", + "Espionage can be used to learn the makeup of an opposed domain's units and the disposition of its allies in advance of a battle. The DC is usually set by targeting one of the opposed domain's defenses, but the GM can also set a DC arbitrarily (as per the guidelines for setting difficulty in the core rules). Espionage does not reveal the nature of specific magic in use by an opposed domain, but it might reveal that an opposed domain has some magical resources or secrets, which a successful Lore test can then ferret out.", + "When an opposed domain makes a skill test to muster units or raise its defenses, the GM doesn't automatically reveal the specifics of a successful result. The characters learn that the opposed domain mustered units, but not how many units or what kind. Likewise, the specifics of which defense was raised and by how much remain a mystery. If the characters want to know these things, they need to make a successful Espionage test as a domain action, typically against the opposed domain's Communications. On a success, the players can choose to know one of the following pieces of information:", + { + "type": "list", + "items": [ + "The target domain's current defense scores", + "The target domain's current defense levels", + "The target domain's skill bonuses", + "The target domain's current units", + "Another statistic or piece of information, at the GM's discretion" + ] + }, + "Knowing the kinds of units an opposed domain has mustered helps a domain plan its own army. For example, if a villainous realm is building aerial units, the characters' organization will want some aerial units or artillery of their own to take them on. Likewise, if an opposed domain keeps boosting its Resources defense levels, the characters might decide to try to lower that defense and undo some of that progress!", + "If a domain feature requires a domain to know a secret piece of information to work properly, then the domain learns the information when they successfully use the feature. A separate Espionage test is not necessary. For example, a fey court domain can duplicate an opposed domain's highest-tier unit with the Your Own Worst Enemy feature. When the court succeeds on the Lore test to use the feature, they automatically learn what the target domain's highest-tier unit is." + ] + }, + { + "type": "entries", + "name": "Lore", + "page": 22, + "entries": [ + "{@i Associated Character Skills: Arcana, History, Religion}", + "Lore represents a domain's ability to research both magical and historical knowledge. This is a broad and wide-ranging skill, which can be used outside of intrigue to unlock arcane discoveries, dig up the details of forgotten history, discover the existence of lost spells, or reveal the answers to ancient mysteries. The only limit on what a Lore check can accomplish is what the GM rules is reasonable.", + "As a rule, the Lore domain skill should not be used as a substitute for adventuring. But at the GM's discretion, it can be used to supplement the normal adventures of a domain's player character officers. For example, a team of NPC agents might be sent out to recover the legendary headpiece for the Staff of Ra, even as the characters quest after the location of the map room in the hidden Well of Souls. In general, if it would be easy but time-consuming for a domain's officers to acquire important knowledge or rare antiquities, then the Lore domain skill can be used to delegate that task. But if doing so is merely difficult, then the officers should undertake that task themselves.", + "Lore can be used to learn an opposed domain's secrets when those secrets are explicitly magical, such as the nature of supernatural attacks or defenses, or the presence of any famous magic items or artifacts in a domain's arsenal. Likewise, the presence and features of extraordinary units in a domain's army is something a Lore test can ferret out.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/cbMxAnC.jpg" + } + } + ] + }, + { + "type": "entries", + "name": "Operations", + "page": 23, + "entries": [ + "{@i Associated Character Skills: Athletics, Insight}", + "Operations represents a domain's ability to muster new units, as well as to perform many of the basic functions of maintaining a domain. This is intended to be a catchall domain skill for any activity the players or GM might think of that doesn't easily fit into another skill.", + { + "type": "entries", + "name": "Building Fortifications", + "page": 23, + "entries": [ + "Heroic organizations and NPC realms can acquire strongholds and other fortifications during the course of a campaign in any number of ways. The characters might seize enemy fortifications after a successful battle (or have their own fortifications seized by a villainous realm), claim fortifications as a reward for adventuring, or find some other means of acquiring an existing fortified site.", + "A domain can also build specific battle-ready fortifications (as discussed in {@b Fortifications} in the {@book Warfare|Kaw|3} chapter) in any space on a battlefield the domain controls. Doing so during intrigue requires a successful Operations test made as a domain action. A successful DC 11 test is required to build a stone fence, while a successful DC 13 test is required to build a tower. Multiple fences and towers can then be put together in different configurations to build castles, keeps, and other fortifications.", + "The GM decides the time scale it takes to build a fortification, but here are some typical guidelines:", + { + "type": "list", + "items": [ + "If the Operations test to build the fortification succeeds by 5 or more, the fortification is built at the end of the current domain turn, or after 1 week if the domain is not in intrigue.", + "If the Operations test succeeds by 4 or fewer, the fortification is built at the end of the next domain turn, or after 2 weeks if the domain is not engaged in intrigue.", + "If the Operations test fails by 4 or fewer, the domain's fortification is still constructed, but it takes 3 domain turns (or 3 weeks) to do so.", + "If the test fails by 5 or more, the fortification can't be built, and the players or the GM must wait for a new domain turn (or for 1 week to pass if not engaged in intrigue) before they can try again." + ] + } + ] + }, + { + "type": "entries", + "name": "Mustering Units", + "page": 23, + "entries": [ + "A domain's officer can use a domain action during intrigue to muster a new unit. The Operations skill covers this activity, though an Operations test is normally not required unless the GM feels there's a chance that the mustering might fail. This new unit belongs to the officer who mustered it. An officer can control a number of units equal to their proficiency bonus.", + "The units an officer musters can be from any ancestry the GM agrees that character has access to, and which conform to the rules for unit dependency. (See {@b Building an Army} on page 100 in the {@book Warfare|KaW|3} chapter for information on ancestries, unit dependency, and much more.)", + "Units mustered through alliances and Diplomacy tests are controlled by a character but not owned by that character. They return to their home NPC realm after the battle in which they are used." + ] + }, + { + "type": "entries", + "name": "Modifying Units", + "page": 23, + "entries": [ + "A domain can spend money to upgrade a unit's equipment from light to medium, medium to heavy, and so forth. This requires a domain action and is considered a use of the Operations skill, but normally no Operations check is required. A domain can upgrade as many units as are controlled by the officer using a domain action. Upgrades to a unit can be made to any level a domain can afford, from light to super-heavy.", + { + "type": "table", + "colLabels": [ + "Upgrade from...", + "Cost" + ], + "colStyles": [ + "col-2 text-left", + "col-10 text-left" + ], + "rows": [ + [ + "Light to medium", + "500 gp × the tier of the unit" + ], + [ + "Medium to heavy", + "1,000 gp × the tier of the unit" + ], + [ + "Heavy to super-heavy", + "2,000 gp × the tier of the unit" + ] + ] + }, + "A domain cannot upgrade a unit that was mustered through alliances and other Diplomacy checks. Likewise, levies cannot have their gear upgraded. Upgraded units retain their original tier." + ] + }, + { + "type": "entries", + "name": "Disbanding Units", + "page": 23, + "entries": [ + "Eventually, a domain will max out the number of units it controls, making it impossible to muster any new units. When this happens, a domain can disband any number of units to free up space in its army. This isn't an action, but is simply an order an officer can issue under the umbrella of the Operations skill. The domain does not regain any money spent on equipment upgrades for units that are disbanded." + ] + }, + { + "type": "entries", + "name": "Special Units", + "page": 24, + "entries": [ + "Every type of domain has an action it can use to summon a special unit consisting of rare and powerful creatures. These include such units as the Crew, a unique group of roguish heroes that an underworld syndicate organization can muster; the drake-mounted knights known as the Praetores Draconis, mustered by a draconic empire realm; and many more. See {@book Heroic Organizations|Kaw|2|Heroic Organizations} (page 31) and {@book NPC Realms|Kaw|2|NPC Realms} (page 65) later in this chapter for full details.", + "A domain can muster a special unit once per intrigue. If an attempt to muster a special unit fails, additional attempts can be made in the same intrigue until successful. When the battle in which a special unit is used ends, the unit leaves the control of the domain, heading off on important business, returning to its home plane, and so forth. A special unit can be mustered again during a new intrigue, responding when duty calls.", + "A domain can make use of other special units in addition to the unit it can muster, by making use of the Diplomacy domain skill (as discussed earlier in this chapter). By talking to the leaders of NPC realms, the players (and their enemies) can see if those realms are willing to lend their own special units for a battle." + ] + }, + { + "type": "entries", + "name": "Beyond Intrigue", + "page": 24, + "entries": [ + "The Operations domain skill covers many mundane activities outside of intrigue, including building roads or watchtowers, sending out a unit of scouts to explore the local wilderness, and so forth. Anything a domain might reasonably be able to do but which isn't covered by another domain skill can be accomplished using Operations." + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Domain Defenses", + "page": 24, + "entries": [ + "Every domain has three defenses, all of which can be targeted by an opposing domain: {@b Communications}, {@b Resolve}, and {@b Resources}. Defenses operate at one of seven levels, each of which has a name and a numerical rating from 3 to −3. A defense's level represents how robust and functional that defense is at any given moment. Each defense also has a numerical score used as the DC for the domain skill test of an opposed domain wanting to sabotage that defense.", + "At each level above normal (level 0), the level benefits for a defense are cumulative with the levels below. For example, if a domain's Communications levels are unbreakable (level 3), that domain gains all the bonuses for secure, coded, and unbreakable Communications. Similarly, at each level below normal (level 0), the level penalties for a defense are cumulative with the levels above.", + "At the beginning of intrigue, all of a domain's defenses start at level 0. The players and the GM can use domain actions during intrigue to raise the level of a domain's defenses or to lower the levels of an opposed domain's defenses (see {@book Adjusting Defense Levels|KaW|2|Adjusting Defense Levels} on page 19). The level of any defense cannot be increased above 3 or decreased below −3.", + "Once intrigue ends, and after any final battle between the characters' organization and the villainous realm is over, the defense levels of both domains slowly return to normal, moving one step closer to 0 each week.", + { + "type": "entries", + "name": "Communications", + "page": 24, + "entries": [ + "The Communications defense is a measure of how rapidly and accurately information is transmitted between a domain's officers and followers. Every domain, from a hard-as-nails mercenary company to a grove of peaceful druids, relies on its network of followers, retainers, and servants to accomplish its goals. And without effective communications, those goals can easily break down.", + "Communications directly affects an army's ability to coordinate its activities. When Communications is high, an army can efficiently maneuver into a better starting deployment—the arrangement of units under the warfare rules. (See the {@book Warfare|KaW|3} chapter for more information.) If Communications is poor or compromised, a domain's enemies know what its officers and agents are doing, and can interfere with deployment by sending false signals to the domain's units.", + { + "type": "table", + "caption": "Communications Levels", + "colLabels": [ + "Level", + "Effect" + ], + "colStyles": [ + "col-1 text-center", + "col-11 text-left" + ], + "rows": [ + [ + "3", + "Unbreakable" + ], + [ + "2", + "Coded" + ], + [ + "1", + "Secure" + ], + [ + "0", + "Normal" + ], + [ + "-1", + "Compromised" + ], + [ + "-2", + "Garbled" + ], + [ + "-3", + "Broken" + ] + ] + }, + "{@b Unbreakable (3).} At the end of the next deployment, this domain chooses any allied infantry or artillery unit on the battlefield, then moves that unit to any unoccupied space on the battlefield.", + "{@b Coded (2).} At the end of the next deployment, this domain chooses two allied units in any rank on the battlefield and swaps those units' locations.", + "{@b Secure (1).} At the end of the next deployment, this domain chooses an allied unit in any rank and moves that unit into any adjacent space.", + "{@b Normal (0).} No effect.", + "{@b Compromised (−1).} At the end of the next deployment, the opposed domain chooses one of this domain's units in any rank on the battlefield and moves it into any adjacent space.", + "{@b Garbled (−2).} At the end of the next deployment, the opposed domain chooses one of this domain's cavalry units, which is removed from battle and does not deploy until the end of the first round of battle.", + "{@b Broken (−3).} At the end of the next deployment, the opposed domain chooses two of this domain's infantry units, which are removed from battle and do not deploy until the end of the first round of battle." + ] + }, + { + "type": "entries", + "name": "Resolve", + "page": 25, + "entries": [ + "Resolve measures the commitment that the followers of a domain have to its cause, and depends on many factors—including how well those followers understand the domain's cause. A domain's followers and army, by default, share the philosophy of the domain's officers and leaders, whatever that philosophy is. For example, the followers of an arcane order domain value neutrality and knowledge, while the soldiers of a despotic regime domain revel in the glory and victories produced by their iron-fisted leaders.", + "A domain's Resolve has a direct effect on its officers. If everyone working for the domain is committed and engaged, it makes training easier and gives followers hope and confidence in victory. But the reverse is equally true. If everyone working for a domain is convinced of the domain's imminent failure, it makes training more exhausting and affects officer confidence. High Resolve means that a domain's officers are energized, coordinated, and convinced of victory, granting benefits to those officers in combat against the officers of an opposed domain. Poor resolve means that officers are distracted and tired, and their performance against foes from an opposed domain will suffer.", + { + "type": "table", + "caption": "Resolve Levels", + "colLabels": [ + "Level", + "Effect" + ], + "colStyles": [ + "col-1 text-center", + "col-11 text-left" + ], + "rows": [ + [ + "3", + "Zealous" + ], + [ + "2", + "Fanatic" + ], + [ + "1", + "Loyal" + ], + [ + "0", + "Normal" + ], + [ + "-1", + "Discontented" + ], + [ + "-2", + "Rebellious" + ], + [ + "-3", + "Revolt" + ] + ] + }, + "{@b Zealous (3).} During any combat against officers of an opposed domain, each of this domain's officers has advantage on attack rolls until the end of their first turn.", + "{@b Fanatic (2).} As a reaction when an enemy starts their turn during the first round of any combat against officers of an opposed domain, one of this domain's officers who has not yet acted can cast a spell or make a weapon attack.", + "{@b Loyal (1).} The speed of each of this domain's officers increases by 10 feet during the first round of any combat against officers of an opposed domain.", + "{@b Normal (0).} No effect.", + "{@b Discontented (−1).} The speed of each of this domain's officers decreases by 5 feet during the first round of any combat against officers of an opposed domain.", + "{@b Rebellious (−2).} During any combat against officers of an opposed domain, the first saving throw made by one of this domain's officers against a spell or effect directed by an enemy has disadvantage.", + "{@b Revolt (−3).} The first attack roll made by each of this domain's officers during any combat against officers of an opposed domain has disadvantage." + ] + }, + { + "type": "entries", + "name": "Resources", + "page": 26, + "entries": [ + "The wealth of a domain is measured as Resources, though this defense represents more than just money. Resources includes whatever a domain values and collects, whether gold, knowledge, secrets, or things more esoteric. When a domain's Resources is high, it directly affects the gear of that domain's units, granting them improved power or damage. Poor Resources affects morale. Troops that haven't been fed or whose armor and weapons are in dire need of repair become agitated.", + { + "type": "table", + "caption": "Resolve Levels", + "colLabels": [ + "Level", + "Effect" + ], + "colStyles": [ + "col-1 text-center", + "col-11 text-left" + ], + "rows": [ + [ + "3", + "Booming" + ], + [ + "2", + "Abundant" + ], + [ + "1", + "Surplus" + ], + [ + "0", + "Normal" + ], + [ + "-1", + "Low" + ], + [ + "-2", + "Poor" + ], + [ + "-3", + "Bankrupt" + ] + ] + }, + "{@b Booming (3).} During the first round of battle, each of this domain's artillery units that inflicts casualties inflicts 1 extra casualty.", + "{@b Abundant (2).} Each of this domain's cavalry units has advantage on Power tests until the end of the first round of battle.", + "{@b Surplus (1).} Each of this domain's infantry units has advantage on Power tests until the end of the first round of battle.", + "{@b Normal (0).} No effect.", + "{@b Low (−1).} Each of this domain's artillery units has disadvantage on Morale and Command tests until the end of the first round of battle.", + "{@b Poor (−2).} Each of this domain's cavalry and aerial units has disadvantage on Morale and Command tests until the end of the first round of battle.", + "{@b Bankrupt (−3).} Each of the domain's infantry units has disadvantage on Morale and Command tests until the end of the first round of battle." + ] + } + ] + }, + { + "type": "entries", + "name": "Domain Size", + "page": 26, + "entries": [ + "Size determines how far a domain's power extends, and the size of the power die used by the domain's officers. Size is a relative measure of the reach and influence of a domain, though not an absolute measure of an area of land the domain controls. In one GM's campaign, where the map covers a whole region hundreds of miles across, a size 3 domain might extend its influence for 60 miles out from its stronghold. In another campaign that takes place entirely in one district in a large city, a size 3 domain might cover only a few blocks.", + "An organization starts at size 1 if the characters are its founders (but might start at a larger size if the GM has the characters take over an established organization). {@b Every time the characters' organization defeats another domain, the organization's domain size increases by 1}. The size of the organization's power die likewise increases, and the organization gains more development points to spend on the party sheet, as shown on the Domain Size table. (See {@book Development Points|KaW|2|Development Points} earlier in this chapter for more information.)", + "A domain cannot have a size greater than 5. However, at the GM's discretion, an organization of domain size 5 can still continue to gain new development points by defeating villainous realms.", + "Villainous realms are not built the same way the characters' organization is. The size of a villainous realm is thus determined by the GM. (See {@book Building a Villainous Realm|KaW|2|Building a Villainous Realm} on page 28 for full information.)", + { + "type": "table", + "caption": "Domain Size", + "colLabels": [ + "Domain Size", + "Power Die", + "Development Points", + "" + ], + "colStyles": [ + "col-1 text-center", + "col-1 text-center", + "col-2 text-center", + "col-8 text-left" + ], + "intro": [ + "Optional intro entries." + ], + "rows": [ + [ + "1", + "d4", + "8 (starting points)", + "" + ], + [ + "2", + "d6", + "+8", + "" + ], + [ + "3", + "d8", + "+8", + "" + ], + [ + "4", + "d10", + "+8", + "" + ], + [ + "5", + "d12", + "+8", + "" + ] + ] + } + ] + }, + { + "type": "entries", + "name": "Domain Powers", + "page": 27, + "entries": [ + "Domain powers represent the new features that a domain's officers earn as a result of the research and training they do with their agents. The officers of a thieves' guild work and train with their bravos and apprentice thieves, and as a result, become better at what they themselves do. Likewise, the stewards of a druid circle spend time between adventures studying, tending to nature, and training their acolytes, and so gain greater insight into the summoning of nature spirits.", + "Each type of domain—both heroic organizations and NPC realms—grants a number of unique domain powers, whose mechanics are broken out in the domain type's description. But all domain powers rely on the use of a shared resource—a pool of power dice.", + { + "type": "entries", + "name": "Power Dice", + "page": 27, + "entries": [ + "Each officer in a domain—player characters and the villain and lieutenants of an opposed domain alike— gets one power die, with the die type determined by the domain's size (see above). Any officer can choose to roll their power die immediately after they roll initiative at the start of any combat (no action required). Once a power die is rolled, it cannot be rolled again until the officer who rolled it finishes an extended rest. (An extended rest is defined in {@book Strongholds & Followers|SaF} as 1 week of study and training spent at the stronghold of the officer's domain. The GM might use this as a guideline, or set some other parameters for what an extended rest means in the campaign.)", + "Each domain power allows the officers in the player characters' organization to use some or all of the dice in their shared pool to produce crazy new effects in combat. At the same time, the officers of a villainous realm will use their own domain powers and power dice to fuel their domain's push for victory over the characters.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/PBkX8QB.jpg" + } + }, + "Any power dice that aren't used are removed from a domain's pool at the end of the combat in which they were rolled.", + "For example, Anna, Lars, Grace, and Tom are playing the officers in a thieves' guild (one of the options for an {@b underworld syndicate organization}; see page 61). They're just starting out, so each of their characters has a d4 power die. In a fight against a local enemy thieves' guild (an NPC realm) known as the Clock, Lars waits until initiative is determined, and decides to roll his power die, getting a 3. He adds this to the empty pool on the party sheet.", + "Following suit, the other officers, including officers of the Clock, all decide to roll their power dice. Anna rolls a 4, Tom a 1, and Grace another 4, all of which are added to their pool. The heroes' pool now has four dice in it: a 1, a 3, and two 4s. Whichever hero acts first can take any or all of those dice out of the pool, depending on which domain power they intend to use.", + "Rolling power dice together in the same combat provides a potential benefit by increasing the number of dice in the pool, and increased chances of high rolls. But some players might want to not roll their power dice, so as to save them for another upcoming combat. Likewise, the GM might decide to not roll power dice even when the players are, if they think their villainous officers will face the characters again before everyone has time to take an extended rest.", + { + "type": "entries", + "name": "Decrementing", + "page": 28, + "entries": [ + "When a player or GM activates a domain power, the rules for that power sometimes instruct them to decrement the power die, usually at the end of each turn of the character who used the power. Decrementing the power die means to decrease the number on the die by 1. When a power die showing a 1 is decremented, the die is spent and the power activated with that die is no longer in effect.", + "If a domain power that calls for decrementing a power die has been used and is currently active on an officer, that power cannot be activated again for the same officer until the power die being decremented is spent." + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Villainous and NPC Realms", + "page": 28, + "entries": [ + "The player characters' enemies also run their own domains, known as villainous realms. A villainous realm is run by a {@b leader}, whose chief agents are known as {@b lieutenants}. Leaders and lieutenants are the domain's officers, and are referred to specifically by certain domain features.", + { + "type": "entries", + "name": "Building a Villainous Realm", + "page": 28, + "entries": [ + "The GM builds villainous realms in much the same way the players build the characters' organization. However, the process for the GM has more options, and allows for the creation of a domain that is larger than the size 1 domain the characters must start with. GMs can establish realms at the start of the campaign or at any point within it, and NPC and villainous realms can rise, fall, and evolve as the GM sees fit.", + "A GM builds a villainous realm using the following process:", + { + "type": "list", + "items": [ + "The GM picks a domain type from the {@book NPC Realms|KaW|2|NPC Realms} section, or a domain and a specialization from the domain types presented in the {@book Heroic Organizations|KaW|2|Heroic Organizations} section (both of which follow later in this chapter). This allows for the creation of nefarious holy churches, druid circles, and mercenary companies, in addition to the traditionally antagonistic realms of despotic regimes, fey courts, and others.", + "The GM chooses the domain size of the villainous realm. In most cases, it's best to set the realm's size within 1 of the size of the characters' organization by the time both sides get into an intrigue.", + "The GM spends development points improving the villainous realm's skills and defenses. The GM has a number of points to spend equal to 8 × the villainous realm's domain size.", + "The GM picks stat blocks for the villainous realm's leader and lieutenants, and gives one of the domain's titles to the leader. (If the domain has been chosen from the {@book NPC Realms|KaW|2|NPC Realms} section, it has only one title.) The lieutenants of the realm do not get titles (because the GM already has enough to worry about), but all officers might have access to the realm's domain powers and domain features.", + "The GM picks a stronghold for the villainous realm." + ] + }, + "For example, consider a group of heroes running a size 2 holy church. With that organization's latest foes vanquished, the GM wants to reveal the vampire Countess Sanguin's villainous realm, which has observed the characters' last battle from the shadows and wants to remove the threat their organization poses. The GM knows that Sanguin's servants include vampire spawn, wights, and other undead, so they make the villainous realm an undead dominion (page 86). Since Sanguin's domain has been established for some time, the GM makes it size 3. It poses a threat to the heroes' organization, but not an overwhelming one.", + "The GM then spends 24 development points to improve the undead dominion's domain skills and defenses, using the same party sheet the players use for the characters' domain. They choose the {@creature vampire} stat block for Countess Sanguin and give her the deathlord title. The GM gives Sanguin three {@creature vampire spawn} lieutenants and names each of them, then gives the undead dominion a stronghold: an ancient castle." + ] + }, + { + "type": "entries", + "name": "Building an NPC Realm", + "page": 29, + "entries": [ + "Building an NPC realm is easier than building a heroic organization or a villainous realm, because NPC realms don't directly influence intrigue or battles. They might be persuaded by the characters' organization or the villainous realm to lend aid during a battle, but the GM can easily set that up without finalizing all of an NPC realm's stats. (That said, a GM is free to flesh out any NPC realm with the same level of detail as a villainous realm—especially if the NPC realm has enemy potential!)", + "The baseline process for creating an NPC realm is as follows:", + { + "type": "list", + "items": [ + "As with creating a villainous realm, the GM picks either a domain and a specialization from the {@book Heroic Organizations|KaW|2|Heroic Organizations} section or a domain from the {@book NPC Realms|KaW|2|NPC Realms} section. This choice doesn't imply a specific role for the NPC realm, though, which might be friendly or antagonistic toward the characters' organization as the GM decides.", + "The GM picks the NPC realm's starting attitude toward the characters' organization, using the table under {@book Diplomacy|KaW|2|Diplomacy} in {@b Domain Skills} (page 20). This attitude should be based on the NPC realm's history not just with the characters, but also with domains similar to the characters' organization.", + "The GM names the NPC realm's leader. This NPC doesn't necessarily need a stat block, but it helps to note a few details about their appearance and personality.", + "The GM chooses the NPC realm's domain size (which need not bear any relationship to the size of the characters' organization), and picks a stronghold the NPC realm controls.", + "The GM can freely swap out the special unit the NPC realm can normally muster with a special unit from another domain. Perhaps a fey court of elves in the campaign has a roguish flair and is able to bring together the Crew (normally associated with an underworld syndicate domain) instead of the Court Jesters." + ] + }, + "For example, consider a GM who wants to create a domain of secluded stone giants living in the mountains near the characters' stronghold. The GM begins with the giant jarldom NPC realm and gives the isolationist giants a suspicious attitude toward the characters. Smallfolk warred with the giants centuries ago, and while the humanoids might have forgotten that past, the stone remembers. The stone giants are led by Jarl Klanga. She's young and defensive minded, after her parents died in the same landslide that resulted in her losing an arm. The GM decides the realm doesn't hold much influence given their isolationist nature, and gives it a size of 1. The domain has a stronghold: a mountain fortress called Citadel Adamantine." + ] + }, + { + "type": "entries", + "name": "Creating NPC Realms Together", + "page": 30, + "entries": [ + "In a campaign in which the GM enjoys letting the players join in on the fun of setting creation, it can be cool to let each of the players design an NPC realm for the GM to use. The GM can assign each of the players a domain size and an attitude that their NPC realm has toward the characters' organization, then let them determine the rest of the details. The players get in on the fun of building the easiest type of domain, and the GM has to do less work. Win-win!", + { + "type": "inset", + "name": "Reskinning Domains", + "entries": [ + "GMs might find that their worlds include a villainous or NPC domain that's not an automatic fit for any of the concepts this book provides. For example, consider a campaign that features a powerful faction of gnolls. Even though there's no NPC realm set up as a gnoll war band, there's almost certainly another domain that fits. If the gnolls are proud warriors, the GM can use the orc clan domain and call it something else. If the gnolls are religious zealots, their domain could be built as a hidden cult religious order. Or for gnolls with a culture of invention and innovation, the gnomish kingdom might be a perfect fit!", + "Likewise, GMs shouldn't feel locked into building NPC realms based on ancestry. The goblinoid realm in a campaign doesn't have to be a goblinoid coalition domain. The GM can make it an arcane order, a despotic regime, an undersea colony, or whatever makes sense for their world." + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/mxGfUs2.jpg" + } + } + ] + } + ] + }, + { + "type": "entries", + "name": "Heroic Organizations", + "page": 31, + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/dWxXH2c.jpg" + } + }, + "When a group of characters founds a domain, the players choose one of the eight organization types described in this section. Each organization features three specializations that the players also choose from, creating a wide range of possibilities for the heroes' domain.", + "Though this section is primarily for player characters, and is written to speak to the players, a GM can also use the domains presented in this section to create enemy and NPC realms.", + { + "type": "inset", + "name": "Gaining New Proficiencies", + "entries": [ + "If a character gains a proficiency from a domain title that they already gain from another source, that character can take another proficiency of the same kind (skill or tool) instead." + ] + } + ] + }, + { + "type": "entries", + "name": "Adventuring Party", + "page": 31, + "entries": [ + "Mercenaries. Troubleshooters. Rag-tag heroes trying to get by—except \"heroes\" might not be quite the right word. Your characters have banded together as an adventuring party, a haphazard group of individuals traveling the realm with a common goal. Though you might not be the most diplomatic or noble of groups, you get the job done when it counts. It just might be a bit...messy.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 2, + "items": [ + "{@b Skills}", + "{@b Diplomacy:} -1", + "{@b Espionage:} +0", + "{@b Lore:} +1", + "{@b Operations:} +2", + "{@b Defenses}", + "{@b Communications:} 11", + "{@b Resolve:} 12", + "{@b Resources:} 10" + ] + }, + { + "type": "entries", + "name": "Domain Titles", + "page": 32, + "entries": [ + "Adventuring party officers gain access to the following titles, each of which grants a character the noted additional features.", + { + "type": "list", + "style": "list-no-bullets", + "items": [ + "{@optfeature Cap'n|KaW}", + "{@optfeature Doc|KaW}", + "{@optfeature Know-It-All|KaW}", + "{@optfeature Smart Mouth|KaW}", + "{@optfeature Weirdo|KaW}" + ] + } + ] + }, + { + "type": "entries", + "name": "Domain Power", + "page": 32, + "entries": [ + "Adventuring party officers gain access to the following domain power.", + "{@optfeature Never Tell Me the Odds|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 32, + "entries": [ + "Adventuring party officers gain access to the following domain features.", + "{@optfeature Call In a Favor|KaW}", + "{@optfeature To Arms, Fellow Adventurers (Special Unit)|KaW}" + ] + }, + { + "type": "entries", + "name": "Specialization", + "page": 33, + "entries": [ + "When you found your adventuring party, you'll also choose a specialization. Are you an explorers' society, dedicated to seeking out the unseen frontiers of the world? Are you a mercenary company, completing dangerous jobs for coin? Or maybe you're just a band of disorganized misfits, doing all you can to help those in need?" + ] + }, + { + "type": "entries", + "name": "Disorganized Misfits", + "page": 33, + "entries": [ + "You're...well, you're trying your best. You might not be the most disciplined or most knowledgeable. You all fight a lot and rarely agree on anything. But you're hard to kill. More importantly, though, you all have good hearts, and you're willing to do whatever it takes to help those in need.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 6, + "name": "Skill and Defense Bonuses", + "items": [ + "{@b Operations:} +1", + "{@b Resolve:} +1" + ] + } + ] + }, + { + "type": "entries", + "name": "Domain Power", + "page": 33, + "entries": [ + "Disorganized misfits officers gain access to the following domain power.", + "{@optfeature Avenge Me|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 33, + "entries": [ + "Disorganized misfits officers gain access to the following domain features.", + "{@optfeature Like in the Great Stories|KaW}", + "{@optfeature Whatever it Takes|KaW}" + ] + }, + { + "type": "entries", + "name": "Explorers' Society", + "page": 33, + "entries": [ + "As the name suggests, your adventuring party is a band of explorers, dedicated to traversing uncharted forests and plumbing the depths of mysterious caverns in search of new discoveries.", + { + "type": "list", + "style": "list-no-bullets", + "name": "Skill and Defense Bonuses", + "items": [ + "{@b Lore:} +2" + ] + } + ] + }, + { + "type": "entries", + "name": "Domain Power", + "page": 33, + "entries": [ + "Explorers' society officers gain access to the following domain power.", + "{@optfeature What Does This Button Do?|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 35, + "entries": [ + "Explorers' society officers gain access to the following domain features.", + "{@optfeature I've Seen Weirder|KaW}", + "{@optfeature Research, Research, Research|KaW}" + ] + }, + { + "type": "entries", + "name": "Mercenary Company", + "page": 35, + "entries": [ + "You're a team of soldiers for hire, fighting the battles no one else wants to. For the right price, of course.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 6, + "name": "Skill and Defense Bonuses", + "items": [ + "{@b Operations:} +1", + "{@b Resources:} +1" + ] + } + ] + }, + { + "type": "entries", + "name": "Domain Power", + "page": 35, + "entries": [ + "Mercenary company officers gain access to the following domain power.", + "{@optfeature Fighting Dirty|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 35, + "entries": [ + "Mercenary company officers gain access to the following domain features.", + "{@optfeature Can We Get a Raise?|KaW}", + "{@optfeature Survive Till Payday|KaW}" + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/Sptzxht.jpg" + }, + "title": "Adventuring party sheet" + } + ] + }, + { + "type": "entries", + "name": "Martial Regiment", + "page": 36, + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/fLgrqGT.jpg" + } + }, + "Armed to the teeth and with battle strength to match, your characters have come together to form a martial regiment. All of you are skilled warriors, willing to fight the battles others shirk from. And while your group might not always act as the most subtle of organizations, you are well-known for your tactical strategy and efficiency in combat.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 2, + "items": [ + "{@b Skills}", + "{@b Diplomacy:} +1", + "{@b Espionage:} +0", + "{@b Lore:} -1", + "{@b Operations:} +2", + "{@b Defenses}", + "{@b Communications:} 12", + "{@b Resolve:} 11", + "{@b Resources:} 10" + ] + }, + { + "type": "entries", + "name": "Domain Titles", + "page": 36, + "entries": [ + "Martial regiment officers gain access to the following titles, each of which grants a character the noted additional features.", + { + "type": "list", + "style": "list-no-bullets", + "items": [ + "{@optfeature Ambush Captain|KaW}", + "{@optfeature Bravura Commander|KaW}", + "{@optfeature Field Medic|KaW}", + "{@optfeature Tactical Marshal|KaW}", + "{@optfeature War Mage|KaW}" + ] + } + ] + }, + { + "type": "entries", + "name": "Domain Power", + "page": 38, + "entries": [ + "Martial regiment officers gain access to the following domain power.", + "{@optfeature Brute Force|KaW}" + ] + }, + { + "type": "entries", + "name": "Domains Features", + "page": 38, + "entries": [ + "Martial regiment officers gain access to the following domain features.", + "{@optfeature Armament|KaW}", + "{@optfeature The Professionals (Special Unit)|KaW}" + ] + }, + { + "type": "entries", + "name": "Specialization", + "page": 38, + "entries": [ + "When you found your martial regiment, you'll also choose a specialization. Are you a localized regiment, keeping your homes safe as members of a city watch? Are you members of a military squadron, striking as a crew of highly skilled experts on the most dangerous battlefields? Or are you perhaps a knightly order, united by your dedication to a creed or religion?" + ] + }, + { + "type": "entries", + "name": "City Watch", + "page": 38, + "entries": [ + "You might not be the best trained or most efficient of soldiers. But as members of a city watch, you are dedicated to protecting the place you call home—no matter the cost.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 6, + "name": "Skill and Defense Bonuses", + "items": [ + "{@b Communications:} +1", + "{@b Resources:} +1" + ] + } + ] + }, + { + "type": "entries", + "name": "Domain Power", + "page": 38, + "entries": [ + "City watch officers gain access to the following domain power.", + "{@optfeature Steel Resolve|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 39, + "entries": [ + "City watch officers gain access to the following domain features.", + "{@optfeature Community Effort|KaW}", + "{@optfeature They Will Not Breach This Wall|KaW}" + ] + }, + { + "type": "entries", + "name": "Knightly Order", + "page": 39, + "entries": [ + "Knightly orders are composed of warriors united under a single ideal. Some have religious ties, while others ascribe to more abstract creeds not bound to any church. Regardless of its members' affiliation, though, every knightly order delineates a certain sense of honor and pride.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 6, + "name": "Skill and Defense Bonuses", + "items": [ + "{@b Diplomacy:} +1", + "{@b Resolve:} +1" + ] + } + ] + }, + { + "type": "entries", + "name": "Domain Power", + "page": 39, + "entries": [ + "Knightly order officers gain access to the following domain power.", + "{@optfeature Sworn to Protect|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 39, + "entries": [ + "Knightly order officers gain access to the following domain features.", + "{@optfeature Gallant Company|KaW}", + "{@optfeature Stay Strong|KaW}" + ] + }, + { + "type": "entries", + "name": "Military Squadron", + "page": 39, + "entries": [ + "As members of a military squadron, you are an archetypal team of soldiers. Though you can be discreet when missions call for it, your main focus is always on honing your deadly and precise skills in combat.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 6, + "name": "Skill and Defense Bonuses", + "items": [ + "{@b Espionage:} +1", + "{@b Operations:} +1" + ] + } + ] + }, + { + "type": "entries", + "name": "Domain Power", + "page": 39, + "entries": [ + "Military squadron officers gain access to the following domain power.", + "{@optfeature Skirmisher|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 39, + "entries": [ + "Military squadron officers gain access to the following domain features.", + "{@optfeature No Mercy|KaW}", + "{@optfeature The War Room Where It Happens|KaW}" + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/s3RGaYI.jpg" + }, + "title": "Martial regiment party sheet" + } + ] + }, + { + "type": "entries", + "name": "Mercantile Guild", + "page": 40, + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/KoH5m9O.jpg" + } + }, + "Your characters' organization is built on the back of economic prosperity, whether you acquire income from producing, selling, or plundering goods. You might be merchants, artisans, or pirates, looking to expand and defend your empire of industry, and with a network of agents ready to battle for profit.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 2, + "items": [ + "{@b Skills}", + "{@b Diplomacy:} +1", + "{@b Espionage:} +0", + "{@b Lore:} -1", + "{@b Operations:} +2", + "{@b Defenses}", + "{@b Communications:} 11", + "{@b Resolve:} 10", + "{@b Resources:} 12" + ] + }, + { + "type": "entries", + "name": "Domain Titles", + "page": 40, + "entries": [ + "Mercantile guild officers gain access to the following titles, each of which grants a character the noted additional features.", + { + "type": "list", + "style": "list-no-bullets", + "items": [ + "{@optfeature Acquisitions Expert|KaW}", + "{@optfeature Chief of Security|KaW}", + "{@optfeature Executive Manager|KaW}", + "{@optfeature Fixer|KaW}", + "{@optfeature Safety Officer|KaW}" + ] + } + ] + }, + { + "type": "entries", + "name": "Domain Power", + "page": 41, + "entries": [ + "Mercantile guild officers gain access to the following domain power.", + "{@optfeature Outgunned|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 41, + "entries": [ + "Mercantile guild officers gain access to the following domain features.", + "{@optfeature Soldiers of Fortune (Special Unit)|KaW}", + "{@optfeature Spared No Expense|KaW}" + ] + }, + { + "type": "entries", + "name": "Specialization", + "page": 41, + "entries": [ + "When you found your mercantile guild, you'll also choose a specialization. Are you a monopoly, looking to not just dominate but to own an entire industry? Are you a pirate band, sailing the seas looking for loot and plunder? Or perhaps you're a trade guild—a group of artisans banded together to establish the best business deals and working conditions?" + ] + }, + { + "type": "entries", + "name": "Monopoly", + "page": 41, + "entries": [ + "Your organization seeks to dominate the market, squashing any resistance you encounter. As such, you invest in making your enterprise the only option, letting your expansionist views force prospective competition to fold into your ranks or fight you to survive. Depending on your market, you might be viewed as an evil corporation or a force of positive change. But at the end of the day, your organization is going to come out on top.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 6, + "name": "Skill and Defense Bonuses", + "items": [ + "{@b Espionage:} +1", + "{@b Resources:} +1" + ] + } + ] + }, + { + "type": "entries", + "name": "Domain Power", + "page": 41, + "entries": [ + "Monopoly officers gain access to the following domain power.", + "{@optfeature Action Plan|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 43, + "entries": [ + "Monopoly officers gain access to the following domain features.", + "{@optfeature Corporate Espionage|KaW}", + "{@optfeature Embargo|KaW}" + ] + }, + { + "type": "entries", + "name": "Pirate Band", + "page": 43, + "entries": [ + "You are a pirate band, robbing others of their goods to be resold as you see fit. Though you might ally yourselves with other pirate crews, follow a code of conduct, or work for governments as a privateer, the members of your band are truly beholden only to yourselves. Whatever the reasons you adopted a life of piracy, your organization is viewed with caution wherever you travel.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 6, + "name": "Skill and Defense Bonuses", + "items": [ + "{@b Espionage:} +1", + "{@b Resolve:} +1" + ] + } + ] + }, + { + "type": "entries", + "name": "Domain Power", + "page": 43, + "entries": [ + "Pirate band officers gain access to the following domain power.", + "{@optfeature Pillage|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 43, + "entries": [ + "Pirate band officers gain access to the following domain features.", + "{@optfeature Commandeer|KaW}", + "{@optfeature Fight Dirty|KaW}" + ] + }, + { + "type": "entries", + "name": "Trade Guild", + "page": 43, + "entries": [ + "You oversee a network of like-minded artisans who pool their interests together for maximum potential. You might own businesses, or you could facilitate the businesses of others. Whatever the case, you have many skilled individuals investing in your organization to protect their own interests. While a trade guild might seem harmless to a casual observer, the number of resources at your disposal can summon a threat to rival any ruling body.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 6, + "name": "Skill and Defense Bonuses", + "items": [ + "{@b Diplomacy:} +1", + "{@b Resources:} +1" + ] + } + ] + }, + { + "type": "entries", + "name": "Domain Power", + "page": 43, + "entries": [ + "Trade guild officers gain access to the following domain power.", + "{@optfeature Healthcare|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 43, + "entries": [ + "Trade guild officers gain access to the following domain features.", + "{@optfeature Business Connections|KaW}", + "{@optfeature Well Fed|KaW}" + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/orZacWg.jpg" + }, + "title": "Mercantile guild party sheet" + } + ] + }, + { + "type": "entries", + "name": "Mystic Circle", + "page": 44, + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/vze6NP1.jpg" + } + }, + "Your organization is an association of arcane practitioners whose agents include wizards, sorcerers, scribes, and sages. Not all your associates cast magic—your order needs guards and spies as much as anyone else—but every member of your mystic circle respects the power of the magical arts. The collections of scrolls and tomes in your libraries contain knowledge that others seek, and unearthing the secrets of your enemies isn't so different from uncovering forbidden spells.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 2, + "items": [ + "{@b Skills}", + "{@b Diplomacy:} +0", + "{@b Espionage:} +1", + "{@b Lore:} +2", + "{@b Operations:} -1", + "{@b Defenses}", + "{@b Communications:} 12", + "{@b Resolve:} 10", + "{@b Resources:} 11" + ] + }, + { + "type": "entries", + "name": "Domain Titles", + "page": 44, + "entries": [ + "Mystic circle officers gain access to the following titles, each of which grants a character the noted additional features.", + { + "type": "list", + "style": "list-no-bullets", + "items": [ + "{@optfeature Augur|KaW}", + "{@optfeature Bewitcher|KaW}", + "{@optfeature Medium|KaW}", + "{@optfeature Shade|KaW}", + "{@optfeature Spellsword|KaW}" + ] + } + ] + }, + { + "type": "entries", + "name": "Domain Power", + "page": 46, + "entries": [ + "Mystic circle officers gain access to the following domain power.", + "{@optfeature Universal Energy Field|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 46, + "entries": [ + "Mystic circle officers gain access to the following domain features.", + "{@optfeature Forgotten Rite of Animation (Special Unit)|KaW}", + "{@optfeature Unravel Sorcery|KaW}" + ] + }, + { + "type": "entries", + "name": "Specialization", + "page": 46, + "entries": [ + "When you found your mystic circle, you'll also choose a specialization. Are you an arcane order, tirelessly seeking answers to the mysteries of the universe? Are you a secret cabal, hiding your dark schemes from the world? Or are you a theatrical troupe, using the art of magic to enhance your performances?" + ] + }, + { + "type": "entries", + "name": "Arcane Order", + "page": 46, + "entries": [ + "You are a public institution of magic, seeking to expand the understanding of the cosmic forces which ebb and flow through reality. You might be an arcane academy, a great library, or an assembly of notorious mages. Local lords approach you for counsel, unless you prefer to stay neutral in mundane affairs.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 6, + "name": "Skill and Defense Bonuses", + "items": [ + "{@b Lore:} +1", + "{@b Resources:} +1" + ] + } + ] + }, + { + "type": "entries", + "name": "Domain Power", + "page": 46, + "entries": [ + "Arcane order officers gain access to the following domain power.", + "{@optfeature Your Staff is Broken|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 47, + "entries": [ + "Arcane order officers gain access to the following domain features.", + "{@optfeature Find True Name|KaW}", + "{@optfeature Midnight Oil|KaW}", + "{@optfeature Wards of Protection Against Missiles|KaW}" + ] + }, + { + "type": "entries", + "name": "Secret Cabal", + "page": 47, + "entries": [ + "Your organization is clandestine. People might know you exist, but your work stays hidden to protect your members, keep your studies confidential, or better allow you to pull strings from behind the scenes. No matter what the reasons for your secrecy, one thing is certain: You look out for your own first and foremost.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 6, + "name": "Skill and Defense Bonuses", + "items": [ + "{@b Espionage:} +1", + "{@b Communications:} +1" + ] + } + ] + }, + { + "type": "entries", + "name": "Domain Power", + "page": 47, + "entries": [ + "Secret cabal officers gain access to the following domain power.", + "{@optfeature Elemental Bargain|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 47, + "entries": [ + "Secret cabal officers gain access to the following domain features.", + "{@optfeature Curse of Vitiation|KaW}", + "{@optfeature We Were Never Here|KaW}" + ] + }, + { + "type": "entries", + "name": "Theatrical Troupe", + "page": 47, + "entries": [ + "Magic and artifice have always gone hand in hand, and the art of spellcasting makes for some impressive stage effects. Whether you are a performance company with an established base of operations or a band of entertainers travelling far and wide, you endeavor to make magic accessible to all! Your organization doesn't believe in keeping sorcery hidden away in secluded towers, underground lairs, or exclusive clubs. Showing magic to the world encourages others to take up the art, dispels fears of spellcasting, and can bring joy to the common folk.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 6, + "name": "Skill and Defense Bonuses", + "items": [ + "{@b Diplomacy:} +1", + "{@b Operations:} +1" + ] + } + ] + }, + { + "type": "entries", + "name": "Domain Power", + "page": 47, + "entries": [ + "Theatrical troupe officers gain access to the following domain power.", + "{@optfeature Magic Misdirection|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 48, + "entries": [ + "Theatrical troupe officers gain access to the following domain features.", + "{@optfeature Combat Anthem|KaW}", + "{@optfeature You Didn't Hear This From Me|KaW}" + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/wFxP5KQ.jpg" + }, + "title": "Mystic Circle party sheet" + } + ] + }, + { + "type": "entries", + "name": "Nature Pact", + "page": 48, + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/TGa1PlE.jpg" + } + }, + "Your organization lives and thrives in the untamed wilds, whether forests, deserts, tundra, or even oceans. Nature cannot be controlled, but you know how to channel primal magic. Barbarians, druids, rangers, beasts, and nature spirits are your domain's agents, and with these forces on your side, you are unstoppable.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 2, + "items": [ + "{@b Skills}", + "{@b Diplomacy:} +1", + "{@b Espionage:} +0", + "{@b Lore:} +2", + "{@b Operations:} -1", + "{@b Defenses}", + "{@b Communications:} 10", + "{@b Resolve:} 12", + "{@b Resources:} 11" + ] + }, + { + "type": "entries", + "name": "Domain Titles", + "page": 48, + "entries": [ + "Nature pact officers gain access to the following titles, each of which grants a character the noted additional features.", + { + "type": "list", + "style": "list-no-bullets", + "items": [ + "{@optfeature The Connected|KaW}", + "{@optfeature The Pack Leader|KaW}", + "{@optfeature The Primal|KaW}", + "{@optfeature The Speaker|KaW}", + "{@optfeature The Stalwart|KaW}" + ] + } + ] + }, + { + "type": "entries", + "name": "Domain Power", + "page": 48, + "entries": [ + "Nature pact officers gain access to the following domain power.", + "{@optfeature Vine Entrapment|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 49, + "entries": [ + "Nature pact officers gain access to the following domain features.", + "{@optfeature Frog of War (Special Unit)|KaW}", + "{@optfeature Natural Disaster|KaW}" + ] + }, + { + "type": "entries", + "name": "Spcialization", + "page": 49, + "entries": [ + "When you found your nature pact, you'll also choose a specialization. Are you a barbarian tribe, escaping the conventions and customs of settled life by making your own rules in the wild? Are you a druid circle, living as an extension of the natural world and unable to fathom a home anywhere else? Or are you a hunter conclave defending nature from evil's corruption and industry's greed?" + ] + }, + { + "type": "entries", + "name": "Barbarian Tribe", + "page": 51, + "entries": [ + "Power, ferocity, and strength define the barbarian warriors who make up your organization, allowing you to push through enemies and knock all obstacles out of your path.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 6, + "name": "Skill and Defense Bonuses", + "items": [ + "{@b Operations:} +1", + "{@b Resolve:} +1" + ] + } + ] + }, + { + "type": "entries", + "name": "Domain Power", + "page": 51, + "entries": [ + "Barbarian tribe officers gain access to the following domain power.", + "{@optfeature Impenetrable Defense|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 51, + "entries": [ + "Barbarian tribe officers gain access to the following domain features.", + "{@optfeature Ready to Slay|KaW}", + "{@optfeature Trial by Pyre|KaW}" + ] + }, + { + "type": "entries", + "name": "Druid Circle", + "page": 51, + "entries": [ + "As the leaders of a druid circle, you gain the allegiance of beasts, plants, and even the elements to your cause. Your agents learn how to use terrain to their advantage, hiding in plain sight and creating an information network unlike any other.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 6, + "name": "Skill and Defense Bonuses", + "items": [ + "{@b Espionage:} +1", + "{@b Lore:} +1" + ] + } + ] + }, + { + "type": "entries", + "name": "Domain Power", + "page": 51, + "entries": [ + "Druid circle officers gain access to the following domain power.", + "{@optfeature Primal Conjuration|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 51, + "entries": [ + "Druid circle officers gain access to the following domain features.", + "{@optfeature Eagle Eye|KaW}", + "{@optfeature Torrential Terrain|KaW}" + ] + }, + { + "type": "entries", + "name": "Hunter Conclave", + "page": 51, + "entries": [ + "You lead a hunter conclave, whose members are dedicated to taking on aberrations, monstrosities, undead, and other unnatural creatures that threaten the wilds.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 6, + "name": "Skill and Defense Bonuses", + "items": [ + "{@b Diplomacy:} +1", + "{@b Espionage:} +1" + ] + } + ] + }, + { + "type": "entries", + "name": "Domain Power", + "page": 52, + "entries": [ + "Hunter conclave officers gain access to the following domain power.", + "{@optfeature Rapid Assault|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 52, + "entries": [ + "Hunter conclave officers gain access to the following domain features.", + "{@optfeature Marked Targets|KaW}", + "{@optfeature Ruinous Fire|KaW}" + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/H32Ct9Q.jpg" + }, + "title": "Nature Pact party sheet" + } + ] + }, + { + "type": "entries", + "name": "Noble Court", + "page": 52, + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/QaZyxjD.jpg" + } + }, + "A noble court domain is unique among the organizations in this section, as it allows the characters to take responsibility for governing a land and the citizens who live and work there. (And if your noble court reaches size 5, it could become a kingdom! Yay, it's the title of the book!) Farmers, smiths, carpenters, and shepherds might be the agents of a rural noble court, while clockmakers, luthiers, butchers, or musicians might serve you in a city. Whoever your followers are, they all look to you for guidance and protection.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 2, + "items": [ + "{@b Skills}", + "{@b Diplomacy:} +2", + "{@b Espionage:} +0", + "{@b Lore:} -1", + "{@b Operations:} +1", + "{@b Defenses}", + "{@b Communications:} 10", + "{@b Resolve:} 12", + "{@b Resources:} 11" + ] + }, + { + "type": "entries", + "name": "Domain Titles", + "page": 52, + "entries": [ + "Noble court officers gain access to the following titles, each of which grants a character the noted additional features.", + { + "type": "list", + "style": "list-no-bullets", + "items": [ + "{@optfeature Court Mage|KaW}", + "{@optfeature Court Minstrel|KaW}", + "{@optfeature High Priest|KaW}", + "{@optfeature Master Assassin|KaW}", + "{@optfeature Master-at-Arms|KaW}" + ] + } + ] + }, + { + "type": "entries", + "name": "Domain Power", + "page": 53, + "entries": [ + "Noble court officers gain access to the following domain power.", + "{@optfeature Mantle of Authority|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 53, + "entries": [ + "Noble court officers gain access to the following domain features.", + "{@optfeature Prepare the Steeds (Special Unit)|KaW}", + "{@optfeature Skilled Negotiators|KaW}" + ] + }, + { + "type": "entries", + "name": "Specialization", + "page": 53, + "entries": [ + "When you found your noble court, you'll also choose a specialization. Are you a court of war, focused on growing your holdings and resources through military might? Are you a political administration, engaging in trade and detente to provide for your people? Or are you a regent state, honoring the traditions of your land and the family that leads it?" + ] + }, + { + "type": "entries", + "name": "Court of War", + "page": 53, + "entries": [ + "Your noble court focuses on conquest, seeking growth through martial power. Like the subjects of so many great empires, your people are kept happy through the prosperity gained by annexing new territory. But those you conquer might view your actions as those of a tyrant rather than a hero.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 6, + "name": "Skill and Defense Bonuses", + "items": [ + "{@b Operations:} +1", + "{@b Resolve:} +1" + ] + } + ] + }, + { + "type": "entries", + "name": "Domain Power", + "page": 55, + "entries": [ + "Court of war officers gain access to the following domain power.", + "{@optfeature Conqueror|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 55, + "entries": [ + "Court of war officers gain access to the following domain features.", + "{@optfeature Forewarned is Forearmed|KaW}", + "{@optfeature Outmaneuvered|KaW}" + ] + }, + { + "type": "entries", + "name": "Political Administration", + "page": 55, + "entries": [ + "Your organization is focused on the skills and traditions of statecraft. Its officers are politicians first, pulling strings and manipulating neighbors, gathering favors and making deals. You prefer to use your diplomatic skills to avoid war—but if that proves impossible, you ensure that the battle happens on your terms, surrounded by allies while your enemy stands alone.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 6, + "name": "Skill and Defense Bonuses", + "items": [ + "{@b Diplomacy:} +2" + ] + } + ] + }, + { + "type": "entries", + "name": "Domain Power", + "page": 55, + "entries": [ + "Political administration officers gain access to the following domain power.", + "{@optfeature Timely Aid|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 55, + "entries": [ + "Political administration officers gain access to the following domain features.", + "{@optfeature Diplomacy for Intel|KaW}", + "{@optfeature Enchantment Economy|KaW}" + ] + }, + { + "type": "entries", + "name": "Regent State", + "page": 55, + "entries": [ + "A regent holds power in trust to someone else, usually an absent monarch or an heir too young to rule. But a regent can also hold power in trust to the people, always working to act in their best interests. Regents concern themselves first with their people's well-being, and work hard to establish justice, prosperity, and security.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 6, + "name": "Skill and Defense Bonuses", + "items": [ + "{@b Resolve:} +1", + "{@b Resources:} +1" + ] + } + ] + }, + { + "type": "entries", + "name": "Domain Power", + "page": 55, + "entries": [ + "Regent state officers gain access to the following domain power.", + "{@optfeature Voices of the Past|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 56, + "entries": [ + "Regent state officers gain access to the following domain features.", + "{@optfeature Backdoor Negotiations|KaW}", + "{@optfeature Volunteer Blacksmiths|KaW}" + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/MK4Lc2z.jpg" + }, + "title": "Noble Court party sheet" + } + ] + }, + { + "type": "entries", + "name": "Religious Order", + "page": 56, + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/bFXj9c9.jpg" + } + }, + "Your characters have formed a religious order, assembled in service to a higher power such as a god, archfiend, or unfathomable elder entity. You are no stranger to poring over ancient scriptures, and you can mobilize your tight-knit community of acolytes, priests, and champions to care for the poor and vulnerable, defend the faith, or conduct occult rituals. Whether congregating beneath the scintillating glow of stained glass windows or engaging in lost rites before ancient altars, your faith is strong, and you know that through prayer, all things are possible.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 2, + "items": [ + "{@b Skills}", + "{@b Diplomacy:} +0", + "{@b Espionage:} -1", + "{@b Lore:} +2", + "{@b Operations:} +1", + "{@b Defenses}", + "{@b Communications:} 11", + "{@b Resolve:} 12", + "{@b Resources:} 10" + ] + }, + { + "type": "entries", + "name": "Domain Titles", + "page": 56, + "entries": [ + "Religious order officers gain access to the following titles, each of which grants a character the noted additional features.", + { + "type": "list", + "style": "list-no-bullets", + "items": [ + "{@optfeature Conduit|KaW}", + "{@optfeature Crusader|KaW}", + "{@optfeature Herald|KaW}", + "{@optfeature Omen|KaW}", + "{@optfeature Prophet|KaW}" + ] + } + ] + }, + { + "type": "entries", + "name": "Domain Power", + "page": 57, + "entries": [ + "Religious order officers gain access to the following domain power.", + "{@optfeature Beseech the Most High|KaW}" + ] + }, + { + "type": "inset", + "name": "Freedom of Religion", + "entries": [ + "The nature or specialization of your religious order has no bearing on which type of planar creature— aberration, celestial, or fiend—you can summon with the Beseech the Most High power. Think outside the box! Your holy church might petition a righteous deity for aid and be granted command of a monstrous devil bound by hallowed chains. Likewise, your hidden cult might worship an archdevil that torments souls in an eldritch demiplane, conjuring an aberration onto the battlefield from a portal of writhing tentacles." + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 59, + "entries": [ + "Religious order officers gain access to the following domain features.", + "{@optfeature Consult the Scriptures|KaW}", + "{@optfeature Spread the Holy Word (Special Unit)|KaW}" + ] + }, + { + "type": "entries", + "name": "Specialization", + "page": 59, + "entries": [ + "When you found your religious order, you'll also choose a specialization. Are your rituals taboo or even illegal, forcing you to operate from the shadows as a hidden cult? Does your god command you to grow their faith by operating as a holy church, sending missionaries throughout the land? Or perhaps you're part of a monastic order, guarding ancient secrets in some secluded domain of faith?" + ] + }, + { + "type": "entries", + "name": "Hidden Cult", + "page": 59, + "entries": [ + "Society is rife with close-minded individuals who disapprove of your causes or your methods, so you must conduct your rituals in secret. The agents of your hidden cult are everyday people—acolytes and blacksmiths, guards and government officials—who mask their true natures behind ceremonial garb and closed-door meetings. Your stronghold is likely a front for occult activity, and your allies are won through temptation, manipulation, and intimidation. And though you try to keep a low profile, conflict is sometimes inevitable.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 6, + "name": "Skill and Defense Bonuses", + "items": [ + "{@b Espionage:} +1", + "{@b Lore:} +1" + ] + } + ] + }, + { + "type": "entries", + "name": "Domain Power", + "page": 59, + "entries": [ + "Hidden cult officers gain access to the following domain power.", + "{@optfeature Penance|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 59, + "entries": [ + "Hidden cult officers gain access to the following domain features.", + "{@optfeature Blood Sacrifice|KaW}", + "{@optfeature Poison the Well|KaW}" + ] + }, + { + "type": "entries", + "name": "Holy Church", + "page": 60, + "entries": [ + "As a devout group of worshipers, you act as the instruments of a god. Your agents are dedicated and organized, proudly proclaiming their faith to would-be converts and constructing gleaming temples to receive them. Your clothing or armor is emblazoned with the holy symbol of your deity as a reminder that your cause has been ordained by the ultimate authority.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 6, + "name": "Skill and Defense Bonuses", + "items": [ + "{@b Diplomacy:} +1", + "{@b Resources:} +1" + ] + } + ] + }, + { + "type": "entries", + "name": "Domain Power", + "page": 60, + "entries": [ + "Holy church officers gain access to the following domain power.", + "{@optfeature Turn the Tide|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 60, + "entries": [ + "Holy church officers gain access to the following domain features.", + "{@optfeature Having the Gods on Our Side|KaW}", + "{@optfeature Resplendent Armor|KaW}" + ] + }, + { + "type": "entries", + "name": "Monastic Order", + "page": 60, + "entries": [ + "As a monastic order, you create a secluded community devoted to a cause, doctrine, or philosophy. Your agents are servants, scholars, and sages who renounced the world in favor of a nobler path. Monasticism is a way of life, full of strict regimens designed to hone the body, mind, and spirit. But though you spend your days in peaceful meditation, your order's arduous training makes you a dangerous weapon.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 6, + "name": "Skill and Defense Bonuses", + "items": [ + "{@b Lore:} +1", + "{@b Operations:} +1" + ] + } + ] + }, + { + "type": "entries", + "name": "Domain Power", + "page": 60, + "entries": [ + "Monastic order officers gain access to the following domain power.", + "{@optfeature Quaking Fist|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 60, + "entries": [ + "Monastic order officers gain access to the following domain features.", + "{@optfeature Ancient Archives|KaW}", + "{@optfeature Iron Will|KaW}" + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/qc1PLTr.jpg" + }, + "title": "Religious Order party sheet" + } + ] + }, + { + "type": "entries", + "name": "Underworld Syndicate", + "page": 61, + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/vBycJFQ.jpg" + } + }, + "Your organization is an underworld syndicate acting from the shadows, running agents who might be thugs, spies, killers, or cutpurses. The resources you control put you in a perfect position to undertake clandestine activities, morally ambiguous deals, and jobs not for the faint of heart. You go in, you get the job done, and you get out again, all without anyone knowing. Or, if you're especially good at what you do, you'll leave everyone thinking someone else was responsible.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 2, + "items": [ + "{@b Skills}", + "{@b Diplomacy:} +0", + "{@b Espionage:} +2", + "{@b Lore:} -1", + "{@b Operations:} +1", + "{@b Defenses}", + "{@b Communications:} 12", + "{@b Resolve:} 10", + "{@b Resources:} 11" + ] + }, + { + "type": "entries", + "name": "Domain Titles", + "page": 61, + "entries": [ + "Underworld syndicate officers gain access to the following titles, each of which grants a character the noted additional features.", + { + "type": "list", + "style": "list-no-bullets", + "items": [ + "{@optfeature Enforcement|KaW}", + "{@optfeature Narcotics|KaW}", + "{@optfeature Negotiations|KaW}", + "{@optfeature Operations|KaW}", + "{@optfeature Records|KaW}" + ] + } + ] + }, + { + "type": "entries", + "name": "Domain Power", + "page": 63, + "entries": [ + "Underworld syndicate officers gain access to the following domain power.", + "{@optfeature Find Weakness|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 63, + "entries": [ + "Underworld syndicate officers gain access to the following domain features.", + "{@optfeature Plans within Plans|KaW}", + "{@optfeature The Crew (Special Unit)|KaW}" + ] + }, + { + "type": "entries", + "name": "Specialization", + "page": 63, + "entries": [ + "When you found your underworld syndicate, you'll also choose a specialization. Are you a venerable and prestigious assassins' college, training a proud line of professional killers? Are you an official spy network, your existence known to the general public even as your work is shrouded in mystery? Or are you a down-and-dirty thieves' guild, taking on any jobs for the right price?" + ] + }, + { + "type": "entries", + "name": "Assassins' College", + "page": 63, + "entries": [ + "Assassination is a most misunderstood art. You kill people for money, sure—but only certain people and only under certain circumstances. There are rules, after all, and new assassins must learn those rules at the hands of masters.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 6, + "name": "Skill and Defense Bonuses", + "items": [ + "{@b Espionage:} +1", + "{@b Resources:} +1" + ] + } + ] + }, + { + "type": "entries", + "name": "Domain Power", + "page": 63, + "entries": [ + "Assassins' college officers gain access to the following domain power.", + "{@optfeature Assassin's Strike|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 63, + "entries": [ + "Assassins' college officers gain access to the following domain features.", + "{@optfeature Looks Like We Need a New Boss|KaW}", + "{@optfeature The Best There Is|KaW}" + ] + }, + { + "type": "entries", + "name": "Spy Network", + "page": 64, + "entries": [ + "As part of a covert team of spies, you gather intelligence and engage in clandestine activities for a government, a specific organization—or the highest bidder. Your agents are well trained and savvy, able to operate in even the most challenging conditions.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 6, + "name": "Skill and Defense Bonuses", + "items": [ + "{@b Diplomacy:} +1", + "{@b Espionage:} +1" + ] + } + ] + }, + { + "type": "entries", + "name": "Domain Power", + "page": 64, + "entries": [ + "Spy network officers gain access to the following domain power.", + "{@optfeature Traitor|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 64, + "entries": [ + "Spy network officers gain access to the following domain features.", + "{@optfeature Create Vulnerability|KaW}", + "{@optfeature False Orders|KaW}" + ] + }, + { + "type": "entries", + "name": "Thieves' Guild", + "page": 64, + "entries": [ + "Your organization is a second-story crew, focusing on getting into where you don't belong, taking what isn't yours, and earning your well-deserved rewards. You're not much for politics, spying, and information brokering—except when it helps you cut deals with the law.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 6, + "name": "Skill and Defense Bonuses", + "items": [ + "{@b Espionage:} +1", + "{@b Operations:} +1" + ] + } + ] + }, + { + "type": "entries", + "name": "Domain Power", + "page": 64, + "entries": [ + "Thieves' guild officers gain access to the following domain power.", + "{@optfeature Poison Weapons|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 64, + "entries": [ + "Thieves' guild officers gain access to the following domain features.", + "{@optfeature Stolen Supplies|KaW}", + "{@optfeature They're Going to Have a Hard Time Making Payroll This Week|KaW}" + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/NXf1vGW.jpg" + }, + "title": "Underworld Syndicate party sheet" + } + ] + }, + { + "type": "entries", + "name": "NPC Realms", + "page": 65, + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/HlxdCwF.jpg" + } + }, + "When a domain is controlled by an NPC—whether a villain, an ally, or a mystery figure whose role the characters need to figure out—the GM sets that domain up as an NPC realm. This section presents sixteen NPC realms for the GM's use in a campaign, covering a wide array of domain types, from the explicitly villainous (it's hard to imagine how a despotic regime could be a good thing) to neutral and possibly friendly realms such as a fey court or a gnomish kingdom.", + "Unlike heroic organizations, {@b each NPC realm has only one title, given to the leader}. This reflects the fact that all the officers of a villainous realm (and any other domain outside the characters' domain) are run by the GM, and no GM needs to worry about five NPCs with special abilities! Also unlike organizations, NPC realms have no specialization. They have the same number of domain powers and domain features overall, but those powers and features are consistent for each type of realm. This allows a GM to quickly copy the details for an NPC realm onto the generic domain sheet (page 315) and be ready to go.", + "Some of an NPC realm's domain powers can be taken only by the domain's leader. Other powers can be taken by the leader or other officers.", + "There's no rule that says all the NPC domains in a game must be realms from this section. GMs can use the domains in the {@book Heroic Organizations|KaW|2|Heroic Organizations} section as well when populating a world with NPC domains. But by keeping the setup for these realms simpler and less customizable, the intent is to make them easier for the GM to use." + ] + }, + { + "type": "entries", + "name": "Despotic Regime", + "page": 65, + "entries": [ + "A despotic warlord rules through fear and propaganda. They are not interested in the health or well-being of their people, but only in making sure their army is always prepared for battle. Despots are cruel. Conquest is the tool they use to appease their soldiers, but power is all they care about. If it ever seems as though a despot is being reasonable during negotiations, this is a ruse. They are always scheming, even against their allies. And if they defer to a greater power, it is only because a despot fears anyone with more power than them.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 2, + "items": [ + "{@b Skills}", + "{@b Diplomacy:} -1", + "{@b Espionage:} +2", + "{@b Lore:} +0", + "{@b Operations:} +2", + "{@b Defenses}", + "{@b Communications:} 11", + "{@b Resolve:} 12", + "{@b Resources:} 10" + ] + }, + { + "type": "entries", + "name": "Domain Title", + "page": 66, + "entries": [ + "The despotic regime leader gains the following title and the noted additional features.", + "{@optfeature Despot|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Powers", + "page": 66, + "entries": [ + "The despotic regime leader gains access to the following domain powers.", + "{@optfeature Make an Example|KaW}", + "{@optfeature My Life for Yours|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 66, + "entries": [ + "Despotic regime officers gain access to the following domain features.", + "{@optfeature Death to Spies|KaW}", + "{@optfeature Readiness is All|KaW}", + "{@optfeature The Crimson Guard (Special Unit)|KaW}", + "{@optfeature Work the Prisoners to the Bone|KaW}" + ] + } + ] + }, + { + "type": "entries", + "name": "Draconic Empire", + "page": 67, + "entries": [ + "Some dragons amass gold and jewels; others covet the wealth of magic. But the most formidable and cunning of dragons hoard whole kingdoms. A draconic empire is the end result of such unparalleled greed: an amalgamation of cities and lands brought together under a single dragon's rapacious purview. With a lifespan of over a thousand years, a draconic ruler maintains an iron hold over their realm, crushing any attempt to conquer or disband their empire with ease.", + "Though dragons and other creatures such as wyverns are found among a draconic empire's subjects, the empire absorbs many by way of conquest, and not every citizen of such a realm has draconic blood. At the same time, not every draconic sovereign is seen as a tyrant, and some of the empire's folk might even prefer the efficient and judicious rulings of a dragon overlord compared to the alternatives.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 2, + "items": [ + "{@b Skills}", + "{@b Diplomacy:} -1", + "{@b Espionage:} +0", + "{@b Lore:} +2", + "{@b Operations:} +2", + "{@b Defenses}", + "{@b Communications:} 10", + "{@b Resolve:} 11", + "{@b Resources:} 13" + ] + }, + { + "type": "entries", + "name": "Domain Title", + "page": 67, + "entries": [ + "The draconic empire leader gains the following title and the noted additional features.", + "{@optfeature Imperator Draconis|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Powers", + "page": 67, + "entries": [ + "Draconic empire officers gain access to the following domain powers.", + "{@optfeature Glittering Armor|KaW}", + "{@optfeature The Great and Terrible|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 67, + "entries": [ + "Draconic empire officers gain access to the following domain features.", + "{@optfeature Pillage|KaW}", + "{@optfeature Destruction Rains from Above|KaW}", + "{@optfeature Furnishings of the Hoard|KaW}", + "{@optfeature Praetores Draconis (Special Unit)|KaW}" + ] + } + ] + }, + { + "type": "entries", + "name": "Dwarven Thanedom", + "page": 69, + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/kXusLtz.jpg" + } + }, + "Not all dwarven cultures are bellicose, but the dwarves' history of stalwart bravery lends them several advantages when a dwarven thanedom is drawn into conflict—or when its folk decide to start trouble themselves. Dwarven physiology and hardiness is well suited to land war. But even more importantly, many dwarves possess a strong analytical streak that underlies their success as crafters, engineers, and miners. With an instinctive sense of how various parts work together to create a machine, dwarves called to battle understand how to become a part in a war machine, making dwarf soldiers a force to be reckoned with on the field.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 2, + "items": [ + "{@b Skills}", + "{@b Diplomacy:} +0", + "{@b Espionage:} -1", + "{@b Lore:} +1", + "{@b Operations:} +2", + "{@b Defenses}", + "{@b Communications:} 11", + "{@b Resolve:} 12", + "{@b Resources:} 12" + ] + }, + { + "type": "entries", + "name": "Domain Title", + "page": 69, + "entries": [ + "The dwarven thanedom leader gains the following title and the noted additional features.", + "{@optfeature Thane|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Powers", + "page": 69, + "entries": [ + "Dwarven thanedom officers gain access to the following domain powers.", + "{@optfeature Iron Tide|KaW}", + "{@optfeature Natural Sprinter|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 69, + "entries": [ + "Dwarven thanedom officers gain access to the following domain features.", + "{@optfeature Accelerated Industry|KaW}", + "{@optfeature Blazing Forges|KaW}", + "{@optfeature Siege Manufacturing|KaW}", + "{@optfeature Warpath|KaW}" + ] + } + ] + }, + { + "type": "entries", + "name": "Fey Court", + "page": 70, + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/Ba0Fltp.jpg" + } + }, + "The courts of the elves, the fairies who serve them, and the fey creatures of the wode are alien to most people of the world. Cruel and capricious, the fey court's rulers are driven by motivations unknowable. They are older than the world, and remember magics that mortal creatures were not meant to know. Draw the ire of a fey court, and the shadows you see, the sounds you hear, the world you touch could well become an illusion designed to lead you down a long, torturous road of doom.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 2, + "items": [ + "{@b Skills}", + "{@b Diplomacy:} +0", + "{@b Espionage:} +1", + "{@b Lore:} +3", + "{@b Operations:} -1", + "{@b Defenses}", + "{@b Communications:} 11", + "{@b Resolve:} 12", + "{@b Resources:} 11" + ] + }, + { + "type": "entries", + "name": "Domain Title", + "page": 70, + "entries": [ + "The fey court leader gains the following title and the noted additional features.", + "{@optfeature Monarch of Mischief|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Powers", + "page": 70, + "entries": [ + "Fey court officers gain access to the following domain powers.", + "{@optfeature Now You See Me...and Me...and Me!|KaW}", + "{@optfeature Watch Where You Swing|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 72, + "entries": [ + "Fey court officers gain access to the following domain features.", + "{@optfeature Disillusioned Illusions|KaW}", + "{@optfeature Fairy Circles|KaW}", + "{@optfeature Surely You Jest (Special Unit)|KaW}", + "{@optfeature Your Own Worst Enemy|KaW}" + ] + } + ] + }, + { + "type": "entries", + "name": "Giant Jarldom", + "page": 72, + "entries": [ + "In warfare, size matters. Giant jarls often have little patience for ingenuity or diplomatic negotiations, preferring to throw their weight around and squash any puny fools who dare to challenge their will. In the eyes of a living siege weapon, most fortifications constructed by the smallfolk are laughable at best. Giant jarldoms are living engines of war, ready for battle at a moment's notice. Jarls can live hundreds of years, none of which are spent suffering fickle alliances, usurpers, or smallfolk kingdoms who've forgotten their place. The mere touch of a giant's barrel-sized fist can topple a soldier in full plate armor, and the tremors of their footsteps foreshadow the destruction that comes in their wake.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 2, + "items": [ + "{@b Skills}", + "{@b Diplomacy:} +0", + "{@b Espionage:} -1", + "{@b Lore:} +2", + "{@b Operations:} +2", + "{@b Defenses}", + "{@b Communications:} 10", + "{@b Resolve:} 13", + "{@b Resources:} 11" + ] + }, + { + "type": "entries", + "name": "Domain Title", + "page": 72, + "entries": [ + "The giant jarldom leader gains the following title and the noted additional features.", + "{@optfeature Jarl|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Powers", + "page": 73, + "entries": [ + "Giant jarldom officers gain access to the following domain powers.", + "{@optfeature The Bigger I Am, the Harder You Fall|KaW}", + "{@optfeature Thick Hide|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 73, + "entries": [ + "Giant jarldom officers gain access to the following domain features.", + "{@optfeature Bring the Big Rocks|KaW}", + "{@optfeature Indomitable Might|KaW}", + "{@optfeature Runic Omens|KaW}", + "{@optfeature There Are Giants in the Sky (Special Unit)|KaW}" + ] + } + ] + }, + { + "type": "entries", + "name": "Gnomish Kingdom", + "page": 72, + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/SkzUtgz.jpg" + } + }, + "Bustling with life, gnomish kingdoms are centers for arcane study and engineering breakthroughs. Here, elderly gnomes pass down stories learned across long life spans to bright-eyed young creators, while clever inventors in underground laboratories chip away at new experiments. Gnomes are often known for innovations that work in tandem with the earth, not against it, and their kingdoms are all the richer for it.", + "Gnomish kingdoms are home to many other types of creatures as well, including students from far-flung lands seeking lore and training. Elderly gnome engineers take on such apprentices happily, ready to share the tricks of their craft. But don't mistake this friendliness for weakness. When pushed to war, gnomish kingdoms conduct themselves with the same precision and ingenuity that their citizens display in their workshops. Their infantry can cleverly dismantle a fortress in a day, and their artillery squadrons wield powerful firearms unlike any other.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 2, + "items": [ + "{@b Skills}", + "{@b Diplomacy:} +0", + "{@b Espionage:} -1", + "{@b Lore:} +2", + "{@b Operations:} +2", + "{@b Defenses}", + "{@b Communications:} 12", + "{@b Resolve:} 10", + "{@b Resources:} 12" + ] + }, + { + "type": "entries", + "name": "Domain Title", + "page": 73, + "entries": [ + "The gnomish kingdom leader gains the following title and the noted additional features.", + "{@optfeature Prime Sophist|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Powers", + "page": 74, + "entries": [ + "Gnomish kingdom officers gain access to the following domain powers.", + "{@optfeature Never Underestimate the Small|KaW}", + "{@optfeature Thinking Outside the Box|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 74, + "entries": [ + "Gnomish kingdom officers gain access to the following domain features.", + "{@optfeature Clever Together|KaW}", + "{@optfeature Mirror Legion (Special Unit)|KaW}", + "{@optfeature Raw Firepower|KaW}", + "{@optfeature Warfare Engineers|KaW}" + ] + } + ] + }, + { + "type": "entries", + "name": "Goblinoid Coalition", + "page": 75, + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/vktB8Vt.jpg" + } + }, + "Most domains consider enemy goblinoid realms a nuisance rather than a true military threat. Outside of urban environments, goblins, bugbears, and hobgoblins usually live in small clan groups, rising and falling in strength as the strongest leaders jockey for power. But sometimes an ambitious goblinoid leader is able to unite a number of clans as a singular community—and a dangerous fighting force. By pooling resources, goblinoid clans and bands can form a coalition capable of launching devastating attacks on all who threaten their lands and people, bringing goblins, hobgoblins, and bugbears into a unified and disciplined force of capable warriors.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 2, + "items": [ + "{@b Skills}", + "{@b Diplomacy:} +0", + "{@b Espionage:} +1", + "{@b Lore:} -1", + "{@b Operations:} +3", + "{@b Defenses}", + "{@b Communications:} 12", + "{@b Resolve:} 10", + "{@b Resources:} 12" + ] + }, + { + "type": "entries", + "name": "Domain Title", + "page": 75, + "entries": [ + "The goblinoid coalition leader gains the following title and the noted additional features.", + "{@optfeature King Boss|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Powers", + "page": 76, + "entries": [ + "Gnomish kingdom officers gain access to the following domain powers.", + "{@optfeature Cheap Shot|KaW}", + "{@optfeature Worg Pack|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 76, + "entries": [ + "Gnomish kingdom officers gain access to the following domain features.", + "{@optfeature Mumbo Jumbo|KaW}", + "{@optfeature Prisoners of War|KaW}", + "{@optfeature Spike Pits|KaW}", + "{@optfeature The Red Howl (Special Unit)|KaW}" + ] + } + ] + }, + { + "type": "entries", + "name": "Hag Coven", + "page": 77, + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/FKbN8Eq.jpg" + } + }, + "A hag's deception and vile reckoning makes for a dangerous and unpredictable foe. Every encounter with one of these fiends is a gamble that might deal results worse than death. When several hags form a hag coven, their combined magical, seductive, and scheming power increases exponentially. Patient and cruel, the members of a hag coven sign pacts with the most desperate mortals, using the might of the horrid fey, fiends, and monstrosities that follow them as an army to enforce their dark bargains against even war leaders and emperors. Be wary when facing or allying with a coven, for every move the hags make furthers their singular goal of seeing the world suffer.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 2, + "items": [ + "{@b Skills}", + "{@b Diplomacy:} +2", + "{@b Espionage:} +0", + "{@b Lore:} +2", + "{@b Operations:} -1", + "{@b Defenses}", + "{@b Communications:} 12", + "{@b Resolve:} 12", + "{@b Resources:} 10" + ] + }, + { + "type": "entries", + "name": "Domain Title", + "page": 77, + "entries": [ + "The goblinoid coalition leader gains the following title and the noted additional features.", + "{@optfeature Queen of Night|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Powers", + "page": 77, + "entries": [ + "Gnomish kingdom officers gain access to the following domain powers.", + "{@optfeature Curse of the Coven|KaW}", + "{@optfeature Know Thy Place|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 78, + "entries": [ + "Gnomish kingdom officers gain access to the following domain features.", + "{@optfeature A Comforting Voice|KaW}", + "{@optfeature Clever Bargain|KaW}", + "{@optfeature Drained Source|KaW}", + "{@optfeature Swamp's Wrath (Special Unit)|KaW}" + ] + } + ] + }, + { + "type": "entries", + "name": "Infernal Echelon", + "page": 78, + "entries": [ + "Fiends are evil incarnate. Whether they seek to cheat mortals out of their souls or simply consume those souls by force, all fiends share the same drive—the suffering of the living. It's easy to lose sight of this simple truth when dealing with these creatures, as both the Abyss and the Nine Hells are entrenched in complicated politics. Demons and devils both follow strict hierarchies, creating complex power struggles whose machinations have consequences that ripple out across multiple worlds. And at the heart of these grand plots stands the infernal echelon—an organized force of fiends dedicated to powerful leaders, and committed to unleashing death, madness, and despair upon the mortal realm.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 2, + "items": [ + "{@b Skills}", + "{@b Diplomacy:} +2", + "{@b Espionage:} +1", + "{@b Lore:} +1", + "{@b Operations:} +0", + "{@b Defenses}", + "{@b Communications:} 12", + "{@b Resolve:} 10", + "{@b Resources:} 11" + ] + }, + { + "type": "entries", + "name": "Domain Titles", + "page": 79, + "entries": [ + "The infernal echelon leader gains one of the following titles (based on their particular flavor of evil), each of which grants the noted additional features.", + "{@optfeature Deceiver|KaW}", + "{@optfeature Defiler|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Powers", + "page": 79, + "entries": [ + "Infernal echelon officers gain access to the following domain powers.", + "{@optfeature Doom Curse|KaW}", + "{@optfeature Hellfire|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 79, + "entries": [ + "Infernal echelon officers gain access to the following domain features.", + "{@optfeature Face Dancers|KaW}", + "{@optfeature Inferno Artillery|KaW}", + "{@optfeature Led by the Nose|KaW}", + "{@optfeature Summon the Pale Riders (Special Unit)|KaW}" + ] + } + ] + }, + { + "type": "entries", + "name": "Medusean Tyranny", + "page": 81, + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/KFKz7ZQ.jpg" + } + }, + "Those afflicted with the medusa's curse often retreat into isolation, sequestering themselves in remote lairs to hide their monstrous transformation. Most medusas spend their days collecting not just victims but knowledge, as they attempt to undo the fell magic that has transformed them. A medusean tyranny arises when these powerful beings emerge from the shadows to seek out others of their kind. Alone, a medusa is a terrifying threat. Together, they pool centuries of knowledge and power, becoming all but unstoppable.", + "Medusas working together form a democratic unit known as a Veiled Council, with a medusean tyranny coming into full power when a council seizes a first stronghold. Once a base of operations is established, the council begins to expand across surrounding regions, ruling through fear and squashing resistance with powerful sorcery. The larger the hubris of a bordering domain, the more likely a medusean tyranny is to set their ensorcelled armies upon it.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 2, + "items": [ + "{@b Skills}", + "{@b Diplomacy:} +2", + "{@b Espionage:} -1", + "{@b Lore:} +3", + "{@b Operations:} +0", + "{@b Defenses}", + "{@b Communications:} 10", + "{@b Resolve:} 12", + "{@b Resources:} 11" + ] + }, + { + "type": "entries", + "name": "Domain Title", + "page": 81, + "entries": [ + "The medusean tyranny leader gains the following title and the noted additional features.", + "{@optfeature Veiled Sovereign|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Powers", + "page": 81, + "entries": [ + "Medusean tyranny officers gain access to the following domain powers.", + "{@optfeature Doom Curse|KaW}", + "{@optfeature Unrelenting Gaze|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 81, + "entries": [ + "Medusean tyranny officers gain access to the following domain features.", + "{@optfeature Allies to Stone|KaW}", + "{@optfeature Cult of Secrets|KaW}", + "{@optfeature Living Statuary (Special Unit)|KaW}", + "{@optfeature Promises of Power|KaW}" + ] + } + ] + }, + { + "type": "entries", + "name": "Orc Clan", + "page": 82, + "entries": [ + "Fearless and unwavering in defense of their homelands or in pursuit of plunder, the legions of an orc clan are not to be trifled with. Many folk call themselves superior warriors, with their heavy plate mail and firearms. But countless tales speak of foolish champions who underestimated the power of an orc clan—and the dear price they paid for that ignorance.", + "Most orc clans are composed of numerous smaller tribes and extended families, creating a bond that sees clan members defend their fellows with ruthless tactics and little patience for insult. Clan leadership is not hereditary, but is only rarely determined by age or strength. Instead, the mantle of chieftain is usually passed down to whoever can inspire the most loyalty in their fellow warriors.", + "Many of those who lose a campaign against an orc clan tell tales of the orcs' brutality, but this paints a picture that is far from accurate. Orc clans connect to a proud warrior culture, but their social infrastructure is no more savage than that of any other civilization. Although some clans are driven by ambition that sees them challenge and conquer other realms, most are dedicated to defending the orcs' expansive homelands, attacking only when provoked.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 2, + "items": [ + "{@b Skills}", + "{@b Diplomacy:} +1", + "{@b Espionage:} -1", + "{@b Lore:} +1", + "{@b Operations:} +2", + "{@b Defenses}", + "{@b Communications:} 10", + "{@b Resolve:} 13", + "{@b Resources:} 11" + ] + }, + { + "type": "entries", + "name": "Domain Title", + "page": 82, + "entries": [ + "The orc clan leader gains the following title and the noted additional features.", + "{@optfeature Chieftain|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Powers", + "page": 82, + "entries": [ + "Orc clan officers gain access to the following domain powers.", + "{@optfeature Outlast|KaW}", + "{@optfeature Protect the Clan|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 83, + "entries": [ + "Orc clan officers gain access to the following domain features.", + "{@optfeature Proud Warriors|KaW}", + "{@optfeature Take No Insult|KaW}", + "{@optfeature Tales of Clan Heroes Past|KaW}", + "{@optfeature The Unbreakable (Special Unit)|KaW}" + ] + } + ] + }, + { + "type": "entries", + "name": "Planar Invaders", + "page": 84, + "entries": [ + "Beyond the life known to the folk of the world, countless other worlds exist, filled with riches, mysteries, and danger. Planar invaders travel between these dimensions, seeking and consuming rare resources, obliterating those who get in their way, and too often leaving behind a trail of suffering. They pay no heed to the mundane conceptions of war understood by worldly folk, with their alien mindset and refusal to follow rules of engagement. Rather, they exploit every advantage they have, with no care to whether or not they leave survivors behind.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 2, + "items": [ + "{@b Skills}", + "{@b Diplomacy:} -1", + "{@b Espionage:} +2", + "{@b Lore:} +0", + "{@b Operations:} +3", + "{@b Defenses}", + "{@b Communications:} 11", + "{@b Resolve:} 12", + "{@b Resources:} 10" + ] + }, + { + "type": "entries", + "name": "Domain Title", + "page": 84, + "entries": [ + "The planar invaders' leader gains the following title and the noted additional features.", + "{@optfeature Overlord|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Powers", + "page": 84, + "entries": [ + "Planar invaders' officers gain access to the following domain powers.", + "{@optfeature Resistance is Futile|KaW}", + "{@optfeature You'll Be of Use Yet|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 84, + "entries": [ + "Planar invaders' officers gain access to the following domain features.", + "{@optfeature Interplanar Blip|KaW}", + "{@optfeature Recall the Fleet (Special Unit)|KaW}", + "{@optfeature Spatial Anchor|KaW}", + "{@optfeature We Will Take What We Need from Your Mind...Directly|KaW}" + ] + } + ] + }, + { + "type": "entries", + "name": "Reptilian Band", + "page": 85, + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/HW4GKa8.jpg" + } + }, + "Reptilian folk vary widely in their cultures and outlooks, with each preoccupied with unique concerns and internal politics. But every so often, a charismatic leader steps forth to bind disparate factions of kobolds, lizardfolk, dragonborn, and other peoples of reptilian ancestry into a mighty band. When united, these brave peoples make an unbreakable bulwark against those who would intrude into or steal resources from their lands—or a furious swarm dedicated to leveling whole kingdoms and reshaping the world as it was in primordial times.", + { + "type": "inset", + "name": "Frogfolk", + "entries": [ + "The illustrious history of the world's oldest fantasy roleplaying game is filled with various frog peoples. While such creatures are technically amphibians, the reptilian band domain works great to create a villainous or NPC realm using such creatures." + ] + }, + { + "type": "list", + "style": "list-no-bullets", + "columns": 2, + "items": [ + "{@b Skills}", + "{@b Diplomacy:} -1", + "{@b Espionage:} +2", + "{@b Lore:} +3", + "{@b Operations:} +0", + "{@b Defenses}", + "{@b Communications:} 11", + "{@b Resolve:} 12", + "{@b Resources:} 10" + ] + }, + { + "type": "entries", + "name": "Domain Title", + "page": 85, + "entries": [ + "The reptilian band leader gains the following title and the noted additional features.", + "{@optfeature Matriarch Rex|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Powers", + "page": 85, + "entries": [ + "Reptilian band officers gain access to the following domain powers.", + "{@optfeature Regenerate|KaW}", + "{@optfeature Vengeful Shriek|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 85, + "entries": [ + "Reptilian band officers gain access to the following domain features.", + "{@optfeature Booby Traps|KaW}", + "{@optfeature Ensorcelled Scales|KaW}", + "{@optfeature Prehistoric Wrath (Special Unit)|KaW}", + "{@optfeature Primal Magic|KaW}" + ] + } + ] + }, + { + "type": "entries", + "name": "Undead Dominion", + "page": 86, + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/HW4GKa8.jpg" + } + }, + "Undeath is perhaps the oldest form of fell magic, its foul stain marring history again and again despite the efforts of those who pledge to wipe it out once and for all. Not all undead are evil by nature, but most leaders who seek to live forever are, as they manipulate the magic of life and death to eternally exercise their will over others. And soon enough, some of those undead leaders begin to ask themselves: \"Why shouldn't my people also share in the gift of immortality...?\"", + "When an undead dominion rises, it creates a blight on the living landscape, turning soil to ash and draining the energy from all living things. Its people are a labor force that never needs rest. A military that needs no pay or medical care. They cannot be broken. They cannot be bought. They do not need to eat, or sleep, or breathe. They—and the threat they bring to bear on neighboring lands—are perpetual.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 2, + "items": [ + "{@b Skills}", + "{@b Diplomacy:} -1", + "{@b Espionage:} +0", + "{@b Lore:} +1", + "{@b Operations:} +3", + "{@b Defenses}", + "{@b Communications:} 11", + "{@b Resolve:} 13", + "{@b Resources:} 10" + ] + }, + { + "type": "entries", + "name": "Domain Title", + "page": 87, + "entries": [ + "The undead dominion leader gains the following title and the noted additional features.", + "{@optfeature Deathlord|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Powers", + "page": 85, + "entries": [ + "Undead dominion officers gain access to the following domain powers.", + "{@optfeature Knee Deep in the Dead|KaW}", + "{@optfeature Rise Up|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 85, + "entries": [ + "Undead dominion officers gain access to the following domain features.", + "{@optfeature Mass Animate Dead (Special Unit)|KaW}", + "{@optfeature The Curse Spreads|KaW}", + "{@optfeature The Dead Do Not Falter|KaW}", + "{@optfeature Vile Resistance|KaW}" + ] + } + ] + }, + { + "type": "entries", + "name": "Undersea Colony", + "page": 89, + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/NYlPVj6.jpg" + } + }, + "Some ancestries whose folk dwell below the waves make valuable allies, but not all pelagic creatures are friendly toward the people of the surface world—and few monsters stoke fear so visceral as those that hide in the unfathomable depths of the sea. The home of such creatures is a quiet, crushing, everlasting night that holds more in common with the deep void between the stars than the lands the waves crash against. Undersea folk live among ancient cities that sank long ago, filled with prehistoric secrets best left forgotten.", + "Land-dwellers who come into conflict with an undersea colony often see its residents as detached and remorseless. Their strange languages often hide even stranger morals, such that slaying the crew of a ship to retrieve a stolen artifact of the deep might seem no different to them than peaceful diplomacy.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 2, + "items": [ + "{@b Skills}", + "{@b Diplomacy:} +0", + "{@b Espionage:} +0", + "{@b Lore:} +2", + "{@b Operations:} +1", + "{@b Defenses}", + "{@b Communications:} 13", + "{@b Resolve:} 11", + "{@b Resources:} 10" + ] + }, + { + "type": "entries", + "name": "Domain Title", + "page": 89, + "entries": [ + "The undersea colony leader gains the following title and the noted additional features.", + "{@optfeature Tideweaver|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Powers", + "page": 89, + "entries": [ + "Undersea colony officers gain access to the following domain powers.", + "{@optfeature The Bends|KaW}", + "{@optfeature Uncanny Gift|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 90, + "entries": [ + "Undersea colony officers gain access to the following domain features.", + "{@optfeature Dark Figures Move and Twist|KaW}", + "{@optfeature Disrupt Shipping|KaW}", + "{@optfeature Eerie Insight|KaW}", + "{@optfeature Salt Golems (Special Unit)|KaW}" + ] + } + ] + }, + { + "type": "entries", + "name": "World Below City-State ", + "page": 90, + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/60p6l9V.jpg" + } + }, + "Most people think of the World Below as a vast network of caverns stretching beneath the surface of the everyday world. But this is another realm entirely—a separate manifold in reality that is home to strange creatures all vying for control. Only the craftiest folk survive the host of subterranean horrors and the constant conflict between factions in the deep. Drow, duergar, deep gnomes, and more all build city-states strong enough to weather any setback or assault. The people of these city-states rarely venture beyond their well-defended territories—but when they do, it is often in search of the resources that will help guarantee their continued security. While most World Below city-states have no interest in conquering the folk of the surface, their highly trained forces can strike quickly when necessary—or when provoked by aggression on any side.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 2, + "items": [ + "{@b Skills}", + "{@b Diplomacy:} -1", + "{@b Espionage:} +2", + "{@b Lore:} +0", + "{@b Operations:} +2", + "{@b Defenses}", + "{@b Communications:} 10", + "{@b Resolve:} 11", + "{@b Resources:} 13" + ] + }, + { + "type": "entries", + "name": "Domain Title", + "page": 90, + "entries": [ + "The World Below city-state leader gains the following title and the noted additional features.", + "{@optfeature Strike Leader|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Powers", + "page": 90, + "entries": [ + "World Below city-state officers gain access to the following domain powers.", + "{@optfeature Close-Quarters Magic|KaW}", + "{@optfeature Crawling Toxin|KaW}" + ] + }, + { + "type": "entries", + "name": "Domain Features", + "page": 91, + "entries": [ + "World Below city-state officers gain access to the following domain features.", + "{@optfeature Blades in the Dark|KaW}", + "{@optfeature Subterranean Bounty|KaW}", + "{@optfeature Tunnel Up|KaW}", + "{@optfeature Worm Knight (Special Unit)|KaW}" + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "Warfare", + "page": 92, + "entries": [ + "When great heroes like Ajax, Hector, or Achilles participate in a war, the story is about them fighting other heroes. Enemy heroes. The Trojan War is just a backdrop for these individuals' epic stories. So if that's the story you want to tell—of great armies clashing in the background while heroes and villains duel each other in single combat—then you don't need rules for warfare. You can just play out normal encounters while a huge battle is described happening around the heroes and their enemies, like some particularly dramatic background music.", + "This system, by contrast, assumes that even in a fantasy world, armies are important. Heroes can fight other heroes, but it takes an army to capture and hold territory—and to defend a domain against a villain's army. Each army's tactics, the units deployed, and who won is important—as is how they won. So while the characters still need to stop the villain in a thrilling combat, the characters' army also needs to defeat the villain's army to fully secure victory.", + { + "type": "entries", + "name": "Using These Rules", + "page": 93, + "entries": [ + "These rules don't worry overmuch about where the player characters are during a battle, or exactly what they're doing. Most are probably off adventuring or fighting the leaders of the villain's army. They're not on the battlefield trying to micromanage their own army. But that army is still an extension of the characters. Each unit gains benefits in battle based on a player character's class (see {@book Martial Advantages|KaW|3|Martial Advantages} on page 111), but a character's features, traits, spells, and feats mostly help make them better at fighting monsters. Characters aren't designed to fight armies. So these rules let the characters focus on fighting monsters and villains while their army tries to take and hold the villain's territory, or to stop the villain's army from taking territory of its own.", + "Players and GMs who like these rules and want to use this system in their games should make sure that everyone understands wars are about armies. The players and the GM control their own side's units, but the characters, the monsters, and the NPCs should always be focused on undertaking the personal challenges and one-on-one combat they're best at.", + "With all this in mind, we think everyone will find a lot of value in these rules. As an overview, this section presents just a few of the ways players and GMs can use this warfare system in your games.", + { + "type": "inset", + "name": "Combat and Battle", + "entries": [ + "To keep clear the differences between warfare and characters engaging in combat, this book uses \"combat\" to refer to characters and monsters skirmishing using the game's normal rules. \"Battle\" is used to refer to armies clashing using the warfare rules." + ] + }, + { + "type": "entries", + "name": "We're Adventuring!", + "page": 93, + "entries": [ + "Just because the heroes go off on adventures doesn't mean the rest of the world stops short, waiting in suspended animation for them to return. Armies are a fantastic tool that can be used to create tension in a game while the heroes are off adventuring.", + "Giving the villain of the adventure an army to attack the heroes' domain, the domains of their allies, or even just the place they live is a great way to get the players engaged with warfare. A GM can pause and say \"Meanwhile…\" as they describe a scenario in which the heroes' domain is threatened and the players must use the heroes' army to defend it." + ] + }, + { + "type": "entries", + "name": "Downtime Warfare", + "page": 93, + "entries": [ + "One of the most canonical uses of warfare is to give the players more—and more interesting—things to do during downtime, or at any time between group adventures when the characters are free to be more self-directed. In the time between one adventure and another, the players have a chance to come up with their own goals and motivations. And having characters be officers in a domain with a standing army, even a small one, opens up all sorts of new opportunities for story and game play.", + "The players might decide to use the characters' army proactively. Send it somewhere to liberate a town or temple, or to clear out a forest infested with cultists. Send it to blockade a road and force a confrontation with a local warlord. Or they might use it reactively based on challenges the GM places in front of them, like a rebellion or an uprising. Between adventures, unlimited possibilities for drama and action arise, and warfare can easily factor into these." + ] + }, + { + "type": "entries", + "name": "Epic Finale", + "page": 94, + "entries": [ + "The most spectacular use of this system is to simulate a climactic confrontation between a heroic organization and a villainous realm. The easiest and most fun way to do this is to run and resolve the battle first, then the combat, even though both are actually happening simultaneously. This works much the same way that players in combat resolve their characters' actions in distinct turns, even though in reality the characters are all moving and attacking at the same time.", + "When this is done, mark down who wins the battle and on which turn. Then, on that turn of the combat, the winning officers each gain a Morale Surge they can use at any time (see the sidebar). The warfare rules have been designed to, on a whole, resolve faster than character combat. This is not wholly realistic, but it is dramatic—and it allows the game to continue to focus on the heroes and their actions. Their army will win or lose before the end of the combat, and the victors gain a sudden and dramatic bonus reflecting the rush of adrenaline.", + "Of course, this requires some willing suspension of disbelief, since the players will have already resolved the battle before starting the combat. So they know who's going to win—and on what turn— going into their own final fight. But even if this causes characters to change their behavior in what is technically a metagaming sense, it can easily be explained as the characters being the ones who trained the forces fighting outside—and as such, being instinctively aware that those forces are going to win (or lose!), even if that wasn't strictly obvious during the actual running of the battle.", + "A battle can, of course, take longer than a combat! This isn't a problem if the winner of the battle is the same domain as the winner of the combat. But even if that's not the case, when a domain's commanders lose a combat (whether they died, surrendered, were banished to another dimension, and so on) their troops automatically undertake the Retreat maneuver. (The rest of this chapter explains maneuvers and all the other rules for warfare.)" + ] + }, + { + "type": "inset", + "name": "Morale Surge", + "entries": [ + "A character experiences a sudden rush of adrenaline upon hearing the herald's news of victory on the field of battle. As a bonus action, the character can move half their speed and take one additional action, on top of their regular action and movement. The character can use this benefit once, and loses it if they don't use it before taking a long rest." + ] + }, + { + "type": "entries", + "name": "Bringing the Siege", + "page": 94, + "entries": [ + "When the GM decides that it's time for a battle to begin, each side can attempt to bring the siege. This section of the rules vaguely emulates the behavior of European military conflicts from the eleventh century to the fifteenth century. During these times, the majority of battles were sieges—one army attacking a fortification, rather than two armies facing each other in the field. The major question of the time was: Which side would mobilize first and lay siege to the other side's castle or keep?", + "The warfare rules simulate this historical setup by requiring both domains to make an opposed Operations test at the start of each battle. The winner decides whether they will attack the villain's stronghold, defend their own stronghold, or meet on a different field of battle. In the case of a tie (or if the GM determines that it's not appropriate for a particular battle to involve a stronghold), both armies meet at a location away from either stronghold." + ] + }, + { + "type": "entries", + "name": "Seizing the Initiative", + "page": 94, + "entries": [ + "The army that defends its domain's stronghold gains the benefits of the fortifications of that stronghold. The army that attacks has more flexibility in its tactics and is said to have seized the initiative. All units in that army's vanguard rank get a free activation at the start of the battle. While the attacking army is taking this free activation, the units of the defending army can use reactions only." + ] + }, + { + "type": "entries", + "name": "Using the Grid", + "page": 95, + "entries": [ + "One of the keys to keeping battles fun is making sure everyone has room to maneuver. Each side in the battle has a 4 × 5 grid—twenty spaces in total— on which to place their infantry and artillery units. Cavalry and aerial units do not use the grid.", + "If one side of the battlefield is completely filled with troops, that side is left with no room to maneuver and the game turns into a slog. As such, these rules work best with each side controlling twelve or fewer units." + ] + }, + { + "type": "entries", + "name": "Making Tests", + "page": 95, + "entries": [ + "Throughout these rules, you'll see references to units making tests. Just like with the rules for running domains, tests in warfare are analogous to your character making ability checks—you roll a d20, add a modifier, and compare the total to a fixed DC or some other value. If the result is equal to or greater than the value it's compared to, the test succeeds. Tests can likewise be made with advantage and disadvantage, just like ability checks.", + "When a unit attacks another unit, it first makes an Attack test opposed by the opposed unit's Defense. To successfully execute a special maneuver, a unit must succeed on a Command test with a DC based on the complexity of the maneuver. (Attack, Defense, and Command are three of the modifiers that are part of every unit's battle statistics, discussed in more detail below.)" + ] + }, + { + "type": "entries", + "name": "Starting Small", + "page": 95, + "entries": [ + "The best way to test out these rules is to start with a small battle, wherein each player controls just one unit. There are then a commensurate number of units on the opposing side, controlled by the GM. A battle of this size—perhaps two opposing forces trying to take over a small town—gives everyone, including the GM, the chance to learn the system and get their feet wet.", + "It might seem like a fun idea to start with a huge battle! An epic confrontation with dozens of units on each side! But this system will quickly bog down under that kind of setup, and there are better ways to create this epic feel. These rules don't model individual soldiers, which means that players and GMs are free to redefine the scale of battle to suit their needs. If you want to run an epic battle, simply say that each unit represents a legion of five thousand soldiers rather than a squad of fifty or some other smaller number.", + "Alternatively, many of what are considered huge historical battles were actually a series of smaller related skirmishes. So if you want to replicate this kind of massive battle, you can use this system to play out specific skirmishes within a larger war. Using different battlefield setups each time, you'll play out the battle for the port, then the battle for the tower gates, and finally the battle for the city, with the results of each battle affecting the next." + ] + }, + { + "type": "inset", + "name": "Allied and Opposed", + "entries": [ + "In the warfare rules, \"allied units\" refers to all units that are part of an army or are friendly to that army. \"Opposed units\" refers to all units that are part of the army fielded by the other side in a battle, or which are friendly to that other side's army. The same usage applies when talking about opposed commanders. This allows the rules to read properly from the perspective both of players running their characters' army and the GM running a villain's army, by avoiding terms like \"enemy\" that might be misread as referring only to the units of the villain or GM's side.", + "If any part of the rules allows a unit to affect allied units, the unit can also affect itself (assuming it meets all other criteria for the specific effect)." + ] + }, + { + "type": "entries", + "name": "Larger Battlefields", + "page": 95, + "entries": [ + "Each player character involved in a warfare battle can command a number of units equal to their proficiency bonus, which means players can eventually control up to six units each! If your group has five or six players, that can mean battles with thirty units or more on a side!", + "Any time you play a battle with more than fifteen units on a side, it's recommended that the battlefield be expanded by adding ranks (rows) and files (columns) to the field, so that there are always openings and empty spaces. As a general rule of thumb, add one new column for every three units beyond fifteen. Once you've added two columns, add another row: a second vanguard row with the same rules for deployment as the original vanguard row.", + { + "type": "table", + "caption": "Expanding the Battlefield", + "colLabels": [ + "Units per Side", + "Add...", + "" + ], + "colStyles": [ + "col-2 text-left", + "col-3 text-left", + "col-7 text-left" + ], + "rows": [ + [ + "15 or fewer", + "Nothing; use the 4 × 5 grid for each side", + "" + ], + [ + "16-18", + "One column", + "" + ], + [ + "19-21", + "Another column", + "" + ], + [ + "22-24", + "One vanguard row", + "" + ], + [ + "25-27", + "Another column", + "" + ], + [ + "28 or more", + "Another column", + "" + ] + ] + } + ] + }, + { + "type": "entries", + "name": "Domain Armies", + "page": 96, + "entries": [ + "Not all domains need an army. Depending on the campaign or the nature of the specific adventure you're playing, domains for the characters and the villains are still useful for the additional features they grant, even without these warfare rules. A heroic organization might act behind the scenes, or lend aid to other domains in the form of special units that can be mustered and sent to help allies. But if an enemy has an army marching on the characters' stronghold—or vice versa—creating an army is the best way to play out that scenario!" + ] + }, + { + "type": "entries", + "name": "Units", + "page": 96, + "entries": [ + "Each army is made up of units. Each unit is a collection of soldiers (including monsters) with the same ancestry, training, gear, and type.", + "An army defends a domain and fights battles for the domain's officers (either the player characters or the villains controlled by the GM). While the characters confront an opposed domain's leaders in an epic combat, the armies loyal to both sides clash in an epic battle. The characters and the villains issue orders, but the soldiers who fight and die in response to those orders are the ones who take and hold the field—the ones who win or lose the war." + ] + }, + { + "type": "entries", + "name": "Anatomy of a Unit", + "page": 96, + "entries": [ + "The following is a typical unit, so let's check out its stats.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/Q2U9E6J.jpg" + } + }, + "There are a lot of numbers and symbols at use here, but you'll quickly get used to them. And you'll find much more information on all these stats and how they're used in the sections that follow.", + { + "type": "entries", + "name": "Name", + "entries": [ + "Every unit has a name. For normal units, that name is just a combination of the unit's ancestry and type—for example, Human Cavalry, Elf Artillery, or Hobgoblin Infantry. Some units have more descriptive names, though, such as Human Shield Maniple or Bugbear Heavy Claw. Special units might follow either format. And unique units have quotation marks around their names, to indicate that there is only one of these special units anywhere in the world." + ] + }, + { + "type": "entries", + "name": "Commander", + "entries": [ + "Every unit also has a commander. This is the creature that issues orders to the unit in battle—usually one of the officers in charge of the domain fielding the unit.", + "The rules don't worry too much about how exactly a human paladin locked in combat with an evil enemy cleric is able to make their intentions known to the unit they command out on the battlefield. The system is deliberately abstract. Runners and heralds are tasked with conveying such orders, and minor magics can facilitate communication between a commander and their troops. But beyond that, a unit knows what its commander wants because the commander has trained that unit. As well, each unit is assumed to have sergeants and subcommanders who know what to do if the commander is incapacitated, killed, or turned into a slimy toad." + ] + }, + { + "type": "entries", + "name": "Battle Statistics", + "entries": [ + " ", + "{@b Attack (ATK)} is a measure of a unit's tactical effectiveness—its ability to successfully execute an attack order and engage an opposed unit. A successful Attack test can inflict casualties on an opposed unit, but is only half of the process of making an attack. Attack is opposed by Defense and improved by experience.", + "{@b Defense (DEF)} is a measure of a unit's ability to maneuver in such a way that it can avoid an opposed unit's attack, or minimize it so much that it fails to make a noticeable dent in the unit's casualties. Defense is improved by experience.", + "{@b Power (POW)} is a measure of a unit's physical prowess in battle. When the halberds strike, the arrows fall, or the lances pierce, how much force is behind them? Making a Power test is the second part of making an attack, and inflicts even more casualties on an opposed unit. Power tests made for other reasons do not deal damage unless the rules say so. Power is opposed by Toughness and improved by equipment.", + "{@b Toughness (TOU)} is a measure of a unit's physical hardiness—its ability to withstand successful attacks and keep fighting. Toughness is improved by equipment.", + "{@b Morale (MOR)} measures a unit's ability to maintain discipline in the face of overwhelming odds, powerful magic, exotic enemies, and death. Failing a Morale test inflicts casualties just as Attack tests and Power tests can, since a soldier who is terrified and flees is just as ineffective as a dead soldier. Morale is improved by experience.", + "{@b Command (COM)} is a unit's ability to correctly interpret complex orders and execute them successfully. Command is improved by experience.", + "{@b Number of attacks (the sword icon)} represents the number of times a unit can organize itself to attack other units in one round of battle. Most units have only one attack. Number of attacks is improved by experience.", + "{@b Damage (DMG)} is the number of casualties inflicted on a successful Power test made after a successful Attack test. If some part of the rules grants a bonus to damage, that bonus applies only to the Power test made as part of an attack. Damage is improved by equipment.", + "{@b Size} is an abstract measure of a unit's ability to maintain morale and unit cohesion, and to carry out orders. Size determines a unit's {@b casualty die} (see below), and so determines how much damage a unit can take. The bigger a unit's size, the more effective it is at staying in the fight.", + "{@b Movement} is another of a unit's battle statistics, but does not appear on the card because all units have a movement of 1." + ] + }, + { + "type": "entries", + "name": "Casualties", + "entries": [ + "During warfare, the number of casualties a unit can suffer but still keep on fighting is represented by the {@b casualty die}. A casualty die is based on a unit's size, and is placed on the unit card during battle with the number of casualties the unit has remaining facing up. For example, a size 6 unit would begin with a d6 casualty die, with the 6 facing up.", + "If a unit is ever reduced to half its maximum casualties or fewer, it is {@b diminished}. The first time a unit is diminished in a battle, it must succeed on a {@dc 13} Morale test or immediately suffer 1 casualty.", + "If a unit's casualty die ever reaches 0, the unit is {@b broken} and is removed from the battle. A broken unit might be able to be rallied to return to the battle, or it might be disbanded and permanently lost.", + "These rules don't worry about the exact number of soldiers or monsters in a unit. Likewise, casualties usually mean soldiers killed by enemy action, but not always. A soldier who is disoriented or too terrified to act, or who cannot see or hear or understand their commanders' orders, is just as ineffective as a dead soldier. For this reason, even though a unit might be removed from the battlefield when broken, there is a chance that it can be rallied later by gathering together scattered soldiers, bolstering their resolve, and organizing them for battle again." + ] + }, + { + "type": "entries", + "name": "Type", + "entries": [ + "A unit's type is represented by a weapon symbol. Type determines what a unit can do in battle, who it can attack, and who it can be attacked by. There are four types of basic unit: infantry, artillery (including siege weapons), cavalry, and aerial. For the purpose of improving experience and equipment (see below), cavalry and aerial units use the same tables.", + { + "type": "table", + "colLabels": [ + "Type", + "Symbol", + "Type", + "Symbol", + "" + ], + "colStyles": [ + "col-1 text-left", + "col-1 text-center", + "col-1 text-left", + "col-1 text-center", + "col-8 text-left" + ], + "rows": [ + [ + "Aerial", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/9YFLBe6.png", + "maxWidth": 50 + } + }, + "Cavalry", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/CGQScAa.png", + "maxWidth": 50 + } + }, + "" + ], + [ + "Artillery", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/HjXkiVE.png", + "maxWidth": 50 + } + }, + "Infantry", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/Pd42pUG.png", + "maxWidth": 50 + } + }, + "" + ], + [ + "Artillery (Siege)", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/HtJQVSh.png", + "maxWidth": 50 + } + }, + "Infantry (Levy)", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/ll2Gsva.png", + "maxWidth": 50 + } + }, + "" + ] + ] + } + ] + }, + { + "type": "entries", + "name": "Experience", + "entries": [ + "Experience is a combination of how much training a unit has and how much fighting it's seen. More experienced units gain bonuses to Attack, Defense, Morale, and Command, as well as additional attacks, as indicated on the Unit Experience Bonuses table. But different types of units learn different lessons in battle.", + "Units gain experience by surviving battles, according to how experienced they already are (see {@book Improving Units|KaW|3|Improving Units} on page 104). Each section of the table starts with the lowest level of experience at the top, with each subsequent level below indicating the next improvement.", + "The bonuses on these tables are {@b not cumulative}. If a veteran infantry unit survives a battle and improves to become elite, its Attack modifier goes up by 1, not by 2.", + "The number of stars in a unit card's upper left corner indicate the unit's level of experience. Levies and regular units have no stars, veteran units have one star, elite units have two stars, and super-elite units have three stars." + ] + }, + { + "type": "inset", + "name": "Levies", + "entries": [ + "Levies are infantry troops who have zero training and no experience, typically laborers and townsfolk. They know their likely fate in battle, but they believe enough in a domain's cause to fight and die for it—or they fear the price of not fighting even more.", + "Levies cannot have their gear or experience improved. They automatically disband after every battle and must be mustered again for the next battle." + ] + }, + { + "type": "entries", + "name": "Equipment", + "entries": [ + "Equipment describes a unit's arms and armor. Heavier units have better weapons and armor, granting them bonuses to Power, Toughness, and Damage (except for artillery units), but they might not be as flexible in battle as a lighter, more mobile unit. As with experience, different types of units gain different benefits from improving their equipment.", + "Units improve their equipment by having their domain pay for those improvements (see {@book Improving Units|KaW|3|Improving Units} on page 104). Each section of the Unit Equipment Bonuses table starts with the baseline level of equipment at the top, with each subsequent level below indicating the next improvement." + ] + }, + { + "type": "table", + "caption": "Unit Experience Bonuses", + "colLabels": [ + "Infantry Experience", + "Additional Attacks", + "Attack", + "Defense", + "Morale", + "Command", + "" + ], + "colStyles": [ + "col-2 text-left", + "col-1 text-center", + "col-1 text-center", + "col-1 text-center", + "col-1 text-center", + "col-1 text-center", + "col-5 text-left" + ], + "rows": [ + [ + "Levies", + "+0", + "-1", + "-2", + "-2", + "-1", + "" + ], + [ + "Regular", + "+0", + "+0", + "+0", + "+0", + "+1", + "" + ], + [ + "Veteran", + "+0", + "+1", + "+2", + "+2", + "+2", + "" + ], + [ + "Elite", + "+1", + "+2", + "+4", + "+4", + "+2", + "" + ], + [ + "Super-elite", + "+1", + "+3", + "+6", + "+6", + "+3", + "" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "Cavalry and Aerial Experience", + "Additional Attacks", + "Attack", + "Defense", + "Morale", + "Command", + "" + ], + "colStyles": [ + "col-2 text-left", + "col-1 text-center", + "col-1 text-center", + "col-1 text-center", + "col-1 text-center", + "col-1 text-center", + "col-5 text-left" + ], + "rows": [ + [ + "Regular", + "+0", + "+0", + "+0", + "+0", + "+0", + "" + ], + [ + "Veteran", + "+0", + "+1", + "+1", + "+1", + "+2", + "" + ], + [ + "Elite", + "+1", + "+2", + "+2", + "+2", + "+4", + "" + ], + [ + "Super-elite", + "+1", + "+3", + "+3", + "+3", + "+6", + "" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "Artillery Experience", + "Additional Attacks", + "Attack", + "Defense", + "Morale", + "Command", + "" + ], + "colStyles": [ + "col-2 text-left", + "col-1 text-center", + "col-1 text-center", + "col-1 text-center", + "col-1 text-center", + "col-1 text-center", + "col-5 text-left" + ], + "rows": [ + [ + "Regular", + "+0", + "+0", + "+0", + "+0", + "+0", + "" + ], + [ + "Veteran", + "+1", + "+2", + "+1", + "+1", + "+1", + "" + ], + [ + "Elite", + "+1", + "+4", + "+2", + "+2", + "+2", + "" + ], + [ + "Super-elite", + "+1", + "+6", + "+3", + "+3", + "+3", + "" + ] + ] + }, + { + "type": "table", + "caption": "Unit Equipment Bonuses", + "colLabels": [ + "Infantry Equipment", + "Power", + "Toughness", + "Damage", + "" + ], + "colStyles": [ + "col-2 text-left", + "col-1 text-center", + "col-1 text-center", + "col-1 text-center", + "col-7 text-left" + ], + "rows": [ + [ + "Light", + "+0", + "+0", + "+0", + "" + ], + [ + "Medium", + "+2", + "+2", + "+0", + "" + ], + [ + "Heavy", + "+4", + "+4", + "+0", + "" + ], + [ + "Super-heavy", + "+6", + "+6", + "+1", + "" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "Cavalry & Aerial Equipment", + "Power", + "Toughness", + "Damage", + "" + ], + "colStyles": [ + "col-2 text-left", + "col-1 text-center", + "col-1 text-center", + "col-1 text-center", + "col-7 text-left" + ], + "rows": [ + [ + "Light", + "+0", + "+0", + "+0", + "" + ], + [ + "Medium", + "+1", + "+1", + "+0", + "" + ], + [ + "Heavy", + "+2", + "+2", + "+0", + "" + ], + [ + "Super-heavy", + "+3", + "+3", + "+1", + "" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "Artillery Equipment", + "Power", + "Toughness", + "" + ], + "colStyles": [ + "col-2 text-left", + "col-1 text-center", + "col-1 text-center", + "col-8 text-left" + ], + "rows": [ + [ + "Light", + "+0", + "+0", + "" + ], + [ + "Medium", + "+1", + "+1", + "" + ], + [ + "Heavy", + "+2", + "+2", + "" + ], + [ + "Super-heavy", + "+3", + "+3", + "" + ] + ] + }, + { + "type": "entries", + "name": "Ancestry", + "entries": [ + "Ancestry affects all of a unit's stats, and in many ways is the defining attribute of a unit. Ancestry also determines what traits a unit has." + ] + }, + { + "type": "table", + "colLabels": [ + "Ancestry", + "Symbol", + "Ancestry", + "Symbol", + "" + ], + "colStyles": [ + "col-1 text-left", + "col-1 text-center", + "col-1 text-left", + "col-1 text-center", + "col-8 text-left" + ], + "rows": [ + [ + "Dragonborn", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/aHzlxGK.png", + "maxWidth": 50 + } + }, + "Human", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/F5vLaiq.png", + "maxWidth": 50 + } + }, + "" + ], + [ + "Dwarf", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/KDWZq6n.png", + "maxWidth": 50 + } + }, + "Kobold", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/PBE9xaI.png", + "maxWidth": 50 + } + }, + "" + ], + [ + "Elf", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/0yhTq0c.png", + "maxWidth": 50 + } + }, + "Lizardfolk", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/oicKWo9.png", + "maxWidth": 50 + } + }, + "" + ], + [ + "Fiend", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/zbfv7a0.png", + "maxWidth": 50 + } + }, + "Monstrous", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/J88CmDC.png", + "maxWidth": 50 + } + }, + "" + ], + [ + "Giant", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/dUd2twT.png", + "maxWidth": 50 + } + }, + "Orc", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/Bl5BaL2.png", + "maxWidth": 50 + } + }, + "" + ], + [ + "Gnoll", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/wYDAEIW.png", + "maxWidth": 50 + } + }, + "Special", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/j7ImXrY.png", + "maxWidth": 50 + } + }, + "" + ], + [ + "Gnome", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/raAuy64.png", + "maxWidth": 50 + } + }, + "Undead", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/GX2yltr.png", + "maxWidth": 50 + } + }, + "" + ], + [ + "Goblinoid", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/RvqC5fX.png", + "maxWidth": 50 + } + }, + "", + "", + "" + ] + ] + }, + { + "type": "entries", + "entries": [ + "The bonuses a unit gains because of its ancestry have very little to do with any of the stats that creatures of those ancestries have in the core rules. The warfare rules are concerned with how well creatures organize, take orders, and maintain morale and unit cohesion, none of which are necessarily related to how well creatures fight in single combat." + ] + }, + { + "type": "entries", + "title": "Tier", + "entries": [ + "A unit's tier, represented by a Roman numeral on its card, is a measure of the unit's overall power or nastiness. Tier I units are the least powerful (and thus the easiest to put onto the battlefield), while Tier V units are the most powerful.", + "All units after Tier I have unit dependencies that determine how many units of a specific tier are needed to field a unit of a higher tier. For example, you can field an unlimited number of Tier I units, but you must have more Tier I units than Tier II units." + ] + }, + { + "type": "entries", + "title": "Traits", + "entries": [ + "Each unit also has a collection of traits—maneuvers or special features that it can employ in battle. The names of each unit's traits are listed on its unit card, keying to the descriptions in the {@b Unit Traits} section on page 126 in this chapter. This keeps the unit cards small and useful in battle, and means players don't have to constantly pick each card up to read what its traits can do in the middle of a battle." + ] + } + ] + }, + { + "type": "entries", + "name": "Building an Army", + "page": 100, + "entries": [ + "As soon as a group of characters founds an organization, they muster four Tier I units of the players' choice from any ancestry the GM agrees the organization has access to. These are leaderless soldiers—probably regular light troops from other failed domains, looking for someone to serve.", + "As an option, any time a domain musters a Tier I unit, it can muster two levies instead. This can boost the size of a starting army by making it some combination of levies and regular troops. However, levies automatically disband at the end of the next battle they fight in.", + "Six ancestries are presented in this book—humans, elves, dwarves, orcs, goblinoids, and undead. Each ancestry features nine units covering different types and tiers. Whenever an organization musters new units, they must be from an ancestry the GM agrees the organization has access to, chosen from the nine units noted and following the rules for unit command and unit dependencies (detailed below).", + "(If you use {@book Strongholds & Followers|SaF} in your game, you can optionally use the rules that allow characters to attract a variety of followers, including new units, when they build or take over a stronghold.", + "Units mustered by a heroic organization belong to that organization. Each unit needs a commander (see {@b Unit Command and Dependencies} below) who must be an officer in the organization. These units gain experience through battle (unless they're levies), and the organization can spend gold to improve any unit's equipment.", + "Gaining additional units can be accomplished in three ways:", + { + "type": "list", + "items": [ + "An officer of the organization can use a domain action during intrigue to muster one unit from any ancestry the GM agrees the organization has access to (see the {@b Operations} section on page 23 in the {@b Domains & Intrigue} chapter). Units mustered in this way belong to the organization and persist from battle to battle until they are disbanded. They must conform to the rules for unit dependencies.", + "An officer of the organization can muster the organization's special unit by succeeding on an Operations test during intrigue (see the {@b Operations} section on page 23, and the details of special units in each organization's write-up in the {@b Domains & Intrigue} chapter). This unit disbands after the next battle it is used in, and must be mustered again before it can be used again. This unit ignores unit dependencies.", + "An officer of the organization can recruit new units from NPC realms by succeeding on a Diplomacy test during intrigue (see the {@b Diplomacy} section on page 20 in the {@b Domains & Intrigue} chapter), gaining the use of that realm's special unit. Units gained by diplomacy disband after the next battle they are used in, and return to their home domain. Additional diplomacy is necessary if they are to be fielded again. These units ignore unit dependencies." + ] + }, + "All units, regardless of how they are raised, need a commander. Units that conform to the rules for unit dependencies can be used to unlock new units based on their tier, but units that ignore unit dependencies cannot. For example, a Tier III unit mustered as an organization's special unit or recruited through diplomacy does not count toward being able to muster a Tier IV unit." + ] + }, + { + "type": "entries", + "name": "Unit Ancestry", + "entries": [ + "The GM determines which ancestries an organization has access to when raising units. It's reasonable to assume a dwarf officer would know other dwarves, and that the officer's heroism has become known in their homeland. So when this heroic dwarf puts out the call, a unit of dwarves arrives! That said, a dwarf officer might be an exile, or might have been raised in a human city and have no real connection to any ancestral home. If so, the GM might decide that a different ancestry is available instead.", + "If the characters' organization is on good terms with a nearby NPC elf domain—perhaps because of interactions during a previous adventure—it's reasonable to assume that the organization can muster elven units. But the only way to muster the Court Jesters—a special aerial unit of veteran sprites with medium equipment belonging to a fey court domain—is through Diplomacy." + ] + }, + { + "type": "entries", + "name": "Unit Types", + "entries": [ + "There are four types of units—infantry, artillery, cavalry, and aerial. Each has different base stats, and because of the rules governing which units can attack other units (see {@b Attacking}) and the rules for deployment, each has a specific role to play in warfare.", + { + "type": "entries", + "name": "Infantry Units", + "entries": [ + "Infantry are the meat-and-potatoes troops for any domain. They are not as flashy as artillery or cavalry, but they are harder to kill, having higher Toughness than other units of the same tier and ancestry. Infantry are often used to protect artillery units.", + "Infantry have very few legal targets in a battle. They can attack only adjacent units (in front, behind, to the left, or to the right of the infantry unit), and can't attack cavalry or aerial units at all. But infantry also have access to more maneuvers than other units. Only infantry units can use the Follow Up maneuver, which gives them free movement after an adjacent opposed unit breaks or moves away from them. This helps infantry quickly move into position to get closer to the opposed side's center rank—where all the squishy archers are usually hiding!", + "Infantry can also make use of the Set for Charge maneuver, which gives them a chance of inflicting casualties on any cavalry or aerial unit that attacks them. They cannot attack those more mobile units back, but they are not completely defenseless against them.", + "Infantry also include a domain's levies—the untrained troops who have either volunteered to support a domain or been pressed into service. Levies are cheaper than other Tier I units, with officers able to muster two units of levies instead of any other Tier I unit. But they have poor stats compared to other infantry units, and those stats cannot be improved. Levies disband after every battle.", + "The best use of levies is to defend a domain's rear rank against enemy cavalry. They often won't last long, but they'll force an opponent to waste actions wearing them down." + ] + }, + { + "type": "entries", + "name": "Artillery Units", + "entries": [ + "Artillery units include both archers and siege engines. Mostly archers.", + "Artillery units can attack any other unit on the field, which means they're a domain's best defense against enemy aerial units. Those are thankfully rare, but archers' ability to pick targets from across the battlefield makes them incredibly good at two things—forcing Morale tests by diminishing opposed units, and breaking opposed units that have only 1 casualty remaining, regardless of where those units are.", + "Additionally, archers and cavalry can be coordinated to pick out a single enemy cavalry unit and wear it down, since archers and cavalry can attack any cavalry unit. Many battles begin with both sides using archers and cavalry in this way, trying to eliminate opposing cavalry before they can go on the offensive.", + "The downside, of course, is that archers are incredibly squishy. They have low Defense and Toughness compared to other troops of the same tier and ancestry. For this reason, they must be deployed in the center rank of the battlefield, and a large part of the strategy of a domain's officers typically involves keeping their archers alive.", + "Siege Engines are usually Tier II units, so they're harder to muster. They can attack any other units and inflict a lot of casualties—but most require an entire round between attacks doing nothing (loading the catapult or trebuchet, winding the ballista, and so forth). Combined with the fact that they're the only unit that can damage fortifications (which they automatically hit!), siege engines are typically only mustered when a domain is fighting an opposing force with fortifications, and are then used to batter down those walls and towers." + ] + }, + { + "type": "entries", + "name": "Cavalry Units", + "entries": [ + "Cavalry units move fast and hit hard. They are so mobile that they belong to no specific rank, ranging across the battlefield to attack other cavalry, and pick off those infantry and artillery units foolish enough to leave themselves exposed.", + "Cavalry units have greater Power than other units of the same tier and ancestry, and they're one of the few Tier I units that deal 2 damage on a successful Power test. This means they can cause most Tier I units to become diminished with a single successful attack—a size 6 unit taking 1 casualty from a successful Attack test, and then 2 more casualties from a successful Power test!", + "Many battles begin with both sides trying to neutralize the other's cavalry. Units with the Archers trait are particularly good at this." + ] + }, + { + "type": "entries", + "name": "Aerial Units", + "entries": [ + "Flying units are rare, with most of them in Tier III and having stats comparable to an average Tier II unit. This is because aerial units can attack any other unit (in the same manner as artillery units) but very few units can return fire against them! Only artillery and other aerial units can attack an aerial unit.", + "Mustering aerial units gives a domain a major advantage over an opposed domain that has no aerial units with which to defend itself. But while they have clear advantages in battle, aerial units are squishy. They have higher Attack modifiers than other units of the same tier and ancestry, but their need to be lightly armed and armored compared to other units gives them lower Defense and Toughness.", + "Properly used, aerial units can make a big difference in a battle, but they do not represent instant victory. Rather, much of their usefulness is psychological. An army without aerial units facing an army with aerial units often feels as though it's on the defensive, even if it has archers enough to handle the situation." + ] + } + ] + }, + { + "type": "entries", + "name": "Unit Command and Dependencies", + "entries": [ + "A couple of restrictions affect how many units a domain can field, and which units it can field. This stops a battle from growing too large to manage, and simulates the fact that any army will have a very small number of elite units supported by a broad base of regular units. It also prevents domains from fielding an army made up of only one or two extremely nasty units that can't be defeated by a regular army.", + { + "type": "entries", + "name": "Unit Command", + "entries": [ + "An officer can command a number of units equal to their proficiency bonus. Every unit a domain fields—both regular units and special units, no matter how those units are gained—must have a commander.", + "Normally, only a domain officer (a player character member of a heroic organization, or the NPC leader and lieutenants for an enemy realm or some other opposed domain) can command units. But the GM might decide to let NPCs allied with a heroic organization command units as well. This is useful in scenarios that demand larger armies but have a small number of players." + ] + }, + { + "type": "entries", + "name": "Unit Dependencies", + "entries": [ + "Each unit's tier represents not only its power level relative to other units. It represents the relationship wherein higher-tier units require many lower-tier units to support them, as follows:", + { + "type": "list", + "entries": [ + "There is no limit to the number of Tier I units (including levies) a domain can field.", + "A domain can field a number of Tier II units one less than its current number of Tier I units.", + "A domain can field a number of Tier III units one less than its current number of Tier II units.", + "A domain can field a number of Tier IV units one less than its current number of Tier III units.", + "A domain can field a number of Tier V units one less than its current number of Tier IV units." + ] + }, + "Remember that whenever a domain raises a regular Tier I unit, it can raise two units of levies instead. Because these levies are also Tier I, they are a quick way of increasing unit numbers to unlock more powerful units—at the cost of fielding much squishier units at the base of an army!", + "An example large army of fifteen units lead by a Tier V unit would look like this:", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/emHcVmb.png" + } + }, + "A domain's special unit, as well as units raised through diplomacy, ignore unit dependencies. These units can take to the battlefield regardless of what other units are in play for a domain." + ] + } + ] + }, + { + "type": "entries", + "name": "Improving Units", + "entries": [ + "For each of the units in play for a domain, experience and equipment can both be improved. Units gain experience through battle, and better equipment with money.", + { + "type": "entries", + "name": "Improving Experience", + "entries": [ + "The only way to improve a unit's experience is through battle, as follows:", + { + "type": "list", + "entries": [ + "Regular units become veteran units if they survive their first battle. Easy!", + "Veteran units become elite units if they survive three more battles. Much harder.", + "Elite units become super-elite units after surviving four more battles (eight total)." + ] + }, + "Levies cannot be improved, as the untrained troops who make up those units are considered to go back to their lives as soon as their task in battle is done." + ] + }, + { + "type": "entries", + "name": "Improving Equipment", + "entries": [ + "A domain can spend money to upgrade a unit's equipment from light to medium, medium to heavy, and so forth, requiring only a domain action. (Modifying Units on page 23 in the Domains & Intrigue chapter has all this information.) A domain can upgrade as many units as desired with a single domain action, and those units can be upgraded to any level the domain can afford, from light to super-heavy. A domain can upgrade any units it controls.", + { + "type": "table", + "colLabels": [ + "Upgrade from...", + "Cost" + ], + "colStyles": [ + "col-1 text-left", + "col-2 text-center", + "col-9 text-left" + ], + "rows": [ + [ + "Light to medium", + "500 gp × the tier of the unit", + "" + ], + [ + "Medium to heavy", + "1,000 gp × the tier of the unit", + "" + ], + [ + "Heavy to super-heavy", + "2,000 gp × the tier of the unit", + "" + ] + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Voluntarily Disbanding Units", + "entries": [ + "Players and GMs might end up with an army fit to a purpose that decisively wins a climactic battle! But now a domain needs a different army for the next threat. To create the opportunity to muster new units, a domain's officers can voluntarily disband any units the domain controls during an extended rest. (The GM determines what an extended rest means in the campaign, but one week of downtime spent managing a domain is a good rule of thumb.) Units must be disbanded carefully, though, or the relationships of unit dependencies might be broken." + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/iDCQQ7B.png" + } + }, + { + "type": "entries", + "name": "Warfare Feats", + "entries": [ + "In campaigns that use the optional rule for feats, player characters can take any of the following feats to improve their units' stats in warfare.", + "{@feat Tactical Leader|KaW}", + "{@feat Agile Leader|KaW}", + "{@feat Lead from the Front|KaW}", + "{@feat Unstoppable Leader|KaW}", + "{@feat Persuasive Leader|KaW}", + "{@feat Strategic Leader|KaW}" + ] + }, + { + "type": "entries", + "name": "The Battlefield", + "entries": [ + "The battlefield is a grid five spaces wide, divided into two sections for the two opposing forces in a battle. Each section is four rows deep, with each row called a rank.", + "The topmost row in each section is the {@b vanguard}, which faces the opposed army. Behind the vanguard is an army's {@b reserve} rank, followed by the {@b center} rank, followed by the {@b rear}.", + "In addition to these four ranks, each side also has a {@b front}, which comprises the vanguard plus all enemy ranks. If a unit controlled by a domain moves from that domain's vanguard into the opposing side's vanguard, or even all the way into the opposing side's rear rank, they are still in the controlling domain's front.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/sFbyR5P.png" + } + }, + "With the exception of the reserve rank (see {@b Stacking} below), a space can only hold one unit." + ] + }, + { + "type": "entries", + "name": "Setup", + "entries": [ + "At the start of a battle, all officers commanding units roll initiative. After initiative is determined for a battle, each character and NPC acting as a commander deploys their units in reverse initiative order. In other words, whoever acts last in the combat gets to place all their units first in the battle. If you are playing a battle alongside combat, use the same initiative order for both." + ] + }, + { + "type": "entries", + "name": "Casualty Dice", + "entries": [ + "During deployment, each unit commander places a die on every unit they control. This is the casualty die representing the number of casualties the unit can suffer before it breaks. The number of casualties the unit has remaining should be facing up. So a size 6 unit would begin with a d6 casualty die, with the 6 facing up.", + "Some domain features can increase the size of a unit's casualty die. {@b Increasing a casualty die} means upgrading from a d4 to a d6, a d6 to a d8, and so forth. Decreasing a casualty die means downgrading in the same way.", + "As a unit suffers casualties, its casualty die is {@b decremented}. This means the number on the die is decreased by 1, so that a 6 becomes a 5, a 5 becomes a 4, and so forth. Under certain circumstances, the die is {@b incremented}—increased by 1—to indicate that a unit's battle readiness is being restored. A unit that has its casualty die decremented from 1, indicating that it has lost its last casualty, is {@b broken} and removed from the field.", + "Unless otherwise noted, no unit can gain casualties beyond the maximum value on its casualty die.", + "Once all units are placed, battle can begin. During battle, units are activated by the characters and NPCs controlling them in initiative order." + ] + }, + { + "type": "entries", + "name": "Collapsing Ranks", + "entries": [ + "At the start of any round (including the first), if a rank contains no units or fortifications (see below), that rank collapses and is no longer part of the battlefield. The ranks in front of and behind the collapsed rank are now next to each other. Ranks that remain on the field keep their name and rules. For instance, if a rear rank collapses, the center rank next to it remains the center rank." + ] + }, + { + "type": "entries", + "name": "Deployment", + "entries": [ + "When deploying units, artillery must go in the center rank. Infantry can be deployed in the vanguard, center, reserve, or rear ranks. Cavalry and aerial units are not placed in any rank, but can move freely across or above the battlefield." + ] + }, + { + "type": "entries", + "name": "Stacking Units", + "entries": [ + "Units in the reserve rank can be stacked when deployed. When units are stacked, only the top unit can be targeted. Units under a stack are treated as though they were not on the battlefield for the purpose of being subject to attacks or effects.", + "Only the top unit of a group of stacked units can be activated. If that unit leaves the stack, the unit beneath it is now on top of the stack and can be targeted. Because a unit can't move into a space occupied by other units, units can only leave a stack during a battle, they can't enter one." + ] + }, + { + "type": "entries", + "name": "Activation", + "entries": [ + "On each commander's turn (whether that commander is a player character or an NPC controlled by the GM), they activate all the units they control in any order. Each unit must finish its activation before another unit can be activated.", + "Each unit can take actions and move, in either order. The actions a unit can undertake during its activation include the following:", + { + "type": "list", + "entries": [ + "Attack another unit", + "Use a magic item", + "Attempt a maneuver", + "Move 1 additional space (march)", + "Hold (do nothing)" + ] + }, + "Unless a unit holds and does nothing, it can move and take an action, take an action and move, or move and move (called a march)." + ] + }, + { + "type": "entries", + "name": "Attacking", + "entries": [ + "When a unit attacks, its choice of targets is determined by its unit type. (These parameters are sometimes referred to as the \"order of battle.\") The units of both sides are able to attack as follows:", + { + "type": "list", + "entries": [ + "{@b Infantry units} can attack any adjacent unit— one in front, behind, to the left, or to the right. They cannot attack diagonally.", + "{@b Artillery and aerial units} can attack any unit.", + "{@b Cavalry units} can attack other cavalry units, and any infantry or artillery units that are exposed (see {@b Unit Conditions} on page 107).", + "{@b Siege engines} can attack any unit, and can attack fortifications." + ] + }, + "Some units, typically infantry in the rear rank, might have no opposed units that are legal targets. (Units can attack allied units if compelled to do so by some effect, or just for fun.)", + "With a legal target selected, an attacking unit makes an Attack test against the target's Defense. If the Attack test succeeds, the attacking unit inflicts 1 casualty on its target and then makes a Power test against the target's Toughness. If the Power test succeeds, the attacking unit inflicts additional casualties equal to the unit's noted damage.", + "The attacks of artillery units are ranged attacks. The attacks of infantry, cavalry, and aerial units are melee attacks." + ] + }, + { + "type": "entries", + "name": "Movement", + "entries": [ + "When a unit moves, it must move into an empty adjacent space—a space in front, behind, to the left, or to the right of its current space. Units cannot move diagonally. Units that have movement greater than 1 can move into successive empty spaces. A unit can move through other units only if it has a special feature that says so.", + "Though the front ranks of both sides in a battle are usually separated a little to make it easier to tell one side from another, units in one front can move into the opposing side's front if there is an empty space there. Units can then move normally through the opposing side's ranks as long as there are empty adjacent spaces for them to move into.", + "If a unit is in the rear rank of its army and moves backward, it is permanently removed from the battle." + ] + }, + { + "type": "entries", + "name": "Bonus Movement", + "entries": [ + "A unit might gain \"+1 to movement,\" which means the unit moves 1 extra space both when it moves and if it uses its action to move. (Which is to say, if it marches, it moves 2 extra spaces.)", + "A unit might suffer a penalty to movement (indicated by \"−1 to movement\"). If a unit with the normal speed of 1 and no bonuses to movement suffers a −1 movement penalty, it cannot move or march." + ] + }, + { + "type": "inset", + "name": "Unit Conditions", + "entries": [ + "Just like the conditions that affect characters, a number of unit conditions summarize the state of an army's units during the battle.", + "{@b Broken.} A unit that breaks becomes broken. It has lost its last casualty and is removed from the battle. Broken units can be reformed, usually by rallying.", + "{@b Disbanded.} A disbanded unit is removed from the game and cannot be reformed by normal means.", + "{@b Disorganized.} A disorganized unit does nothing on its next activation while it attempts to regain unit cohesion.", + "{@b Disoriented.} A disoriented unit can either take an action or move, but not both. Unless otherwise stated, this unit condition lasts until the end of the unit's next activation.", + "{@b Exposed.} A unit is exposed if there are no units between it and the leftmost or rightmost battlefield edge, or if there are no units in any rank to the rear of the unit. Units in the center and reserve of an army's ranks cannot be exposed as long as that army has its own units in both its rear rank and anywhere in its front. (See {@b Exposed} below for more information.)", + "{@b Hidden.} When a unit is hidden, other units have disadvantage on Attack tests against it.", + "{@b Misled.} A unit that is misled cannot attack, and spends its next activation moving randomly into an available space. Cavalry and aerial units cannot be misled.", + "{@b Weakened.} A unit that is weakened has disadvantage on Attack tests and Power tests." + ] + }, + { + "type": "entries", + "name": "Actions, Reactions, and Bonus Actions", + "entries": [ + "Each unit has the same types of actions in battle as a character does in combat—one action, one bonus action, and one reaction.", + "Each unit gets only one action per activation. If a unit gets multiple attacks, it makes those attacks as one action. If it has access to multiple actions, perhaps as a result of maneuvers or unit traits, it must choose which action to use on its activation.", + "A unit can use a bonus action only if some trait or other feature grants it a bonus action. A bonus action is used on the unit's activation, either before or after it attacks or moves. If a unit gets multiple bonus actions from traits or features, it must choose which one to use on its activation.", + "If a unit has a reaction, it can use that reaction during its own activation or on another unit's activation. Once a unit uses a reaction, it cannot use another one until its next activation. If the reaction interrupts another unit's activation, that unit can continue its activation after the reaction resolves." + ] + }, + { + "type": "entries", + "name": "Resolving Multiple Reactions", + "entries": [ + "When resolving multiple reactions between units, the defending unit gets the first chance to resolve a reaction. Then the attacking unit can use its reaction, followed by the defending unit's allies, then the attacking unit's allies." + ] + }, + { + "type": "entries", + "name": "Exposed", + "entries": [ + "Cavalry can attack exposed units. A unit is exposed if there are no units between it and the leftmost or rightmost battlefield edge, or if there are no units in any rank to the rear of the unit. By definition, all units in the rear ranks are always exposed. Units in the center and reserve of an army's ranks cannot be exposed as long as that army has its own units in both its rear rank and anywhere in its front. As soon as either of those conditions is no longer true, units in the center or reserve can become exposed. See the diagram below for more information.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/XCigfAV.png" + } + } + ] + }, + { + "type": "entries", + "name": "\"Forward\" and \"Back\"", + "entries": [ + "If the rules ever refer to a unit moving forward or back, those directions are relative to the unit's rear rank. Forward is moving away from the rear and back is moving toward the rear." + ] + }, + { + "type": "entries", + "name": "\"Opposite\"", + "entries": [ + "Some rules refer to the unit opposite a target. This means the unit on the other side of the target from the attacker.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/qdz41T7.png" + } + } + ] + }, + { + "type": "entries", + "name": "Morale Tests", + "entries": [ + "When a unit is subject to magic or specific events, the rules sometimes call for that unit to succeed on a Morale test. This includes such events as a unit being diminished, when it must succeed on a DC 13 Morale test or suffer 1 casualty. Likewise, whenever a unit is affected by an opposed unit's battle magic, in addition to resolving the other effects of the magic, that unit must succeed on a DC 13 Morale test or suffer 1 casualty.", + "Unless otherwise stated, the DC for any Morale test is 13." + ] + }, + { + "type": "entries", + "name": "Tokens", + "entries": [ + "Some unit traits and magic items can put tokens on units, with the trait or item description noting what effect the tokens create. When a unit with tokens on it activates, it immediately suffers the effect of the tokens. If a token inflicts damage, the unit takes damage for each token on it. At the end of the unit's activation, make a DC 12 Power test for each type (acid, fire, etc.) of token on it. On a success, remove one token of that type.", + "For example, a unit targeted by another unit with the Flaming Weapons trait and in a space containing an acid pool created by a {@item wand of acid pool|KaW} might have two fire tokens and one acid token on it at the beginning of its activation. It suffers 3 damage (1 for each fire token and 1 for the acid token), then removes one fire token and one acid token." + ] + }, + { + "type": "entries", + "name": "Diminished, Broken, and Disbanded", + "entries": [ + "A unit is {@b diminished} when its current casualties are half or less than its starting casualties. The first time a unit becomes diminished, it must succeed on a DC 13 Morale test or suffer another casualty. Each unit does this only once per battle.", + "A unit is {@b broken} and removed from the battle after it suffers its last casualty. This does not mean that every soldier in the unit is dead, but those who survive are left confused, panicked, squabbling—or might simply have fled. Broken units can be reformed with the Rally maneuver and certain martial advantages.", + "If a unit breaks and later fails a Morale test to rally, it is {@b disbanded}. (Certain martial advantages and other effects can also cause a unit to disband.) A disbanded unit is permanently destroyed. It is removed from the battle and cannot be rallied or reformed by normal means." + ] + }, + { + "type": "entries", + "name": "Defeat", + "entries": [ + "At the end of each round of battle, after all officers on both sides have activated all their units, each side determines the current {@b point value} of their army. This total is based on the tier of each unit in the army, with Tier I units (including levies) worth 1 point, Tier II units worth 2, Tier III units worth 3, and so on.", + "At the end of any round, if one side has {@b more than twice the point value} of the other, that side has won the battle. Each commander on the losing side must immediately attempt the Retreat maneuver for each of their units (see {@b General Maneuvers} below)." + ] + }, + { + "type": "entries", + "name": "After the Battle", + "entries": [ + "Immediately after the battle, all units that were broken but not disbanded can execute the Rally maneuver. (This excludes units that have already been rallied during the battle, as a unit can rally only once per battle.)", + "Units that succeed at the Retreat or Rally maneuvers gain casualties at a rate of 1 per week, incrementing the casualty die until they have their full casualties once again.", + "Units that survive the battle, including those that rallied at the conclusion of the battle, can increase their experience, as discussed in {@b Improving Units} (page 104).", + "Levies immediately disband after the battle, as they are always temporary units. New levies must be mustered from scratch for the next battle. Likewise, special units go their own way, and units mustered through alliances or diplomacy return to their home domains." + ] + }, + { + "type": "entries", + "name": "Ongoing Effects", + "entries": [ + "Any ongoing effects, tokens, or unit conditions automatically end for all units once the battle is over. It is assumed that once battle is no longer a priority, surviving troops and their officers can quickly resolve any problems a unit is having." + ] + } + ] + }, + { + "type": "section", + "name": "General Maneuvers", + "page": 109, + "entries": [ + "Maneuvers represent complex operations that a unit can attempt during its activation. Some maneuvers are made as reactions in response to specific events or conditions, as described in the maneuver.", + "Some maneuvers require a successful test, with the battle statistic and DC noted in the maneuver. On a failed test, the unit cannot perform the intended maneuver. However, it can still move or attack during its activation (though it can't do both).", + "Some maneuvers can be attempted only by certain types of units. Other maneuvers can be attempted by units of any type. Certain maneuvers (Follow Up, Rally, Retreat, Set for Charge, and Withdraw) can be undertaken by any appropriate units. Other maneuvers can be undertaken by appropriate units only if a martial advantage allows units to be trained to use the maneuver (indicated by the prerequisites).", + "This section collects maneuvers that are either generally available, or which can be assigned by martial advantages. Additional maneuvers are available as traits assigned to specific units, and are found in {@book Unit Traits|KaW|3|Unit Traits} (page 126).", + { + "type": "entries", + "name": "Feint", + "page": 109, + "entries": [ + "{@i Prerequisite: Rogue martial advantage}", + "As an action, choose an adjacent opposed unit and an empty space adjacent to that unit. This unit moves into the adjacent space and makes an opposed Command test against the target unit. On a success, the opposed unit moves into the space this unit just vacated." + ] + }, + { + "type": "entries", + "name": "Find Cover", + "page": 109, + "entries": [ + "{@i Prerequisite: Ranger martial advantage}", + "As a reaction to moving, this unit can make a DC 13 Command test. On a success, any opposed unit attacking this unit has disadvantage on Attack tests until its next activation." + ] + }, + { + "type": "entries", + "name": "Follow Up", + "page": 109, + "entries": [ + "{@i Prerequisite: Infantry}", + "As a reaction to an opposed unit adjacent to this unit breaking or moving out of its space, this unit makes a DC 8 Command test. On a success, this unit moves into the opposed unit's former space." + ] + }, + { + "type": "entries", + "name": "Mobility Trap", + "page": 109, + "entries": [ + "{@i Prerequisite: Barbarian or monk martial advanage}", + "As a reaction when an opposed cavalry or aerial unit successfully attacks this unit, this unit makes a DC 13 Command test. On a success, the attacking unit's type becomes infantry and this unit places the attacking unit in any empty space closest to this unit. The attacking unit's type reverts back at the beginning of its next activation, and it is removed from its temporary space." + ] + }, + { + "type": "entries", + "name": "Rage Charge", + "page": 109, + "entries": [ + "{@i Prerequisite: Barbarian martial advantage}", + "As an action, this unit makes a DC 13 Command test. On a success, the unit moves up to 5 spaces. If it ends this movement adjacent to an opposed unit, it can attack that unit." + ] + }, + { + "type": "entries", + "name": "Rally", + "page": 110, + "entries": [ + "{@i Prerequisite: Any broken unit}", + "After the battle, this broken unit makes a DC 13 Morale test (no action required). On a success, the unit reforms with 1 casualty. If a 20 is rolled on the d20 for the test, the unit reforms with 2 casualties. On a failure, the broken unit disbands." + ] + }, + { + "type": "inset", + "name": "Rallying", + "entries": [ + "Each unit can be rallied only once per battle—either at the end of the battle using the Rally maneuver, or beforehand by the use of a martial advantage or some other special feature. At the end of a battle, after a victor has been declared, all broken units automatically attempt the Rally maneuver, unless they have already been rallied by some other means. (As a battle progresses, players should keep track of which units have already been rallied.)", + "If a commander has a reaction that allows them to rally a unit during another unit's activation (for example, as a reaction to being broken by an opposed unit's successful attack) the rally is executed immediately. If the unit successfully rallies, the unit that triggered the reaction then finishes its activation. (In the example above, it would proceed to the Power test, potentially inflicting more damage on the just-rallied unit.)" + ] + }, + { + "type": "entries", + "name": "Retreat", + "page": 110, + "entries": [ + "{@i Prerequisite: None (any unit)}", + "This unit makes a DC 8 Command test. On a success, the unit is removed from the battle and its current casualties are recorded. On a failure, the unit suffers 1 casualty as opposed units take parting shots at it. If this does not break the unit, it is removed from the battle and its current casualties are recorded.", + "A commander must attempt the Retreat maneuver for all their units if the commander's army is defeated in battle. But a commander can also attempt the Retreat maneuver with any unit on its activation in order to save the unit from a potentially worse fate." + ] + }, + { + "type": "entries", + "name": "Set for Charge", + "page": 110, + "entries": [ + "{@i Prerequisite: Infantry}", + "As a reaction to suffering a casualty from a successful Attack test from a cavalry or aerial unit that is not using the Archers trait, this unit makes a DC 13 Command test. On a success, the attacking unit suffers 1 casualty." + ] + }, + { + "type": "entries", + "name": "Strafe", + "page": 110, + "entries": [ + "{@i Prerequisite: Fighter martial advantage}", + "As a reaction to succeeding on a Power test made as part of an attack against an opposed artillery or infantry unit, this unit makes a DC 13 Command test. On a success, two adjacent opposed units in the same rank as the target unit each suffer 1 casualty." + ] + }, + { + "type": "entries", + "name": "Volley", + "page": 110, + "entries": [ + "{@i Prerequisite: Fighter martial advantage}", + "As an action, choose two adjacent units and make a DC 13 Command test. On a success, this unit attacks both units. On a failure, the unit attacks only one unit of its choice." + ] + }, + { + "type": "entries", + "name": "Withdraw", + "page": 110, + "entries": [ + "{@i Prerequisite: Artillery or infantry}", + "As a reaction to failing a Morale test, this unit can move back into an empty space instead of suffering a casualty. If there is no empty space behind this unit, it cannot use this maneuver." + ] + } + ] + }, + { + "type": "section", + "name": "Martial Advantages", + "page": 111, + "entries": [ + "Between adventures and during downtime, player characters work with the units they command, whether training them or crafting items for them. Infantry units trained by a barbarian character fight quite differently than infantry units trained by a rogue. Likewise, wizards and clerics both craft wands and scrolls for the sergeants who command their troops, but these items grant very different boons.", + "These traits and items are called martial advantages, and are unlocked as the character's domain grows in size (from winning battles). A character's martial advantages typically apply to all the units that character controls as a commander, unless the text of the martial advantage says otherwise.", + "Multiclass characters can choose martial advantages from any of their classes. For example, a wizard/druid can choose from either the Wizard Martial Advantages table or the Druid Martial Advantages table each time they gain new a martial advantage based on their domain's size. However, those choices are permanent once made, and can't be swapped out.", + "Many of the martial advantages described in the tables below use the shorthand \"DS\" for the domain size of the commander's realm.", + { + "type": "entries", + "name": "Battle Magic", + "page": 111, + "entries": [ + "Some commanders gain access to battle magic, allowing them to create magic items designed for war that can be distributed among the units they control. Only one item can be used on a commander's turn. These items are limited use, and expend their magic either immediately or at the end of the battle. Each martial advantage creates a single item per battle.", + "Whenever a unit is affected by an opposed unit's battle magic, in addition to resolving the other effects of the magic, that unit must succeed on a DC 13 Morale test or suffer 1 casualty.", + { + "type": "item", + "name": "Wands", + "entries": [ + "Wands must be given to artillery or aerial units during deployment. A magic wand belongs to the specific unit it is given to, and can be used every round." + ] + }, + { + "type": "item", + "name": "Scrolls", + "entries": [ + "Magic scrolls are single-use items. They are not assigned to any specific unit at deployment, but can be assigned to any unit by its commander at any time." + ] + } + ] + }, + { + "type": "entries", + "name": "Barbarian Martial Advantages", + "page": 112, + "entries": [ + "Barbarians favor lightly armored, highly mobile troops. These soldiers sometimes don't last long, but they can carve a path through any battlefield.", + { + "type": "table", + "colLabels": [ + "Domain Size", + "Martial Advantages", + "" + ], + "colStyles": [ + "col-1 text-center", + "col-3 text-left", + "col-6 text-left" + ], + "rows": [ + [ + "1", + "Furious Assault, Mobility Training" + ], + [ + "2", + "Berserkers" + ], + [ + "3", + "Mobility Trap" + ], + [ + "4", + "Rage Charge" + ], + [ + "5", + "Blood Fever" + ] + ] + }, + { + "type": "item", + "name": "Furious Assault", + "entries": [ + "Each light infantry unit this commander controls has +1 to movement and inflicts 1 additional casualty on a successful Attack test." + ] + }, + { + "type": "item", + "name": "Mobility Training", + "entries": [ + "Each light infantry unit this commander controls automatically succeeds on the Command test for the {@book Follow Up|KaW|3|Follow Up} maneuver (page 109), and can immediately make an attack against an adjacent opposed unit when it completes that maneuver." + ] + }, + { + "type": "item", + "name": "Berserkers", + "entries": [ + "Each infantry unit this commander controls automatically succeeds on the Morale test when it becomes diminished. Each diminished infantry unit this commander controls has advantage on Power tests." + ] + }, + { + "type": "item", + "name": "Mobility Trap", + "entries": [ + "Each light infantry unit this commander controls has the {@book Mobility Trap|KaW|3|Mobility Trap} maneuver (page 109)." + ] + }, + { + "type": "item", + "name": "Rage Charge", + "entries": [ + "Each light infantry unit this commander controls has the {@book Rage Charge|KaW|3| Rage Charge} maneuver (page 109)." + ] + }, + { + "type": "item", + "name": "Blood Fever", + "entries": [ + "Once per battle, a diminished unit this commander controls can make a DC 13 Command test. On a success, each diminished unit this commander controls gains a free activation. Attack tests made during this activation have advantage." + ] + } + ] + }, + { + "type": "entries", + "name": "Bard Martial Advantages", + "page": 112, + "entries": [ + "As characters who excel at inspiring comrades in the middle of battle, bards make excellent leaders. They focus mostly on battle magic to inspire their soldiers or trick the forces of the enemy, but their troops also enjoy the benefits of being well taken care of.", + { + "type": "table", + "colLabels": [ + "Domain Size", + "Martial Advantages", + "" + ], + "colStyles": [ + "col-1 text-center", + "col-3 text-left", + "col-6 text-left" + ], + "rows": [ + [ + "1", + "Song of Battles Won, Troops of Fame and Great Renown" + ], + [ + "2", + "Scroll of Mass Hypnosis" + ], + [ + "3", + "Scroll of Omund's Trumpet" + ], + [ + "4", + "Tale of Heroes Bold" + ], + [ + "5", + "Impassioned Speech" + ] + ] + }, + { + "type": "item", + "name": "Song of Battles Won", + "entries": [ + "An opposed unit has disadvantage on Attack tests against any unit this commander controls if that defending unit has fewer casualties than the attacker." + ] + }, + { + "type": "item", + "name": "Troops of Fame and Great Renown", + "entries": [ + "As a reaction to being deployed, a unit this commander controls chooses an opposed commander. Each unit controlled by that commander must succeed on a Morale test (DC = 11 + DS) or suffer 1 casualty." + ] + }, + { + "type": "item", + "name": "Scroll of Mass Hypnosis", + "entries": [ + "As an action, the unit with this scroll chooses a number of opposed units equal to this commander's domain size +1. Each chosen unit must succeed on a Command test (DC = 13 + DS) or become disorganized." + ] + }, + { + "type": "item", + "name": "Scroll of Omund's Trumpet", + "entries": [ + "As an action, the unit with this scroll can cause each allied unit to have advantage on Power tests and Morale tests until the end of that unit's next activation." + ] + }, + { + "type": "item", + "name": "Tale of Heroes Bold", + "entries": [ + "Each unit this commander controls has advantage on Attack tests when there are two or more opposed units adjacent to it." + ] + }, + { + "type": "item", + "name": "Impassioned Speech", + "entries": [ + "Once per battle as a bonus action, a unit this commander controls chooses a number of allied units that are broken equal to the commander's proficiency bonus. Each unit that succeeds on a DC 12 Morale test gains {@dice 1d4 + 1} casualties and is returned to the battle according to normal deployment rules, restoring collapsed ranks if necessary. If there is no legal space for a unit to return to, it disbands." + ] + } + ] + }, + { + "type": "entries", + "name": "Cleric Martial Advantages", + "page": 113, + "entries": [ + "As fighting priests, clerics master a dangerous combination of martial prowess and battle magic. They excel at healing troops and rallying them in battle—and the heavy infantry they train hit hard.", + { + "type": "table", + "colLabels": [ + "Domain Size", + "Martial Advantages", + "" + ], + "colStyles": [ + "col-1 text-center", + "col-3 text-left", + "col-6 text-left" + ], + "rows": [ + [ + "1", + "Divine Rally, Wand of Healing" + ], + [ + "2", + "Heavy Training" + ], + [ + "3", + "Exorcizers" + ], + [ + "4", + "Blessing of Strength" + ], + [ + "5", + "Scroll of Mass Healing" + ] + ] + }, + { + "type": "item", + "name": "Divine Rally", + "entries": [ + "At the beginning of this commander's turn, a broken unit the commander controls that has not already been rallied can make a DC 13 Morale test. On a success, it gains 1d4 casualties and is returned to the battlefield according to normal deployment rules. Additionally, the unit has +2 to Defense and Toughness until the end of the battle." + ] + }, + { + "type": "item", + "name": "Wand of Healing", + "entries": [ + "As an action, the unit with this wand chooses any unit. The target unit's casualty die is incremented by 2." + ] + }, + { + "type": "item", + "name": "Heavy Training", + "entries": [ + "Each medium, heavy, and super-heavy infantry unit this commander controls inflicts 1 additional casualty on a successful Power test." + ] + }, + { + "type": "item", + "name": "Exorcizers", + "entries": [ + "Any unit this commander controls automatically succeeds on Attack tests and inflicts 1 additional casualty against any undead or fiend unit." + ] + }, + { + "type": "item", + "name": "Blessing of Strength", + "entries": [ + "Each unit this commander controls has +2 to Power and Toughness." + ] + }, + { + "type": "item", + "name": "Scroll of Mass Healing", + "entries": [ + "As an action, the unit with this scroll chooses a number of units its commander controls equal to the commander's proficiency bonus. Each of those units gains 4 casualties." + ] + } + ] + }, + { + "type": "entries", + "name": "Druid Martial Advantages", + "page": 113, + "entries": [ + "Druids are dedicated to defending not just their groves but all of the natural world. Their battle magics muster the power of nature to protect their armies, and to devastate their enemies.", + { + "type": "table", + "colLabels": [ + "Domain Size", + "Martial Advantages", + "" + ], + "colStyles": [ + "col-1 text-center", + "col-3 text-left", + "col-6 text-left" + ], + "rows": [ + [ + "1", + "Nature's Boon, Wand of Grasping Roots" + ], + [ + "2", + "Scroll of Torrential Rain" + ], + [ + "3", + "Lynx Soldiers" + ], + [ + "4", + "Bark and Root" + ], + [ + "5", + "Scroll of Storms" + ] + ] + }, + { + "type": "item", + "name": "Nature's Boon", + "entries": [ + "Each unit this commander controls has +2 to size, to a maximum of size 12. This bonus is only active while this commander controls the unit." + ] + }, + { + "type": "item", + "name": "Wand of Grasping Roots", + "entries": [ + " As an action, the unit with this wand chooses a target unit, which must succeed on a Power test (DC = 11 + DS) or become disoriented." + ] + }, + { + "type": "item", + "name": "Scroll of Torrential Rain", + "entries": [ + "As an action, the unit with this scroll chooses a rank on the battlefield. Each unit in that rank has disadvantage on Attack tests until the end of this unit's next activation." + ] + }, + { + "type": "item", + "name": "Lynx Soldiers", + "entries": [ + "Each unit this commander controls is immune to the effects of terrain, has +1 to movement, and automatically succeeds on the Command test for the {@book Follow Up|KaW|3|Follow Up} maneuver (page 109)." + ] + }, + { + "type": "item", + "name": "Bark and Root", + "entries": [ + "Each infantry and artillery unit this commander controls has +2 to Toughness. Additionally, each time any unit this commander controls ends its activation, roll a {@dice d4}. On a 4, that unit's casualty die is incremented by 1." + ] + }, + { + "type": "item", + "name": "Scroll of Storms", + "entries": [ + "As an action, the unit with this scroll chooses a rank on the battlefield. Each unit in that rank must succeed on a Power test (DC = 11 + DS) or suffer 2 casualties. On each of this unit's subsequent activations, the storm moves one rank toward the opposing side's rear rank, affecting each unit in that rank. Once the storm affects the opposing side's rear rank, its effect ends." + ] + } + ] + } + ] + } + ] + } + ] + } + ], + "optionalfeature": [ + { + "name": "Cap'n", + "source": "KaW", + "page": 32, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Adventuring Party" + } + ], + "entries": [ + "You add your proficiency bonus to your initiative rolls. Additionally, when you hit a creature with an attack, each ally who can hear you and is within 5 feet of you gains a bonus to weapon damage rolls against the target creature equal to half your proficiency bonus (rounded down). This bonus lasts until the start of your next turn." + ], + "foundryEffects": [ + { + "name": "Cap'n Initiative Bonus", + "changes": [ + { + "key": "data.attributes.init.value", + "mode": "ADD", + "value": "@data.attributes.prof" + } + ] + } + ] + }, + { + "name": "Doc", + "source": "KaW", + "page": 32, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Adventuring Party" + } + ], + "entries": [ + "You gain proficiency in the Medicine skill and proficiency with an herbalism kit. Whenever you take a long rest, you can craft two {@item potion of healing|DMG|potions of healing} during the rest using the supplies in an herbalism kit. Potions created this way are effective only if consumed within 24 hours of their creation." + ], + "skillProficiencies": [ + { + "medicine": true + } + ], + "toolProficiencies": [ + { + "herbalism kit": true + } + ] + }, + { + "name": "Know-It-All", + "source": "KaW", + "page": 32, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Adventuring Party" + } + ], + "entries": [ + "You gain proficiency in the History and Nature skills. Additionally, as a reaction when you roll initiative, you can make an Intelligence (Nature) check to identify the weak points of one creature you can see. The DC for this check is equal to 10 + half the creature's challenge rating (rounded down). On a success, you gain a bonus to attack rolls against that creature equal to your proficiency bonus, and which lasts for 1 minute." + ], + "skillProficiencies": [ + { + "history": true, + "nature": true + } + ], + "foundryFlags": { + "activation.type": "reaction", + "activation.cost": "1", + "activation.condition": "you roll initiative" + } + }, + { + "name": "Smart Mouth", + "source": "KaW", + "page": 32, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Adventuring Party" + } + ], + "entries": [ + "You gain proficiency in the Intimidation and Persuasion skills. Additionally, you can try to catch an enemy off-guard at the start of combat with your quips. As a reaction when a hostile creature you can see rolls initiative, you reduce that creature's initiative by a number equal to your Charisma modifier." + ], + "skillProficiencies": [ + { + "intimidation": true, + "persuasion": true + } + ], + "foundryFlags": { + "activation.type": "reaction", + "activation.cost": "1", + "activation.condition": "a hostile creature you can see rolls initiative" + } + }, + { + "name": "Weirdo", + "source": "KaW", + "page": 32, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Adventuring Party" + } + ], + "entries": [ + "You gain proficiency in the Arcana skill, and you know a number of spells equal to your Intelligence modifier. These spells can be from any spell list, but they must be 3rd level or lower and have the ritual tag. Intelligence is your spellcasting ability for these spells. You can cast each of these spells once as a ritual, and regain the ability to do so when you finish a long rest.", + "Additionally, you can cast the {@spell counterspell} spell, and regain the ability to do so when you finish a long rest." + ], + "skillProficiencies": [ + { + "arcana": true + } + ], + "additionalSpells": [ + { + "innate": { + "_": { + "daily": { + "1": [ + "counterspell" + ] + } + } + } + } + ] + }, + { + "name": "Never Tell Me The Odds", + "source": "KaW", + "page": 32, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Adventuring Party" + } + ], + "entries": [ + "When you take an action or a bonus action that forces at least one creature to make a saving throw, you can take a power die from your domain's pool and add twice the number on the die to the saving throw DC. You can use this feature after affected creatures have rolled their saving throws." + ] + }, + { + "name": "Call In a Favor", + "source": "KaW", + "page": 32, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Adventuring Party" + } + ], + "entries": [ + "As a domain bonus action, your adventuring party can petition an NPC realm for their domain special unit. Make a Diplomacy test targeting the NPC realm, with a DC determined by the realm's attitude toward your domain as shown on the following table.", + { + "type": "table", + "colLabels": [ + "Attitude", + "Diplomacy DC" + ], + "colStyles": [ + "col-1 text-left", + "col-2 text-center", + "col-9 text-left" + ], + "rows": [ + [ + "Hostile", + "18", + "" + ], + [ + "Suspicious", + "15", + "" + ], + [ + "Neutral", + "13", + "" + ], + [ + "Friendly", + "10", + "" + ], + [ + "Allied", + "8", + "" + ] + ] + } + ] + }, + { + "name": "To Arms, Fellow Adventurers (Special Unit)", + "source": "KaW", + "page": 32, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Adventuring Party" + } + ], + "entries": [ + "As a domain action, you make a {@dc 13} Operations test. On a success, you muster the Ratcatchers—a special unit of adventurers just like you!", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/XQrg2XU.jpg" + }, + "title": "The Ratcatchers unit card", + "maxWidth": 500 + } + ] + }, + { + "name": "Avenge Me", + "source": "KaW", + "page": 33, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Adventuring Party (Disorganized Misfits)" + } + ], + "entries": [ + "When an officer in your domain that you can see within 30 feet of you is reduced to 0 hit points by a creature, you can use your reaction to swear vengeance. Take any number of power dice from your domain's pool. You and each ally you can see within 30 feet of you gain a bonus to damage rolls against the creature that dropped your officer equal to the total of the power dice. This bonus lasts as long as the officer is dying or dead, or until the end of the encounter, whichever comes first." + ], + "foundryFlags": { + "activation.type": "reaction", + "activation.cost": "1", + "activation.condition": "an officer in your domain that you can see within 30 feet of you is reduced to 0 hit points by a creature" + } + }, + { + "name": "Like in the Great Stories", + "source": "KaW", + "page": 33, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Adventuring Party (Disorganized Misfits)" + } + ], + "entries": [ + "As a domain action, you make a {@dc 14} Operations test. On a success, your domain's Resolve level increases by 2 until the end of the intrigue. Additionally, the next time an opposed domain makes a test to lower one of your domain defenses, the test is made with disadvantage." + ] + }, + { + "name": "Whatever It Takes", + "source": "KaW", + "page": 33, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Adventuring Party (Disorganized Misfits)" + } + ], + "entries": [ + "At the end of the next deployment, you can make a {@dc 15} Operations test as a domain bonus action. On a success, units deployed in your vanguard gain the following trait until the end of the battle:", + { + "type": "entries", + "name": "Walk it Off", + "entries": [ + "The first time this unit would become broken as a result of an inflicted casualty, the unit can make a {@dc 13} Morale test. On a success, the unit does not break this round, regardless of the number of casualties it suffers." + ] + } + ] + }, + { + "name": "What Does This Button Do?", + "source": "KaW", + "page": 33, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Adventuring Party (Explorers' Society)" + } + ], + "entries": [ + "Your curiosity gets the better of you as you explore. When you take the Use an Object action on your turn to interact with any object, you can remove one power die from your domain's pool and trigger an effect. Roll a d10 and consult the Button Effects table to determine the nature of the effect.", + { + "type": "table", + "caption": "Button Effects", + "colLabels": [ + "d10", + "Effect", + "" + ], + "colStyles": [ + "col-1 text-center", + "col-2 text-left", + "col-9 text-left" + ], + "rows": [ + [ + "1", + "Energy Burst", + "" + ], + [ + "2", + "Arcane surge", + "" + ], + [ + "3", + "Shadow infusion", + "" + ], + [ + "4", + "Destructive force", + "" + ], + [ + "5", + "Weakening energy", + "" + ], + [ + "6", + "Magic investment", + "" + ], + [ + "7", + "Light blades", + "" + ], + [ + "8", + "Energy shield", + "" + ], + [ + "9", + "Bold energy", + "" + ], + [ + "10", + "Rejuvenating aura", + "" + ] + ] + }, + "{@b Energy Burst.} An overload of magical energy hits you, dealing force damage equal to 1d6 + the number on the power die.", + "{@b Arcane Surge.} You are infused with shimmering arcane energy. For 1 minute, all your attacks deal extra force damage equal to twice the number on the power die.", + "{@b Shadow Infusion.} You are infused with shadowy arcane energy. For 1 hour, your hit point maximum is reduced by the number on the power die, but you gain a bonus to your attack and damage rolls equal to twice the number on the power die.", + "{@b Destructive Force.} A wave of destructive energy can be directed toward a foe. Choose a hostile creature within 30 feet of you. The creature takes necrotic damage equal to 10 × the number on the power die.", + "{@b Weakening Energy.} Enfeebling energy suddenly washes over you. For 1 minute, you have a penalty to saving throws equal to the number on the power die.", + "{@b Magic Investment.} Magical energy refines a gem or art object you carry, increasing its gp value by 250 × the number on the power die.", + "{@b Light Blades.} Magic manifests around you as spinning blades of light. You and each creature within 30 feet of you must make a Dexterity saving throw with a DC equal to 8 + the number on the power die. A creature takes radiant damage equal to 1d4 × the number on the power die on a failed save, or half as much damage on a success.", + "{@b Energy Shield.} Shielding energy surrounds you. For 1 minute, your AC increases by the number on the power die.", + "{@b Bold Energy.} Emboldening energy washes over you. You gain temporary hit points equal to 5 × the number on the power die.", + "{@b Rejuvenating Aura.} A rejuvenating aura spreads out around you. Choose a number of creatures equal to the number on the power die that you can see within 30 feet of you (including you if you choose). Each creature regains all its hit points." + ] + }, + { + "name": "I've Seen Weirder", + "source": "KaW", + "page": 35, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Adventuring Party (Explorers' Society)" + } + ], + "entries": [ + "Your adventures have provided you a wealth of knowledge regarding the strange and arcane. If your domain's Communications level is 2 or higher at the start of a battle, each unit your domain controls has advantage on Power tests to resist battle magic during that battle." + ] + }, + { + "name": "Research, Research, Research", + "source": "KaW", + "page": 35, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Adventuring Party (Explorers' Society)" + } + ], + "entries": [ + "If your time spent delving through dungeons has taught you anything, it's that it pays to know what you're walking into. As a domain action, make a {@dc 16} Lore test. On a success, each of your domain's defense levels increases by 1 until the end of the current intrigue." + ] + }, + { + "name": "Fighting Dirty", + "source": "KaW", + "page": 35, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Adventuring Party (Mercenary Company)" + } + ], + "entries": [ + "Before you make a weapon or spell attack, you can use a bonus action to target one of your opponent's vulnerable spots, making for a more challenging attack but dealing more damage. Take a power die from your domain's pool and subtract the number on the die from your attack roll. If the attack hits, it deals extra damage equal to 5 × the number on the power die." + ], + "foundryFlags": { + "activation.type": "bonus", + "activation.cost": "1" + } + }, + { + "name": "Can We Get a Raise?", + "source": "KaW", + "page": 35, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Adventuring Party (Mercenary Company)" + } + ], + "entries": [ + "As a domain action, make a {@dc 14} Operations test. On a success, choose one of the following benefits:", + { + "type": "list", + "items": [ + "Until the end of the next battle, each officer has a +1 bonus to weapon attack and damage rolls. (The GM can rule that this bonus ends if it takes too long for the next battle to happen.)", + "The next time you muster a cavalry or artillery unit, you can also muster an additional two infantry units.", + "Each infantry unit you muster from now until the start of the next battle has its experience increased one level." + ] + }, + "You can use this feature multiple times per intrigue, but must pick a different benefit each time. The DC increases by 2 for each successive use." + ] + }, + { + "name": "Survive Till Payday", + "source": "KaW", + "page": 35, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Adventuring Party (Mercenary Company)" + } + ], + "entries": [ + "If your domain's Resolve level is 2 or higher at the start of a battle, each unit your domain controls has advantage on Power tests to resist battle magic during that battle." + ] + },{ + "name": "Ambush Captain", + "source": "KaW", + "page": 36, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Martial Regiment" + } + ], + "entries": [ + "You gain proficiency in the Stealth skill, and you can use a bonus action to take the {@action Hide} action. Additionally, when you hit a creature with a weapon attack and have advantage on the attack roll, the attack deals one additional weapon die of damage." + ], + "skillProficiencies": [ + { + "stealth": true + } + ], + "foundryFlags": { + "activation.type": "bonus", + "activation.cost": "1" + } + }, + { + "name": "Bravura Commander", + "source": "KaW", + "page": 36, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Martial Regiment" + } + ], + "entries": [ + "You gain proficiency in the Persuasion skill. Additionally, when a creature within 30 feet of you that can hear you makes a saving throw to avoid being {@condition charmed}, {@condition frightened}, or {@condition stunned}, you can use your reaction to roll a d4 and add the result to the creature's saving throw. You use this reaction after the saving throw is made but before the result is known." + ], + "skillProficiencies": [ + { + "persuasion": true + } + ], + "foundryFlags": { + "activation.type": "reaction", + "activation.cost": "1", + "activation.condition": "a creature within 30 feet of you that can hear you makes a saving throw to avoid being charmed, frightened, or stunned" + } + }, + { + "name": "Field Medic", + "source": "KaW", + "page": 36, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Martial Regiment" + } + ], + "entries": [ + "You gain proficiency in the Medicine skill. Additionally, when a creature within 5 feet of you takes damage, you can use your reaction to make a Wisdom (Medicine) check. The DC of the check is equal to half the damage taken by the creature or 10, whichever is higher. On a success, the creature regains a number of hit points equal to 5 + your character level, to a maximum of half the creature's hit point maximum." + ], + "skillProficiencies": [ + { + "medicine": true + } + ], + "foundryFlags": { + "activation.type": "reaction", + "activation.cost": "1", + "activation.condition": "a creature within 5 feet of you takes damage" + } + }, + { + "name": "Tactical Marshal", + "source": "KaW", + "page": 38, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Martial Regiment" + } + ], + "entries": [ + "Your speed increases by 10 feet, you gain a +3 bonus to your passive Wisdom (Perception) score, and difficult terrain no longer impedes your movement. Additionally, as a bonus action, you can choose one creature within 60 feet of you that can hear you. That creature can immediately move up to half its speed without provoking opportunity attacks." + ], + "foundryEffects": [ + { + "name": "Tactical Marshal Speed Increase", + "changes": [ + { + "key": "data.attributes.movement.walk", + "mode": "ADD", + "value": "10" + } + ] + }, + { + "name": "Tactical Marshal Passive Perception Increase", + "changes": [ + { + "key": "data.skills.prc.bonuses.passive", + "mode": "ADD", + "value": "3" + } + ] + } + ], + "foundryFlags": { + "activation.type": "bonus", + "activation.cost": "1" + } + }, + { + "name": "War Mage", + "source": "KaW", + "page": 38, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Martial Regiment" + } + ], + "entries": [ + "You gain proficiency in the Arcana skill. As a bonus action, you can charge one melee weapon you are holding with magical energy. Choose one of the following damage types: acid, cold, fire, lightning, radiant, or necrotic. While charged in this way, the weapon is magical and deals an extra {@damage 1d4} damage of the chosen type. This benefit lasts for 1 minute, or until you either end it as a bonus action or stop touching the weapon.", + "Additionally, when you hit a creature or object with a weapon charged in this way, you can cast {@spell dispel magic} from the weapon to affect the target. Intelligence is your spellcasting ability for the spell. You can't cast the spell again in this way until you finish a long rest." + ], + "skillProficiencies": [ + { + "arcana": true + } + ], + "foundryFlags": { + "activation.type": "bonus", + "activation.cost": "1" + } + }, + { + "name": "Brute Force", + "source": "KaW", + "page": 38, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Martial Regiment" + } + ], + "entries": [ + "When a creature you can see within 60 feet of you moves, you can use your reaction to take any number of power dice from your domain's pool and make one weapon attack against the creature. Add the total of the power dice to the attack roll, and to the damage roll if the attack hits." + ], + "foundryFlags": { + "activation.type": "reaction", + "activation.cost": "1", + "activation.condition": "a creature you can see within 60 feet of you moves" + } + }, + { + "name": "Armament", + "source": "KaW", + "page": 38, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Martial Regiment" + } + ], + "entries": [ + "Once per intrigue as a domain bonus action, make a {@dc 15} Operations test. On a success, your domain's Resolve level cannot be lower than 0 for the remainder of the intrigue." + ] + }, + { + "name": "The Professionals (Special Unit)", + "source": "KaW", + "page": 38, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Martial Regiment" + } + ], + "entries": [ + "As a domain action, make a {@dc 13} Operations test. On a success, you muster the Professionals, a special unit of heroic infantry.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/ehKCqhP.jpg" + }, + "title": "The Professionals unit card", + "maxWidth": 500 + } + ] + }, + { + "name": "Steel Resolve", + "source": "KaW", + "page": 38, + "featureType":[ + "DPWR" + ], + "prerequisite": [ + { + "other": "Martial Regiment (City Watch)" + } + ], + "entries": [ + "When you fail a saving throw to avoid being {@condition charmed}, {@condition frightened}, knocked {@condition prone}, {@condition paralyzed}, {@condition poisoned}, or {@condition stunned}, you can take a power die from your domain's pool and add the number on the power die to your saving throw." + ] + }, + { + "name": "Community Effort", + "source": "KaW", + "page": 39, + "featureType":[ + "DFTR" + ], + "prerequisite": [ + { + "other": "Martial Regiment (City Watch)" + } + ], + "entries": [ + "Once per intrigue as a domain reaction in response to failing a Diplomacy test, you can immediately make an Operations test with a DC equal to 5 + half the DC of the Diplomacy test (rounded down). On a success, you treat the failed Diplomacy test as a success." + ] + }, + { + "name": "They Will Not Breach This Wall", + "source": "KaW", + "page": 39, + "featureType":[ + "DFTR" + ], + "prerequisite": [ + { + "other": "Martial Regiment (City Watch)" + } + ], + "entries": [ + "As a domain action, make a {@dc 15} Operations test. On a success, you gain the resources to bolster your city's defenses. At the start of the next battle, each fortification you're defending gains additional hit points equal to your domain's Resolve level." + ] + }, + { + "name": "Sworn to Protect", + "source": "KaW", + "page": 38, + "featureType":[ + "DPWR" + ], + "prerequisite": [ + { + "other": "Martial Regiment (Knightly Order)" + } + ], + "entries": [ + "As a bonus action, take a power die from your domain's pool and add the number on the die to your AC. Additionally, allied creatures within 15 feet of you gain a bonus to saving throws equal to the number on the power die. At the end of each of your turns, decrement the power die." + ], + "foundryFlags": { + "activation.type": "bonus", + "activation.cost": "1" + } + }, + { + "name": "Gallant Company", + "source": "KaW", + "page": 39, + "featureType":[ + "DFTR" + ], + "prerequisite": [ + { + "other": "Martial Regiment (Knightly Order)" + } + ], + "entries": [ + "As a domain action, make a {@dc 12} Diplomacy test targeting an NPC realm. On a success, the NPC realm's attitude toward your domain improves one step and any special units mustered from that realm gain a +2 bonus to Defense and Morale in the next battle in which they are used. Your domain can use this feature only once on each NPC realm during an intrigue." + ] + }, + { + "name": "Stay Strong", + "source": "KaW", + "page": 39, + "featureType":[ + "DFTR" + ], + "prerequisite": [ + { + "other": "Martial Regiment (Knightly Order)" + } + ], + "entries": [ + "If your domain's Resolve level is 2 or higher at the start of a battle, each cavalry unit your domain controls automatically succeeds on Morale tests for the Rally maneuver during that battle." + ] + }, + { + "name": "Skirmisher", + "source": "KaW", + "page": 38, + "featureType":[ + "DPWR" + ], + "prerequisite": [ + { + "other": "Martial Regiment (Military Squadron)" + } + ], + "entries": [ + "As a bonus action, take a power die from your domain's pool. Your speed increases by a number of feet equal to 5 × the number on the die. While your speed is increased in this way, your movement doesn't provoke opportunity attacks, and you gain a bonus to weapon damage rolls equal to the number on the power die. At the end of each of your turns, decrement the power die." + ], + "foundryFlags": { + "activation.type": "bonus", + "activation.cost": "1" + } + }, + { + "name": "No Mercy", + "source": "KaW", + "page": 39, + "featureType":[ + "DFTR" + ], + "prerequisite": [ + { + "other": "Martial Regiment (KMilitary Squadron)" + } + ], + "entries": [ + "If your domain's Communications level is 2 or higher at the start of a battle, all your infantry units gain the following trait until the end of the battle:", + { + "type": "entries", + "name": "Take No Prisoners", + "entries": [ + "When this unit makes an attack that causes an opposed unit to break, the unit can make one additional attack against any adjacent unit." + ] + } + ] + }, + { + "name": "The War Room Where It Happens", + "source": "KaW", + "page": 39, + "featureType":[ + "DFTR" + ], + "prerequisite": [ + { + "other": "Martial Regiment (Military Squadron)" + } + ], + "entries": [ + "As a domain action, make an Operations test against an opposed domain's Communications. On a success, the opposed domain has disadvantage on tests made to increase its Communications level for the remainder of the intrigue." + ] + }, + { + "name": "Acquisitions Expert", + "source": "KaW", + "page": 40, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Mercantile Guild" + } + ], + "entries": [ + "You gain proficiency in the Arcana skill. Additionally, if you are unable to cast spells of 1st level or higher (either because you have no spellcasting ability, you have expended all your spell slots, or you have used all your innate spells), you can cast the following spells using Intelligence as your spellcasting ability:", + { + "type": "list", + "style": "list-no-bullets", + "items": [ + "At will: {@spell detect magic}, {@spell identify}", + "3/day each: {@spell charm person}, {@spell comprehend languages}, {@spell unseen servant}", + "1/day each: {@spell dispel magic}, {@spell glyph of warding}" + ] + } + ], + "skillProficiencies": [ + { + "arcana": true + } + ], + "additionalSpells": [ + { + "innate": { + "_": { + "will": [ + "detect magic", + "identify" + ], + "daily": { + "3": [ + "charm person", + "comprehend languages", + "unseen servant" + ], + "1": [ + "dispel magic", + "glyph of warding" + ] + } + } + } + } + ] + }, + { + "name": "Chief of Security", + "source": "KaW", + "page": 41, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Mercantile Guild" + } + ], + "entries": [ + "When a creature within 5 feet of you makes an attack against a target other than you, you can use your reaction to make a melee weapon attack against that creature. If the attack hits, it deals extra damage equal to your proficiency bonus." + ], + "foundryFlags": { + "activation.type": "reaction", + "activation.cost": "1", + "activation.condition": "a creature within 5 feet of you makes an attack against a target other than you" + } + }, + { + "name": "Executive Manager", + "source": "KaW", + "page": 41, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Mercantile Guild" + } + ], + "entries": [ + "When a creature within 5 feet of you misses with an attack or fails a saving throw, you can use your reaction to roll a d4 and add the roll to the attack roll or saving throw." + ], + "foundryFlags": { + "activation.type": "reaction", + "activation.cost": "1", + "activation.condition": "a creature within 5 feet of you misses with an attack or fails a saving throw" + } + }, + { + "name": "Fixer", + "source": "KaW", + "page": 41, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Mercantile Guild" + } + ], + "entries": [ + "You gain proficiency in the Stealth skill. Additionally, you can use a bonus action to take the {@action Dash}, {@action Disengage}, or {@action Hide} action." + ], + "skillProficiencies": [ + { + "stealth": true + } + ] + }, + { + "name": "Safety Officer", + "source": "KaW", + "page": 41, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Mercantile Guild" + } + ], + "entries": [ + "While you are not {@condition unconscious}, you and friendly creatures within 10 feet of you have advantage on saving throws against being {@condition frightened}. Additionally, as a bonus action, choose an ally you can see within 30 feet of you. That ally regains hit points equal to {@dice 1d4} + your domain size. You can use this feature a number of times per day equal to your Wisdom modifier (minimum one)." + ], + "foundryFlags": { + "activation.type": "bonus", + "activation.cost": "1", "count": "@abilities.wis.mod" - } - }, - { - "name": "Outgunned", - "source": "KaW", - "page": 41, - "featureType": [ - "DPWR" - ], - "prerequisite": [ - { - "other": "Mercantile Guild" - } - ], - "entries": [ - "When you miss with an attack, you can take a power die from your domain's pool and add twice the number on the die to your attack roll. Alternatively, when you hit with an attack, you can take a power die from your domain's pool and add the number on the die to the attack's damage roll." - ] - }, - { - "name": "Soldiers of Fortune (Special Unit)", - "source": "KaW", - "page": 42, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Mercantile Guild" - } - ], - "entries": [ - "Make a {@dc 13} Operations test as a domain action. On a success, you muster the Soldiers of Fortune, a highly professional (and very expensive) special unit of mercenaries.", - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/kKr4RjT.jpg" - }, - "title": "Soldiers of Fortune unit card" - } - ] - }, - { - "name": "Spared No Expense", - "source": "KaW", - "page": 42, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Mercantile Guild" - } - ], - "entries": [ - "At the start of a battle, you can use a domain reaction to make a {@dc 14} Operations test. On a success, increase the levels of two of your domain's defenses by 1." - ] - }, - { - "name": "Action Plan", - "source": "KaW", - "page": 41, - "featureType": [ - "DPWR" - ], - "prerequisite": [ - { - "other": "Mercantile Guild (Monopoly)" - } - ], - "entries": [ - "On your turn, you can take a power die from your domain's pool, then take one additional action. You can add the number on the power die to one attack roll or ability check made as part of that action, or increase the DC of a spell cast during the action by the number on the die." - ] - }, - { - "name": "Corporate Espionage", - "source": "KaW", - "page": 43, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Mercantile Guild (Monopoly)" - } - ], - "entries": [ - "Once per intrigue as a domain bonus action, make an Espionage test against an opposed domain's Communications. On a success, the opposed domain has disadvantage on Espionage tests until the end of the intrigue, and your domain's Communications level increases by 1." - ] - }, - { - "name": "Embargo", - "source": "KaW", - "page": 43, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Mercantile Guild (Monopoly)" - } - ], - "entries": [ - "At the start of a battle, if your domain's Resources level is 2 or higher, choose a number of infantry units an opposed domain controls equal to your domain size. Each of those units takes −2 to Attack and Defense until the end of the battle." - ] - }, - { - "name": "Pillage", - "source": "KaW", - "page": 41, - "featureType": [ - "DPWR" - ], - "prerequisite": [ - { - "other": "Mercantile Guild (Pirate Band)" - } - ], - "entries": [ - "As a bonus action, take a power die from your domain's pool and choose a power die in the opposed domain's pool showing a higher number than the die you took. Add the opposed die to your domain's pool." - ], - "foundryFlags": { - "activation.type": "bonus", - "activation.cost": "1" - } - }, - { - "name": "Commandeer", - "source": "KaW", - "page": 43, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Mercantile Guild (Pirate Band)" - } - ], - "entries": [ - "Once per intrigue as a domain bonus action, make an Espionage test against an opposed domain's Resources. On a success, the opposed domain's Resources level decreases by 1, and your domain's Resources level increases by 1." - ] - }, - { - "name": "Fight Dirty", - "source": "KaW", - "page": 43, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Mercantile Guild (Pirate Band)" - } - ], - "entries": [ - "If your domain's Resources level is 2 or higher at the end of deployment, choose a number of infantry or artillery units equal to your domain size. Each of those units gets a surprise activation before the battle goes into initiative. After this activation concludes, the battle plays out as normal." - ] - }, - { - "name": "Healthcare", - "source": "KaW", - "page": 41, - "featureType": [ - "DPWR" - ], - "prerequisite": [ - { - "other": "Mercantile Guild (Trade Guild)" - } - ], - "entries": [ - "As a bonus action, take a power die from your domain's pool. You immediately spend and roll a number of your Hit Dice equal to the number on the power die, regaining hit points equal to the total of Hit Dice rolled." - ], - "foundryFlags": { - "activation.type": "bonus", - "activation.cost": "1" - } - }, - { - "name": "Business Connections", - "source": "KaW", - "page": 43, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Mercantile Guild (Trade Guild)" - } - ], - "entries": [ - "Once per intrigue, you can make a {@dc 13} Diplomacy test as a domain bonus action. On a success, all of your domain's officers begin the next combat against an opposed domain's officers with their hit point maximum and current hit points increased by 5 × your domain size. This benefit disappears at the end of the combat." - ] - }, - { - "name": "Well Fed", - "source": "KaW", - "page": 43, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Mercantile Guild (Trade Guild)" - } - ], - "entries": [ - "As a domain action, make a {@dc 13} Operations test. On a success, each of your infantry units gains a bonus to Morale equal to your domain size until the end of the next battle." - ] - }, - { - "name": "Augur", - "source": "KaW", - "page": 44, - "featureType": [ - "DTTL" - ], - "prerequisite": [ - { - "other": "Mystic Circle" - } - ], - "entries": [ - "You have a second sight that grants you limited precognition. You add your Intelligence modifier to your initiative rolls. Additionally, if you and any of your allies within 60 feet of you are surprised when you roll initiative, you can choose for you and your allies to not be surprised, and for a number of enemies equal to the number of characters in your party to be surprised instead. You must finish a long rest before you can use this feature again." - ], - "foundryEffects": [ - { - "name": "Augur Initiative Bonus", - "changes": [ - { - "key": "data.attributes.init.value", - "mode": "ADD", - "value": "(@data.abilities.int.value - 10) / 2" - } - ] - } - ] - }, - { - "name": "Bewitcher", - "source": "KaW", - "page": 44, - "featureType": [ - "DTTL" - ], - "prerequisite": [ - { - "other": "Mystic Circle" - } - ], - "entries": [ - "You have advantage on Charisma (Performance) checks. At the end of a long rest, choose one enchantment or illusion spell you can cast that requires concentration. That spell does not require concentration until the end of your next long rest." - ] - }, - { - "name": "Medium", - "source": "KaW", - "page": 44, - "featureType": [ - "DTTL" - ], - "prerequisite": [ - { - "other": "Mystic Circle" - } - ], - "entries": [ - "When learning or preparing spells, all necromancy spells are available to you, regardless of whether they are on your class's spell list.", - "Additionally, you can channel the waning life force of a dying creature to aid an ally. When a creature you can see with a challenge rating of 1 or higher dies within 60 feet of you, another creature of your choice that you can see within 60 feet of you regains hit points equal to {@dice 1d4} × the dead creature's challenge rating." - ] - }, - { - "name": "Shade", - "source": "KaW", - "page": 46, - "featureType": [ - "DTTL" - ], - "prerequisite": [ - { - "other": "Mystic Circle" - } - ], - "entries": [ - "You gain proficiency in the Stealth skill. While in darkness or dim light, you can turn {@condition invisible} as an action. Anything you wear or carry is invisible as long as it is on your person. This invisibility ends after 1 hour or if you enter an area of bright light. You must finish a long rest before you can use this feature again." - ], - "skillProficiencies": [ - { - "stealth": true - } - ] - }, - { - "name": "Spellsword", - "source": "KaW", - "page": 46, - "featureType": [ - "DTTL" - ], - "prerequisite": [ - { - "other": "Mystic Circle" - } - ], - "entries": [ - "You gain proficiency with martial weapons. Whenever you hit a creature with a melee attack, you reduce that creature's speed to 0 until the start of your next turn." - ], - "weaponProficiencies": [ - { - "martial": true - } - ] - }, - { - "name": "Universal Energy Field", - "source": "KaW", - "page": 46, - "featureType": [ - "DPWR" - ], - "prerequisite": [ - { - "other": "Mystic Circle" - } - ], - "entries": [ - "As an action, take a power die from your domain's pool and recover a number of spell slots with a combined level equal to the number on the power die. None of the slots you recover can be 6th level or higher.", - "Alternatively, as a bonus action, you can take a power die from your domain's pool and charge one weapon you are holding with magical energy. Choose one of the following damage types: acid, cold, fire, or lightning. Until the start of your next turn, the weapon deals extra damage of the chosen type equal to the number on the power die." - ] - }, - { - "name": "Forgotten Rite of Animation (Special Unit)", - "source": "KaW", - "page": 46, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Mystic Circle" - } - ], - "entries": [ - "As a domain action, make a {@dc 13} Lore test. On a success, your domain's spellcasters weave an ancient spell to create a special unit of magical constructs called an Ersatz Infantry. These constructs could be golems, animated suits of armor, or clockwork soldiers.", - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/xpkoN1F.jpg" - }, - "title": "Ersatz Infantry unit card" - } - ] - }, - { - "name": "Unravel Sorcery", - "source": "KaW", - "page": 46, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Mystic Circle" - } - ], - "entries": [ - "Once per intrigue as a domain bonus action, you can make a Lore test against an opposed domain's Communications to learn about the magical abilities of one of that domain's officers. On a success, you learn what spells the target knows and has prepared, and you have advantage on saving throws against spells and other magical effects used by that officer until the end of the intrigue." - ] - }, - { - "name": "Your Staff is Broken", - "source": "KaW", - "page": 46, - "featureType": [ - "DPWR" - ], - "prerequisite": [ - { - "other": "Mystic Circle (Arcane Order)" - } - ], - "entries": [ - "As an action, take any number of power dice from your domain's pool and target an enemy spellcaster. That caster must succeed on an Intelligence saving throw against a DC equal to the total of the power dice or lose the ability to cast spells in any way for 24 hours. This power doesn't break the target's concentration on a spell already cast, or prevent the target from taking actions that are part of an ongoing spell that the target has already cast (such as {@spell call lightning})." - ], - "foundryFlags": { - "activation.type": "action", - "activation.cost": "1" - } - }, - { - "name": "Find True Name", - "source": "KaW", - "page": 47, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Mystic Circle (Arcane Order)" - } - ], - "entries": [ - "As a domain action, you make a Lore test against an opposed domain's Communications. On a success, you learn the true name of one of that domain's spellcasting officers of the GM's choice, and during the next battle, that officer has disadvantage on saving throws against the Your Staff is Broken domain power." - ] - }, - { - "name": "Midnight Oil", - "source": "KaW", - "page": 47, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Mystic Circle (Arcane Order)" - } - ], - "entries": [ - "If you prepare spells and you succeed on any Lore test made as a domain action, you can then use a domain reaction to make a DC 12 Lore test. On a success, the number of spells that all officers of your domain are able to prepare the day of the next battle increases by 1." - ] - }, - { - "name": "Wards of Protection Against Missiles", - "source": "KaW", - "page": 47, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Mystic Circle (Arcane Order)" - } - ], - "entries": [ - "If your domain's Communications level is 2 or higher at the end of deployment, choose a number of units equal to your domain size. The first time during the battle that each chosen unit would be hit by an Attack test from an opposed artillery or aerial unit, that Attack test fails." - ] - }, - { - "name": "Elemental Bargain", - "source": "KaW", - "page": 47, - "featureType": [ - "DPWR" - ], - "prerequisite": [ - { - "other": "Mystic Circle (Secret Cabal)" - } - ], - "entries": [ - "As an action, take a power die from your domain's pool and conjure an elemental with a challenge rating equal to or lower than the number on the die. The creature appears in an unoccupied space that you can see within 30 feet of you. You mentally control the actions the creature takes. It acts when it is summoned, and on each of your turns thereafter.", - "Creatures summoned by this power disappear when they are reduced to 0 hit points or after a number of rounds equal to 1 + your domain size, whichever comes first." - ], - "foundryFlags": { - "activation.type": "action", - "activation.cost": "1" - } - }, - { - "name": "Curse of Vitiation", - "source": "KaW", - "page": 47, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Mystic Circle (Secret Cabal)" - } - ], - "entries": [ - "If your domain's Communications level is 2 or higher at the start of a battle, choose one lieutenant from an opposed domain. That lieutenant has disadvantage on saving throws during the battle." - ] - }, - { - "name": "We Were Never Here", - "source": "KaW", - "page": 47, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Mystic Circle (Secret Cabal)" - } - ], - "entries": [ - "As a domain action, make a Lore test against an opposed domain's Communications. On a success, your domain's Communications level increases by 1 and the opposed domain's Communications level decreases by 1." - ] - }, - { - "name": "Magic Misdirection", - "source": "KaW", - "page": 47, - "featureType": [ - "DPWR" - ], - "prerequisite": [ - { - "other": "Mystic Circle (Theatrical Troupe)" - } - ], - "entries": [ - "As an action, take a power die from your domain's pool and make a Charisma check contested by one creature of your choice that you can see. Add the number on the power die to your check. On a success, the creature is charmed by you until the end of your next turn. While charmed in this way, the creature sees its allies as enemies, and it must use its action before moving on its turn to make a melee weapon attack against an ally it can reach. If the creature has no allies within reach, it takes no action on its turn." - ], - "foundryFlags": { - "activation.type": "action", - "activation.cost": "1" - } - }, - { - "name": "Combat Anthem", - "source": "KaW", - "page": 48, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Mystic Circle (Theatrical Troupe)" - } - ], - "entries": [ - "As a domain action, make a {@dc 12} Operations test. On a success, during the next battle, you can choose a number of units your domain controls equal to your domain size. Any opposed unit has disadvantage on Morale tests while adjacent to any selected unit, and any allied unit has advantage on Power tests while adjacent to any selected unit." - ] - }, - { - "name": "You Didn't Hear This From Me", - "source": "KaW", - "page": 48, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Mystic Circle (Theatrical Troupe)" - } - ], - "entries": [ - "As a domain action, make a {@dc 12} Diplomacy test. On a success, whenever you succeed on a Diplomacy test to muster a unit through an alliance, your domain's Communications level increases by 1 until the end of the intrigue." - ] - }, - { - "name": "The Connected", - "source": "KaW", - "page": 48, - "featureType": [ - "DTTL" - ], - "prerequisite": [ - { - "other": "Nature Pact" - } - ], - "entries": [ - "Nature links a companion's senses with your own. As an action, you can link yourself to a willing creature you can see within 30 feet of you for 1 hour. This replaces any previous links you made using this feature.", - "While a linked creature is within 100 feet of you and one of you has to make an ability check or a saving throw, both of you roll the same check or save. The creature making the check or save then uses the highest roll." - ], - "foundryFlags": { - "activation.type": "action", - "activation.cost": "1" - } - }, - { - "name": "The Pack Leader", - "source": "KaW", - "page": 48, - "featureType": [ - "DTTL" - ], - "prerequisite": [ - { - "other": "Nature Pact" - } - ], - "entries": [ - "As an action, you summon a beast of your choice with a challenge rating equal to or lower than your domain size into an unoccupied space you can see within 30 feet of you. The beast's weapon attacks are magical, and it gains temporary hit points equal to 5 × your domain size. The beast acts on its own initiative and understands and follows your verbal commands. The beast follows your commands for 1 hour or until it is reduced to 0 hit points, at which point it disappears. You must finish a long rest before you can use this feature again." - ], - "foundryFlags": { - "activation.type": "action", - "activation.cost": "1" - } - }, - { - "name": "The Primal", - "source": "KaW", - "page": 48, - "featureType": [ - "DTTL" - ], - "prerequisite": [ - { - "other": "Nature Pact" - } - ], - "entries": [ - "If you move at least 10 feet toward a Huge or smaller creature, then hit that creature with a melee weapon attack on the same turn, the attack deals extra damage equal to twice your proficiency bonus and the target must succeed on a Strength saving throw or be knocked {@condition prone}. The DC for this saving throw equals 8 + your proficiency bonus + your Strength or Dexterity modifier, whichever is higher." - ] - }, - { - "name": "The Speaker", - "source": "KaW", - "page": 48, - "featureType": [ - "DTTL" - ], - "prerequisite": [ - { - "other": "Nature Pact" - } - ], - "entries": [ - "You gain proficiency in the Persuasion skill. Additionally, as an action, you can select a number of willing creatures you can see within 100 feet of you equal to your level + your domain size. For 1 hour, any of these creatures and you can speak telepathically to each other, singly or in groups, regardless of distance." - ], - "skillProficiencies": [ - { - "persuasion": true - } - ], - "foundryFlags": { - "activation.type": "action", - "activation.cost": "1" - } - }, - { - "name": "The Stalwart", - "source": "KaW", - "page": 48, - "featureType": [ - "DTTL" - ], - "prerequisite": [ - { - "other": "Nature Pact" - } - ], - "entries": [ - "As an action, you grant yourself and one ally you can see temporary hit points equal to 5 × your domain size. You must finish a long rest before you can use this feature again." - ], - "foundryFlags": { - "activation.type": "action", - "activation.cost": "1" - } - }, - { - "name": "Vine Entrapment", - "source": "KaW", - "page": 48, - "featureType": [ - "DPWR" - ], - "prerequisite": [ - { - "other": "Nature Pact" - } - ], - "entries": [ - "As a bonus action, take a power die from your domain's pool and choose a creature within 30 feet of you that you can see. That creature must make a Dexterity saving throw with a DC equal to 10 + the number on the power die. On a failure, thorny vines erupt from the ground and wrap around the creature, which is {@condition restrained} for a number of rounds equal to the number on the power die. A restrained creature can use an action to make a Strength (Athletics) or Dexterity (Acrobatics) check against the save DC. On a success, the creature ends the {@condition restrained} condition but takes piercing damage equal to {@damage 1d10} × your domain size." - ], - "foundryFlags": { - "activation.type": "bonus", - "activation.cost": "1" - } - }, - { - "name": "Frog of War (Special Unit)", - "source": "KaW", - "page": 49, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Nature Pact" - } - ], - "entries": [ - "As a domain action, make a {@dc 16} Lore test. On a success, you summon the Frog of War, a special unit that is a single massive amphibian ready to devour enemies of nature.", - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/1dU1aye.jpg" - }, - "title": "The Frog of War unit card", - "maxWidth": 500 - } - ] - }, - { - "name": "Natural Disaster", - "source": "KaW", - "page": 49, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Nature Pact" - } - ], - "entries": [ - "Once per intrigue as a domain bonus action, you can make a Lore test against an opposed domain's Resources. On a success, the opposed domain's Resources level decreases by 2." - ] - }, - { - "name": "Impenetrable Defense", - "source": "KaW", - "page": 51, - "featureType": [ - "DPWR" - ], - "prerequisite": [ - { - "other": "Nature Pact (Barbarian Tribe)" - } - ], - "entries": [ - "As a bonus action, take a power die from your domain's pool and select a number of creatures within 15 feet of you equal to the number on the power die. Until the end of your next turn, any damage each of those creatures takes is reduced by the number on the power die." - ], - "foundryFlags": { - "activation.type": "bonus", - "activation.cost": "1" - } - }, - { - "name": "Ready to Slay", - "source": "KaW", - "page": 51, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Nature Pact (Barbarian Tribe)" - } - ], - "entries": [ - "If your domain's Resources level is 2 or higher at the start of a battle, whenever a unit your domain controls is attacked by an opposed unit, the target unit can use its reaction to make an attack against the opposed unit. This feature can be used a number of times during the battle equal to your domain size." - ] - }, - { - "name": "Trial by Pyre", - "source": "KaW", - "page": 51, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Nature Pact (Barbarian Tribe)" - } - ], - "entries": [ - "As a domain action, make an Operations test against an opposed domain's Resolve. On a success, reduce the target domain's Resolve level by 1 and select one of that domain's lieutenants. That lieutenant is vulnerable to fire damage until the end of the intrigue. Additionally, each time that lieutenant takes fire damage until the end of the intrigue, they become frightened of the source of the damage until the end of their next turn." - ] - }, - { - "name": "Primal Conjuration", - "source": "KaW", - "page": 51, - "featureType": [ - "DPWR" - ], - "prerequisite": [ - { - "other": "Nature Pact (Druid Circle)" - } - ], - "entries": [ - "As an action, take a power die from your domain's pool and conjure a beast, a fey, or a plant creature (your choice) with a challenge rating equal to or lower than the number on the power die. The creature appears in an unoccupied space that you can see within 30 feet of you. You mentally control the actions the creature takes. It acts when it is summoned, and on each of your turns thereafter.", - "Creatures summoned by this power disappear when they are reduced to 0 hit points or after a number of rounds equal to 1 + your domain size, whichever comes first." - ], - "foundryFlags": { - "activation.type": "action", - "activation.cost": "1" - } - }, - { - "name": "Eagle Eye", - "source": "KaW", - "page": 51, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Nature Pact (Druid Circle)" - } - ], - "entries": [ - "Make an Espionage test against an opposed domain's Resources as a domain action. On a success, you increase your domain's Communications level by 1, and you learn the ability scores, AC, hit points, traits, and action options of one lieutenant from the opposed domain." - ] - }, - { - "name": "Torrential Terrain", - "source": "KaW", - "page": 51, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Nature Pact (Druid Circle)" - } - ], - "entries": [ - "If your domain's Communications level is 2 or higher at the end of deployment, select a number of spaces on the battlefield equal to your domain size. These spaces contain rain until the end of the battle. Any unit your domain controls ignores the effect of rain in these spaces." - ] - }, - { - "name": "Rapid Assault", - "source": "KaW", - "page": 52, - "featureType": [ - "DPWR" - ], - "prerequisite": [ - { - "other": "Nature Pact (Hunter Conclave)" - } - ], - "entries": [ - "When you hit with a weapon attack, you can use a bonus action to take a power die from your domain's pool and immediately make another attack with the same weapon. The attack has a bonus to the attack and damage roll equal to the number on the power die." - ], - "foundryFlags": { - "activation.type": "bonus", - "activation.cost": "1" - } - }, - { - "name": "Marked Targets", - "source": "KaW", - "page": 52, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Nature Pact (Hunter Conclave)" - } - ], - "entries": [ - "If your domain's Communications level is 2 or higher at the end of deployment, select a number of opposed units equal to 3 + your domain size. The next Attack test made against any chosen unit by a unit your domain controls has advantage." - ] - }, - { - "name": "Ruinous Fire", - "source": "KaW", - "page": 52, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Nature Pact (Hunter Conclave)" - } - ], - "entries": [ - "As a domain action, make an Espionage test against an opposed domain's Communications. On a success, at the end of the next deployment, select a number of that opposed domain's units equal to your domain size. Those units cannot move during the first round of the battle." - ] - }, - { - "name": "Court Mage", - "source": "KaW", - "page": 52, - "featureType": [ - "DTTL" - ], - "prerequisite": [ - { - "other": "Noble Court" - } - ], - "entries": [ - "You must have the Pact Magic or Spellcasting feature. You can cast the {@spell detect magic} spell at will, without expending a spell slot. Additionally, you have one extra spell slot of the highest spell level you can cast, to a maximum of 5th level." - ], - "additionalSpells": [ - { - "innate": { - "_": - { - "will": [ - "detect magic" - ] - } - } - } - ] - }, - { - "name": "Court Minstrel", - "source": "KaW", - "page": 52, - "featureType": [ - "DTTL" - ], - "prerequisite": [ - { - "other": "Noble Court" - } - ], - "entries": [ - "You have advantage on Charisma (Performance) checks. Additionally, you know the {@spell vicious mockery} cantrip and can cast it as a bonus action. Charisma is your spellcasting ability for this cantrip." - ], - "additionalSpells": [ - { - "innate": { - "_": - { - "will": [ - "vicious mockery" - ] - } - } - } - ] - }, - { - "name": "High Priest", - "source": "KaW", - "page": 52, - "featureType": [ - "DTTL" - ], - "prerequisite": [ - { - "other": "Noble Court" - } - ], - "entries": [ - "Once per turn when you damage a creature with an attack or a spell, you can choose another creature you can see within 30 feet of you. The chosen creature gains temporary hit points equal to {@dice 1d6} × your proficiency bonus." - ] - }, - { - "name": "Master Assassin", - "source": "KaW", - "page": 52, - "featureType": [ - "DTTL" - ], - "prerequisite": [ - { - "other": "Noble Court" - } - ], - "entries": [ - "You gain proficiency in the Stealth skill. Additionally, whenever you hit with a light weapon or a ranged weapon, you gain a bonus to damage rolls equal to your proficiency bonus." - ], - "skillProficiencies": [ - { - "stealth": true - } - ] - }, - { - "name": "Master-at-Arms", - "source": "KaW", - "page": 52, - "featureType": [ - "DTTL" - ], - "prerequisite": [ - { - "other": "Noble Court" - } - ], - "entries": [ - "You gain proficiency in the Athletics skill. Additionally, you learn a fighting style of your choice from the {@class fighter}'s {@classFeature Fighting Style|Fighter||1} feature in the core rules." - ], - "skillProficiencies": [ - { - "athletics": true - } - ] - }, - { - "name": "Mantle of Authority", - "source": "KaW", - "page": 52, - "featureType": [ - "DPWR" - ], - "prerequisite": [ - { - "other": "Noble Court" - } - ], - "entries": [ - "The burden of leadership passed down from your forebears allows you to call upon their strength in battle. As a bonus action, take a power die from your domain's pool and add half the number on the die (rounded up) to one of your ability scores. This can increase your ability score above 20. At the end of each of your turns, decrement the power die." - ], - "foundryFlags": { - "activation.type": "bonus", - "activation.cost": "1" - } - }, - { - "name": "Prepare the Steeds (Special Unit)", - "source": "KaW", - "page": 52, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Noble Court" - } - ], - "entries": [ - "As a domain action, make a {@dc 13} Operations test. On a success, you muster the Lancers, a special unit of skilled equestrians.", - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/uGEVQzM.jpg" - }, - "title": "The Lancers unit card", - "maxWidth": 500 - } - ] - }, - { - "name": "Skilled Negotiators", - "source": "KaW", - "page": 52, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Noble Court" - } - ], - "entries": [ - "Once per intrigue as a domain bonus action, you can make a Diplomacy test to gain a special unit from an NPC realm. On a success, the unit also has its casualty die increased one step." - ] - }, - { - "name": "Conqueror", - "source": "KaW", - "page": 52, - "featureType": [ - "DPWR" - ], - "prerequisite": [ - { - "other": "Noble Court (Court of War)" - } - ], - "entries": [ - "As a bonus action, take a power die from your domain's pool. Until the end of your next turn, you gain a bonus to weapon attack rolls equal to the number on the power die, your speed increases by 10 feet, and your movement doesn't provoke opportunity attacks." - ], - "foundryFlags": { - "activation.type": "bonus", - "activation.cost": "1" - } - }, - { - "name": "Forewarned is Forearmed", - "source": "KaW", - "page": 52, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Noble Court (Court of War)" - } - ], - "entries": [ - "Once per intrigue, as a domain reaction when an opposed domain musters a special unit, you can make a DC 13 Operations test. On a success, you increase your domain's Communications level by 2." - ] - }, - { - "name": "Outmaneuvered", - "source": "KaW", - "page": 52, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Noble Court (Court of War)" - } - ], - "entries": [ - "If your domain's Communications level is 2 or higher at the end of deployment, choose a number of opposed units equal to your domain size. Each of those units must make a {@dc 15} Command test. If a unit fails the check, you can move one of your deployed units into any unoccupied space next to that unit." - ] - }, - { - "name": "Timely Aid", - "source": "KaW", - "page": 52, - "featureType": [ - "DPWR" - ], - "prerequisite": [ - { - "other": "Noble Court (Political Administration)" - } - ], - "entries": [ - "As a reaction to a successful attack made against a creature you can see within 30 feet of you, take a die from the power pool. Until the end of its next turn, that creature gains a bonus to its AC (including against the triggering attack) equal to the number on the power die. Additionally, the creature regains hit points equal to the number on the power die." - ], - "foundryFlags": { - "activation.type": "reaction", - "activation.cost": "1", - "activation.condition": "a successful attack is made against a creature you can see within 30 feet of you" - } - }, - { - "name": "Diplomacy for Intel", - "source": "KaW", - "page": 52, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Noble Court (Political Administration)" - } - ], - "entries": [ - "As a domain action, make a {@dc 15} Diplomacy test. On a success, your domain's Communications level increases by 1, and you can make Diplomacy tests in place of Espionage tests until the end of the intrigue." - ] - }, - { - "name": "Enchantment Economy", - "source": "KaW", - "page": 52, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Noble Court (Political Administration)" - } - ], - "entries": [ - "As a domain action, make a {@dc 14} Diplomacy test. On a success, all officers in your organization have advantage on saving throws against spells and other magical effects during the next combat against the officers of an opposed domain." - ] - }, - { - "name": "Voices of the Past", - "source": "KaW", - "page": 52, - "featureType": [ - "DPWR" - ], - "prerequisite": [ - { - "other": "Noble Court (Regent State)" - } - ], - "entries": [ - "Past custodians of your domain answer your call for aid. As an action, take a power die from your domain's pool and conjure a celestial or an undead (your choice) with a challenge rating equal to or lower than the number on the power die. The creature appears in an unoccupied space that you can see within 30 feet of you. You mentally control the actions the creature takes. It acts when it is summoned, and on each of your turns thereafter.", - "Creatures summoned by this power disappear when they are reduced to 0 hit points or after a number of rounds equal to 1 + your domain size, whichever comes first." - ], - "foundryFlags": { - "activation.type": "action", - "activation.cost": "1" - } - }, - { - "name": "Backdoor Negotiations", - "source": "KaW", - "page": 52, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Noble Court (Regent State)" - } - ], - "entries": [ - "As a domain reaction when an opposed domain gains a special unit from an NPC realm, make a Diplomacy test against the opposed domain's Communications. On a success, the NPC realm doesn't send the special unit to aid the opposed domain, and the NPC realm's attitude toward your domain improves one step." - ] - }, - { - "name": "Volunteer Blacksmiths", - "source": "KaW", - "page": 52, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Noble Court (Regent State)" - } - ], - "entries": [ - "As a domain action, make a {@dc 13} Operations test. On a success, any levies you muster before the end of intrigue start with heavy equipment." - ] - }, - { - "name": "Conduit", - "source": "KaW", - "page": 56, - "featureType": [ - "DTTL" - ], - "prerequisite": [ - { - "other": "Religious Order" - } - ], - "entries": [ - "You know the {@spell thaumaturgy} cantrip. Additionally, as an action, you can channel the power of your faith to become a sacred vessel, manifesting one of the following effects that you choose when you take this title:", - { - "type": "entries", - "name": "Light", - "entries": [ - "You emit an aura of divine light in a 15-foot radius for 1 minute. Choose a number of creatures that you can see in the area. Each creature must succeed on a Constitution saving throw with a DC equal to 8 + your proficiency bonus + your Constitution modifier or be {@condition blinded} for 1 minute. An affected creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success." - ] - }, - { - "type": "entries", - "name": "Darkness", - "entries": [ - "You emanate a 15-foot-radius sphere of magical darkness for 1 minute. The sphere moves with you and spreads around corners, and its area is heavily obscured for all creatures except you." - ] - }, - "Once you manifest your chosen effect, you can't do so again until you finish a short or long rest." - ], - "additionalSpells": [ - { - "innate": { - "_": - { - "will": [ - "thaumaturgy" - ] - } - } - } - ], - "foundryFlags": { - "activation.type": "action", - "activation.cost": "1" - } - }, - { - "name": "Crusader", - "source": "KaW", - "page": 56, - "featureType": [ - "DTTL" - ], - "prerequisite": [ - { - "other": "Religious Order" - } - ], - "entries": [ - "You have advantage on Wisdom saving throws and death saving throws, and you regain the maximum number of hit points from any effect that restores hit points." - ] - }, - { - "name": "Herald", - "source": "KaW", - "page": 56, - "featureType": [ - "DTTL" - ], - "prerequisite": [ - { - "other": "Religious Order" - } - ], - "entries": [ - "You gain proficiency in the Persuasion skill. Additionally, you can cast {@spell sanctuary} and {@spell calm emotions} once each, and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells." - ], - "skillProficiencies": [ - { - "persuasion": true - } - ], - "additionalSpells": [ - { - "innate": { - "_": { - "daily": { - "1": [ - "sanctuary", - "calm emotions" - ] - } - } - } - } - ] - }, - { - "name": "Omen", - "source": "KaW", - "page": 56, - "featureType": [ - "DTTL" - ], - "prerequisite": [ - { - "other": "Religious Order" - } - ], - "entries": [ - "As an action or a bonus action, you utter a loud, empowering chant. The first creature you hit with a weapon attack before the start of your next turn takes an extra {@damage 1d8} radiant or necrotic damage from the attack (your choice). If you use a bonus action to chant again on your following turn, the extra damage increases to {@damage 2d8}. If you use a bonus action to chant for three or more turns in a row, the extra damage increases to a maximum {@damage 3d8}, and you have advantage on attack rolls until the start of your next turn." - ], - "foundryFlags": { - "activation.type": "bonus", - "activation.cost": "1" - } - }, - { - "name": "Prophet", - "source": "KaW", - "page": 57, - "featureType": [ - "DTTL" - ], - "prerequisite": [ - { - "other": "Religious Order" - } - ], - "entries": [ - "When a creature you can see within 30 feet of you makes a saving throw, you can use your reaction to grant that creature advantage on attack rolls and saving throws (including the triggering saving throw) until the start of your next turn." - ], - "foundryFlags": { - "activation.type": "reaction", - "activation.cost": "1", - "activation.condition": "a creature you can see within 30 feet of you makes a saving throw" - } - }, - { - "name": "Beseech the Most High", - "source": "KaW", - "page": 57, - "featureType": [ - "DPWR" - ], - "prerequisite": [ - { - "other": "Religious Order" - } - ], - "entries": [ - "You can summon servants of your higher power to aid you in battle. As an action, take a power die from your domain's pool and conjure an aberration, a celestial, or a fiend (your choice) with a challenge rating equal to or lower than the number on the power die. The creature appears in an unoccupied space that you can see within 30 feet of you. You mentally control the actions the creature takes. It acts when it is summoned, and on each of your turns thereafter.", - "Creatures summoned by this power disappear when they are reduced to 0 hit points or after a number of rounds equal to 1 + your domain size, whichever comes first." - ], - "foundryFlags": { - "activation.type": "action", - "activation.cost": "1" - } - }, - { - "name": "Consult the Scriptures", - "source": "KaW", - "page": 59, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Religious Order" - } - ], - "entries": [ - "Once per intrigue, you can make a {@dc 14} Lore test as a domain bonus action. On a success, you can bless one unit your domain controls of your choice, granting it a bonus to Attack tests equal to your domain size and advantage on Power tests to resist battle magic. This bonus lasts until the end of the next battle." - ] - }, - { - "name": "Spread the Holy Word (Special Unit)", - "source": "KaW", - "page": 59, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Religious Order" - } - ], - "entries": [ - "Make a {@dc 15} Diplomacy test as a domain action. On a success, you muster the Crusaders, a special unit of devout warriors.", - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/NkGXoDA.jpg" - }, - "title": "Crusaders unit card" - }, - "Additionally, at the end of the next deployment, you can choose one of an opposed domain's Tier I units. That unit's casualty die is decreased one step (minimum d4)." - ] - }, - { - "name": "Penance", - "source": "KaW", - "page": 59, - "featureType": [ - "DPWR" - ], - "prerequisite": [ - { - "other": "Religious Order (Hidden Cult)" - } - ], - "entries": [ - "As a bonus action, take a power die from your domain's pool and choose an enemy creature you can see within 60 feet of you. The target takes necrotic or radiant damage (your choice) equal to double the number on the power die at the start of each of its turns, and its speed is reduced by a number of feet equal to 5 × the number on the power die. At the end of each of your turns, decrement the power die." - ], - "foundryFlags": { - "activation.type": "bonus", - "activation.cost": "1" - } - }, - { - "name": "Blood Sacrifice", - "source": "KaW", - "page": 59, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Religious Order (Hidden Cult)" - } - ], - "entries": [ - "As a domain action, destroy one unit you control. At the start of the next battle, choose a number of units you control equal to your domain size. Each unit has its casualty die increased one step." - ] - }, - { - "name": "Poison the Well", - "source": "KaW", - "page": 60, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Religious Order (Hidden Cult)" - } - ], - "entries": [ - "Once per intrigue as a domain reaction when an opposed domain makes an Operations test, make an Espionage test against the opposed domain's Resources. On a success, the opposed domain's Resources level decreases by 1, and your domain's Resolve level increases by 1." - ] - }, - { - "name": "Turn the Tide", - "source": "KaW", - "page": 58, - "featureType": [ - "DPWR" - ], - "prerequisite": [ - { - "other": "Religious Order (Holy Church)" - } - ], - "entries": [ - "As a bonus action, take any number of power dice from your domain's pool and multiply their total by your domain size. You can restore a number of hit points equal to that number, divided among any number of creatures of your choice that you can see (including yourself) within 60 feet of you." - ], - "foundryFlags": { - "activation.type": "bonus", - "activation.cost": "1" - } - }, - { - "name": "Having the Gods on Our Side", - "source": "KaW", - "page": 58, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Religious Order (Holy Church)" - } - ], - "entries": [ - "Once per intrigue as a domain reaction when an opposed domain musters a unit from another domain, make a Diplomacy test against the opposed domain's Communications. On a success, the opposed domain fails to muster the unit." - ] - }, - { - "name": "Resplendent Armor", - "source": "KaW", - "page": 59, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Religious Order (Holy Church)" - } - ], - "entries": [ - "As a domain action, make a {@dc 13} Operations test. On a success, at the end of the next deployment, choose a number of units equal to your domain size. Each of those units gains +2 to Defense and has its casualty die increased one step. These benefits last until the end of the battle." - ] - }, - { - "name": "Quaking Fist", - "source": "KaW", - "page": 60, - "featureType": [ - "DPWR" - ], - "prerequisite": [ - { - "other": "Religious Order (Monastic Order)" - } - ], - "entries": [ - "When you hit a creature with a melee attack, take any number of power dice from your domain's pool. You push the target of your attack away from you a number of feet equal to 5 × the total of the power dice. If the target's movement is stopped early by a wall or other surface, the target takes 1d6 bludgeoning damage for every 5 feet it was pushed, and is knocked prone." - ] - }, - { - "name": "Ancient Archives", - "source": "KaW", - "page": 60, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Religious Order (Monastic Order)" - } - ], - "entries": [ - "Once per intrigue, you can make a {@dc 13} Lore test as a domain action. On a success, all officers gain a bonus to saving throws against spells and other magical effects equal to your domain size during the next combat against officers of an opposed domain." - ] - }, - { - "name": "Iron Will", - "source": "KaW", - "page": 60, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Religious Order (Monastic Order)" - } - ], - "entries": [ - "If your domain's Communications level is 2 or higher at the end of deployment, choose a number of units equal to your domain size. Each of these units has advantage on Morale tests for the Rally maneuver until the end of the battle." - ] - }, - { - "name": "Enforcement", - "source": "KaW", - "page": 61, - "featureType": [ - "DTTL" - ], - "prerequisite": [ - { - "other": "Underworld Syndicate" - } - ], - "entries": [ - "You gain proficiency with light, medium, and heavy armor. Additionally, any enemy within 5 feet of you has disadvantage on melee attacks against any of your allies within 5 feet of you." - ], - "armorProficiencies": [ - { - "light": true, - "medium": true, - "heavy": true - } - ] - }, - { - "name": "Narcotics", - "source": "KaW", - "page": 61, - "featureType": [ - "DTTL" - ], - "prerequisite": [ - { - "other": "Underworld Syndicate" - } - ], - "entries": [ - "You have advantage on saving throws against poison. Additionally, when a creature within 5 feet of you that you can see is reduced to 0 hit points but not killed outright, you can use your reaction to give that creature a stimulant. The creature regains a number of hit points equal to {@dice 1d8} + your proficiency bonus, and gains a number of temporary hit points equal to 10 + your character level." - ], - "foundryFlags": { - "activation.type": "reaction", - "activation.cost": "1", - "activation.condition": "a creature within 5 feet of you that you can see is reduced to 0 hit points but not killed outright" - } - }, - { - "name": "Negotiations", - "source": "KaW", - "page": 61, - "featureType": [ - "DTTL" - ], - "prerequisite": [ - { - "other": "Underworld Syndicate" - } - ], - "entries": [ - "You gain proficiency in the Persuasion skill. You can make a Charisma check with advantage, and can do so again after you finish a long rest.", - "Additionally, you can cast the {@spell disguise self} and {@spell suggestion} spells, requiring no material components. Charisma is your spellcasting ability for these spells. You can cast each spell once in this way, and regain the ability to do so when you finish a long rest." - ], - "skillProficiencies": [ - { - "persuasion": true - } - ], - "additionalSpells": [ - { - "innate": { - "_": { - "daily": { - "1": [ - "disguise self", - "suggestion" - ] - } - } - } - } - ] - }, - { - "name": "Operations", - "source": "KaW", - "page": 61, - "featureType": [ - "DTTL" - ], - "prerequisite": [ - { - "other": "Underworld Syndicate" - } - ], - "entries": [ - "As an action, choose one ally and one enemy, each of which is within 30 feet of you and that you can see. The ally can use a reaction to move their speed and make a weapon attack against the enemy. If the attack hits, the enemy is knocked {@condition prone}." - ], - "foundryFlags": { - "activation.type": "action", - "activation.cost": "1" - } - }, - { - "name": "Records", - "source": "KaW", - "page": 63, - "featureType": [ - "DTTL" - ], - "prerequisite": [ - { - "other": "Underworld Syndicate" - } - ], - "entries": [ - "You gain proficiency in the Arcana skill. Additionally, if you are unable to cast spells of 1st level or higher (either because you have no spellcasting ability, you have expended all your spell slots, or you have used all your innate spells), you can cast the following spells using Intelligence as your spellcasting ability:", - { - "type": "list", - "style": "list-no-bullets", - "items": [ - "At will: {@spell detect magic}, {@spell mage hand}, {@spell minor illusion}", - "3/day each: {@spell comprehend languages}, {@spell disguise self}, {@spell faerie fire}", - "1/day each: {@spell invisibility}, {@spell locate object}" - ] - } - ], - "skillProficiencies": [ - { - "arcana": true - } - ], - "additionalSpells": [ - { - "innate": { - "_": { - "will": [ - "detect magic", - "mage hand", - "minor illusion" - ], - "daily": { - "3": [ - "comprehend languages", - "disguise self", - "faerie fire" - ], - "1": [ - "invisibility", - "locate object" - ] - } - } - } - } - ] - }, - { - "name": "Find Weakness", - "source": "KaW", - "page": 63, - "featureType": [ - "DPWR" - ], - "prerequisite": [ - { - "other": "Underworld Syndicate" - } - ], - "entries": [ - "As a bonus action, take a power die from your domain's pool. One creature of your choice that you can see takes a penalty to AC equal to the number on the power die until the end of your next turn." - ], - "foundryFlags": { - "activation.type": "bonus", - "activation.cost": "1" - } - }, - { - "name": "Plans within Plans", - "source": "KaW", - "page": 63, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Underworld Syndicate" - } - ], - "entries": [ - "Once per intrigue as a domain bonus action, you can make an Espionage test against an opposed domain's Communications. On a success, you raise your domain's Communications level by 1 and decrease the opposed domain's Communications level by 1." - ] - }, - { - "name": "The Crew (Special Unit)", - "source": "KaW", - "page": 63, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Underworld Syndicate" - } - ], - "entries": [ - "As a domain action, make a {@dc 13} Operations test. On a success, you muster the Crew, a special unit of thieves, fighters, bandits, and brawlers who have low morale and are hard to command—but who fight like demons.", - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/mAD2k2a.jpg" - }, - "title": "The Crew unit card" - } - ] - }, - { - "name": "Assassin's Strike", - "source": "KaW", - "page": 63, - "featureType": [ - "DPWR" - ], - "prerequisite": [ - { - "other": "Underworld Syndicate (Assassins' College)" - } - ], - "entries": [ - "When you hit with a weapon attack, take all the power dice from your domain's pool. The target of your attack must make a Constitution saving throw with a DC equal to 12 plus your domain size. On a failure, the target takes extra damage equal to 3 × the total of the dice. On a success, the target takes extra damage equal to the total of the dice." - ] - }, - { - "name": "Looks Like We Need a New Boss", - "source": "KaW", - "page": 64, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Underworld Syndicate (Assassins' College)" - } - ], - "entries": [ - "As a domain reaction when an opposed domain makes an Operations test, you can make an Espionage test against the opposed domain's Resolve. On a success, the opposed domain makes the Operations test with disadvantage." - ] - }, - { - "name": "The Best There Is", - "source": "KaW", - "page": 64, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Underworld Syndicate (Assassins' College)" - } - ], - "entries": [ - "If your domain's Resolve level is 2 or higher when one or more of your officers roll their power dice, choose a number of power dice equal to your domain size. Increase each of these dice to their maximum value." - ] - }, - { - "name": "Traitor", - "source": "KaW", - "page": 64, - "featureType": [ - "DPWR" - ], - "prerequisite": [ - { - "other": "Underworld Syndicate (Spy Network)" - } - ], - "entries": [ - "As an action, select a creature that is not another domain's leader that you can see within 30 feet of you, and take all the power dice from your domain's pool. If the target's current hit points are equal to or less than the total of the power dice × your domain size, the target turns traitor and serves you as a retainer, or is revealed to secretly already be in your service." - ], - "foundryFlags": { - "activation.type": "action", - "activation.cost": "1" - } - }, - { - "name": "Create Vulnerability", - "source": "KaW", - "page": 64, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Underworld Syndicate (Spy Network)" - } - ], - "entries": [ - "Once per intrigue, if your domain's Communications level is 2 or higher, you can choose one opposed domain's lieutenant and one damage type. That lieutenant is vulnerable to that damage type until the end of the next combat involving that lieutenant." - ] - }, - { - "name": "False Orders", - "source": "KaW", - "page": 64, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Underworld Syndicate (Spy Network)" - } - ], - "entries": [ - "As a domain action, make an Espionage test against an opposed domain's Communications. On a success, at the end of the next deployment, you can move one of the opposed domain's Tier I artillery or infantry units to any space on your side of the field. You can use this feature multiple times to affect additional units in the same battle." - ] - }, - { - "name": "Poison Weapons", - "source": "KaW", - "page": 64, - "featureType": [ - "DPWR" - ], - "prerequisite": [ - { - "other": "Underworld Syndicate (Thieves' Guild)" - } - ], - "entries": [ - "As a bonus action, take a power die from your domain's pool and choose one of your weapons. When that weapon hits, it deals extra poison damage equal to the number on the power die, and any creature that takes that damage is poisoned until the end of their next turn. At the end of each of your turns, decrement the power die." - ], - "foundryFlags": { - "activation.type": "bonus", - "activation.cost": "1" - } - }, - { - "name": "Stolen Supplies", - "source": "KaW", - "page": 64, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Underworld Syndicate (Thieves' Guild)" - } - ], - "entries": [ - "Once per intrigue as a domain action, you can make an Operations test against an opposed domain's Resolve. On a success, choose a number of your infantry units equal to your domain size. Each unit has +2 to Attack and Defense during the next battle." - ] - }, - { - "name": "They're Going to Have a Hard Time Making Payroll This Week", - "source": "KaW", - "page": 64, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Underworld Syndicate (Thieves' Guild)" - } - ], - "entries": [ - "As a domain action, make an Espionage test against an opposed domain's Resources. On a success, your domain's Resources level increases by by 1, and at the start of the next battle, one of the opposed domain's Tier I units of your choice must decrement its casualty die." - ] - }, - { - "name": "Despot", - "source": "KaW", - "page": 66, - "featureType": [ - "DTTL" - ], - "prerequisite": [ - { - "other": "Despotic Regime (Leader)" - } - ], - "entries": [ - "When an enemy the despot can see drops to 0 hit points within 30 feet of them, the despot can use a reaction to have their attacks deal an extra {@damage 1d6} damage for 1 minute. If an enemy triggers this effect while the despot's attacks are already dealing this extra damage, the benefit is cumulative." - ], - "foundryFlags": { - "activation.type": "reaction", - "activation.cost": "1", - "activation.condition": "an enemy the despot can see drops to 0 hit points within 30 feet of them" - } - }, - { - "name": "Make an Example", - "source": "KaW", - "page": 66, - "featureType": [ - "DPWR" - ], - "prerequisite": [ - { - "other": "Despotic Regime (Leader)" - } - ], - "entries": [ - "As an action, the leader takes any number of power dice from their domain's pool. If the total of the dice is equal to or greater than the remaining hit points of one of the domain's lieutenant's, the leader executes the lieutenant. Each of the domain's remaining lieutenants can then immediately use a reaction to make one weapon attack or cast a cantrip with a casting time of 1 action." - ], - "foundryFlags": { - "activation.type": "action", - "activation.cost": "1" - } - }, - { - "name": "My Life for Yours", - "source": "KaW", - "page": 66, - "featureType": [ - "DPWR" - ], - "prerequisite": [ - { - "other": "Despotic Regime (Leader)" - } - ], - "entries": [ - "When the leader is hit by a melee attack, they can take one power die from their domain's pool and cause a lieutenant within 5 feet of them to use a reaction to become the target of the attack instead. The attack's damage is reduced by the number on the power die. As part of the reaction, the lieutenant can then make a melee weapon attack against the triggering attacker." - ], - "foundryFlags": { - "activation.type": "reaction", - "activation.cost": "1", - "activation.condition": "the leader is hit by a melee attack" - } - }, - { - "name": "Death to Spies", - "source": "KaW", - "page": 66, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Despotic Regime (Officer)" - } - ], - "entries": [ - "As a domain reaction when an opposed domain makes an Espionage test, an officer makes an Operations test against the opposed domain's Communications. On a success, the opposed domain's Communications level decreases by 1." - ] - }, - { - "name": "Readiness is All", - "source": "KaW", - "page": 66, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Despotic Regime (Officer)" - } - ], - "entries": [ - "If the despotic regime's Resources level is 2 or higher at the start of a battle, the level of another defense of the officer's choice increases by 1." - ] - }, - { - "name": "The Crimson Guard (Special Unit)", - "source": "KaW", - "page": 66, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Despotic Regime (Officer)" - } - ], - "entries": [ - "As a domain action, an officer makes a DC 13 Operations test. On a success, the despotic regime musters the Crimson Guard, a special unit of loyal soldiers who show no mercy to enemies.", - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/fSJu3i4.jpg" - }, - "title": "Crimson Guard unit card", - "maxWidth": 500 - } - ] - }, - { - "name": "Work the Prisoners to the Bone", - "source": "KaW", - "page": 66, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Despotic Regime (Officer)" - } - ], - "entries": [ - "Once per intrigue as a domain bonus action, an officer can make an Operations test against an opposed domain's Resources. On a success, the opposed domain immediately loses a number of levies equal to the despotic regime's domain size (chosen by whoever controls the opposed domain), and the despotic regime's Resources level increases by 1. If the opposed domain has no levies, it instead loses one unit, and the despotic regime's Resources level increases by 1." - ] - }, - { - "name": "Imperator Draconis", - "source": "KaW", - "page": 67, - "featureType": [ - "DTTL" - ], - "prerequisite": [ - { - "other": "Draconic Empire (Leader)" - } - ], - "entries": [ - "When the imperator draconis rolls a 1 or 2 on a damage die for an attack or effect that deals the damage type associated with the imperator's draconic ancestry (fire damage for gold or red dragons, lightning damage for blue or bronze dragons, and so forth), the imperator can reroll the die and must use the new roll." - ] - }, - { - "name": "Glittering Armor", - "source": "KaW", - "page": 67, - "featureType": [ - "DPWR" - ], - "prerequisite": [ - { - "other": "Draconic Empire (Officer)" - } - ], - "entries": [ - "As a reaction to taking damage, an officer can take any number of power dice from their domain's pool and reduce the amount of damage taken by the total of the dice. Additionally, the officer gains resistance to the type of damage that triggered this reaction for 1 minute or until they use this power again." - ], - "foundryFlags": { - "activation.type": "reaction", - "activation.cost": "1", - "activation.condition": "the officer takes damage" - } - }, - { - "name": "The Great and Terrible", - "source": "KaW", - "page": 67, - "featureType": [ - "DPWR" - ], - "prerequisite": [ - { - "other": "Draconic Empire (Officer)" - } - ], - "entries": [ - "When an officer is {@condition charmed}, {@condition frightened}, {@condition paralyzed}, or {@condition stunned}, they can use a reaction to expend a power die from their domain's pool and remove one of those conditions. They are then immune to that condition for a number of rounds equal to the number on the power die." - ], - "foundryFlags": { - "activation.type": "reaction", - "activation.cost": "1", - "activation.condition": "the officer becomes charmed, frightened, paralyzed, or stunned" - } - }, - { - "name": "Pillage", - "source": "KaW", - "page": 67, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Draconic Empire (Officer)" - } - ], - "entries": [ - "Once per intrigue as a domain bonus action, an officer can make an Operations test against an opposed domain's Resources. On a success, the target domain's Resources level decreases by 1, and the draconic empire's Resources level increases by 1." - ] - }, - { - "name": "Destruction Rains from Above", - "source": "KaW", - "page": 67, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Draconic Empire (Officer)" - } - ], - "entries": [ - "Once per intrigue as a domain action, an officer can make a {@dc 16} Diplomacy test. On a success, two allied dragons are summoned to harry the domain's enemies, chosen from the list below:", - { - "type": "entries", - "name": "The Acrid Bite", - "entries": [ - "This dragon unleashes streams of viscous acid that corrodes the armor and weapons of an opposed domain's forces. The target domain's Resources level decreases by 2." - ] - }, - { - "type": "entries", - "name": "The Bitter Frost", - "entries": [ - "This dragon unleashes vicious winter cold through an opposed domain's ranks. The target domain's Communications level decreases by 2." - ] - }, - { - "type": "entries", - "name": "The Flame Tongue", - "entries": [ - "This dragon razes an opposed domain's forces with searing fire. The target domain's Resolve level decreases by 2." - ] - }, - { - "type": "entries", - "name": "The Poisonous Wrath", - "entries": [ - "This dragon's poisonous breath blights an opposed domain's lands and servants. The target domain takes −2 to its Resources score until the end of the intrigue." - ] - }, - { - "type": "entries", - "name": "The Silent Reaper", - "entries": [ - "This dragon unleashes a deadly plague upon an opposed domain. The target domain takes −2 to its Resolve score until the end of the intrigue." - ] - }, - { - "type": "entries", - "name": "The Storm Mayhem", - "entries": [ - "This dragon unleashes wind and lightning that plunges an opposed domain into chaos. The target domain takes −2 to its Communications score until the end of the intrigue." - ] - } - ] - }, - { - "name": "Furnishings of the Hoard", - "source": "KaW", - "page": 68, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Draconic Empire (Officer)" - } - ], - "entries": [ - "If the draconic empire's Resources level is 2 or higher at the start of a battle, a number of aerial or artillery units equal to the draconic empire's domain size gain one of the following wands of an officer's choice: a {@optfeature wand of acid pool|KaW}, a {@optfeature wand of fire|KaW}, or a {@optfeature wand of lightning storm|KaW}." - ] - }, - { - "name": "Praetores Draconis (Special Unit)", - "source": "KaW", - "page": 68, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Draconic Empire (Officer)" - } - ], - "entries": [ - "As a domain action, an officer makes a {@dc 13} Operations test. On a success, the draconic empire musters the Praetores Draconis, a special unit of drake-mounted knights.", - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/84l18Ys.jpg" - }, - "title": "Praetores Draconis unit card" - } - ] - }, - { - "name": "Thane", - "source": "KaW", - "page": 69, - "featureType": [ - "DTTL" - ], - "prerequisite": [ - { - "other": "Dwarven Thanedom (Leader)" - } - ], - "entries": [ - "The thane cannot be {@condition stunned}. Additionally, the thane and any allies within 20 feet of them can add the dwarven thanedom's domain size to their initiative rolls." - ] - }, - { - "name": "Iron Tide", - "source": "KaW", - "page": 69, - "featureType": [ - "DPWR" - ], - "prerequisite": [ - { - "other": "Dwarven Thanedom (Officer)" - } - ], - "entries": [ - "As an action, the leader can take a power die from their domain's pool. All allies who can see and hear the leader and are within 60 feet of them gain a bonus to weapon damage rolls or Armor Class (the leader's choice) equal to the number on the power die. This bonus lasts until the start of the leader's next turn." - ], - "foundryFlags": { - "activation.type": "action", - "activation.cost": "1" - } - }, - { - "name": "Natural Sprinter", - "source": "KaW", - "page": 69, - "featureType": [ - "DPWR" - ], - "prerequisite": [ - { - "other": "Dwarven Thanedom (Officer)" - } - ], - "entries": [ - "As a bonus action, an officer can take a power die from their domain's pool and increase their movement by 5 × the number on the power die. This benefit lasts until the end of the officer's next turn, during which time their movement does not provoke opportunity attacks." - ], - "foundryFlags": { - "activation.type": "bonus", - "activation.cost": "1" - } - }, - { - "name": "Accelerated Industry", - "source": "KaW", - "page": 69, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Dwarven Thanedom (Officer)" - } - ], - "entries": [ - "Once per intrigue as a domain bonus action, an officer can make a {@dc 13} Operations test. On a success, the dwarven thanedom's Resources level increases by 2." - ] - }, - { - "name": "Blazing Forges", - "source": "KaW", - "page": 69, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Dwarven Thanedom (Officer)" - } - ], - "entries": [ - "As a domain action, an officer makes a {@dc 14} Operations test. On a success, the dwarven thanedom gains the following benefit until the end of the intrigue: When the dwarven thanedom successfully uses Operations to muster infantry, one officer gains a +1 bonus to attack and damage rolls to one of their weapons or a +1 bonus to Armor Class for their armor. A weapon or suit of armor can receive this bonus only once per intrigue. These bonuses last until the end of the intrigue." - ] - }, - { - "name": "Siege Manufacturing", - "source": "KaW", - "page": 70, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Dwarven Thanedom (Officer)" - } - ], - "entries": [ - "As a domain action, an officer makes a DC 13 Operations test. On a success, the dwarven thanedom does one of the following:", - { - "type": "entries", - "name": "The Device", - "entries": [ - "The thanedom musters the Device, a special unit of heavy infantry.", - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/vjxAvZ7.jpg" - }, - "title": "The Device unit card" - } - ] - }, - { - "type": "entries", - "name": "Walking Walls", - "entries": [ - "The thanedom builds a mobile fortification that acts as a wall, but which can move around the battlefield on intricate mechanical legs. Each walking wall is treated as a fortification taking up 1 space, and the dwarven thanedom places it on any space on their side of the battlefield at the end of deployment. When a dwarven thanedom infantry unit moves out of a walking wall's space, that unit can bring the walking wall with them. Other units cannot move these walls, but can still gain their benefit." - ] - } - ] - }, - { - "name": "Warpath", - "source": "KaW", - "page": 70, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Dwarven Thanedom (Officer)" - } - ], - "entries": [ - "If the dwarven thanedom's Resources level is 2 or higher at the start of a battle, officers can reroll Attack tests for units controlled by the thanedom during the battle, and must use the new result. They can reroll a total number of times equal to the dwarven thanedom's domain size." - ] - }, - { - "name": "Monarch of Mischief", - "source": "KaW", - "page": 70, - "featureType": [ - "DTTL" - ], - "prerequisite": [ - { - "other": "Fey Court (Leader)" - } - ], - "entries": [ - "As an action, the monarch of mischief chooses one creature they can see within 30 feet of them. That creature must make a Wisdom saving throw with a DC equal to 8 + the monarch's proficiency bonus + the monarch's Charisma modifier. On a failure, the target is charmed by the monarch for 1 minute. A charmed target can repeat the saving throw whenever it takes damage, ending the effect on itself on a success. A creature that succeeds on the saving throw is immune to this effect for 24 hours.", - "The monarch of mischief can use this feature a number of times equal to the fey court's domain size, and regains all expended uses when they finish a long rest." - ], - "foundryFlags": { - "activation.type": "action", - "activation.cost": "1" - } - }, - { - "name": "Now You See Me...and Me...and Me!", - "source": "KaW", - "page": 70, - "featureType": [ - "DPWR" - ], - "prerequisite": [ - { - "other": "Fey Court (Leader)" - } - ], - "entries": [ - "As a bonus action, the leader can take any number of power dice from their domain's pool and summon a number of duplicates equal to the total of the dice. These duplicates function the same way as the duplicates created by a {@spell mirror image} spell, except that the leader must roll a 6 or higher to change an attack's target if they have three or more duplicates." - ], - "foundryFlags": { - "activation.type": "bonus", - "activation.cost": "1" - } - }, - { - "name": "Watch Where You Swing", - "source": "KaW", - "page": 72, - "featureType": [ - "DPWR" - ], - "prerequisite": [ - { - "other": "Fey Court (Officer)" - } - ], - "entries": [ - "When a fey court officer is hit by an attack, the officer can use a reaction to take a power die from their domain's pool, then choose a creature within 10 feet of the officer to become the target of the attack instead. If the attack hits, it deals extra damage equal to the number on the power die." - ], - "foundryFlags": { - "activation.type": "reaction", - "activation.cost": "1", - "activation.condition": "the officer is hit by an attack" - } - }, - { - "name": "Disillusioned Illusions", - "source": "KaW", - "page": 72, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Fey Court (Officer)" - } - ], - "entries": [ - "If the fey court's Communications level is 2 or higher at the end of deployment, an officer selects a number of opposed units equal to the fey court's domain size and forces those units to attack another unit of the officer's choice within range. Attack tests for these attacks are made with disadvantage." - ] - }, - { - "name": "Fairy Circles", - "source": "KaW", - "page": 72, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Fey Court (Officer)" - } - ], - "entries": [ - "As a domain action, an officer makes a {@dc 13} Lore test. On a success, at the end of the next deployment, the fey court can secretly place a number of undetectable traps on the battlefield equal to the fey court's domain size. These traps cannot be placed in spaces occupied by opposed units. When an opposed unit enters a trapped space, the unit is pulled into the fairy realm and removed from the battlefield until the end of their next turn, and the trap disappears." - ] - }, - { - "name": "Surely You Jest (Special Unit)", - "source": "KaW", - "page": 72, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Fey Court (Officer)" - } - ], - "entries": [ - "As a domain action, an officer makes a {@dc 13} Lore test. On a success, the fey court musters a specialty aerial unit of flying fey, the Court Jesters.", - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/12QZmxA.jpg" - }, - "title": "Court Jesters unit card" - } - ] - }, - { - "name": "Your Own Worst Enemy", - "source": "KaW", - "page": 72, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Fey Court (Officer)" - } - ], - "entries": [ - "Once per intrigue as a domain bonus action, a fey court officer can make a Lore test against an opposed domain's Communications. On a success, the court's Communications level increases by 1. Additionally, at the start of the next battle, the highest-tier unit of the opposed domain is duplicated in the closest unoccupied space. If the opposed domain has two or more units in the highest tier, the GM picks one at random. This duplicate unit has the Ethereal trait, is under the fey court's control, and lasts until the end of the battle. " - ] - }, - { - "name": "Jarl", - "source": "KaW", - "page": 72, - "featureType": [ - "DTTL" - ], - "prerequisite": [ - { - "other": "Giant Jarldom (Leader)" - } - ], - "entries": [ - "The jarl can't be knocked {@condition prone} or moved against their will. Additionally, when the jarl hits a creature with a melee attack, the target must succeed on a {@dc 15} Strength saving throw or be knocked {@condition prone}." - ] - }, - { - "name": "The Bigger I Am, the Harder You Fall", - "source": "KaW", - "page": 73, - "featureType": [ - "DPWR" - ], - "prerequisite": [ - { - "other": "Giant Jarldom (Officer)" - } - ], - "entries": [ - "As a bonus action, an officer removes one power die from their domain's pool. The officer gains a bonus to weapon attack and damage rolls equal to the number on the die, and any creature the officer hits with an attack is knocked prone. At the end of each of the officer's turns, decrement the power die." - ], - "foundryFlags": { - "activation.type": "bonus", - "activation.cost": "1" - } - }, - { - "name": "Thick Hide", - "source": "KaW", - "page": 73, - "featureType": [ - "DPWR" - ], - "prerequisite": [ - { - "other": "Giant Jarldom (Officer)" - } - ], - "entries": [ - "When an officer is hit by a weapon attack, they can use a reaction to take one power die from their domain's pool. Until the start of the officer's next turn, any damage they take from weapon attacks (including the triggering attack) is reduced by an amount equal to the number on the die." - ], - "foundryFlags": { - "activation.type": "reaction", - "activation.cost": "1", - "activation.condition": "the officer is hit by a weapon attack" - } - }, - { - "name": "Bring the Big Rocks", - "source": "KaW", - "page": 73, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Giant Jarldom (Officer)" - } - ], - "entries": [ - "Once per intrigue as a domain action, an officer can make a {@dc 13} Operations test. On a success, all units controlled by the giant jarldom with the Rock! trait gain the Siege Weapon trait." - ] - }, - { - "name": "Indomitable Might", - "source": "KaW", - "page": 73, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Giant Jarldom (Officer)" - } - ], - "entries": [ - "If the giant jarldom's Communications level is 2 or higher at the start of a battle, officers can reroll Power tests for units controlled by the jarldom during the battle, and must use the new result. They can reroll a total number of times equal to the giant jarldom's domain size." - ] - }, - { - "name": "Runic Omens", - "source": "KaW", - "page": 73, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Giant Jarldom (Officer)" - } - ], - "entries": [ - "Once per intrigue as a domain bonus action, an officer can make a {@dc 13} Lore test. On a success, the giant jarldom's Communications level increases by 1, and each of its officers gains resistance to damage dealt by spells during the first round of the next combat against officers of an opposed domain." - ] - }, - { - "name": "There Are Giants in the Sky (Special Unit)", - "source": "KaW", - "page": 73, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Giant Jarldom (Officer)" - } - ], - "entries": [ - "As a domain action, an officer makes a {@dc 13} Operations test. On a success, the giant jarldom musters the Pet Roc special unit, an enormous and legendary bird of prey.", - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/xsK0l5K.jpg" - }, - "title": "Pet Roc unit card" - } - ] - }, - { - "name": "Prime Sophist", - "source": "KaW", - "page": 74, - "featureType": [ - "DTTL" - ], - "prerequisite": [ - { - "other": "Gnomish Kingdom (Leader)" - } - ], - "entries": [ - "The prime sophist can take the Help action as a bonus action.", - "Additionally, the prime sophist is able to make a quick study of their foes' weak points. When the prime sophist hits an enemy with an attack, they can make the attack a critical hit. The prime sophist can use this feature a number of times equal to 1 + the gnomish kingdom's domain size. They regain all expended uses when they finish a long rest." - ] - }, - { - "name": "Never Underestimate the Small", - "source": "KaW", - "page": 74, - "featureType": [ - "DPWR" - ], - "prerequisite": [ - { - "other": "Gnomish Kingdom (Officer)" - } - ], - "entries": [ - "When an officer is hit by a weapon attack, each other officer of the gnomish kingdom can use a reaction to take a power die from their domain's pool and make one weapon attack against the attacker. This attack deals extra damage equal to the number on the power die if it hits." - ], - "foundryFlags": { - "activation.type": "reaction", - "activation.cost": "1", - "activation.condition": "the officer is hit by a weapon attack" - } - }, - { - "name": "Thinking Outside the Box", - "source": "KaW", - "page": 74, - "featureType": [ - "DPWR" - ], - "prerequisite": [ - { - "other": "Gnomish Kingdom (Officer)" - } - ], - "entries": [ - "When an officer makes a saving throw that is not an Intelligence saving throw, they can take a power die from their domain's pool, then make an Intelligence saving throw instead of the original save, with a bonus equal to the number on the power die." - ] - }, - { - "name": "Clever Together", - "source": "KaW", - "page": 74, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Gnomish Kingdom (Officer)" - } - ], - "entries": [ - "Once per intrigue as a domain bonus action, an officer can make a Diplomacy test to petition an NPC realm for research assistance. The DC for this test depends on the NPC realm's disposition toward the gnomish kingdom, as shown on the following table.", - { - "type": "table", - "caption": "Optional Caption", - "colLabels": [ - "Attitude", - "Diplomacy DC", - "" - ], - "colStyles": [ - "col-1 text-left", - "col-2 text-center", - "col-9 text-left" - ], - "rows": [ - [ - "Hostile", - "18" - ], - [ - "Suspicious", - "15" - ], - [ - "Neutral", - "13" - ], - [ - "Friendly", - "10" - ], - [ - "Allied", - "8" - ] - ] - }, - "On a success, the gnomish kingdom gains a +1 bonus to Lore tests until the end of the intrigue, and its Communications level increases by 1." - ] - }, - { - "name": "Mirror Legion (Special Unit)", - "source": "KaW", - "page": 75, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Gnomish Kingdom (Officer)" - } - ], - "entries": [ - "As a domain action, an officer makes a {@dc 13} Operations test. On a success, the gnomish kingdom musters a special unit of magic-reflective constructs: the Mirror Legion.", - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/XWDhJoz.jpg" - }, - "title": "The Mirror Legion unit card" - } - ] - }, - { - "name": "Raw Firepower", - "source": "KaW", - "page": 75, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Gnomish Kingdom (Officer)" - } - ], - "entries": [ - "If the gnomish kingdom's Communications level is 2 or higher at the start of a battle, all the gnomish kingdom's artillery units deploy for that battle with heavy equipment." - ] - }, - { - "name": "Warfare Engineers", - "source": "KaW", - "page": 75, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Gnomish Kingdom (Officer)" - } - ], - "entries": [ - "As a domain action, an officer makes a {@dc 15} Lore test. On a success, the gnomish kingdom designs and outfits its soldiers with brutally destructive weaponry, granting each of its artillery units the Siege Weapon trait." - ] - }, - { - "name": "King Boss", - "source": "KaW", - "page": 75, - "featureType": [ - "DTTL" - ], - "prerequisite": [ - { - "other": "Goblinoid Coalition (Leader)" - } - ], - "entries": [ - "When a creature the king boss can see targets them with an attack, the king boss can use a reaction to choose an ally within 5 feet of them. The two swap places, and the chosen ally becomes the target of the triggering attack instead." - ], - "foundryFlags": { - "activation.type": "reaction", - "activation.cost": "1", - "activation.condition": "a creature the king boss can see targets them with an attack" - } - }, - { - "name": "Cheap Shot", - "source": "KaW", - "page": 76, - "featureType": [ - "DPWR" - ], - "prerequisite": [ - { - "other": "Goblinoid Coalition (Officer)" - } - ], - "entries": [ - "When an officer hits with a weapon attack, they can take a power die from their domain's pool to wound the target of the attack. At the start of each of the target's turns, it takes {@damage 1d4} necrotic damage for each wound it has. A wound lasts a number of rounds equal to the number on the power die." - ] - }, - { - "name": "Worg Pack", - "source": "KaW", - "page": 76, - "featureType": [ - "DPWR" - ], - "prerequisite": [ - { - "other": "Goblinoid Coalition (Leader)" - } - ], - "entries": [ - "As a bonus action, the leader can take a power die from their domain's pool to summon worg guardians. A number of {@creature worg|MM|worgs} equal to half the number on the die (minimum one) appear in unoccupied spaces the leader can see within 60 feet of them. A summoned worg's weapon attacks are magical, and it gains temporary hit points equal to 5 × the goblinoid coalition's domain size. The worgs act on their own initiative, following the leader's commands and attacking the leader's enemies. A summoned worg disappears after 1 hour or when it drops to 0 hit points." - ] - }, - { - "name": "Mumbo Jumbo", - "source": "KaW", - "page": 76, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Goblinoid Coalition (Officer)" - } - ], - "entries": [ - "Once per intrigue as a domain bonus action, an officer can make an Espionage test against an opposed domain's Communications. On a success, the opposed domain's Communications level decreases by 1, and the goblinoid coalition's Resources level increases by 1." - ] - }, - { - "name": "Prisoners of War", - "source": "KaW", - "page": 76, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Goblinoid Coalition (Officer)" - } - ], - "entries": [ - "As domain action, an officer makes an Operations test against an opposed domain's Resolve. On a success, two units are mustered from the opposed domain (chosen by the players if the opposed domain is a heroic organization) and placed under the goblinoid coalition's control. Each of these units has disadvantage on Morale tests. If the goblinoid coalition is defeated in the next battle, the units are returned to the opposed domain, even if they were broken or disbanded during the battle." - ] - }, - { - "name": "Spike Pits", - "source": "KaW", - "page": 76, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Goblinoid Coalition (Officer)" - } - ], - "entries": [ - "If the goblinoid coalition's Resources level is 2 or higher at the start of deployment, an officer secretly selects three spaces on the map to contain undetectable spike pit traps. If the goblinoid coalition is in its stronghold during the battle, the pits can be placed anywhere. Otherwise, the pits must be on the goblinoid coalition's side of the battle.", - "An opposed unit that moves into a space with a spike pit activates the trap. It suffers 1 casualty and can no longer move or take actions until after the end of its next turn. Once a spike pit is activated, it cannot be activated again." - ] - }, - { - "name": "The Red Howl (Special Unit)", - "source": "KaW", - "page": 77, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Goblinoid Coalition (Officer)" - } - ], - "entries": [ - "As a domain action, an officer makes a DC 13 Operations test. On a success, the goblinoid coalition musters the Red Howl, a special unit of battle-trained, armored hell hounds.", - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/tRPIID4.jpg" - }, - "title": "The Red Howl unit card" - } - ] - }, - { - "name": "Queen of Night", - "source": "KaW", - "page": 77, - "featureType": [ - "DTTL" - ], - "prerequisite": [ - { - "other": "Hag Coven (Leader)" - } - ], - "entries": [ - "The queen of night can cast the {@spell find familiar} spell at will, with the spell requiring no material components and having a casting time of 1 action. When the queen of night casts this spell, they summon up to three familiars, each of which can be a beast or fiend with a challenge rating equal to or lower than the hag coven's domain size. A summoned familiar cannot be a creature with lair actions, legendary actions, or villain actions. There is no limit to the distance through which the queen of night can communicate telepathically with these familiars. The queen of night can have only three familiars at a time, and the familiars disappear if the queen of night dies or becomes incapacitated." - ], - "additionalSpells": [ - { - "innate": { - "_": { - "will": [ - "counterspell" - ] - } - } - } - ] - }, - { - "name": "Curse of the Coven", - "source": "KaW", - "page": 77, - "featureType": [ - "DPWR" - ], - "prerequisite": [ - { - "other": "Hag Coven (Officer)" - } - ], - "entries": [ - "As a bonus action, an officer can take a power die from their domain's pool and select a creature they can see within 30 feet of them. The target must make a Wisdom saving throw with a DC equal to 8 + the number on the power die. On a failed save, the target is cursed for 1 minute. Whenever the officer takes damage from a spell or magical effect, the cursed creature takes the same damage." - ], - "foundryFlags": { - "activation.type": "bonus", - "activation.cost": "1" - } - }, - { - "name": "Know Thy Place", - "source": "KaW", - "page": 77, - "featureType": [ - "DPWR" - ], - "prerequisite": [ - { - "other": "Hag Coven (Leader)" - } - ], - "entries": [ - "As an action, the leader can take a power die from their domain's pool and select a number of creatures within 30 feet of them equal to the number on the die. Each target must make a Wisdom saving throw with a DC equal to 8 + the hag coven's domain size. On a failure, the target falls prone and is paralyzed until the end of the leader's next turn. On a success, the target falls {@condition prone}." - ], - "foundryFlags": { - "activation.type": "action", - "activation.cost": "1" - } - }, - { - "name": "A Comforting Voice", - "source": "KaW", - "page": 78, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Hag Coven (Officer)" - } - ], - "entries": [ - "As a domain action, an officer makes a Diplomacy test against an opposed domain's Resolve. On a success, the opposed domain's Resolve level is reduced by 1, and the hag coven's Communications level increases by 1." - ] - }, - { - "name": "Clever Bargain", - "source": "KaW", - "page": 78, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Hag Coven (Officer)" - } - ], - "entries": [ - "Once per intrigue as a domain bonus action, an officer can make a Diplomacy test against an opposed domain's Resolve. On a success, the hag coven's Communications level increases by 1, and the opposed domain can muster only one unit of levies each time it musters levies until the end of the intrigue." - ] - }, - { - "name": "Drained Source", - "source": "KaW", - "page": 78, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Hag Coven (Officer)" - } - ], - "entries": [ - "If the hag coven's Communications level is 2 or higher at the start of any combat between officers of the hag coven and an opposed domain, an officer secretly chooses a number of magic items in the possession of the opposed domain's officers equal to the hag coven's domain size. These items lose all their magical properties at the end of the combat. Artifacts cannot be targeted in this way." - ] - }, - { - "name": "Swamp's Wrath (Special Unit)", - "source": "KaW", - "page": 78, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Hag Coven (Officer)" - } - ], - "entries": [ - "As a domain action, an officer makes a {@dc 13} Lore test. On a success, the hag coven musters the Swamp Mother, a special unit formed of shambling mounds.", - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/9lmPIF6.jpg" - }, - "title": "Swamp Mother unit card" - } - ] - }, - { - "name": "Deceiver", - "source": "Kaw", - "page": 80, - "featureType": [ - "DTTL" - ], - "prerequisite": [ - { - "other": "Infernal Echelon (Leader)" - } - ], - "entries": [ - "The deceiver cannot be targeted by the {@spell scrying} spell and similar effects, or by any effect that would sense their emotions, read their thoughts, or detect their location.", - "Additionally, the deceiver can cast the {@spell major image} spell, requiring no components, and can do so again when they finish a long rest. Charisma is their spellcasting ability for this spell." - ], - "additionalSpells": [ - { - "innate": { - "_": { - "daily": { - "1": [ - "major image" - ] - } - } - } - } - ] - }, - { - "name": "Defiler", - "source": "Kaw", - "page": 80, - "featureType": [ - "DTTL" - ], - "prerequisite": [ - { - "other": "Infernal Echelon (Leader)" - } - ], - "entries": [ - "The defiler emits an aura of caustic decay. When any creature chosen by the defiler starts its turn within 20 feet of them, that creature takes {@damage 1d8} poison damage, and all nonmagical armor and weapons the creature carries or wears take a permanent and cumulative −1 penalty to damage rolls or the AC they offer. A weapon whose penalty drops to −5, armor reduced to an AC of 10, or a shield that drops to a +0 bonus is destroyed. Plant creatures take maximum damage from this effect.", - "Additionally, the defiler can choose to ignore any or all effects of the hallow spell." - ] - }, - { - "name": "Doom Curse", - "source": "Kaw", - "page": 80, - "featureType": [ - "DPWR" - ], - "prerequisite": [ - { - "other": "Infernal Echelon (Officer)" - } - ], - "entries": [ - "As an action, an officer can take a power die from their domain's pool and target a creature they can see within 30 feet of them with a terrible curse. The target must make a Charisma saving throw against a DC of 10 + the number on the power die. On a failed save, the cursed creature regains only half the normal number of hit points from magical healing and becomes vulnerable to one type of damage chosen by the officer. This curse lasts 24 hours." - ], - "foundryFlags": { - "activation.type": "action", - "activation.cost": "1" - } - }, - { - "name": "Hellfire", - "source": "Kaw", - "page": 80, - "featureType": [ - "DPWR" - ], - "prerequisite": [ - { - "other": "Infernal Echelon (Officer)" - } - ], - "entries": [ - "Whenever an officer hits with a weapon attack, they can take a power die from their domain's pool and have the attack deal extra fire damage equal to double the number on the die. This extra fire damage cannot be reduced in any way." - ] - }, - { - "name": "Face Dancers", - "source": "Kaw", - "page": 80, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Infernal Echelon (Officer)" - } - ], - "entries": [ - "Once per intrigue as a domain bonus action, an officer can make an Espionage test against an opposed domain's Communications. On a success, the opposed domain's Communications level is reduced by 2. " - ] - }, - { - "name": "Inferno Artillery", - "source": "Kaw", - "page": 80, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Infernal Echelon (Officer)" - } - ], - "entries": [ - "If the infernal echelon's Communications level is 2 or higher at the start of a battle, all its artillery units deploy for that battle with the Flaming Weapons trait." - ] - }, - { - "name": "Led by the Nose", - "source": "Kaw", - "page": 80, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Infernal Echelon (Officer)" - } - ], - "entries": [ - "As a domain reaction when an opposed domain succeeds on a Diplomacy test to influence an NPC realm, an officer can make their own Diplomacy test. If the officer's test is higher than the opposed domain's test, the opposed domain's Diplomacy test fails and the NPC realm's attitude toward the opposed domain decreases one step." - ] - }, - { - "name": "Summon the Pale Riders (Special Unit)", - "source": "Kaw", - "page": 80, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Infernal Echelon (Officer)" - } - ], - "entries": [ - "As a domain action, an officer makes a {@dc 13} Lore test to muster the Ashen Chargers, a special unit of fiendish knights riding nightmares.", - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/NPWCTHI.jpg" - }, - "title": "Ashen Chargers unit card" - } - ] - }, - { - "name": "Veiled Sovereign", - "source": "KaW", - "page": 81, - "featureType": [ - "DTTL" - ], - "prerequisite": [ - { - "other": "Medusean Tyranny (Leader)" - } - ], - "entries": [ - "The veiled sovereign has advantage on attack rolls against a creature if at least one of the sovereign's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}." - ] - }, - { - "name": "Hubris Curse", - "source": "KaW", - "page": 81, - "featureType": [ - "DPWR" - ], - "prerequisite": [ - { - "other": "Medusean Tyranny (Officer)" - } - ], - "entries": [ - "As a bonus action, an officer can take a power die from their domain's pool and afflict one creature they can see with a curse. The effect of the curse is based on the number on the power die.", - { - "type": "table", - "colLabels": [ - "Power Die", - "Curse Effect", - "" - ], - "colStyles": [ - "col-1 text-center", - "col-2 text-left", - "col-9 text-left" - ], - "rows": [ - [ - "1-3", - "Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score. ", - "" - ], - [ - "4-6", - "The officer has advantage on attack rolls against the target.", - "" - ], - [ - "7-9", - "The target must make a Wisdom saving throw at the start of each of its turns, with a DC equal to 10 + the medusean tyranny's domain size. On a failed save, the target wastes its action that turn doing nothing.", - "" - ], - [ - "10-12", - "The target is afflicted by all three of the effects above.", - "" - ] - ] - }, - "This curse ends at the end of the combat encounter. An affected character can also end the curse early by using a bonus action to take one power die from their domain's pool, if the number on the die is at least half the number on the die used to inflict the curse." - ], - "foundryFlags": { - "activation.type": "bonus", - "activation.cost": "1" - } - }, - { - "name": "Unrelenting Gaze", - "source": "KaW", - "page": 81, - "featureType": [ - "DPWR" - ], - "prerequisite": [ - { - "other": "Medusean Tyranny (Leader)" - } - ], - "entries": [ - "If the target of the leader's Petrifying Gaze succeeds on the saving throw to resist that trait's effect, the leader can use a reaction to take a power die from their domain's pool, reducing the target's saving throw by the number on the die." - ], - "foundryFlags": { - "activation.type": "reaction", - "activation.cost": "1", - "activation.condition": "the target of the leader's Petrifying Gaze succeeds on the saving throw" - } - }, - { - "name": "Allies to Stone", - "source": "KaW", - "page": 81, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Medusean Tyranny (Officer)" - } - ], - "entries": [ - "Once per intrigue as a domain bonus action, an officer can make a Lore test against an opposed domain's Resources. On a success, the opposed domain's Resources level is reduced by 1, and the medusean tyranny has advantage on subsequent Lore tests until the end of the intrigue." - ] - }, - { - "name": "Cult of Secrets", - "source": "KaW", - "page": 82, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Medusean Tyranny (Officer)" - } - ], - "entries": [ - "If the medusean tyranny's Resources level is 2 or higher at the start of a battle, a number of its artillery units equal to its domain size each begin the battle equipped with a {@i wand of petrification:}", - { - "type": "entries", - "name": "Wand of Petrification", - "page": 82, - "entries": [ - "Choose a unit, which must succeed on a {@dc 13} Power test or become disorganized." - ] - } - ] - }, - { - "name": "Living Statuary (Special Unit)", - "source": "KaW", - "page": 82, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Medusean Tyranny (Officer)" - } - ], - "entries": [ - "As a domain action, an officer makes a DC 13 Lore test. On a success, the medusean tyranny musters the Living Statuary, a special unit of animated statues made from the victims of medusas.", - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/2suEgFM.jpg" - }, - "title": "Living Statuary unit card" - } - ] - }, - { - "name": "Promises of Power", - "source": "KaW", - "page": 82, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Medusean Tyranny (Officer)" - } - ], - "entries": [ - "As a domain action, an officer makes a {@dc 13} Diplomacy test to obtain a special unit from an NPC realm whose attitude toward an opposed domain is neutral or worse. The medusean tyranny has advantage on this test if the NPC realm's attitude toward the opposed domain is suspicious or hostile." - ] - }, - { - "name": "Chieftain", - "source": "KaW", - "page": 82, - "featureType": [ - "DTTL" - ], - "prerequisite": [ - { - "other": "Orc Clan (Leader)" - } - ], - "entries": [ - "The chieftain gains proficiency in Charisma saving throws.", - "Additionally, as a bonus action, the chieftain can choose one creature that can hear them within 30 feet of them. As a reaction to the chieftain's command, that creature can immediately move up to half its speed without provoking opportunity attacks, then make one weapon attack." - ], - "foundryFlags": { - "activation.type": "bonus", - "activation.cost": "1" - } - }, - { - "name": "Outlast", - "source": "KaW", - "page": 82, - "featureType": [ - "DPWR" - ], - "prerequisite": [ - { - "other": "Orc Clan (Officer)" - } - ], - "entries": [ - "As a bonus action, an officer can take any number of power dice from their domain's pool, regaining a number of hit points equal to twice the total of the dice." - ], - "foundryFlags": { - "activation.type": "bonus", - "activation.cost": "1" - } - }, - { - "name": "Protect the Clan", - "source": "KaW", - "page": 83, - "featureType": [ - "DPWR" - ], - "prerequisite": [ - { - "other": "Orc Clan (Officer)" - } - ], - "entries": [ - "When an officer is targeted by an attack, another officer within 30 feet of the target officer can use a reaction to make a defensive maneuver. The second officer takes one power die from their domain's pool and subtracts the number on the power die from the attack roll." - ], - "foundryFlags": { - "activation.type": "reaction", - "activation.cost": "1", - "activation.condition": "another officer within 30 feet is targeted by an attack" - } - }, - { - "name": "Proud Warriors", - "source": "KaW", - "page": 83, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Orc Clan (Officer)" - } - ], - "entries": [ - "If the orc clan's Resolve level is 2 or higher at the start of a battle, all the orc clan's infantry units have the following trait until the end of the battle:", - { - "type": "entries", - "name": "Unflinching Endurance", - "page": 83, - "entries": [ - "The first time during a battle that this unit suffers 1 or more casualties, it can immediately make an attack against a legal target." - ] - } - ] - }, - { - "name": "Take No Insult", - "source": "KaW", - "page": 83, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Orc Clan (Officer)" - } - ], - "entries": [ - "Once per intrigue when an opposed domain succeeds on a skill test targeting one of the orc clan's defenses, an officer can use a domain reaction to make an Operations test against the opposed domain's Resolve. On a success, make note of the opposed domain's current defense scores. The opposed domain's Resources score decreases by 1 at the start of each of the domain's subsequent turns. If the opposed domain's Resources score is reduced to 10, at the start of its next turn, its Communications score begins to decrease by 1 each turn instead of Resources. If its Communications score is reduced to 10, the opposed domain's Resolve score begins to decrease in the same manner instead of Communications.", - "This continues until either all the opposed domain's defense scores are reduced to 10 or the intrigue ends. If the opposed domain defeats the orc clan in the next battle, the opposed domain's defenses are returned to the scores they had before this feature was used." - ] - }, - { - "name": "Tales of Clan Heroes Past", - "source": "KaW", - "page": 83, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Orc Clan (Officer)" - } - ], - "entries": [ - "Once per intrigue as a domain bonus action, an officer can make a {@dc 15} Lore test. On a success, the orc clan's Communications level and Resolve level both increase by 1." - ] - }, - { - "name": "The Unbreakable (Special Unit)", - "source": "KaW", - "page": 83, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Orc Clan (Officer)" - } - ], - "entries": [ - "As a domain action, an officer makes a DC 13 Operations test. On a success, the orc clan musters their best warriors: the Unbreakable, a special unit.", - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/QP95Xik.jpg" - }, - "title": "The Unbreakable unit card" - } - ] - }, - { - "name": "Overlord", - "source": "KaW", - "page": 84, - "featureType": [ - "DTTL" - ], - "prerequisite": [ - { - "other": "Planar Invaders (Leader)" - } - ], - "entries": [ - "Whenever the overlord reduces a creature to 0 hit points, the overlord gains a +2 bonus to attack and damage rolls until the end of the encounter, and gains temporary hit points equal to 5 × the planar invaders' domain size. If the overlord reduces multiple creatures to 0 hit points during the same encounter, the bonus is cumulative." - ] - }, - { - "name": "Resistance is Futile", - "source": "KaW", - "page": 84, - "featureType": [ - "DPWR" - ], - "prerequisite": [ - { - "other": "Planar Invaders (Officer)" - } - ], - "entries": [ - "As an action, an officer can take a power die from their domain's pool to create an aura of despair centered on the officer. The aura has a radius of 5 feet × the number on the power die, and lasts until the start of the officer's next turn. Each enemy creature that starts its turn within the aura must make a Wisdom saving throw with a DC of 8 + the planar invaders' domain size. On a failure, the creature is {@condition paralyzed} until the start of the officer's next turn." - ], - "foundryFlags": { - "activation.type": "action", - "activation.cost": "1" - } - }, - { - "name": "You'll Be of Use Yet", - "source": "KaW", - "page": 84, - "featureType": [ - "DPWR" - ], - "prerequisite": [ - { - "other": "Planar Invaders (Leader)" - } - ], - "entries": [ - "As an action, the leader can take any number of power dice from their domain's pool and cast the {@spell dominate person} spell, requiring no components. The save DC for the spell is equal to 8 + the total of the power dice." - ], - "foundryFlags": { - "activation.type": "action", - "activation.cost": "1" - } - }, - { - "name": "Interplanar Blip", - "source": "KaW", - "page": 84, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Planar Invaders (Officer)" - } - ], - "entries": [ - "If the planar invaders' Communications level is 2 or higher at the end of deployment, an officer chooses a number of infantry units controlled by the planar invaders equal to their domain size. These units gain the following trait until the end of the battle:", - { - "type": "entries", - "name": "Blip", - "page": 84, - "entries": [ - "When this unit marches, it can move 1 extra space and can move through other units, though it cannot end its movement in the same space as an opposed unit." - ] - } - ] - }, - { - "name": "Recall the Fleet (Special Unit)", - "source": "KaW", - "page": 84, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Planar Invaders (Officer)" - } - ], - "entries": [ - "As a domain action, an officer makes a {@dc 13} Operations test. On a success, the planar invaders muster Timescape Shock Troops, a special unit of merciless time raiders.", - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/4RheW6G.jpg" - }, - "title": "Timescape Shock Troops unit card" - } - ] - }, - { - "name": "Spatial Anchor", - "source": "KaW", - "page": 84, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Planar Invaders (Officer)" - } - ], - "entries": [ - "As a domain action, an officer makes a {@dc 12} Lore test. On a success, during the next combat against officers of an opposed domain, each planar invader automatically succeeds on saving throws to avoid being unwillingly sent to another plane (as with spells such as {@spell banishment} or {@spell plane shift}) and against spells and effects that would alter their form (such as {@spell polymorph})." - ] - }, - { - "name": "We Will Take What We Need from Your Mind...Directly", - "source": "KaW", - "page": 85, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Planar Invaders (Officer)" - } - ], - "entries": [ - "Once per intrigue as a domain bonus action, an officer can make an Espionage test against an opposed domain's Resolve. On a success, the planar invaders' Communications level and Resolve level both increase by 1." - ] - }, - { - "name": "Matriarch Rex", - "source": "KaW", - "page": 85, - "featureType": [ - "DTTL" - ], - "prerequisite": [ - { - "other": "Reptilian Band (Leader)" - } - ], - "entries": [ - "The matriarch rex can shed their skin as a bonus action, immediately ending all conditions affecting them." - ], - "foundryFlags": { - "activation.type": "bonus", - "activation.cost": "1" - } - }, - { - "name": "Regenerate", - "source": "KaW", - "page": 85, - "featureType": [ - "DPWR" - ], - "prerequisite": [ - { - "other": "Reptilian Band (Officer)" - } - ], - "entries": [ - "As a bonus action, an officer can take a power die from their domain's pool and recover a number of hit points equal to the number on the die. Using a die in this way regrows any of the officer's missing limbs." - ], - "foundryFlags": { - "activation.type": "bonus", - "activation.cost": "1" - } - }, - { - "name": "Vengeful Shriek", - "source": "KaW", - "page": 85, - "featureType": [ - "DPWR" - ], - "prerequisite": [ - { - "other": "Reptilian Band (Leader)" - } - ], - "entries": [ - "If an ally the leader can see drops to 0 hit points, the leader can use a reaction to emit a vengeful shriek. The leader takes any number of power dice from their domain's pool, and each creature of the leader's choice within 30 feet of them that they can see takes thunder damage equal to the total of the power dice." - ], - "foundryFlags": { - "activation.type": "reaction", - "activation.cost": "1", - "activation.condition": "an ally the leader can see drops to 0 hit points" - } - }, - { - "name": "Booby Traps", - "source": "KaW", - "page": 85, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Reptilian Band (Officer)" - } - ], - "entries": [ - "Once per intrigue as a domain bonus action, an officer can make an Espionage test against an opposed domain's Resources. On a success, the target domain's Resources level decreases by 1, and the reptilian band's Resolve level increases by 1." - ] - }, - { - "name": "Ensorcelled Scales", - "source": "KaW", - "page": 85, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Reptilian Band (Officer)" - } - ], - "entries": [ - "If the reptilian band's Resolve level is 2 or higher at the start of any combat with officers of an opposed domain, all the reptilian band's officers have the following reaction during that combat:", - { - "type": "entries", - "page": 86, - "name": "Reflective Scales", - "entries": [ - "If the officer succeeds on a saving throw against a spell that targets a single creature, or if a spell attack misses the officer, they can use a reaction to choose another creature they can see within 60 feet of them. The spell targets the chosen creature instead of the officer, with the new target rerolling the saving throw or the caster rerolling the attack roll, as appropriate." - ] - } - ] - }, - { - "name": "Prehistoric Wrath (Special Unit)", - "source": "KaW", - "page": 86, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Reptilian Band (Officer)" - } - ], - "entries": [ - "As a domain action, an officer makes a {@dc 13} Lore test. On a success, the reptilian band musters the Prehistoric Wrath, a special unit of dinosaurs.", - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/uvACCcv.jpg" - }, - "title": "Prehistoric Wrath unit card" - } - ] - }, - { - "name": "Primal Magic", - "source": "KaW", - "page": 86, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Reptilian Band (Officer)" - } - ], - "entries": [ - "As a domain action, an officer makes a Lore test against an opposed domain's Resources. On a success, the opposed domain's Resources level decreases by 1, and the reptilian band gains a {@item scroll of blood magic|KaW}." - ] - }, - { - "name": "Deathlord", - "source": "KaW", - "page": 87, - "featureType": [ - "DTTL" - ], - "prerequisite": [ - { - "other": "Undead Dominion (Leader)" - } - ], - "entries": [ - "If damage reduces the deathlord to 0 hit points, they make a Constitution saving throw with a DC equal to the damage taken, unless the damage is radiant or from a critical hit. On a success, the deathlord drops to 1 hit point instead.", - "Additionally, effects that kill a creature outright, such as the {@spell power word kill} spell, reduce the deathlord to 1 hit point instead." - ] - }, - { - "name": "Knee Deep in the Dead", - "source": "KaW", - "page": 87, - "featureType": [ - "DPWR" - ], - "prerequisite": [ - { - "other": "Undead Dominion (Officer)" - } - ], - "entries": [ - "As a bonus action, an undead dominion officer can take any number of power dice from their domain's pool and create a number of undead minions equal to the total of the dice divided by 2. These minions rise from the ground in unoccupied spaces within 60 feet of the officer. The officer selects the minions that appear, with the undead dominion's domain size determining the maximum challenge rating for each minion, as shown on the following table.", - { - "type": "table", - "colLabels": [ - "Domain Size", - "Maximum Minion CR", - "Example Undead", - "" - ], - "colStyles": [ - "col-1 text-center", - "col-1 text-center", - "col-2 text-left", - "col-9 text-left" - ], - "rows": [ - [ - "1", - "1/4", - "{@creature Skeletons} or {@creature Zombies}", - "" - ], - [ - "2", - "1/2", - "{@creature Shadow}", - "" - ], - [ - "3", - "1", - "{@creature Ghoul} or {@creature specter}", - "" - ], - [ - "4", - "2", - "{@creature Ghast} or {@creature ogre zombie}", - "" - ], - [ - "5", - "3", - "{@creature Mummy} or {@creature wight}", - "" - ] - ] - }, - "The undead act on their own initiative and follow the orders of the officer who summoned them." - ], - "foundryFlags": { - "activation.type": "bonus", - "activation.cost": "1" - } - }, - { - "name": "Rise Up", - "source": "KaW", - "page": 87, - "featureType": [ - "DPWR" - ], - "prerequisite": [ - { - "other": "Undead Dominion (Leader)" - } - ], - "entries": [ - "As a bonus action, the leader can take a power die from their domain's pool and unleash an aura of unholy animation. Each corpse within 160 feet of the leader rises as an undead servant under their control, with a number of hit points equal to the number on the power die.", - "Risen creatures that were already undead retain their previous statistics except for their new hit points. New undead raised by this power become {@creature ghouls} if their remains are whole, or {@creature specters} if not." - ], - "foundryFlags": { - "activation.type": "bonus", - "activation.cost": "1" - } - }, - { - "name": "Mass Animate Dead (Special Unit)", - "source": "KaW", - "page": 87, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Undead Dominion (Officer)" - } - ], - "entries": [ - "As a domain action, an officer makes a {@dc 13} Lore test. On a success, the undead dominion musters the Grim Front, a special unit of bloodthirsty undead soldiers.", - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/RdQ9Yva.jpg`" - }, - "title": "The Grim Front unit card" - } - ] - }, - { - "name": "The Curse Spreads", - "source": "KaW", - "page": 87, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Undead Dominion (Officer)" - } - ], - "entries": [ - "As a domain action, an officer makes a {@dc 14} Lore test. On a success, the officer can choose a number of undead infantry units they control equal to the undead dominion's domain size and give them the following maneuver:", - { - "type": "entries", - "page": 87, - "name": "Infect", - "entries": [ - "As a reaction when an adjacent opposed unit breaks, make a Command test against that unit's Toughness. On a success, the undead dominion immediately reforms the unit with 1 casualty and takes control of it, the unit's type becomes undead, and it gains the Dead and Harrowing traits. The reformed unit acts on the next turn in the initiative order." - ] - } - ] - }, - { - "name": "The Dead Do Not Falter", - "source": "KaW", - "page": 89, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Undead Dominion (Officer)" - } - ], - "entries": [ - "Once per intrigue as a domain bonus action, an officer can make a {@dc 14} Operations test. On a success, the undead dominion has advantage on Operations tests until the end of the intrigue." - ] - }, - { - "name": "Vile Resistance", - "source": "KaW", - "page": 89, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Undead Dominion (Officer)" - } - ], - "entries": [ - "If the undead dominion's Resolve level is 2 or higher before the start of the next combat against the officers of an opposed domain, dominion officers gain the following benefits during the combat: they lose the Sunlight Sensitivity trait if they have it, they are immune to effects that turn undead, and they do not take extra damage from any effect that deals extra damage to undead." - ] - }, - { - "name": "Tideweaver", - "source": "KaW", - "page": 89, - "featureType": [ - "DTTL" - ], - "prerequisite": [ - { - "other": "Undersea Colony (Leader)" - } - ], - "entries": [ - "If a creature that cannot breathe underwater starts its turn within 30 feet of the tideweaver, that creature takes {@damage 2d6} cold damage.", - "Additionally, as a bonus action, the tideweaver can target a number of creatures they can see within 30 feet of them equal to the undersea colony's domain size. Each target must succeed on a Strength saving throw or either be pushed 20 feet away from the tideweaver or pulled to within 5 feet of the tideweaver (the tideweaver's choice). The DC for this saving throw is 15 or the tideweaver's spell save DC, whichever is higher." - ], - "foundryFlags": { - "activation.type": "bonus", - "activation.cost": "1" - } - }, - { - "name": "The Bends", - "source": "KaW", - "page": 89, - "featureType": [ - "DPWR" - ], - "prerequisite": [ - { - "other": "Undersea Colony (Leader)" - } - ], - "entries": [ - "As an action, the leader can take a power die from their domain's pool and target one creature they can see within 60 feet of them. The target must succeed on a Constitution saving throw with a DC of 8 + the number on the power die or be stunned until the end of the leader's next turn. Constructs, undead, and creatures whose form contains no liquid (such as fire elementals) automatically succeed on this saving throw." - ], - "foundryFlags": { - "activation.type": "action", - "activation.cost": "1" - } - }, - { - "name": "Uncanny Gift", - "source": "KaW", - "page": 89, - "featureType": [ - "DPWR" - ], - "prerequisite": [ - { - "other": "Undersea Colony (Officer)" - } - ], - "entries": [ - "As a bonus action, an officer can take a power die from their domain's pool and cast the {@spell eldritch blast} cantrip, using the number on the power die as the spell's attack bonus. The spell creates a number of beams equal to the undersea colony's domain size." - ], - "foundryFlags": { - "activation.type": "bonus", - "activation.cost": "1" - } - }, - { - "name": "Dark Figures Move and Twist", - "source": "KaW", - "page": 90, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Undersea Colony (Officer)" - } - ], - "entries": [ - "If the undersea colony's Communications level is 2 or higher at the end of deployment, an officer can choose a number of ranks on the battlefield equal to the undersea colony's domain size and cover them in fog. This fog has no effect on the undersea colony's units." - ] - }, - { - "name": "Disrupt Shipping", - "source": "KaW", - "page": 90, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Undersea Colony (Officer)" - } - ], - "entries": [ - "As a domain action, an officer makes an Operations test against an opposed domain's Resources. On a success, whenever the undersea colony makes a successful Operations test until the end of the intrigue, in addition to the normal effects for success, they also reduce the opposed domain's Resources level by 1. If the undersea colony is defeated in a battle, the opposed domain's Resources return to normal." - ] - }, - { - "name": "Eerie Insight", - "source": "KaW", - "page": 90, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Undersea Colony (Officer)" - } - ], - "entries": [ - "Once per intrigue as a domain bonus action, an officer can make a Lore test against an opposed domain's Communications. On a success, an officer chooses a number of magic items equal to the undersea colony's domain size that are in the possession of the opposed domain's officers, creating copies of those magic items for the undersea colony's officers. Artifacts cannot be targeted in this way. The copies function only until the end of the next combat encounter in which they are used." - ] - }, - { - "name": "Salt Golems (Special Unit)", - "source": "KaW", - "page": 90, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Undersea Colony (Officer)" - } - ], - "entries": [ - "As a domain action, an officer makes a {@dc 13} Lore test. On a success, the undersea colony musters the Salt Golems, a special unit of constructs made from ultradense salt crystals.", - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/URnEXzf.jpg" - }, - "title": "Salt Golems unit card" - } - ] - }, - { - "name": "Strike Leader", - "source": "KaW", - "page": 90, - "featureType": [ - "DTTL" - ], - "prerequisite": [ - { - "other": "World Below City-State (Leader)" - } - ], - "entries": [ - "The strike leader can use an action to create a 20-foot-radius sphere of hazy smoke centered on a point within 120 feet of them. The sphere lasts for 1 minute, spreads around corners, and its area is heavily obscured. While the sphere lasts, the strike leader can use a bonus action to move it up to 60 feet in any direction." - ], - "foundryFlags": { - "activation.type": "action", - "activation.cost": "1" - } - }, - { - "name": "Close-Quarters Magic", - "source": "KaW", - "page": 90, - "featureType": [ - "DPWR" - ], - "prerequisite": [ - { - "other": "World Below City-State (Officer)" - } - ], - "entries": [ - "As a bonus action, an officer takes a power die from their domain's pool and teleports up to a number of feet equal to 5 × the number on the die to an unoccupied space they can see." - ], - "foundryFlags": { - "activation.type": "bonus", - "activation.cost": "1" - } - }, - { - "name": "Crawling Toxin", - "source": "KaW", - "page": 90, - "featureType": [ - "DPWR" - ], - "prerequisite": [ - { - "other": "World Below City-State (Officer)" - } - ], - "entries": [ - "When an officer hits with a weapon attack, they can take a power die from their domain's pool and have the attack deal extra poison damage equal to the number on the power die. Any creature that takes this poison damage must succeed on a {@dc 15} Constitution saving throw or be {@condition poisoned} for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." - ] - }, - { - "name": "Blades in the Dark", - "source": "KaW", - "page": 91, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "World Below City-State (Officer)" - } - ], - "entries": [ - "Once per intrigue as a domain bonus action, an officer can make an Espionage test against an opposed domain's Communications. On a success, the World Below city-state's Resolve increases by 1, and each unit the opposed domain musters through alliances until the end of the intrigue has its casualty die decreased one step (minimum d4)." - ] - }, - { - "name": "Subterranean Bounty", - "source": "KaW", - "page": 91, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "World Below City-State (Officer)" - } - ], - "entries": [ - "If the World Below city-state's Communications level is 2 or higher at the start of a battle, the level of one other defense of an officer's choice increases by 1." - ] - }, - { - "name": "Tunnel Up", - "source": "KaW", - "page": 91, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "World Below City-State (Officer)" - } - ], - "entries": [ - "As a domain action, an officer makes an Espionage test against an opposed domain's Resources. On a success, during the next deployment, the World Below city-state can place one infantry unit in an unoccupied space in enemy territory." - ] - }, - { - "name": "Worm Knight (Special Unit)", - "source": "KaW", - "page": 91, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "World Below City-State (Officer)" - } - ], - "entries": [ - "As a domain action, an officer makes a DC 13 Operations test. On a success, the World Below city-state musters a Worm Knight, a special unit consisting of a knight atop a battle-trained purple worm.", - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/88HVCXT.jpg" - }, - "title": "Worm Knight unit card" - } - ] - } - ], - "feat": [ - { - "name": "Tactical Leader", - "source": "KaW", - "page": 104, - "entries": [ - "Each unit you control has +2 to Attack." - ] - }, - { - "name": "Agile Leader", - "source": "KaW", - "page": 104, - "entries": [ - "Each unit you control has +2 to Defense." - ] - }, - { - "name": "Lead from the Front", - "source": "KaW", - "page": 104, - "entries": [ - "Each unit you control has +2 to Power." - ] - }, - { - "name": "Unstoppable Leader", - "source": "KaW", - "page": 104, - "entries": [ - "Each unit you control has +2 to Toughness." - ] - }, - { - "name": "Persuasive Leader", - "source": "KaW", - "page": 104, - "entries": [ - "Each unit you control has +2 to Morale." - ] - }, - { - "name": "Strategic Leader", - "source": "KaW", - "page": 104, - "entries": [ - "Each unit you control has +2 to Command." - ] - } - ] + } + }, + { + "name": "Outgunned", + "source": "KaW", + "page": 41, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Mercantile Guild" + } + ], + "entries": [ + "When you miss with an attack, you can take a power die from your domain's pool and add twice the number on the die to your attack roll. Alternatively, when you hit with an attack, you can take a power die from your domain's pool and add the number on the die to the attack's damage roll." + ] + }, + { + "name": "Soldiers of Fortune (Special Unit)", + "source": "KaW", + "page": 42, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Mercantile Guild" + } + ], + "entries": [ + "Make a {@dc 13} Operations test as a domain action. On a success, you muster the Soldiers of Fortune, a highly professional (and very expensive) special unit of mercenaries.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/kKr4RjT.jpg" + }, + "title": "Soldiers of Fortune unit card" + } + ] + }, + { + "name": "Spared No Expense", + "source": "KaW", + "page": 42, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Mercantile Guild" + } + ], + "entries": [ + "At the start of a battle, you can use a domain reaction to make a {@dc 14} Operations test. On a success, increase the levels of two of your domain's defenses by 1." + ] + }, + { + "name": "Action Plan", + "source": "KaW", + "page": 41, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Mercantile Guild (Monopoly)" + } + ], + "entries": [ + "On your turn, you can take a power die from your domain's pool, then take one additional action. You can add the number on the power die to one attack roll or ability check made as part of that action, or increase the DC of a spell cast during the action by the number on the die." + ] + }, + { + "name": "Corporate Espionage", + "source": "KaW", + "page": 43, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Mercantile Guild (Monopoly)" + } + ], + "entries": [ + "Once per intrigue as a domain bonus action, make an Espionage test against an opposed domain's Communications. On a success, the opposed domain has disadvantage on Espionage tests until the end of the intrigue, and your domain's Communications level increases by 1." + ] + }, + { + "name": "Embargo", + "source": "KaW", + "page": 43, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Mercantile Guild (Monopoly)" + } + ], + "entries": [ + "At the start of a battle, if your domain's Resources level is 2 or higher, choose a number of infantry units an opposed domain controls equal to your domain size. Each of those units takes −2 to Attack and Defense until the end of the battle." + ] + }, + { + "name": "Pillage", + "source": "KaW", + "page": 41, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Mercantile Guild (Pirate Band)" + } + ], + "entries": [ + "As a bonus action, take a power die from your domain's pool and choose a power die in the opposed domain's pool showing a higher number than the die you took. Add the opposed die to your domain's pool." + ], + "foundryFlags": { + "activation.type": "bonus", + "activation.cost": "1" + } + }, + { + "name": "Commandeer", + "source": "KaW", + "page": 43, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Mercantile Guild (Pirate Band)" + } + ], + "entries": [ + "Once per intrigue as a domain bonus action, make an Espionage test against an opposed domain's Resources. On a success, the opposed domain's Resources level decreases by 1, and your domain's Resources level increases by 1." + ] + }, + { + "name": "Fight Dirty", + "source": "KaW", + "page": 43, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Mercantile Guild (Pirate Band)" + } + ], + "entries": [ + "If your domain's Resources level is 2 or higher at the end of deployment, choose a number of infantry or artillery units equal to your domain size. Each of those units gets a surprise activation before the battle goes into initiative. After this activation concludes, the battle plays out as normal." + ] + }, + { + "name": "Healthcare", + "source": "KaW", + "page": 41, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Mercantile Guild (Trade Guild)" + } + ], + "entries": [ + "As a bonus action, take a power die from your domain's pool. You immediately spend and roll a number of your Hit Dice equal to the number on the power die, regaining hit points equal to the total of Hit Dice rolled." + ], + "foundryFlags": { + "activation.type": "bonus", + "activation.cost": "1" + } + }, + { + "name": "Business Connections", + "source": "KaW", + "page": 43, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Mercantile Guild (Trade Guild)" + } + ], + "entries": [ + "Once per intrigue, you can make a {@dc 13} Diplomacy test as a domain bonus action. On a success, all of your domain's officers begin the next combat against an opposed domain's officers with their hit point maximum and current hit points increased by 5 × your domain size. This benefit disappears at the end of the combat." + ] + }, + { + "name": "Well Fed", + "source": "KaW", + "page": 43, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Mercantile Guild (Trade Guild)" + } + ], + "entries": [ + "As a domain action, make a {@dc 13} Operations test. On a success, each of your infantry units gains a bonus to Morale equal to your domain size until the end of the next battle." + ] + }, + { + "name": "Augur", + "source": "KaW", + "page": 44, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Mystic Circle" + } + ], + "entries": [ + "You have a second sight that grants you limited precognition. You add your Intelligence modifier to your initiative rolls. Additionally, if you and any of your allies within 60 feet of you are surprised when you roll initiative, you can choose for you and your allies to not be surprised, and for a number of enemies equal to the number of characters in your party to be surprised instead. You must finish a long rest before you can use this feature again." + ], + "foundryEffects": [ + { + "name": "Augur Initiative Bonus", + "changes": [ + { + "key": "data.attributes.init.value", + "mode": "ADD", + "value": "(@data.abilities.int.value - 10) / 2" + } + ] + } + ] + }, + { + "name": "Bewitcher", + "source": "KaW", + "page": 44, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Mystic Circle" + } + ], + "entries": [ + "You have advantage on Charisma (Performance) checks. At the end of a long rest, choose one enchantment or illusion spell you can cast that requires concentration. That spell does not require concentration until the end of your next long rest." + ] + }, + { + "name": "Medium", + "source": "KaW", + "page": 44, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Mystic Circle" + } + ], + "entries": [ + "When learning or preparing spells, all necromancy spells are available to you, regardless of whether they are on your class's spell list.", + "Additionally, you can channel the waning life force of a dying creature to aid an ally. When a creature you can see with a challenge rating of 1 or higher dies within 60 feet of you, another creature of your choice that you can see within 60 feet of you regains hit points equal to {@dice 1d4} × the dead creature's challenge rating." + ] + }, + { + "name": "Shade", + "source": "KaW", + "page": 46, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Mystic Circle" + } + ], + "entries": [ + "You gain proficiency in the Stealth skill. While in darkness or dim light, you can turn {@condition invisible} as an action. Anything you wear or carry is invisible as long as it is on your person. This invisibility ends after 1 hour or if you enter an area of bright light. You must finish a long rest before you can use this feature again." + ], + "skillProficiencies": [ + { + "stealth": true + } + ] + }, + { + "name": "Spellsword", + "source": "KaW", + "page": 46, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Mystic Circle" + } + ], + "entries": [ + "You gain proficiency with martial weapons. Whenever you hit a creature with a melee attack, you reduce that creature's speed to 0 until the start of your next turn." + ], + "weaponProficiencies": [ + { + "martial": true + } + ] + }, + { + "name": "Universal Energy Field", + "source": "KaW", + "page": 46, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Mystic Circle" + } + ], + "entries": [ + "As an action, take a power die from your domain's pool and recover a number of spell slots with a combined level equal to the number on the power die. None of the slots you recover can be 6th level or higher.", + "Alternatively, as a bonus action, you can take a power die from your domain's pool and charge one weapon you are holding with magical energy. Choose one of the following damage types: acid, cold, fire, or lightning. Until the start of your next turn, the weapon deals extra damage of the chosen type equal to the number on the power die." + ] + }, + { + "name": "Forgotten Rite of Animation (Special Unit)", + "source": "KaW", + "page": 46, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Mystic Circle" + } + ], + "entries": [ + "As a domain action, make a {@dc 13} Lore test. On a success, your domain's spellcasters weave an ancient spell to create a special unit of magical constructs called an Ersatz Infantry. These constructs could be golems, animated suits of armor, or clockwork soldiers.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/xpkoN1F.jpg" + }, + "title": "Ersatz Infantry unit card" + } + ] + }, + { + "name": "Unravel Sorcery", + "source": "KaW", + "page": 46, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Mystic Circle" + } + ], + "entries": [ + "Once per intrigue as a domain bonus action, you can make a Lore test against an opposed domain's Communications to learn about the magical abilities of one of that domain's officers. On a success, you learn what spells the target knows and has prepared, and you have advantage on saving throws against spells and other magical effects used by that officer until the end of the intrigue." + ] + }, + { + "name": "Your Staff is Broken", + "source": "KaW", + "page": 46, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Mystic Circle (Arcane Order)" + } + ], + "entries": [ + "As an action, take any number of power dice from your domain's pool and target an enemy spellcaster. That caster must succeed on an Intelligence saving throw against a DC equal to the total of the power dice or lose the ability to cast spells in any way for 24 hours. This power doesn't break the target's concentration on a spell already cast, or prevent the target from taking actions that are part of an ongoing spell that the target has already cast (such as {@spell call lightning})." + ], + "foundryFlags": { + "activation.type": "action", + "activation.cost": "1" + } + }, + { + "name": "Find True Name", + "source": "KaW", + "page": 47, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Mystic Circle (Arcane Order)" + } + ], + "entries": [ + "As a domain action, you make a Lore test against an opposed domain's Communications. On a success, you learn the true name of one of that domain's spellcasting officers of the GM's choice, and during the next battle, that officer has disadvantage on saving throws against the Your Staff is Broken domain power." + ] + }, + { + "name": "Midnight Oil", + "source": "KaW", + "page": 47, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Mystic Circle (Arcane Order)" + } + ], + "entries": [ + "If you prepare spells and you succeed on any Lore test made as a domain action, you can then use a domain reaction to make a DC 12 Lore test. On a success, the number of spells that all officers of your domain are able to prepare the day of the next battle increases by 1." + ] + }, + { + "name": "Wards of Protection Against Missiles", + "source": "KaW", + "page": 47, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Mystic Circle (Arcane Order)" + } + ], + "entries": [ + "If your domain's Communications level is 2 or higher at the end of deployment, choose a number of units equal to your domain size. The first time during the battle that each chosen unit would be hit by an Attack test from an opposed artillery or aerial unit, that Attack test fails." + ] + }, + { + "name": "Elemental Bargain", + "source": "KaW", + "page": 47, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Mystic Circle (Secret Cabal)" + } + ], + "entries": [ + "As an action, take a power die from your domain's pool and conjure an elemental with a challenge rating equal to or lower than the number on the die. The creature appears in an unoccupied space that you can see within 30 feet of you. You mentally control the actions the creature takes. It acts when it is summoned, and on each of your turns thereafter.", + "Creatures summoned by this power disappear when they are reduced to 0 hit points or after a number of rounds equal to 1 + your domain size, whichever comes first." + ], + "foundryFlags": { + "activation.type": "action", + "activation.cost": "1" + } + }, + { + "name": "Curse of Vitiation", + "source": "KaW", + "page": 47, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Mystic Circle (Secret Cabal)" + } + ], + "entries": [ + "If your domain's Communications level is 2 or higher at the start of a battle, choose one lieutenant from an opposed domain. That lieutenant has disadvantage on saving throws during the battle." + ] + }, + { + "name": "We Were Never Here", + "source": "KaW", + "page": 47, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Mystic Circle (Secret Cabal)" + } + ], + "entries": [ + "As a domain action, make a Lore test against an opposed domain's Communications. On a success, your domain's Communications level increases by 1 and the opposed domain's Communications level decreases by 1." + ] + }, + { + "name": "Magic Misdirection", + "source": "KaW", + "page": 47, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Mystic Circle (Theatrical Troupe)" + } + ], + "entries": [ + "As an action, take a power die from your domain's pool and make a Charisma check contested by one creature of your choice that you can see. Add the number on the power die to your check. On a success, the creature is charmed by you until the end of your next turn. While charmed in this way, the creature sees its allies as enemies, and it must use its action before moving on its turn to make a melee weapon attack against an ally it can reach. If the creature has no allies within reach, it takes no action on its turn." + ], + "foundryFlags": { + "activation.type": "action", + "activation.cost": "1" + } + }, + { + "name": "Combat Anthem", + "source": "KaW", + "page": 48, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Mystic Circle (Theatrical Troupe)" + } + ], + "entries": [ + "As a domain action, make a {@dc 12} Operations test. On a success, during the next battle, you can choose a number of units your domain controls equal to your domain size. Any opposed unit has disadvantage on Morale tests while adjacent to any selected unit, and any allied unit has advantage on Power tests while adjacent to any selected unit." + ] + }, + { + "name": "You Didn't Hear This From Me", + "source": "KaW", + "page": 48, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Mystic Circle (Theatrical Troupe)" + } + ], + "entries": [ + "As a domain action, make a {@dc 12} Diplomacy test. On a success, whenever you succeed on a Diplomacy test to muster a unit through an alliance, your domain's Communications level increases by 1 until the end of the intrigue." + ] + }, + { + "name": "The Connected", + "source": "KaW", + "page": 48, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Nature Pact" + } + ], + "entries": [ + "Nature links a companion's senses with your own. As an action, you can link yourself to a willing creature you can see within 30 feet of you for 1 hour. This replaces any previous links you made using this feature.", + "While a linked creature is within 100 feet of you and one of you has to make an ability check or a saving throw, both of you roll the same check or save. The creature making the check or save then uses the highest roll." + ], + "foundryFlags": { + "activation.type": "action", + "activation.cost": "1" + } + }, + { + "name": "The Pack Leader", + "source": "KaW", + "page": 48, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Nature Pact" + } + ], + "entries": [ + "As an action, you summon a beast of your choice with a challenge rating equal to or lower than your domain size into an unoccupied space you can see within 30 feet of you. The beast's weapon attacks are magical, and it gains temporary hit points equal to 5 × your domain size. The beast acts on its own initiative and understands and follows your verbal commands. The beast follows your commands for 1 hour or until it is reduced to 0 hit points, at which point it disappears. You must finish a long rest before you can use this feature again." + ], + "foundryFlags": { + "activation.type": "action", + "activation.cost": "1" + } + }, + { + "name": "The Primal", + "source": "KaW", + "page": 48, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Nature Pact" + } + ], + "entries": [ + "If you move at least 10 feet toward a Huge or smaller creature, then hit that creature with a melee weapon attack on the same turn, the attack deals extra damage equal to twice your proficiency bonus and the target must succeed on a Strength saving throw or be knocked {@condition prone}. The DC for this saving throw equals 8 + your proficiency bonus + your Strength or Dexterity modifier, whichever is higher." + ] + }, + { + "name": "The Speaker", + "source": "KaW", + "page": 48, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Nature Pact" + } + ], + "entries": [ + "You gain proficiency in the Persuasion skill. Additionally, as an action, you can select a number of willing creatures you can see within 100 feet of you equal to your level + your domain size. For 1 hour, any of these creatures and you can speak telepathically to each other, singly or in groups, regardless of distance." + ], + "skillProficiencies": [ + { + "persuasion": true + } + ], + "foundryFlags": { + "activation.type": "action", + "activation.cost": "1" + } + }, + { + "name": "The Stalwart", + "source": "KaW", + "page": 48, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Nature Pact" + } + ], + "entries": [ + "As an action, you grant yourself and one ally you can see temporary hit points equal to 5 × your domain size. You must finish a long rest before you can use this feature again." + ], + "foundryFlags": { + "activation.type": "action", + "activation.cost": "1" + } + }, + { + "name": "Vine Entrapment", + "source": "KaW", + "page": 48, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Nature Pact" + } + ], + "entries": [ + "As a bonus action, take a power die from your domain's pool and choose a creature within 30 feet of you that you can see. That creature must make a Dexterity saving throw with a DC equal to 10 + the number on the power die. On a failure, thorny vines erupt from the ground and wrap around the creature, which is {@condition restrained} for a number of rounds equal to the number on the power die. A restrained creature can use an action to make a Strength (Athletics) or Dexterity (Acrobatics) check against the save DC. On a success, the creature ends the {@condition restrained} condition but takes piercing damage equal to {@damage 1d10} × your domain size." + ], + "foundryFlags": { + "activation.type": "bonus", + "activation.cost": "1" + } + }, + { + "name": "Frog of War (Special Unit)", + "source": "KaW", + "page": 49, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Nature Pact" + } + ], + "entries": [ + "As a domain action, make a {@dc 16} Lore test. On a success, you summon the Frog of War, a special unit that is a single massive amphibian ready to devour enemies of nature.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/1dU1aye.jpg" + }, + "title": "The Frog of War unit card", + "maxWidth": 500 + } + ] + }, + { + "name": "Natural Disaster", + "source": "KaW", + "page": 49, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Nature Pact" + } + ], + "entries": [ + "Once per intrigue as a domain bonus action, you can make a Lore test against an opposed domain's Resources. On a success, the opposed domain's Resources level decreases by 2." + ] + }, + { + "name": "Impenetrable Defense", + "source": "KaW", + "page": 51, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Nature Pact (Barbarian Tribe)" + } + ], + "entries": [ + "As a bonus action, take a power die from your domain's pool and select a number of creatures within 15 feet of you equal to the number on the power die. Until the end of your next turn, any damage each of those creatures takes is reduced by the number on the power die." + ], + "foundryFlags": { + "activation.type": "bonus", + "activation.cost": "1" + } + }, + { + "name": "Ready to Slay", + "source": "KaW", + "page": 51, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Nature Pact (Barbarian Tribe)" + } + ], + "entries": [ + "If your domain's Resources level is 2 or higher at the start of a battle, whenever a unit your domain controls is attacked by an opposed unit, the target unit can use its reaction to make an attack against the opposed unit. This feature can be used a number of times during the battle equal to your domain size." + ] + }, + { + "name": "Trial by Pyre", + "source": "KaW", + "page": 51, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Nature Pact (Barbarian Tribe)" + } + ], + "entries": [ + "As a domain action, make an Operations test against an opposed domain's Resolve. On a success, reduce the target domain's Resolve level by 1 and select one of that domain's lieutenants. That lieutenant is vulnerable to fire damage until the end of the intrigue. Additionally, each time that lieutenant takes fire damage until the end of the intrigue, they become frightened of the source of the damage until the end of their next turn." + ] + }, + { + "name": "Primal Conjuration", + "source": "KaW", + "page": 51, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Nature Pact (Druid Circle)" + } + ], + "entries": [ + "As an action, take a power die from your domain's pool and conjure a beast, a fey, or a plant creature (your choice) with a challenge rating equal to or lower than the number on the power die. The creature appears in an unoccupied space that you can see within 30 feet of you. You mentally control the actions the creature takes. It acts when it is summoned, and on each of your turns thereafter.", + "Creatures summoned by this power disappear when they are reduced to 0 hit points or after a number of rounds equal to 1 + your domain size, whichever comes first." + ], + "foundryFlags": { + "activation.type": "action", + "activation.cost": "1" + } + }, + { + "name": "Eagle Eye", + "source": "KaW", + "page": 51, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Nature Pact (Druid Circle)" + } + ], + "entries": [ + "Make an Espionage test against an opposed domain's Resources as a domain action. On a success, you increase your domain's Communications level by 1, and you learn the ability scores, AC, hit points, traits, and action options of one lieutenant from the opposed domain." + ] + }, + { + "name": "Torrential Terrain", + "source": "KaW", + "page": 51, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Nature Pact (Druid Circle)" + } + ], + "entries": [ + "If your domain's Communications level is 2 or higher at the end of deployment, select a number of spaces on the battlefield equal to your domain size. These spaces contain rain until the end of the battle. Any unit your domain controls ignores the effect of rain in these spaces." + ] + }, + { + "name": "Rapid Assault", + "source": "KaW", + "page": 52, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Nature Pact (Hunter Conclave)" + } + ], + "entries": [ + "When you hit with a weapon attack, you can use a bonus action to take a power die from your domain's pool and immediately make another attack with the same weapon. The attack has a bonus to the attack and damage roll equal to the number on the power die." + ], + "foundryFlags": { + "activation.type": "bonus", + "activation.cost": "1" + } + }, + { + "name": "Marked Targets", + "source": "KaW", + "page": 52, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Nature Pact (Hunter Conclave)" + } + ], + "entries": [ + "If your domain's Communications level is 2 or higher at the end of deployment, select a number of opposed units equal to 3 + your domain size. The next Attack test made against any chosen unit by a unit your domain controls has advantage." + ] + }, + { + "name": "Ruinous Fire", + "source": "KaW", + "page": 52, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Nature Pact (Hunter Conclave)" + } + ], + "entries": [ + "As a domain action, make an Espionage test against an opposed domain's Communications. On a success, at the end of the next deployment, select a number of that opposed domain's units equal to your domain size. Those units cannot move during the first round of the battle." + ] + }, + { + "name": "Court Mage", + "source": "KaW", + "page": 52, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Noble Court" + } + ], + "entries": [ + "You must have the Pact Magic or Spellcasting feature. You can cast the {@spell detect magic} spell at will, without expending a spell slot. Additionally, you have one extra spell slot of the highest spell level you can cast, to a maximum of 5th level." + ], + "additionalSpells": [ + { + "innate": { + "_": + { + "will": [ + "detect magic" + ] + } + } + } + ] + }, + { + "name": "Court Minstrel", + "source": "KaW", + "page": 52, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Noble Court" + } + ], + "entries": [ + "You have advantage on Charisma (Performance) checks. Additionally, you know the {@spell vicious mockery} cantrip and can cast it as a bonus action. Charisma is your spellcasting ability for this cantrip." + ], + "additionalSpells": [ + { + "innate": { + "_": + { + "will": [ + "vicious mockery" + ] + } + } + } + ] + }, + { + "name": "High Priest", + "source": "KaW", + "page": 52, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Noble Court" + } + ], + "entries": [ + "Once per turn when you damage a creature with an attack or a spell, you can choose another creature you can see within 30 feet of you. The chosen creature gains temporary hit points equal to {@dice 1d6} × your proficiency bonus." + ] + }, + { + "name": "Master Assassin", + "source": "KaW", + "page": 52, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Noble Court" + } + ], + "entries": [ + "You gain proficiency in the Stealth skill. Additionally, whenever you hit with a light weapon or a ranged weapon, you gain a bonus to damage rolls equal to your proficiency bonus." + ], + "skillProficiencies": [ + { + "stealth": true + } + ] + }, + { + "name": "Master-at-Arms", + "source": "KaW", + "page": 52, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Noble Court" + } + ], + "entries": [ + "You gain proficiency in the Athletics skill. Additionally, you learn a fighting style of your choice from the {@class fighter}'s {@classFeature Fighting Style|Fighter||1} feature in the core rules." + ], + "skillProficiencies": [ + { + "athletics": true + } + ] + }, + { + "name": "Mantle of Authority", + "source": "KaW", + "page": 52, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Noble Court" + } + ], + "entries": [ + "The burden of leadership passed down from your forebears allows you to call upon their strength in battle. As a bonus action, take a power die from your domain's pool and add half the number on the die (rounded up) to one of your ability scores. This can increase your ability score above 20. At the end of each of your turns, decrement the power die." + ], + "foundryFlags": { + "activation.type": "bonus", + "activation.cost": "1" + } + }, + { + "name": "Prepare the Steeds (Special Unit)", + "source": "KaW", + "page": 52, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Noble Court" + } + ], + "entries": [ + "As a domain action, make a {@dc 13} Operations test. On a success, you muster the Lancers, a special unit of skilled equestrians.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/uGEVQzM.jpg" + }, + "title": "The Lancers unit card", + "maxWidth": 500 + } + ] + }, + { + "name": "Skilled Negotiators", + "source": "KaW", + "page": 52, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Noble Court" + } + ], + "entries": [ + "Once per intrigue as a domain bonus action, you can make a Diplomacy test to gain a special unit from an NPC realm. On a success, the unit also has its casualty die increased one step." + ] + }, + { + "name": "Conqueror", + "source": "KaW", + "page": 52, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Noble Court (Court of War)" + } + ], + "entries": [ + "As a bonus action, take a power die from your domain's pool. Until the end of your next turn, you gain a bonus to weapon attack rolls equal to the number on the power die, your speed increases by 10 feet, and your movement doesn't provoke opportunity attacks." + ], + "foundryFlags": { + "activation.type": "bonus", + "activation.cost": "1" + } + }, + { + "name": "Forewarned is Forearmed", + "source": "KaW", + "page": 52, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Noble Court (Court of War)" + } + ], + "entries": [ + "Once per intrigue, as a domain reaction when an opposed domain musters a special unit, you can make a DC 13 Operations test. On a success, you increase your domain's Communications level by 2." + ] + }, + { + "name": "Outmaneuvered", + "source": "KaW", + "page": 52, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Noble Court (Court of War)" + } + ], + "entries": [ + "If your domain's Communications level is 2 or higher at the end of deployment, choose a number of opposed units equal to your domain size. Each of those units must make a {@dc 15} Command test. If a unit fails the check, you can move one of your deployed units into any unoccupied space next to that unit." + ] + }, + { + "name": "Timely Aid", + "source": "KaW", + "page": 52, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Noble Court (Political Administration)" + } + ], + "entries": [ + "As a reaction to a successful attack made against a creature you can see within 30 feet of you, take a die from the power pool. Until the end of its next turn, that creature gains a bonus to its AC (including against the triggering attack) equal to the number on the power die. Additionally, the creature regains hit points equal to the number on the power die." + ], + "foundryFlags": { + "activation.type": "reaction", + "activation.cost": "1", + "activation.condition": "a successful attack is made against a creature you can see within 30 feet of you" + } + }, + { + "name": "Diplomacy for Intel", + "source": "KaW", + "page": 52, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Noble Court (Political Administration)" + } + ], + "entries": [ + "As a domain action, make a {@dc 15} Diplomacy test. On a success, your domain's Communications level increases by 1, and you can make Diplomacy tests in place of Espionage tests until the end of the intrigue." + ] + }, + { + "name": "Enchantment Economy", + "source": "KaW", + "page": 52, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Noble Court (Political Administration)" + } + ], + "entries": [ + "As a domain action, make a {@dc 14} Diplomacy test. On a success, all officers in your organization have advantage on saving throws against spells and other magical effects during the next combat against the officers of an opposed domain." + ] + }, + { + "name": "Voices of the Past", + "source": "KaW", + "page": 52, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Noble Court (Regent State)" + } + ], + "entries": [ + "Past custodians of your domain answer your call for aid. As an action, take a power die from your domain's pool and conjure a celestial or an undead (your choice) with a challenge rating equal to or lower than the number on the power die. The creature appears in an unoccupied space that you can see within 30 feet of you. You mentally control the actions the creature takes. It acts when it is summoned, and on each of your turns thereafter.", + "Creatures summoned by this power disappear when they are reduced to 0 hit points or after a number of rounds equal to 1 + your domain size, whichever comes first." + ], + "foundryFlags": { + "activation.type": "action", + "activation.cost": "1" + } + }, + { + "name": "Backdoor Negotiations", + "source": "KaW", + "page": 52, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Noble Court (Regent State)" + } + ], + "entries": [ + "As a domain reaction when an opposed domain gains a special unit from an NPC realm, make a Diplomacy test against the opposed domain's Communications. On a success, the NPC realm doesn't send the special unit to aid the opposed domain, and the NPC realm's attitude toward your domain improves one step." + ] + }, + { + "name": "Volunteer Blacksmiths", + "source": "KaW", + "page": 52, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Noble Court (Regent State)" + } + ], + "entries": [ + "As a domain action, make a {@dc 13} Operations test. On a success, any levies you muster before the end of intrigue start with heavy equipment." + ] + }, + { + "name": "Conduit", + "source": "KaW", + "page": 56, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Religious Order" + } + ], + "entries": [ + "You know the {@spell thaumaturgy} cantrip. Additionally, as an action, you can channel the power of your faith to become a sacred vessel, manifesting one of the following effects that you choose when you take this title:", + { + "type": "entries", + "name": "Light", + "entries": [ + "You emit an aura of divine light in a 15-foot radius for 1 minute. Choose a number of creatures that you can see in the area. Each creature must succeed on a Constitution saving throw with a DC equal to 8 + your proficiency bonus + your Constitution modifier or be {@condition blinded} for 1 minute. An affected creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success." + ] + }, + { + "type": "entries", + "name": "Darkness", + "entries": [ + "You emanate a 15-foot-radius sphere of magical darkness for 1 minute. The sphere moves with you and spreads around corners, and its area is heavily obscured for all creatures except you." + ] + }, + "Once you manifest your chosen effect, you can't do so again until you finish a short or long rest." + ], + "additionalSpells": [ + { + "innate": { + "_": + { + "will": [ + "thaumaturgy" + ] + } + } + } + ], + "foundryFlags": { + "activation.type": "action", + "activation.cost": "1" + } + }, + { + "name": "Crusader", + "source": "KaW", + "page": 56, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Religious Order" + } + ], + "entries": [ + "You have advantage on Wisdom saving throws and death saving throws, and you regain the maximum number of hit points from any effect that restores hit points." + ] + }, + { + "name": "Herald", + "source": "KaW", + "page": 56, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Religious Order" + } + ], + "entries": [ + "You gain proficiency in the Persuasion skill. Additionally, you can cast {@spell sanctuary} and {@spell calm emotions} once each, and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells." + ], + "skillProficiencies": [ + { + "persuasion": true + } + ], + "additionalSpells": [ + { + "innate": { + "_": { + "daily": { + "1": [ + "sanctuary", + "calm emotions" + ] + } + } + } + } + ] + }, + { + "name": "Omen", + "source": "KaW", + "page": 56, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Religious Order" + } + ], + "entries": [ + "As an action or a bonus action, you utter a loud, empowering chant. The first creature you hit with a weapon attack before the start of your next turn takes an extra {@damage 1d8} radiant or necrotic damage from the attack (your choice). If you use a bonus action to chant again on your following turn, the extra damage increases to {@damage 2d8}. If you use a bonus action to chant for three or more turns in a row, the extra damage increases to a maximum {@damage 3d8}, and you have advantage on attack rolls until the start of your next turn." + ], + "foundryFlags": { + "activation.type": "bonus", + "activation.cost": "1" + } + }, + { + "name": "Prophet", + "source": "KaW", + "page": 57, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Religious Order" + } + ], + "entries": [ + "When a creature you can see within 30 feet of you makes a saving throw, you can use your reaction to grant that creature advantage on attack rolls and saving throws (including the triggering saving throw) until the start of your next turn." + ], + "foundryFlags": { + "activation.type": "reaction", + "activation.cost": "1", + "activation.condition": "a creature you can see within 30 feet of you makes a saving throw" + } + }, + { + "name": "Beseech the Most High", + "source": "KaW", + "page": 57, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Religious Order" + } + ], + "entries": [ + "You can summon servants of your higher power to aid you in battle. As an action, take a power die from your domain's pool and conjure an aberration, a celestial, or a fiend (your choice) with a challenge rating equal to or lower than the number on the power die. The creature appears in an unoccupied space that you can see within 30 feet of you. You mentally control the actions the creature takes. It acts when it is summoned, and on each of your turns thereafter.", + "Creatures summoned by this power disappear when they are reduced to 0 hit points or after a number of rounds equal to 1 + your domain size, whichever comes first." + ], + "foundryFlags": { + "activation.type": "action", + "activation.cost": "1" + } + }, + { + "name": "Consult the Scriptures", + "source": "KaW", + "page": 59, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Religious Order" + } + ], + "entries": [ + "Once per intrigue, you can make a {@dc 14} Lore test as a domain bonus action. On a success, you can bless one unit your domain controls of your choice, granting it a bonus to Attack tests equal to your domain size and advantage on Power tests to resist battle magic. This bonus lasts until the end of the next battle." + ] + }, + { + "name": "Spread the Holy Word (Special Unit)", + "source": "KaW", + "page": 59, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Religious Order" + } + ], + "entries": [ + "Make a {@dc 15} Diplomacy test as a domain action. On a success, you muster the Crusaders, a special unit of devout warriors.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/NkGXoDA.jpg" + }, + "title": "Crusaders unit card" + }, + "Additionally, at the end of the next deployment, you can choose one of an opposed domain's Tier I units. That unit's casualty die is decreased one step (minimum d4)." + ] + }, + { + "name": "Penance", + "source": "KaW", + "page": 59, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Religious Order (Hidden Cult)" + } + ], + "entries": [ + "As a bonus action, take a power die from your domain's pool and choose an enemy creature you can see within 60 feet of you. The target takes necrotic or radiant damage (your choice) equal to double the number on the power die at the start of each of its turns, and its speed is reduced by a number of feet equal to 5 × the number on the power die. At the end of each of your turns, decrement the power die." + ], + "foundryFlags": { + "activation.type": "bonus", + "activation.cost": "1" + } + }, + { + "name": "Blood Sacrifice", + "source": "KaW", + "page": 59, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Religious Order (Hidden Cult)" + } + ], + "entries": [ + "As a domain action, destroy one unit you control. At the start of the next battle, choose a number of units you control equal to your domain size. Each unit has its casualty die increased one step." + ] + }, + { + "name": "Poison the Well", + "source": "KaW", + "page": 60, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Religious Order (Hidden Cult)" + } + ], + "entries": [ + "Once per intrigue as a domain reaction when an opposed domain makes an Operations test, make an Espionage test against the opposed domain's Resources. On a success, the opposed domain's Resources level decreases by 1, and your domain's Resolve level increases by 1." + ] + }, + { + "name": "Turn the Tide", + "source": "KaW", + "page": 58, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Religious Order (Holy Church)" + } + ], + "entries": [ + "As a bonus action, take any number of power dice from your domain's pool and multiply their total by your domain size. You can restore a number of hit points equal to that number, divided among any number of creatures of your choice that you can see (including yourself) within 60 feet of you." + ], + "foundryFlags": { + "activation.type": "bonus", + "activation.cost": "1" + } + }, + { + "name": "Having the Gods on Our Side", + "source": "KaW", + "page": 58, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Religious Order (Holy Church)" + } + ], + "entries": [ + "Once per intrigue as a domain reaction when an opposed domain musters a unit from another domain, make a Diplomacy test against the opposed domain's Communications. On a success, the opposed domain fails to muster the unit." + ] + }, + { + "name": "Resplendent Armor", + "source": "KaW", + "page": 59, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Religious Order (Holy Church)" + } + ], + "entries": [ + "As a domain action, make a {@dc 13} Operations test. On a success, at the end of the next deployment, choose a number of units equal to your domain size. Each of those units gains +2 to Defense and has its casualty die increased one step. These benefits last until the end of the battle." + ] + }, + { + "name": "Quaking Fist", + "source": "KaW", + "page": 60, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Religious Order (Monastic Order)" + } + ], + "entries": [ + "When you hit a creature with a melee attack, take any number of power dice from your domain's pool. You push the target of your attack away from you a number of feet equal to 5 × the total of the power dice. If the target's movement is stopped early by a wall or other surface, the target takes 1d6 bludgeoning damage for every 5 feet it was pushed, and is knocked prone." + ] + }, + { + "name": "Ancient Archives", + "source": "KaW", + "page": 60, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Religious Order (Monastic Order)" + } + ], + "entries": [ + "Once per intrigue, you can make a {@dc 13} Lore test as a domain action. On a success, all officers gain a bonus to saving throws against spells and other magical effects equal to your domain size during the next combat against officers of an opposed domain." + ] + }, + { + "name": "Iron Will", + "source": "KaW", + "page": 60, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Religious Order (Monastic Order)" + } + ], + "entries": [ + "If your domain's Communications level is 2 or higher at the end of deployment, choose a number of units equal to your domain size. Each of these units has advantage on Morale tests for the Rally maneuver until the end of the battle." + ] + }, + { + "name": "Enforcement", + "source": "KaW", + "page": 61, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Underworld Syndicate" + } + ], + "entries": [ + "You gain proficiency with light, medium, and heavy armor. Additionally, any enemy within 5 feet of you has disadvantage on melee attacks against any of your allies within 5 feet of you." + ], + "armorProficiencies": [ + { + "light": true, + "medium": true, + "heavy": true + } + ] + }, + { + "name": "Narcotics", + "source": "KaW", + "page": 61, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Underworld Syndicate" + } + ], + "entries": [ + "You have advantage on saving throws against poison. Additionally, when a creature within 5 feet of you that you can see is reduced to 0 hit points but not killed outright, you can use your reaction to give that creature a stimulant. The creature regains a number of hit points equal to {@dice 1d8} + your proficiency bonus, and gains a number of temporary hit points equal to 10 + your character level." + ], + "foundryFlags": { + "activation.type": "reaction", + "activation.cost": "1", + "activation.condition": "a creature within 5 feet of you that you can see is reduced to 0 hit points but not killed outright" + } + }, + { + "name": "Negotiations", + "source": "KaW", + "page": 61, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Underworld Syndicate" + } + ], + "entries": [ + "You gain proficiency in the Persuasion skill. You can make a Charisma check with advantage, and can do so again after you finish a long rest.", + "Additionally, you can cast the {@spell disguise self} and {@spell suggestion} spells, requiring no material components. Charisma is your spellcasting ability for these spells. You can cast each spell once in this way, and regain the ability to do so when you finish a long rest." + ], + "skillProficiencies": [ + { + "persuasion": true + } + ], + "additionalSpells": [ + { + "innate": { + "_": { + "daily": { + "1": [ + "disguise self", + "suggestion" + ] + } + } + } + } + ] + }, + { + "name": "Operations", + "source": "KaW", + "page": 61, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Underworld Syndicate" + } + ], + "entries": [ + "As an action, choose one ally and one enemy, each of which is within 30 feet of you and that you can see. The ally can use a reaction to move their speed and make a weapon attack against the enemy. If the attack hits, the enemy is knocked {@condition prone}." + ], + "foundryFlags": { + "activation.type": "action", + "activation.cost": "1" + } + }, + { + "name": "Records", + "source": "KaW", + "page": 63, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Underworld Syndicate" + } + ], + "entries": [ + "You gain proficiency in the Arcana skill. Additionally, if you are unable to cast spells of 1st level or higher (either because you have no spellcasting ability, you have expended all your spell slots, or you have used all your innate spells), you can cast the following spells using Intelligence as your spellcasting ability:", + { + "type": "list", + "style": "list-no-bullets", + "items": [ + "At will: {@spell detect magic}, {@spell mage hand}, {@spell minor illusion}", + "3/day each: {@spell comprehend languages}, {@spell disguise self}, {@spell faerie fire}", + "1/day each: {@spell invisibility}, {@spell locate object}" + ] + } + ], + "skillProficiencies": [ + { + "arcana": true + } + ], + "additionalSpells": [ + { + "innate": { + "_": { + "will": [ + "detect magic", + "mage hand", + "minor illusion" + ], + "daily": { + "3": [ + "comprehend languages", + "disguise self", + "faerie fire" + ], + "1": [ + "invisibility", + "locate object" + ] + } + } + } + } + ] + }, + { + "name": "Find Weakness", + "source": "KaW", + "page": 63, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Underworld Syndicate" + } + ], + "entries": [ + "As a bonus action, take a power die from your domain's pool. One creature of your choice that you can see takes a penalty to AC equal to the number on the power die until the end of your next turn." + ], + "foundryFlags": { + "activation.type": "bonus", + "activation.cost": "1" + } + }, + { + "name": "Plans within Plans", + "source": "KaW", + "page": 63, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Underworld Syndicate" + } + ], + "entries": [ + "Once per intrigue as a domain bonus action, you can make an Espionage test against an opposed domain's Communications. On a success, you raise your domain's Communications level by 1 and decrease the opposed domain's Communications level by 1." + ] + }, + { + "name": "The Crew (Special Unit)", + "source": "KaW", + "page": 63, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Underworld Syndicate" + } + ], + "entries": [ + "As a domain action, make a {@dc 13} Operations test. On a success, you muster the Crew, a special unit of thieves, fighters, bandits, and brawlers who have low morale and are hard to command—but who fight like demons.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/mAD2k2a.jpg" + }, + "title": "The Crew unit card" + } + ] + }, + { + "name": "Assassin's Strike", + "source": "KaW", + "page": 63, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Underworld Syndicate (Assassins' College)" + } + ], + "entries": [ + "When you hit with a weapon attack, take all the power dice from your domain's pool. The target of your attack must make a Constitution saving throw with a DC equal to 12 plus your domain size. On a failure, the target takes extra damage equal to 3 × the total of the dice. On a success, the target takes extra damage equal to the total of the dice." + ] + }, + { + "name": "Looks Like We Need a New Boss", + "source": "KaW", + "page": 64, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Underworld Syndicate (Assassins' College)" + } + ], + "entries": [ + "As a domain reaction when an opposed domain makes an Operations test, you can make an Espionage test against the opposed domain's Resolve. On a success, the opposed domain makes the Operations test with disadvantage." + ] + }, + { + "name": "The Best There Is", + "source": "KaW", + "page": 64, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Underworld Syndicate (Assassins' College)" + } + ], + "entries": [ + "If your domain's Resolve level is 2 or higher when one or more of your officers roll their power dice, choose a number of power dice equal to your domain size. Increase each of these dice to their maximum value." + ] + }, + { + "name": "Traitor", + "source": "KaW", + "page": 64, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Underworld Syndicate (Spy Network)" + } + ], + "entries": [ + "As an action, select a creature that is not another domain's leader that you can see within 30 feet of you, and take all the power dice from your domain's pool. If the target's current hit points are equal to or less than the total of the power dice × your domain size, the target turns traitor and serves you as a retainer, or is revealed to secretly already be in your service." + ], + "foundryFlags": { + "activation.type": "action", + "activation.cost": "1" + } + }, + { + "name": "Create Vulnerability", + "source": "KaW", + "page": 64, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Underworld Syndicate (Spy Network)" + } + ], + "entries": [ + "Once per intrigue, if your domain's Communications level is 2 or higher, you can choose one opposed domain's lieutenant and one damage type. That lieutenant is vulnerable to that damage type until the end of the next combat involving that lieutenant." + ] + }, + { + "name": "False Orders", + "source": "KaW", + "page": 64, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Underworld Syndicate (Spy Network)" + } + ], + "entries": [ + "As a domain action, make an Espionage test against an opposed domain's Communications. On a success, at the end of the next deployment, you can move one of the opposed domain's Tier I artillery or infantry units to any space on your side of the field. You can use this feature multiple times to affect additional units in the same battle." + ] + }, + { + "name": "Poison Weapons", + "source": "KaW", + "page": 64, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Underworld Syndicate (Thieves' Guild)" + } + ], + "entries": [ + "As a bonus action, take a power die from your domain's pool and choose one of your weapons. When that weapon hits, it deals extra poison damage equal to the number on the power die, and any creature that takes that damage is poisoned until the end of their next turn. At the end of each of your turns, decrement the power die." + ], + "foundryFlags": { + "activation.type": "bonus", + "activation.cost": "1" + } + }, + { + "name": "Stolen Supplies", + "source": "KaW", + "page": 64, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Underworld Syndicate (Thieves' Guild)" + } + ], + "entries": [ + "Once per intrigue as a domain action, you can make an Operations test against an opposed domain's Resolve. On a success, choose a number of your infantry units equal to your domain size. Each unit has +2 to Attack and Defense during the next battle." + ] + }, + { + "name": "They're Going to Have a Hard Time Making Payroll This Week", + "source": "KaW", + "page": 64, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Underworld Syndicate (Thieves' Guild)" + } + ], + "entries": [ + "As a domain action, make an Espionage test against an opposed domain's Resources. On a success, your domain's Resources level increases by by 1, and at the start of the next battle, one of the opposed domain's Tier I units of your choice must decrement its casualty die." + ] + }, + { + "name": "Despot", + "source": "KaW", + "page": 66, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Despotic Regime (Leader)" + } + ], + "entries": [ + "When an enemy the despot can see drops to 0 hit points within 30 feet of them, the despot can use a reaction to have their attacks deal an extra {@damage 1d6} damage for 1 minute. If an enemy triggers this effect while the despot's attacks are already dealing this extra damage, the benefit is cumulative." + ], + "foundryFlags": { + "activation.type": "reaction", + "activation.cost": "1", + "activation.condition": "an enemy the despot can see drops to 0 hit points within 30 feet of them" + } + }, + { + "name": "Make an Example", + "source": "KaW", + "page": 66, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Despotic Regime (Leader)" + } + ], + "entries": [ + "As an action, the leader takes any number of power dice from their domain's pool. If the total of the dice is equal to or greater than the remaining hit points of one of the domain's lieutenant's, the leader executes the lieutenant. Each of the domain's remaining lieutenants can then immediately use a reaction to make one weapon attack or cast a cantrip with a casting time of 1 action." + ], + "foundryFlags": { + "activation.type": "action", + "activation.cost": "1" + } + }, + { + "name": "My Life for Yours", + "source": "KaW", + "page": 66, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Despotic Regime (Leader)" + } + ], + "entries": [ + "When the leader is hit by a melee attack, they can take one power die from their domain's pool and cause a lieutenant within 5 feet of them to use a reaction to become the target of the attack instead. The attack's damage is reduced by the number on the power die. As part of the reaction, the lieutenant can then make a melee weapon attack against the triggering attacker." + ], + "foundryFlags": { + "activation.type": "reaction", + "activation.cost": "1", + "activation.condition": "the leader is hit by a melee attack" + } + }, + { + "name": "Death to Spies", + "source": "KaW", + "page": 66, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Despotic Regime (Officer)" + } + ], + "entries": [ + "As a domain reaction when an opposed domain makes an Espionage test, an officer makes an Operations test against the opposed domain's Communications. On a success, the opposed domain's Communications level decreases by 1." + ] + }, + { + "name": "Readiness is All", + "source": "KaW", + "page": 66, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Despotic Regime (Officer)" + } + ], + "entries": [ + "If the despotic regime's Resources level is 2 or higher at the start of a battle, the level of another defense of the officer's choice increases by 1." + ] + }, + { + "name": "The Crimson Guard (Special Unit)", + "source": "KaW", + "page": 66, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Despotic Regime (Officer)" + } + ], + "entries": [ + "As a domain action, an officer makes a DC 13 Operations test. On a success, the despotic regime musters the Crimson Guard, a special unit of loyal soldiers who show no mercy to enemies.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/fSJu3i4.jpg" + }, + "title": "Crimson Guard unit card", + "maxWidth": 500 + } + ] + }, + { + "name": "Work the Prisoners to the Bone", + "source": "KaW", + "page": 66, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Despotic Regime (Officer)" + } + ], + "entries": [ + "Once per intrigue as a domain bonus action, an officer can make an Operations test against an opposed domain's Resources. On a success, the opposed domain immediately loses a number of levies equal to the despotic regime's domain size (chosen by whoever controls the opposed domain), and the despotic regime's Resources level increases by 1. If the opposed domain has no levies, it instead loses one unit, and the despotic regime's Resources level increases by 1." + ] + }, + { + "name": "Imperator Draconis", + "source": "KaW", + "page": 67, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Draconic Empire (Leader)" + } + ], + "entries": [ + "When the imperator draconis rolls a 1 or 2 on a damage die for an attack or effect that deals the damage type associated with the imperator's draconic ancestry (fire damage for gold or red dragons, lightning damage for blue or bronze dragons, and so forth), the imperator can reroll the die and must use the new roll." + ] + }, + { + "name": "Glittering Armor", + "source": "KaW", + "page": 67, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Draconic Empire (Officer)" + } + ], + "entries": [ + "As a reaction to taking damage, an officer can take any number of power dice from their domain's pool and reduce the amount of damage taken by the total of the dice. Additionally, the officer gains resistance to the type of damage that triggered this reaction for 1 minute or until they use this power again." + ], + "foundryFlags": { + "activation.type": "reaction", + "activation.cost": "1", + "activation.condition": "the officer takes damage" + } + }, + { + "name": "The Great and Terrible", + "source": "KaW", + "page": 67, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Draconic Empire (Officer)" + } + ], + "entries": [ + "When an officer is {@condition charmed}, {@condition frightened}, {@condition paralyzed}, or {@condition stunned}, they can use a reaction to expend a power die from their domain's pool and remove one of those conditions. They are then immune to that condition for a number of rounds equal to the number on the power die." + ], + "foundryFlags": { + "activation.type": "reaction", + "activation.cost": "1", + "activation.condition": "the officer becomes charmed, frightened, paralyzed, or stunned" + } + }, + { + "name": "Pillage", + "source": "KaW", + "page": 67, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Draconic Empire (Officer)" + } + ], + "entries": [ + "Once per intrigue as a domain bonus action, an officer can make an Operations test against an opposed domain's Resources. On a success, the target domain's Resources level decreases by 1, and the draconic empire's Resources level increases by 1." + ] + }, + { + "name": "Destruction Rains from Above", + "source": "KaW", + "page": 67, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Draconic Empire (Officer)" + } + ], + "entries": [ + "Once per intrigue as a domain action, an officer can make a {@dc 16} Diplomacy test. On a success, two allied dragons are summoned to harry the domain's enemies, chosen from the list below:", + { + "type": "entries", + "name": "The Acrid Bite", + "entries": [ + "This dragon unleashes streams of viscous acid that corrodes the armor and weapons of an opposed domain's forces. The target domain's Resources level decreases by 2." + ] + }, + { + "type": "entries", + "name": "The Bitter Frost", + "entries": [ + "This dragon unleashes vicious winter cold through an opposed domain's ranks. The target domain's Communications level decreases by 2." + ] + }, + { + "type": "entries", + "name": "The Flame Tongue", + "entries": [ + "This dragon razes an opposed domain's forces with searing fire. The target domain's Resolve level decreases by 2." + ] + }, + { + "type": "entries", + "name": "The Poisonous Wrath", + "entries": [ + "This dragon's poisonous breath blights an opposed domain's lands and servants. The target domain takes −2 to its Resources score until the end of the intrigue." + ] + }, + { + "type": "entries", + "name": "The Silent Reaper", + "entries": [ + "This dragon unleashes a deadly plague upon an opposed domain. The target domain takes −2 to its Resolve score until the end of the intrigue." + ] + }, + { + "type": "entries", + "name": "The Storm Mayhem", + "entries": [ + "This dragon unleashes wind and lightning that plunges an opposed domain into chaos. The target domain takes −2 to its Communications score until the end of the intrigue." + ] + } + ] + }, + { + "name": "Furnishings of the Hoard", + "source": "KaW", + "page": 68, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Draconic Empire (Officer)" + } + ], + "entries": [ + "If the draconic empire's Resources level is 2 or higher at the start of a battle, a number of aerial or artillery units equal to the draconic empire's domain size gain one of the following wands of an officer's choice: a {@optfeature wand of acid pool|KaW}, a {@optfeature wand of fire|KaW}, or a {@optfeature wand of lightning storm|KaW}." + ] + }, + { + "name": "Praetores Draconis (Special Unit)", + "source": "KaW", + "page": 68, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Draconic Empire (Officer)" + } + ], + "entries": [ + "As a domain action, an officer makes a {@dc 13} Operations test. On a success, the draconic empire musters the Praetores Draconis, a special unit of drake-mounted knights.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/84l18Ys.jpg" + }, + "title": "Praetores Draconis unit card" + } + ] + }, + { + "name": "Thane", + "source": "KaW", + "page": 69, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Dwarven Thanedom (Leader)" + } + ], + "entries": [ + "The thane cannot be {@condition stunned}. Additionally, the thane and any allies within 20 feet of them can add the dwarven thanedom's domain size to their initiative rolls." + ] + }, + { + "name": "Iron Tide", + "source": "KaW", + "page": 69, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Dwarven Thanedom (Officer)" + } + ], + "entries": [ + "As an action, the leader can take a power die from their domain's pool. All allies who can see and hear the leader and are within 60 feet of them gain a bonus to weapon damage rolls or Armor Class (the leader's choice) equal to the number on the power die. This bonus lasts until the start of the leader's next turn." + ], + "foundryFlags": { + "activation.type": "action", + "activation.cost": "1" + } + }, + { + "name": "Natural Sprinter", + "source": "KaW", + "page": 69, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Dwarven Thanedom (Officer)" + } + ], + "entries": [ + "As a bonus action, an officer can take a power die from their domain's pool and increase their movement by 5 × the number on the power die. This benefit lasts until the end of the officer's next turn, during which time their movement does not provoke opportunity attacks." + ], + "foundryFlags": { + "activation.type": "bonus", + "activation.cost": "1" + } + }, + { + "name": "Accelerated Industry", + "source": "KaW", + "page": 69, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Dwarven Thanedom (Officer)" + } + ], + "entries": [ + "Once per intrigue as a domain bonus action, an officer can make a {@dc 13} Operations test. On a success, the dwarven thanedom's Resources level increases by 2." + ] + }, + { + "name": "Blazing Forges", + "source": "KaW", + "page": 69, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Dwarven Thanedom (Officer)" + } + ], + "entries": [ + "As a domain action, an officer makes a {@dc 14} Operations test. On a success, the dwarven thanedom gains the following benefit until the end of the intrigue: When the dwarven thanedom successfully uses Operations to muster infantry, one officer gains a +1 bonus to attack and damage rolls to one of their weapons or a +1 bonus to Armor Class for their armor. A weapon or suit of armor can receive this bonus only once per intrigue. These bonuses last until the end of the intrigue." + ] + }, + { + "name": "Siege Manufacturing", + "source": "KaW", + "page": 70, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Dwarven Thanedom (Officer)" + } + ], + "entries": [ + "As a domain action, an officer makes a DC 13 Operations test. On a success, the dwarven thanedom does one of the following:", + { + "type": "entries", + "name": "The Device", + "entries": [ + "The thanedom musters the Device, a special unit of heavy infantry.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/vjxAvZ7.jpg" + }, + "title": "The Device unit card" + } + ] + }, + { + "type": "entries", + "name": "Walking Walls", + "entries": [ + "The thanedom builds a mobile fortification that acts as a wall, but which can move around the battlefield on intricate mechanical legs. Each walking wall is treated as a fortification taking up 1 space, and the dwarven thanedom places it on any space on their side of the battlefield at the end of deployment. When a dwarven thanedom infantry unit moves out of a walking wall's space, that unit can bring the walking wall with them. Other units cannot move these walls, but can still gain their benefit." + ] + } + ] + }, + { + "name": "Warpath", + "source": "KaW", + "page": 70, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Dwarven Thanedom (Officer)" + } + ], + "entries": [ + "If the dwarven thanedom's Resources level is 2 or higher at the start of a battle, officers can reroll Attack tests for units controlled by the thanedom during the battle, and must use the new result. They can reroll a total number of times equal to the dwarven thanedom's domain size." + ] + }, + { + "name": "Monarch of Mischief", + "source": "KaW", + "page": 70, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Fey Court (Leader)" + } + ], + "entries": [ + "As an action, the monarch of mischief chooses one creature they can see within 30 feet of them. That creature must make a Wisdom saving throw with a DC equal to 8 + the monarch's proficiency bonus + the monarch's Charisma modifier. On a failure, the target is charmed by the monarch for 1 minute. A charmed target can repeat the saving throw whenever it takes damage, ending the effect on itself on a success. A creature that succeeds on the saving throw is immune to this effect for 24 hours.", + "The monarch of mischief can use this feature a number of times equal to the fey court's domain size, and regains all expended uses when they finish a long rest." + ], + "foundryFlags": { + "activation.type": "action", + "activation.cost": "1" + } + }, + { + "name": "Now You See Me...and Me...and Me!", + "source": "KaW", + "page": 70, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Fey Court (Leader)" + } + ], + "entries": [ + "As a bonus action, the leader can take any number of power dice from their domain's pool and summon a number of duplicates equal to the total of the dice. These duplicates function the same way as the duplicates created by a {@spell mirror image} spell, except that the leader must roll a 6 or higher to change an attack's target if they have three or more duplicates." + ], + "foundryFlags": { + "activation.type": "bonus", + "activation.cost": "1" + } + }, + { + "name": "Watch Where You Swing", + "source": "KaW", + "page": 72, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Fey Court (Officer)" + } + ], + "entries": [ + "When a fey court officer is hit by an attack, the officer can use a reaction to take a power die from their domain's pool, then choose a creature within 10 feet of the officer to become the target of the attack instead. If the attack hits, it deals extra damage equal to the number on the power die." + ], + "foundryFlags": { + "activation.type": "reaction", + "activation.cost": "1", + "activation.condition": "the officer is hit by an attack" + } + }, + { + "name": "Disillusioned Illusions", + "source": "KaW", + "page": 72, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Fey Court (Officer)" + } + ], + "entries": [ + "If the fey court's Communications level is 2 or higher at the end of deployment, an officer selects a number of opposed units equal to the fey court's domain size and forces those units to attack another unit of the officer's choice within range. Attack tests for these attacks are made with disadvantage." + ] + }, + { + "name": "Fairy Circles", + "source": "KaW", + "page": 72, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Fey Court (Officer)" + } + ], + "entries": [ + "As a domain action, an officer makes a {@dc 13} Lore test. On a success, at the end of the next deployment, the fey court can secretly place a number of undetectable traps on the battlefield equal to the fey court's domain size. These traps cannot be placed in spaces occupied by opposed units. When an opposed unit enters a trapped space, the unit is pulled into the fairy realm and removed from the battlefield until the end of their next turn, and the trap disappears." + ] + }, + { + "name": "Surely You Jest (Special Unit)", + "source": "KaW", + "page": 72, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Fey Court (Officer)" + } + ], + "entries": [ + "As a domain action, an officer makes a {@dc 13} Lore test. On a success, the fey court musters a specialty aerial unit of flying fey, the Court Jesters.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/12QZmxA.jpg" + }, + "title": "Court Jesters unit card" + } + ] + }, + { + "name": "Your Own Worst Enemy", + "source": "KaW", + "page": 72, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Fey Court (Officer)" + } + ], + "entries": [ + "Once per intrigue as a domain bonus action, a fey court officer can make a Lore test against an opposed domain's Communications. On a success, the court's Communications level increases by 1. Additionally, at the start of the next battle, the highest-tier unit of the opposed domain is duplicated in the closest unoccupied space. If the opposed domain has two or more units in the highest tier, the GM picks one at random. This duplicate unit has the Ethereal trait, is under the fey court's control, and lasts until the end of the battle. " + ] + }, + { + "name": "Jarl", + "source": "KaW", + "page": 72, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Giant Jarldom (Leader)" + } + ], + "entries": [ + "The jarl can't be knocked {@condition prone} or moved against their will. Additionally, when the jarl hits a creature with a melee attack, the target must succeed on a {@dc 15} Strength saving throw or be knocked {@condition prone}." + ] + }, + { + "name": "The Bigger I Am, the Harder You Fall", + "source": "KaW", + "page": 73, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Giant Jarldom (Officer)" + } + ], + "entries": [ + "As a bonus action, an officer removes one power die from their domain's pool. The officer gains a bonus to weapon attack and damage rolls equal to the number on the die, and any creature the officer hits with an attack is knocked prone. At the end of each of the officer's turns, decrement the power die." + ], + "foundryFlags": { + "activation.type": "bonus", + "activation.cost": "1" + } + }, + { + "name": "Thick Hide", + "source": "KaW", + "page": 73, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Giant Jarldom (Officer)" + } + ], + "entries": [ + "When an officer is hit by a weapon attack, they can use a reaction to take one power die from their domain's pool. Until the start of the officer's next turn, any damage they take from weapon attacks (including the triggering attack) is reduced by an amount equal to the number on the die." + ], + "foundryFlags": { + "activation.type": "reaction", + "activation.cost": "1", + "activation.condition": "the officer is hit by a weapon attack" + } + }, + { + "name": "Bring the Big Rocks", + "source": "KaW", + "page": 73, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Giant Jarldom (Officer)" + } + ], + "entries": [ + "Once per intrigue as a domain action, an officer can make a {@dc 13} Operations test. On a success, all units controlled by the giant jarldom with the Rock! trait gain the Siege Weapon trait." + ] + }, + { + "name": "Indomitable Might", + "source": "KaW", + "page": 73, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Giant Jarldom (Officer)" + } + ], + "entries": [ + "If the giant jarldom's Communications level is 2 or higher at the start of a battle, officers can reroll Power tests for units controlled by the jarldom during the battle, and must use the new result. They can reroll a total number of times equal to the giant jarldom's domain size." + ] + }, + { + "name": "Runic Omens", + "source": "KaW", + "page": 73, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Giant Jarldom (Officer)" + } + ], + "entries": [ + "Once per intrigue as a domain bonus action, an officer can make a {@dc 13} Lore test. On a success, the giant jarldom's Communications level increases by 1, and each of its officers gains resistance to damage dealt by spells during the first round of the next combat against officers of an opposed domain." + ] + }, + { + "name": "There Are Giants in the Sky (Special Unit)", + "source": "KaW", + "page": 73, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Giant Jarldom (Officer)" + } + ], + "entries": [ + "As a domain action, an officer makes a {@dc 13} Operations test. On a success, the giant jarldom musters the Pet Roc special unit, an enormous and legendary bird of prey.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/xsK0l5K.jpg" + }, + "title": "Pet Roc unit card" + } + ] + }, + { + "name": "Prime Sophist", + "source": "KaW", + "page": 74, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Gnomish Kingdom (Leader)" + } + ], + "entries": [ + "The prime sophist can take the Help action as a bonus action.", + "Additionally, the prime sophist is able to make a quick study of their foes' weak points. When the prime sophist hits an enemy with an attack, they can make the attack a critical hit. The prime sophist can use this feature a number of times equal to 1 + the gnomish kingdom's domain size. They regain all expended uses when they finish a long rest." + ] + }, + { + "name": "Never Underestimate the Small", + "source": "KaW", + "page": 74, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Gnomish Kingdom (Officer)" + } + ], + "entries": [ + "When an officer is hit by a weapon attack, each other officer of the gnomish kingdom can use a reaction to take a power die from their domain's pool and make one weapon attack against the attacker. This attack deals extra damage equal to the number on the power die if it hits." + ], + "foundryFlags": { + "activation.type": "reaction", + "activation.cost": "1", + "activation.condition": "the officer is hit by a weapon attack" + } + }, + { + "name": "Thinking Outside the Box", + "source": "KaW", + "page": 74, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Gnomish Kingdom (Officer)" + } + ], + "entries": [ + "When an officer makes a saving throw that is not an Intelligence saving throw, they can take a power die from their domain's pool, then make an Intelligence saving throw instead of the original save, with a bonus equal to the number on the power die." + ] + }, + { + "name": "Clever Together", + "source": "KaW", + "page": 74, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Gnomish Kingdom (Officer)" + } + ], + "entries": [ + "Once per intrigue as a domain bonus action, an officer can make a Diplomacy test to petition an NPC realm for research assistance. The DC for this test depends on the NPC realm's disposition toward the gnomish kingdom, as shown on the following table.", + { + "type": "table", + "caption": "Optional Caption", + "colLabels": [ + "Attitude", + "Diplomacy DC", + "" + ], + "colStyles": [ + "col-1 text-left", + "col-2 text-center", + "col-9 text-left" + ], + "rows": [ + [ + "Hostile", + "18" + ], + [ + "Suspicious", + "15" + ], + [ + "Neutral", + "13" + ], + [ + "Friendly", + "10" + ], + [ + "Allied", + "8" + ] + ] + }, + "On a success, the gnomish kingdom gains a +1 bonus to Lore tests until the end of the intrigue, and its Communications level increases by 1." + ] + }, + { + "name": "Mirror Legion (Special Unit)", + "source": "KaW", + "page": 75, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Gnomish Kingdom (Officer)" + } + ], + "entries": [ + "As a domain action, an officer makes a {@dc 13} Operations test. On a success, the gnomish kingdom musters a special unit of magic-reflective constructs: the Mirror Legion.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/XWDhJoz.jpg" + }, + "title": "The Mirror Legion unit card" + } + ] + }, + { + "name": "Raw Firepower", + "source": "KaW", + "page": 75, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Gnomish Kingdom (Officer)" + } + ], + "entries": [ + "If the gnomish kingdom's Communications level is 2 or higher at the start of a battle, all the gnomish kingdom's artillery units deploy for that battle with heavy equipment." + ] + }, + { + "name": "Warfare Engineers", + "source": "KaW", + "page": 75, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Gnomish Kingdom (Officer)" + } + ], + "entries": [ + "As a domain action, an officer makes a {@dc 15} Lore test. On a success, the gnomish kingdom designs and outfits its soldiers with brutally destructive weaponry, granting each of its artillery units the Siege Weapon trait." + ] + }, + { + "name": "King Boss", + "source": "KaW", + "page": 75, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Goblinoid Coalition (Leader)" + } + ], + "entries": [ + "When a creature the king boss can see targets them with an attack, the king boss can use a reaction to choose an ally within 5 feet of them. The two swap places, and the chosen ally becomes the target of the triggering attack instead." + ], + "foundryFlags": { + "activation.type": "reaction", + "activation.cost": "1", + "activation.condition": "a creature the king boss can see targets them with an attack" + } + }, + { + "name": "Cheap Shot", + "source": "KaW", + "page": 76, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Goblinoid Coalition (Officer)" + } + ], + "entries": [ + "When an officer hits with a weapon attack, they can take a power die from their domain's pool to wound the target of the attack. At the start of each of the target's turns, it takes {@damage 1d4} necrotic damage for each wound it has. A wound lasts a number of rounds equal to the number on the power die." + ] + }, + { + "name": "Worg Pack", + "source": "KaW", + "page": 76, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Goblinoid Coalition (Leader)" + } + ], + "entries": [ + "As a bonus action, the leader can take a power die from their domain's pool to summon worg guardians. A number of {@creature worg|MM|worgs} equal to half the number on the die (minimum one) appear in unoccupied spaces the leader can see within 60 feet of them. A summoned worg's weapon attacks are magical, and it gains temporary hit points equal to 5 × the goblinoid coalition's domain size. The worgs act on their own initiative, following the leader's commands and attacking the leader's enemies. A summoned worg disappears after 1 hour or when it drops to 0 hit points." + ] + }, + { + "name": "Mumbo Jumbo", + "source": "KaW", + "page": 76, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Goblinoid Coalition (Officer)" + } + ], + "entries": [ + "Once per intrigue as a domain bonus action, an officer can make an Espionage test against an opposed domain's Communications. On a success, the opposed domain's Communications level decreases by 1, and the goblinoid coalition's Resources level increases by 1." + ] + }, + { + "name": "Prisoners of War", + "source": "KaW", + "page": 76, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Goblinoid Coalition (Officer)" + } + ], + "entries": [ + "As domain action, an officer makes an Operations test against an opposed domain's Resolve. On a success, two units are mustered from the opposed domain (chosen by the players if the opposed domain is a heroic organization) and placed under the goblinoid coalition's control. Each of these units has disadvantage on Morale tests. If the goblinoid coalition is defeated in the next battle, the units are returned to the opposed domain, even if they were broken or disbanded during the battle." + ] + }, + { + "name": "Spike Pits", + "source": "KaW", + "page": 76, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Goblinoid Coalition (Officer)" + } + ], + "entries": [ + "If the goblinoid coalition's Resources level is 2 or higher at the start of deployment, an officer secretly selects three spaces on the map to contain undetectable spike pit traps. If the goblinoid coalition is in its stronghold during the battle, the pits can be placed anywhere. Otherwise, the pits must be on the goblinoid coalition's side of the battle.", + "An opposed unit that moves into a space with a spike pit activates the trap. It suffers 1 casualty and can no longer move or take actions until after the end of its next turn. Once a spike pit is activated, it cannot be activated again." + ] + }, + { + "name": "The Red Howl (Special Unit)", + "source": "KaW", + "page": 77, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Goblinoid Coalition (Officer)" + } + ], + "entries": [ + "As a domain action, an officer makes a DC 13 Operations test. On a success, the goblinoid coalition musters the Red Howl, a special unit of battle-trained, armored hell hounds.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/tRPIID4.jpg" + }, + "title": "The Red Howl unit card" + } + ] + }, + { + "name": "Queen of Night", + "source": "KaW", + "page": 77, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Hag Coven (Leader)" + } + ], + "entries": [ + "The queen of night can cast the {@spell find familiar} spell at will, with the spell requiring no material components and having a casting time of 1 action. When the queen of night casts this spell, they summon up to three familiars, each of which can be a beast or fiend with a challenge rating equal to or lower than the hag coven's domain size. A summoned familiar cannot be a creature with lair actions, legendary actions, or villain actions. There is no limit to the distance through which the queen of night can communicate telepathically with these familiars. The queen of night can have only three familiars at a time, and the familiars disappear if the queen of night dies or becomes incapacitated." + ], + "additionalSpells": [ + { + "innate": { + "_": { + "will": [ + "counterspell" + ] + } + } + } + ] + }, + { + "name": "Curse of the Coven", + "source": "KaW", + "page": 77, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Hag Coven (Officer)" + } + ], + "entries": [ + "As a bonus action, an officer can take a power die from their domain's pool and select a creature they can see within 30 feet of them. The target must make a Wisdom saving throw with a DC equal to 8 + the number on the power die. On a failed save, the target is cursed for 1 minute. Whenever the officer takes damage from a spell or magical effect, the cursed creature takes the same damage." + ], + "foundryFlags": { + "activation.type": "bonus", + "activation.cost": "1" + } + }, + { + "name": "Know Thy Place", + "source": "KaW", + "page": 77, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Hag Coven (Leader)" + } + ], + "entries": [ + "As an action, the leader can take a power die from their domain's pool and select a number of creatures within 30 feet of them equal to the number on the die. Each target must make a Wisdom saving throw with a DC equal to 8 + the hag coven's domain size. On a failure, the target falls prone and is paralyzed until the end of the leader's next turn. On a success, the target falls {@condition prone}." + ], + "foundryFlags": { + "activation.type": "action", + "activation.cost": "1" + } + }, + { + "name": "A Comforting Voice", + "source": "KaW", + "page": 78, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Hag Coven (Officer)" + } + ], + "entries": [ + "As a domain action, an officer makes a Diplomacy test against an opposed domain's Resolve. On a success, the opposed domain's Resolve level is reduced by 1, and the hag coven's Communications level increases by 1." + ] + }, + { + "name": "Clever Bargain", + "source": "KaW", + "page": 78, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Hag Coven (Officer)" + } + ], + "entries": [ + "Once per intrigue as a domain bonus action, an officer can make a Diplomacy test against an opposed domain's Resolve. On a success, the hag coven's Communications level increases by 1, and the opposed domain can muster only one unit of levies each time it musters levies until the end of the intrigue." + ] + }, + { + "name": "Drained Source", + "source": "KaW", + "page": 78, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Hag Coven (Officer)" + } + ], + "entries": [ + "If the hag coven's Communications level is 2 or higher at the start of any combat between officers of the hag coven and an opposed domain, an officer secretly chooses a number of magic items in the possession of the opposed domain's officers equal to the hag coven's domain size. These items lose all their magical properties at the end of the combat. Artifacts cannot be targeted in this way." + ] + }, + { + "name": "Swamp's Wrath (Special Unit)", + "source": "KaW", + "page": 78, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Hag Coven (Officer)" + } + ], + "entries": [ + "As a domain action, an officer makes a {@dc 13} Lore test. On a success, the hag coven musters the Swamp Mother, a special unit formed of shambling mounds.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/9lmPIF6.jpg" + }, + "title": "Swamp Mother unit card" + } + ] + }, + { + "name": "Deceiver", + "source": "Kaw", + "page": 80, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Infernal Echelon (Leader)" + } + ], + "entries": [ + "The deceiver cannot be targeted by the {@spell scrying} spell and similar effects, or by any effect that would sense their emotions, read their thoughts, or detect their location.", + "Additionally, the deceiver can cast the {@spell major image} spell, requiring no components, and can do so again when they finish a long rest. Charisma is their spellcasting ability for this spell." + ], + "additionalSpells": [ + { + "innate": { + "_": { + "daily": { + "1": [ + "major image" + ] + } + } + } + } + ] + }, + { + "name": "Defiler", + "source": "Kaw", + "page": 80, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Infernal Echelon (Leader)" + } + ], + "entries": [ + "The defiler emits an aura of caustic decay. When any creature chosen by the defiler starts its turn within 20 feet of them, that creature takes {@damage 1d8} poison damage, and all nonmagical armor and weapons the creature carries or wears take a permanent and cumulative −1 penalty to damage rolls or the AC they offer. A weapon whose penalty drops to −5, armor reduced to an AC of 10, or a shield that drops to a +0 bonus is destroyed. Plant creatures take maximum damage from this effect.", + "Additionally, the defiler can choose to ignore any or all effects of the hallow spell." + ] + }, + { + "name": "Doom Curse", + "source": "Kaw", + "page": 80, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Infernal Echelon (Officer)" + } + ], + "entries": [ + "As an action, an officer can take a power die from their domain's pool and target a creature they can see within 30 feet of them with a terrible curse. The target must make a Charisma saving throw against a DC of 10 + the number on the power die. On a failed save, the cursed creature regains only half the normal number of hit points from magical healing and becomes vulnerable to one type of damage chosen by the officer. This curse lasts 24 hours." + ], + "foundryFlags": { + "activation.type": "action", + "activation.cost": "1" + } + }, + { + "name": "Hellfire", + "source": "Kaw", + "page": 80, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Infernal Echelon (Officer)" + } + ], + "entries": [ + "Whenever an officer hits with a weapon attack, they can take a power die from their domain's pool and have the attack deal extra fire damage equal to double the number on the die. This extra fire damage cannot be reduced in any way." + ] + }, + { + "name": "Face Dancers", + "source": "Kaw", + "page": 80, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Infernal Echelon (Officer)" + } + ], + "entries": [ + "Once per intrigue as a domain bonus action, an officer can make an Espionage test against an opposed domain's Communications. On a success, the opposed domain's Communications level is reduced by 2. " + ] + }, + { + "name": "Inferno Artillery", + "source": "Kaw", + "page": 80, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Infernal Echelon (Officer)" + } + ], + "entries": [ + "If the infernal echelon's Communications level is 2 or higher at the start of a battle, all its artillery units deploy for that battle with the Flaming Weapons trait." + ] + }, + { + "name": "Led by the Nose", + "source": "Kaw", + "page": 80, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Infernal Echelon (Officer)" + } + ], + "entries": [ + "As a domain reaction when an opposed domain succeeds on a Diplomacy test to influence an NPC realm, an officer can make their own Diplomacy test. If the officer's test is higher than the opposed domain's test, the opposed domain's Diplomacy test fails and the NPC realm's attitude toward the opposed domain decreases one step." + ] + }, + { + "name": "Summon the Pale Riders (Special Unit)", + "source": "Kaw", + "page": 80, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Infernal Echelon (Officer)" + } + ], + "entries": [ + "As a domain action, an officer makes a {@dc 13} Lore test to muster the Ashen Chargers, a special unit of fiendish knights riding nightmares.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/NPWCTHI.jpg" + }, + "title": "Ashen Chargers unit card" + } + ] + }, + { + "name": "Veiled Sovereign", + "source": "KaW", + "page": 81, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Medusean Tyranny (Leader)" + } + ], + "entries": [ + "The veiled sovereign has advantage on attack rolls against a creature if at least one of the sovereign's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}." + ] + }, + { + "name": "Hubris Curse", + "source": "KaW", + "page": 81, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Medusean Tyranny (Officer)" + } + ], + "entries": [ + "As a bonus action, an officer can take a power die from their domain's pool and afflict one creature they can see with a curse. The effect of the curse is based on the number on the power die.", + { + "type": "table", + "colLabels": [ + "Power Die", + "Curse Effect", + "" + ], + "colStyles": [ + "col-1 text-center", + "col-2 text-left", + "col-9 text-left" + ], + "rows": [ + [ + "1-3", + "Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score. ", + "" + ], + [ + "4-6", + "The officer has advantage on attack rolls against the target.", + "" + ], + [ + "7-9", + "The target must make a Wisdom saving throw at the start of each of its turns, with a DC equal to 10 + the medusean tyranny's domain size. On a failed save, the target wastes its action that turn doing nothing.", + "" + ], + [ + "10-12", + "The target is afflicted by all three of the effects above.", + "" + ] + ] + }, + "This curse ends at the end of the combat encounter. An affected character can also end the curse early by using a bonus action to take one power die from their domain's pool, if the number on the die is at least half the number on the die used to inflict the curse." + ], + "foundryFlags": { + "activation.type": "bonus", + "activation.cost": "1" + } + }, + { + "name": "Unrelenting Gaze", + "source": "KaW", + "page": 81, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Medusean Tyranny (Leader)" + } + ], + "entries": [ + "If the target of the leader's Petrifying Gaze succeeds on the saving throw to resist that trait's effect, the leader can use a reaction to take a power die from their domain's pool, reducing the target's saving throw by the number on the die." + ], + "foundryFlags": { + "activation.type": "reaction", + "activation.cost": "1", + "activation.condition": "the target of the leader's Petrifying Gaze succeeds on the saving throw" + } + }, + { + "name": "Allies to Stone", + "source": "KaW", + "page": 81, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Medusean Tyranny (Officer)" + } + ], + "entries": [ + "Once per intrigue as a domain bonus action, an officer can make a Lore test against an opposed domain's Resources. On a success, the opposed domain's Resources level is reduced by 1, and the medusean tyranny has advantage on subsequent Lore tests until the end of the intrigue." + ] + }, + { + "name": "Cult of Secrets", + "source": "KaW", + "page": 82, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Medusean Tyranny (Officer)" + } + ], + "entries": [ + "If the medusean tyranny's Resources level is 2 or higher at the start of a battle, a number of its artillery units equal to its domain size each begin the battle equipped with a {@i wand of petrification:}", + { + "type": "entries", + "name": "Wand of Petrification", + "page": 82, + "entries": [ + "Choose a unit, which must succeed on a {@dc 13} Power test or become disorganized." + ] + } + ] + }, + { + "name": "Living Statuary (Special Unit)", + "source": "KaW", + "page": 82, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Medusean Tyranny (Officer)" + } + ], + "entries": [ + "As a domain action, an officer makes a DC 13 Lore test. On a success, the medusean tyranny musters the Living Statuary, a special unit of animated statues made from the victims of medusas.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/2suEgFM.jpg" + }, + "title": "Living Statuary unit card" + } + ] + }, + { + "name": "Promises of Power", + "source": "KaW", + "page": 82, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Medusean Tyranny (Officer)" + } + ], + "entries": [ + "As a domain action, an officer makes a {@dc 13} Diplomacy test to obtain a special unit from an NPC realm whose attitude toward an opposed domain is neutral or worse. The medusean tyranny has advantage on this test if the NPC realm's attitude toward the opposed domain is suspicious or hostile." + ] + }, + { + "name": "Chieftain", + "source": "KaW", + "page": 82, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Orc Clan (Leader)" + } + ], + "entries": [ + "The chieftain gains proficiency in Charisma saving throws.", + "Additionally, as a bonus action, the chieftain can choose one creature that can hear them within 30 feet of them. As a reaction to the chieftain's command, that creature can immediately move up to half its speed without provoking opportunity attacks, then make one weapon attack." + ], + "foundryFlags": { + "activation.type": "bonus", + "activation.cost": "1" + } + }, + { + "name": "Outlast", + "source": "KaW", + "page": 82, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Orc Clan (Officer)" + } + ], + "entries": [ + "As a bonus action, an officer can take any number of power dice from their domain's pool, regaining a number of hit points equal to twice the total of the dice." + ], + "foundryFlags": { + "activation.type": "bonus", + "activation.cost": "1" + } + }, + { + "name": "Protect the Clan", + "source": "KaW", + "page": 83, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Orc Clan (Officer)" + } + ], + "entries": [ + "When an officer is targeted by an attack, another officer within 30 feet of the target officer can use a reaction to make a defensive maneuver. The second officer takes one power die from their domain's pool and subtracts the number on the power die from the attack roll." + ], + "foundryFlags": { + "activation.type": "reaction", + "activation.cost": "1", + "activation.condition": "another officer within 30 feet is targeted by an attack" + } + }, + { + "name": "Proud Warriors", + "source": "KaW", + "page": 83, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Orc Clan (Officer)" + } + ], + "entries": [ + "If the orc clan's Resolve level is 2 or higher at the start of a battle, all the orc clan's infantry units have the following trait until the end of the battle:", + { + "type": "entries", + "name": "Unflinching Endurance", + "page": 83, + "entries": [ + "The first time during a battle that this unit suffers 1 or more casualties, it can immediately make an attack against a legal target." + ] + } + ] + }, + { + "name": "Take No Insult", + "source": "KaW", + "page": 83, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Orc Clan (Officer)" + } + ], + "entries": [ + "Once per intrigue when an opposed domain succeeds on a skill test targeting one of the orc clan's defenses, an officer can use a domain reaction to make an Operations test against the opposed domain's Resolve. On a success, make note of the opposed domain's current defense scores. The opposed domain's Resources score decreases by 1 at the start of each of the domain's subsequent turns. If the opposed domain's Resources score is reduced to 10, at the start of its next turn, its Communications score begins to decrease by 1 each turn instead of Resources. If its Communications score is reduced to 10, the opposed domain's Resolve score begins to decrease in the same manner instead of Communications.", + "This continues until either all the opposed domain's defense scores are reduced to 10 or the intrigue ends. If the opposed domain defeats the orc clan in the next battle, the opposed domain's defenses are returned to the scores they had before this feature was used." + ] + }, + { + "name": "Tales of Clan Heroes Past", + "source": "KaW", + "page": 83, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Orc Clan (Officer)" + } + ], + "entries": [ + "Once per intrigue as a domain bonus action, an officer can make a {@dc 15} Lore test. On a success, the orc clan's Communications level and Resolve level both increase by 1." + ] + }, + { + "name": "The Unbreakable (Special Unit)", + "source": "KaW", + "page": 83, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Orc Clan (Officer)" + } + ], + "entries": [ + "As a domain action, an officer makes a DC 13 Operations test. On a success, the orc clan musters their best warriors: the Unbreakable, a special unit.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/QP95Xik.jpg" + }, + "title": "The Unbreakable unit card" + } + ] + }, + { + "name": "Overlord", + "source": "KaW", + "page": 84, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Planar Invaders (Leader)" + } + ], + "entries": [ + "Whenever the overlord reduces a creature to 0 hit points, the overlord gains a +2 bonus to attack and damage rolls until the end of the encounter, and gains temporary hit points equal to 5 × the planar invaders' domain size. If the overlord reduces multiple creatures to 0 hit points during the same encounter, the bonus is cumulative." + ] + }, + { + "name": "Resistance is Futile", + "source": "KaW", + "page": 84, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Planar Invaders (Officer)" + } + ], + "entries": [ + "As an action, an officer can take a power die from their domain's pool to create an aura of despair centered on the officer. The aura has a radius of 5 feet × the number on the power die, and lasts until the start of the officer's next turn. Each enemy creature that starts its turn within the aura must make a Wisdom saving throw with a DC of 8 + the planar invaders' domain size. On a failure, the creature is {@condition paralyzed} until the start of the officer's next turn." + ], + "foundryFlags": { + "activation.type": "action", + "activation.cost": "1" + } + }, + { + "name": "You'll Be of Use Yet", + "source": "KaW", + "page": 84, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Planar Invaders (Leader)" + } + ], + "entries": [ + "As an action, the leader can take any number of power dice from their domain's pool and cast the {@spell dominate person} spell, requiring no components. The save DC for the spell is equal to 8 + the total of the power dice." + ], + "foundryFlags": { + "activation.type": "action", + "activation.cost": "1" + } + }, + { + "name": "Interplanar Blip", + "source": "KaW", + "page": 84, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Planar Invaders (Officer)" + } + ], + "entries": [ + "If the planar invaders' Communications level is 2 or higher at the end of deployment, an officer chooses a number of infantry units controlled by the planar invaders equal to their domain size. These units gain the following trait until the end of the battle:", + { + "type": "entries", + "name": "Blip", + "page": 84, + "entries": [ + "When this unit marches, it can move 1 extra space and can move through other units, though it cannot end its movement in the same space as an opposed unit." + ] + } + ] + }, + { + "name": "Recall the Fleet (Special Unit)", + "source": "KaW", + "page": 84, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Planar Invaders (Officer)" + } + ], + "entries": [ + "As a domain action, an officer makes a {@dc 13} Operations test. On a success, the planar invaders muster Timescape Shock Troops, a special unit of merciless time raiders.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/4RheW6G.jpg" + }, + "title": "Timescape Shock Troops unit card" + } + ] + }, + { + "name": "Spatial Anchor", + "source": "KaW", + "page": 84, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Planar Invaders (Officer)" + } + ], + "entries": [ + "As a domain action, an officer makes a {@dc 12} Lore test. On a success, during the next combat against officers of an opposed domain, each planar invader automatically succeeds on saving throws to avoid being unwillingly sent to another plane (as with spells such as {@spell banishment} or {@spell plane shift}) and against spells and effects that would alter their form (such as {@spell polymorph})." + ] + }, + { + "name": "We Will Take What We Need from Your Mind...Directly", + "source": "KaW", + "page": 85, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Planar Invaders (Officer)" + } + ], + "entries": [ + "Once per intrigue as a domain bonus action, an officer can make an Espionage test against an opposed domain's Resolve. On a success, the planar invaders' Communications level and Resolve level both increase by 1." + ] + }, + { + "name": "Matriarch Rex", + "source": "KaW", + "page": 85, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Reptilian Band (Leader)" + } + ], + "entries": [ + "The matriarch rex can shed their skin as a bonus action, immediately ending all conditions affecting them." + ], + "foundryFlags": { + "activation.type": "bonus", + "activation.cost": "1" + } + }, + { + "name": "Regenerate", + "source": "KaW", + "page": 85, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Reptilian Band (Officer)" + } + ], + "entries": [ + "As a bonus action, an officer can take a power die from their domain's pool and recover a number of hit points equal to the number on the die. Using a die in this way regrows any of the officer's missing limbs." + ], + "foundryFlags": { + "activation.type": "bonus", + "activation.cost": "1" + } + }, + { + "name": "Vengeful Shriek", + "source": "KaW", + "page": 85, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Reptilian Band (Leader)" + } + ], + "entries": [ + "If an ally the leader can see drops to 0 hit points, the leader can use a reaction to emit a vengeful shriek. The leader takes any number of power dice from their domain's pool, and each creature of the leader's choice within 30 feet of them that they can see takes thunder damage equal to the total of the power dice." + ], + "foundryFlags": { + "activation.type": "reaction", + "activation.cost": "1", + "activation.condition": "an ally the leader can see drops to 0 hit points" + } + }, + { + "name": "Booby Traps", + "source": "KaW", + "page": 85, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Reptilian Band (Officer)" + } + ], + "entries": [ + "Once per intrigue as a domain bonus action, an officer can make an Espionage test against an opposed domain's Resources. On a success, the target domain's Resources level decreases by 1, and the reptilian band's Resolve level increases by 1." + ] + }, + { + "name": "Ensorcelled Scales", + "source": "KaW", + "page": 85, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Reptilian Band (Officer)" + } + ], + "entries": [ + "If the reptilian band's Resolve level is 2 or higher at the start of any combat with officers of an opposed domain, all the reptilian band's officers have the following reaction during that combat:", + { + "type": "entries", + "page": 86, + "name": "Reflective Scales", + "entries": [ + "If the officer succeeds on a saving throw against a spell that targets a single creature, or if a spell attack misses the officer, they can use a reaction to choose another creature they can see within 60 feet of them. The spell targets the chosen creature instead of the officer, with the new target rerolling the saving throw or the caster rerolling the attack roll, as appropriate." + ] + } + ] + }, + { + "name": "Prehistoric Wrath (Special Unit)", + "source": "KaW", + "page": 86, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Reptilian Band (Officer)" + } + ], + "entries": [ + "As a domain action, an officer makes a {@dc 13} Lore test. On a success, the reptilian band musters the Prehistoric Wrath, a special unit of dinosaurs.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/uvACCcv.jpg" + }, + "title": "Prehistoric Wrath unit card" + } + ] + }, + { + "name": "Primal Magic", + "source": "KaW", + "page": 86, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Reptilian Band (Officer)" + } + ], + "entries": [ + "As a domain action, an officer makes a Lore test against an opposed domain's Resources. On a success, the opposed domain's Resources level decreases by 1, and the reptilian band gains a {@item scroll of blood magic|KaW}." + ] + }, + { + "name": "Deathlord", + "source": "KaW", + "page": 87, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Undead Dominion (Leader)" + } + ], + "entries": [ + "If damage reduces the deathlord to 0 hit points, they make a Constitution saving throw with a DC equal to the damage taken, unless the damage is radiant or from a critical hit. On a success, the deathlord drops to 1 hit point instead.", + "Additionally, effects that kill a creature outright, such as the {@spell power word kill} spell, reduce the deathlord to 1 hit point instead." + ] + }, + { + "name": "Knee Deep in the Dead", + "source": "KaW", + "page": 87, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Undead Dominion (Officer)" + } + ], + "entries": [ + "As a bonus action, an undead dominion officer can take any number of power dice from their domain's pool and create a number of undead minions equal to the total of the dice divided by 2. These minions rise from the ground in unoccupied spaces within 60 feet of the officer. The officer selects the minions that appear, with the undead dominion's domain size determining the maximum challenge rating for each minion, as shown on the following table.", + { + "type": "table", + "colLabels": [ + "Domain Size", + "Maximum Minion CR", + "Example Undead", + "" + ], + "colStyles": [ + "col-1 text-center", + "col-1 text-center", + "col-2 text-left", + "col-9 text-left" + ], + "rows": [ + [ + "1", + "1/4", + "{@creature Skeletons} or {@creature Zombies}", + "" + ], + [ + "2", + "1/2", + "{@creature Shadow}", + "" + ], + [ + "3", + "1", + "{@creature Ghoul} or {@creature specter}", + "" + ], + [ + "4", + "2", + "{@creature Ghast} or {@creature ogre zombie}", + "" + ], + [ + "5", + "3", + "{@creature Mummy} or {@creature wight}", + "" + ] + ] + }, + "The undead act on their own initiative and follow the orders of the officer who summoned them." + ], + "foundryFlags": { + "activation.type": "bonus", + "activation.cost": "1" + } + }, + { + "name": "Rise Up", + "source": "KaW", + "page": 87, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Undead Dominion (Leader)" + } + ], + "entries": [ + "As a bonus action, the leader can take a power die from their domain's pool and unleash an aura of unholy animation. Each corpse within 160 feet of the leader rises as an undead servant under their control, with a number of hit points equal to the number on the power die.", + "Risen creatures that were already undead retain their previous statistics except for their new hit points. New undead raised by this power become {@creature ghouls} if their remains are whole, or {@creature specters} if not." + ], + "foundryFlags": { + "activation.type": "bonus", + "activation.cost": "1" + } + }, + { + "name": "Mass Animate Dead (Special Unit)", + "source": "KaW", + "page": 87, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Undead Dominion (Officer)" + } + ], + "entries": [ + "As a domain action, an officer makes a {@dc 13} Lore test. On a success, the undead dominion musters the Grim Front, a special unit of bloodthirsty undead soldiers.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/RdQ9Yva.jpg`" + }, + "title": "The Grim Front unit card" + } + ] + }, + { + "name": "The Curse Spreads", + "source": "KaW", + "page": 87, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Undead Dominion (Officer)" + } + ], + "entries": [ + "As a domain action, an officer makes a {@dc 14} Lore test. On a success, the officer can choose a number of undead infantry units they control equal to the undead dominion's domain size and give them the following maneuver:", + { + "type": "entries", + "page": 87, + "name": "Infect", + "entries": [ + "As a reaction when an adjacent opposed unit breaks, make a Command test against that unit's Toughness. On a success, the undead dominion immediately reforms the unit with 1 casualty and takes control of it, the unit's type becomes undead, and it gains the Dead and Harrowing traits. The reformed unit acts on the next turn in the initiative order." + ] + } + ] + }, + { + "name": "The Dead Do Not Falter", + "source": "KaW", + "page": 89, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Undead Dominion (Officer)" + } + ], + "entries": [ + "Once per intrigue as a domain bonus action, an officer can make a {@dc 14} Operations test. On a success, the undead dominion has advantage on Operations tests until the end of the intrigue." + ] + }, + { + "name": "Vile Resistance", + "source": "KaW", + "page": 89, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Undead Dominion (Officer)" + } + ], + "entries": [ + "If the undead dominion's Resolve level is 2 or higher before the start of the next combat against the officers of an opposed domain, dominion officers gain the following benefits during the combat: they lose the Sunlight Sensitivity trait if they have it, they are immune to effects that turn undead, and they do not take extra damage from any effect that deals extra damage to undead." + ] + }, + { + "name": "Tideweaver", + "source": "KaW", + "page": 89, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Undersea Colony (Leader)" + } + ], + "entries": [ + "If a creature that cannot breathe underwater starts its turn within 30 feet of the tideweaver, that creature takes {@damage 2d6} cold damage.", + "Additionally, as a bonus action, the tideweaver can target a number of creatures they can see within 30 feet of them equal to the undersea colony's domain size. Each target must succeed on a Strength saving throw or either be pushed 20 feet away from the tideweaver or pulled to within 5 feet of the tideweaver (the tideweaver's choice). The DC for this saving throw is 15 or the tideweaver's spell save DC, whichever is higher." + ], + "foundryFlags": { + "activation.type": "bonus", + "activation.cost": "1" + } + }, + { + "name": "The Bends", + "source": "KaW", + "page": 89, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Undersea Colony (Leader)" + } + ], + "entries": [ + "As an action, the leader can take a power die from their domain's pool and target one creature they can see within 60 feet of them. The target must succeed on a Constitution saving throw with a DC of 8 + the number on the power die or be stunned until the end of the leader's next turn. Constructs, undead, and creatures whose form contains no liquid (such as fire elementals) automatically succeed on this saving throw." + ], + "foundryFlags": { + "activation.type": "action", + "activation.cost": "1" + } + }, + { + "name": "Uncanny Gift", + "source": "KaW", + "page": 89, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Undersea Colony (Officer)" + } + ], + "entries": [ + "As a bonus action, an officer can take a power die from their domain's pool and cast the {@spell eldritch blast} cantrip, using the number on the power die as the spell's attack bonus. The spell creates a number of beams equal to the undersea colony's domain size." + ], + "foundryFlags": { + "activation.type": "bonus", + "activation.cost": "1" + } + }, + { + "name": "Dark Figures Move and Twist", + "source": "KaW", + "page": 90, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Undersea Colony (Officer)" + } + ], + "entries": [ + "If the undersea colony's Communications level is 2 or higher at the end of deployment, an officer can choose a number of ranks on the battlefield equal to the undersea colony's domain size and cover them in fog. This fog has no effect on the undersea colony's units." + ] + }, + { + "name": "Disrupt Shipping", + "source": "KaW", + "page": 90, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Undersea Colony (Officer)" + } + ], + "entries": [ + "As a domain action, an officer makes an Operations test against an opposed domain's Resources. On a success, whenever the undersea colony makes a successful Operations test until the end of the intrigue, in addition to the normal effects for success, they also reduce the opposed domain's Resources level by 1. If the undersea colony is defeated in a battle, the opposed domain's Resources return to normal." + ] + }, + { + "name": "Eerie Insight", + "source": "KaW", + "page": 90, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Undersea Colony (Officer)" + } + ], + "entries": [ + "Once per intrigue as a domain bonus action, an officer can make a Lore test against an opposed domain's Communications. On a success, an officer chooses a number of magic items equal to the undersea colony's domain size that are in the possession of the opposed domain's officers, creating copies of those magic items for the undersea colony's officers. Artifacts cannot be targeted in this way. The copies function only until the end of the next combat encounter in which they are used." + ] + }, + { + "name": "Salt Golems (Special Unit)", + "source": "KaW", + "page": 90, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Undersea Colony (Officer)" + } + ], + "entries": [ + "As a domain action, an officer makes a {@dc 13} Lore test. On a success, the undersea colony musters the Salt Golems, a special unit of constructs made from ultradense salt crystals.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/URnEXzf.jpg" + }, + "title": "Salt Golems unit card" + } + ] + }, + { + "name": "Strike Leader", + "source": "KaW", + "page": 90, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "World Below City-State (Leader)" + } + ], + "entries": [ + "The strike leader can use an action to create a 20-foot-radius sphere of hazy smoke centered on a point within 120 feet of them. The sphere lasts for 1 minute, spreads around corners, and its area is heavily obscured. While the sphere lasts, the strike leader can use a bonus action to move it up to 60 feet in any direction." + ], + "foundryFlags": { + "activation.type": "action", + "activation.cost": "1" + } + }, + { + "name": "Close-Quarters Magic", + "source": "KaW", + "page": 90, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "World Below City-State (Officer)" + } + ], + "entries": [ + "As a bonus action, an officer takes a power die from their domain's pool and teleports up to a number of feet equal to 5 × the number on the die to an unoccupied space they can see." + ], + "foundryFlags": { + "activation.type": "bonus", + "activation.cost": "1" + } + }, + { + "name": "Crawling Toxin", + "source": "KaW", + "page": 90, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "World Below City-State (Officer)" + } + ], + "entries": [ + "When an officer hits with a weapon attack, they can take a power die from their domain's pool and have the attack deal extra poison damage equal to the number on the power die. Any creature that takes this poison damage must succeed on a {@dc 15} Constitution saving throw or be {@condition poisoned} for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + ] + }, + { + "name": "Blades in the Dark", + "source": "KaW", + "page": 91, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "World Below City-State (Officer)" + } + ], + "entries": [ + "Once per intrigue as a domain bonus action, an officer can make an Espionage test against an opposed domain's Communications. On a success, the World Below city-state's Resolve increases by 1, and each unit the opposed domain musters through alliances until the end of the intrigue has its casualty die decreased one step (minimum d4)." + ] + }, + { + "name": "Subterranean Bounty", + "source": "KaW", + "page": 91, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "World Below City-State (Officer)" + } + ], + "entries": [ + "If the World Below city-state's Communications level is 2 or higher at the start of a battle, the level of one other defense of an officer's choice increases by 1." + ] + }, + { + "name": "Tunnel Up", + "source": "KaW", + "page": 91, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "World Below City-State (Officer)" + } + ], + "entries": [ + "As a domain action, an officer makes an Espionage test against an opposed domain's Resources. On a success, during the next deployment, the World Below city-state can place one infantry unit in an unoccupied space in enemy territory." + ] + }, + { + "name": "Worm Knight (Special Unit)", + "source": "KaW", + "page": 91, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "World Below City-State (Officer)" + } + ], + "entries": [ + "As a domain action, an officer makes a DC 13 Operations test. On a success, the World Below city-state musters a Worm Knight, a special unit consisting of a knight atop a battle-trained purple worm.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/88HVCXT.jpg" + }, + "title": "Worm Knight unit card" + } + ] + } + ], + "feat": [ + { + "name": "Tactical Leader", + "source": "KaW", + "page": 104, + "entries": [ + "Each unit you control has +2 to Attack." + ] + }, + { + "name": "Agile Leader", + "source": "KaW", + "page": 104, + "entries": [ + "Each unit you control has +2 to Defense." + ] + }, + { + "name": "Lead from the Front", + "source": "KaW", + "page": 104, + "entries": [ + "Each unit you control has +2 to Power." + ] + }, + { + "name": "Unstoppable Leader", + "source": "KaW", + "page": 104, + "entries": [ + "Each unit you control has +2 to Toughness." + ] + }, + { + "name": "Persuasive Leader", + "source": "KaW", + "page": 104, + "entries": [ + "Each unit you control has +2 to Morale." + ] + }, + { + "name": "Strategic Leader", + "source": "KaW", + "page": 104, + "entries": [ + "Each unit you control has +2 to Command." + ] + } + ] } \ No newline at end of file From 93211a09ecfa25d5e224f0ac4f5d3a19891d5e85 Mon Sep 17 00:00:00 2001 From: Billiam9420 Date: Fri, 8 Sep 2023 13:43:58 -0400 Subject: [PATCH 40/65] more martial advantages --- .../MCDM Productions; Kingdoms & Warfare.json | 517 ++++++++++++++++++ 1 file changed, 517 insertions(+) diff --git a/book/MCDM Productions; Kingdoms & Warfare.json b/book/MCDM Productions; Kingdoms & Warfare.json index 8a7acf84ee..24c24f8edc 100644 --- a/book/MCDM Productions; Kingdoms & Warfare.json +++ b/book/MCDM Productions; Kingdoms & Warfare.json @@ -5654,6 +5654,523 @@ ] } ] + }, + { + "type": "entries", + "name": "Fighter Martial Advantages", + "page": 114, + "entries": [ + "Fighters excel in warfare. Their soldiers are the most highly trained on the battlefield, and they know an astonishing range of techniques to direct and engage troops in the middle of a battle.", + { + "type": "table", + "colLabels": [ + "Domain Size", + "Martial Advantages", + "" + ], + "colStyles": [ + "col-1 text-center", + "col-3 text-left", + "col-6 text-left" + ], + "rows": [ + [ + "1", + "Heavy Training, Martial Rally" + ], + [ + "2", + "Strafe" + ], + [ + "3", + "Charge" + ], + [ + "4", + "Volley" + ], + [ + "5", + "Field Promotion" + ] + ] + }, + { + "type": "item", + "name": "Heavy Training", + "entries": [ + "Each medium, heavy, and super-heavy infantry unit this commander controls inflicts 1 additional casualty on a successful Power test." + ] + }, + { + "type": "item", + "name": "Martial Rally", + "entries": [ + "At the beginning of this commander's turn, a broken unit the commander controls that has not already been rallied can make a DC 13 Morale test. On a success, it gains {@dice 1d4} casualties and is returned to the battlefield according to normal deployment rules. Additionally, the unit gets two activations this turn, instead of one." + ] + }, + { + "type": "item", + "name": "Strafe", + "entries": [ + "Each aerial and cavalry unit this commander controls has the {@book Strafe|KaW|3|Strafe} maneuver (page 110)." + ] + }, + { + "type": "item", + "name": "Charge", + "entries": [ + "When any cavalry unit this commander controls makes a successful Power test as part of an attack, that unit can use a reaction to deal 1 casualty to any unit opposite it." + ] + }, + { + "type": "item", + "name": "Volley", + "entries": [ + "Each artillery and cavalry unit this commander controls has the {@book Volley|KaW|3|Volley} maneuver (page 110)." + ] + }, + { + "type": "item", + "name": "Field Promotion", + "entries": [ + "Once per battle, as a reaction to a unit this commander controls diminishing or breaking an opposed unit, increase that unit's Attack, Power, Morale, and Command by 2, and the unit gains one additional attack. At the end of the current battle, it loses these bonuses." + ] + } + ] + }, + { + "type": "entries", + "name": "Illrigger Martial Advantages", + "page": 114, + "entries": [ + "The {@class illrigger|ILL} is a fighting hellknight whose soldiers call upon fell powers to terrify their enemies. (A PDF containing the Illrigger class is available on the MCDM store at {@link shop.mcdmproductions.com|https://shop.mcdmproductions.com/products/illrigger-class}.)", + { + "type": "table", + "colLabels": [ + "Domain Size", + "Martial Advantages", + "" + ], + "colStyles": [ + "col-1 text-center", + "col-3 text-left", + "col-6 text-left" + ], + "rows": [ + [ + "1", + "Death Commandos, Infernal Rally" + ], + [ + "2", + "Terror Troops" + ], + [ + "3", + "Scroll of Hellfire" + ], + [ + "4", + "Execution" + ], + [ + "5", + "The Ruin of the World" + ] + ] + }, + { + "type": "item", + "name": "Death Commandos", + "entries": [ + "When any infantry unit this commander controls succeeds on a Power test as part of an attack, the target unit must succeed on a DC 13 Morale test or suffer 1 additional casualty." + ] + }, + { + "type": "item", + "name": "Infernal Rally", + "entries": [ + "At the beginning of this commander's turn, a broken unit the commander controls that has not already been rallied can make a DC 13 Morale test. On a success, it gains {@dice 1d4} casualties and is returned to the battlefield according to normal deployment rules. Additionally, the unit gains an additional attack, has +1 to movement, and has advantage on Attack tests and Power tests. At the end of each activation, decrement the unit's casualty die." + ] + }, + { + "type": "item", + "name": "Terror Troops", + "entries": [ + "Infantry and cavalry units this commander controls have the {@book Harrowing trait|KaW|3|Unit Traits}." + ] + }, + { + "type": "item", + "name": "Scroll of Hellfire", + "entries": [ + "As an action, the unit with this scroll chooses a target unit, which must make a Power test (DC = 13 + DS). The unit gains 4 fire tokens on a failure, or 2 fire tokens on a success. Each fire token inflicts 1 casualty." + ] + }, + { + "type": "item", + "name": "Execution", + "entries": [ + "As an action, a unit controlled by this commander chooses an allied unit with 1 casualty. That unit disbands, and one unit this commander controls has advantage on Attack tests and Power tests until the end of the battle." + ] + }, + { + "type": "item", + "name": "The Ruin of the World", + "entries": [ + "As an action, a unit this commander controls causes all allied cavalry units to immediately activate in any order. On this activation, whenever one of those units resolves an Attack test, that unit can decrement its casualty die and make an immediate free attack. It can continue doing so as long as it has casualties remaining." + ] + } + ] + }, + { + "type": "entries", + "name": "Monk Martial Advantages", + "page": 115, + "entries": [ + "Monks work closely with the common folk, training them to defend themselves against cruel overlords. They rarely train heavily armed or armored troops, but their levies fight as well as any infantry, and cavalry fear all units trained by a monk.", + { + "type": "table", + "colLabels": [ + "Domain Size", + "Martial Advantages", + "" + ], + "colStyles": [ + "col-1 text-center", + "col-3 text-left", + "col-6 text-left" + ], + "rows": [ + [ + "1", + "Hidden Reserves, Levy Training" + ], + [ + "2", + "Mobility Trap" + ], + [ + "3", + "Focused Resolve" + ], + [ + "4", + "Like Water" + ], + [ + "5", + "Mind over Body" + ] + ] + }, + { + "type": "item", + "name": "Hidden Reserves", + "entries": [ + "A reaction to breaking, an artillery or infantry unit this commander controls can roll a d4. The unit does not break, and remains in its space with casualties equal to the result of the roll. Each unit can use this martial advantage once per battle." + ] + }, + { + "type": "item", + "name": "Levy Training", + "entries": [ + "Each unit of levies this commander controls has +2 to Attack, +2 to Power, and +1 to damage, and has advantage on the Command test for the {@book Set for Charge|Kaw|3|Set for Charge} maneuver (page 110)." + ] + }, + { + "type": "item", + "name": "Mobility Trap", + "entries": [ + "Each light infantry unit this commander controls has the {@book Mobility Trap|Kaw|3|Mobility Trap} maneuver (page 109)." + ] + }, + { + "type": "item", + "name": "Focused Resolve", + "entries": [ + "Each unit this commander controls has advantage on Power tests to resist battle magic. Additionally, as a reaction to activating, each infantry and artillery unit this commander controls can remove one token before that token's effects are resolved." + ] + }, + { + "type": "item", + "name": "Like Water", + "entries": [ + "Choose a light infantry unit this commander controls, and an opposed unit that is adjacent to the infantry unit and has an empty space opposite it. If this unit succeeds on a DC 15 Command test made as an action, it moves through the opposed unit into the empty space opposite it, and the opposed unit suffers 1 casualty." + ] + }, + { + "type": "item", + "name": "Mind over Body", + "entries": [ + "Once per battle as a reaction when a unit this commander controls finishes its activation, that unit selects all the units this commander controls. Power tests against each of the selected units fail until the unit's next activation." + ] + } + ] + }, + { + "type": "entries", + "name": "Paladin Martial Advantages", + "page": 115, + "entries": [ + "When the paladin calls, soldiers answer. Troops loyal to these dedicated warriors fight with fervor, and enemies fear facing them—especially cavalry trained by a paladin, which are among the most effective forces on the field.", + { + "type": "table", + "colLabels": [ + "Domain Size", + "Martial Advantages", + "" + ], + "colStyles": [ + "col-1 text-center", + "col-3 text-left", + "col-6 text-left" + ], + "rows": [ + [ + "1", + "Righteous, Templar's Rally" + ], + [ + "2", + "Scroll of Clarity" + ], + [ + "3", + "Cavaliers, Hell's Hammer" + ], + [ + "4", + "Blessing of Speed" + ], + [ + "5", + "Scroll of Templar's Blessing" + ] + ] + }, + { + "type": "item", + "name": "Righteous", + "entries": [ + "When any unit this commander controls succeeds on a Morale test, it can use a reaction to gain advantage on its next Attack test. Additionally, any opposed unit diminished by a unit this commander controls has disadvantage on the Morale test." + ] + }, + { + "type": "item", + "name": "Templar's Rally", + "entries": [ + "At the beginning of this commander's turn, a broken unit the commander controls that has not already been rallied makes a DC 13 Morale test. On a success, it gains {@dice 1d4} casualties and is returned to the battlefield according to normal deployment rules. Additionally, the unit has +2 to Attack and Power until the end of the battle." + ] + }, + { + "type": "item", + "name": "Scroll of Clarity", + "entries": [ + "As an action, the unit with this scroll chooses a number of units equal to this commander's proficiency bonus. Roll a {@dice d4}. Each unit's casualty die is incremented by that amount." + ] + }, + { + "type": "item", + "name": "Cavaliers", + "entries": [ + "Each cavalry unit this commander controls has advantage on Attack tests and +1 to damage." + ] + }, + { + "type": "item", + "name": "Hell's Hammer", + "entries": [ + "Each infantry and cavalry unit this commander controls has advantage on Power tests against any undead or fiend unit." + ] + }, + { + "type": "item", + "name": "Blessing of Speed", + "entries": [ + "Each infantry unit this commander controls can make one additional attack." + ] + }, + { + "type": "item", + "name": "Scroll of Templar's Blessing", + "entries": [ + "As an action, the unit with this scroll chooses a unit. Until the end of the battle, that unit's size increases by 2 (but not above 12), it gains one additional attack, and it automatically succeeds on Command tests." + ] + } + ] + }, + { + "type": "entries", + "name": "Ranger Martial Advantages", + "page": 116, + "entries": [ + "Taking advantage of a ranger's experience in the wilds, ranger-trained troops are used to operating behind enemy lines and in hostile terrain. Moreover, the skill of their archer units are legendary.", + { + "type": "table", + "colLabels": [ + "Domain Size", + "Martial Advantages", + "" + ], + "colStyles": [ + "col-1 text-center", + "col-3 text-left", + "col-6 text-left" + ], + "rows": [ + [ + "1", + "Archery Training, Scout Training" + ], + [ + "2", + "Rough Terrain Training" + ], + [ + "3", + "Find Cover" + ], + [ + "4", + "Pin Them Down" + ], + [ + "5", + "Coordinated Fire" + ] + ] + }, + { + "type": "item", + "name": "Archery Training", + "entries": [ + "Each artillery unit this commander controls has advantage on Power tests." + ] + }, + { + "type": "item", + "name": "Scout Training", + "entries": [ + "Choose a number of light infantry units this commander controls equal to half the commander's domain size rounded up. Each of those units has the Scouts trait (see {@book Unit Traits|KaW|3|Unit Traits})." + ] + }, + { + "type": "item", + "name": "Rough Terrain Training", + "entries": [ + "Any unit this commander controls cannot become disorganized. Additionally, each unit this commander controls ignores terrain penalties, and has +1 to movement in normal terrain." + ] + }, + { + "type": "item", + "name": "Find Cover", + "entries": [ + "Each unit this commander controls has the {@book Find Cover|KaW|3|Find Cover}} maneuver (page 109)." + ] + }, + { + "type": "item", + "name": "Pin Them Down", + "entries": [ + "When any artillery unit this commander controls makes a successful Attack test against another unit, that unit takes −1 to movement until the end of its next activation." + ] + }, + { + "type": "item", + "name": "Coordinated Fire", + "entries": [ + "As a reaction to being activated, any artillery unit this commander controls can choose an opposed unit. Each allied artillery unit that succeeds on a DC 8 Command test can immediately attack the opposed unit." + ] + } + ] + }, + { + "type": "entries", + "name": "Rogue Martial Advantages", + "page": 116, + "entries": [ + "Soldiers trained by a rogue are highly mobile and well skilled in the use of dirty tricks. Rogue-trained scouts might not last long behind enemy lines, but they will wreak havoc while they stand.", + { + "type": "table", + "colLabels": [ + "Domain Size", + "Martial Advantages", + "" + ], + "colStyles": [ + "col-1 text-center", + "col-3 text-left", + "col-6 text-left" + ], + "rows": [ + [ + "1", + "Mobility Training, Skirmishers" + ], + [ + "2", + "Poison Arrows" + ], + [ + "3", + "Scout Training" + ], + [ + "4", + "Feint" + ], + [ + "5", + "Infiltrators" + ] + ] + }, + { + "type": "item", + "name": "Mobility Training", + "entries": [ + "Each light infantry unit this commander controls automatically succeeds on the Command test for the {@book Follow Up|KaW|3|Follow Up}} maneuver (page 109) and can immediately make an attack against an adjacent opposed unit when it completes that maneuver." + ] + }, + { + "type": "item", + "name": "Skirmishers", + "entries": [ + "If any infantry or artillery unit this commander controls moves before it attacks, it has +2 to Attack tests for that activation, and it can immediately move 1 space after it attacks." + ] + }, + { + "type": "item", + "name": "Poison Arrows", + "entries": [ + "When any artillery unit this commander controls succeeds on a Power test as part of an attack, it places one poison token on the target unit. Each poison token inflicts 1 casualty." + ] + }, + { + "type": "item", + "name": "Scout Training", + "entries": [ + "Choose a number of light infantry units this commander controls equal to half the commander's domain size rounded up. Each of those units has the Scouts trait (see {@book Unit Traits|KaW|3|Unit Traits})." + ] + }, + { + "type": "item", + "name": "Feint", + "entries": [ + "Each infantry and artillery unit this commander controls has the {@book Feint|KaW|3|Feint}} maneuver (page 109)." + ] + }, + { + "type": "item", + "name": "Infiltrators", + "entries": [ + "Once per battle as a reaction to activating, a unit this commander controls can choose a diminished opposed infantry unit adjacent to that unit. This commander takes control of the opposed unit." + ] + } + ] } ] } From 403d45d39300944530217effbd539d608b6f8d39 Mon Sep 17 00:00:00 2001 From: Billiam9420 Date: Mon, 11 Sep 2023 15:41:32 -0400 Subject: [PATCH 41/65] Martial Advantages finished --- .../MCDM Productions; Kingdoms & Warfare.json | 258 +++++++++++++++++- 1 file changed, 257 insertions(+), 1 deletion(-) diff --git a/book/MCDM Productions; Kingdoms & Warfare.json b/book/MCDM Productions; Kingdoms & Warfare.json index 24c24f8edc..bbabd208bb 100644 --- a/book/MCDM Productions; Kingdoms & Warfare.json +++ b/book/MCDM Productions; Kingdoms & Warfare.json @@ -20,7 +20,8 @@ "DTTL": "Domain Title", "DPWR": "Domain Power", "DFTR": "Domain Feature" - } + }, + "status": "wip" }, "book": [ { @@ -6171,6 +6172,261 @@ ] } ] + }, + { + "type": "entries", + "name": "Sorcerer Martial Advantages", + "page": 117, + "entries": [ + "Specializing in battle magic, sorcerers craft scrolls and wands designed to inflict maximum damage to as many units as possible, and can take down even the most hardened soldiers.", + { + "type": "table", + "colLabels": [ + "Domain Size", + "Martial Advantages", + "" + ], + "colStyles": [ + "col-1 text-center", + "col-3 text-left", + "col-6 text-left" + ], + "rows": [ + [ + "1", + "Sorcerous Training, Wand of Fire" + ], + [ + "2", + "Invisibility" + ], + [ + "3", + "Scroll of Translocation" + ], + [ + "4", + "Fire Shield" + ], + [ + "5", + "Scroll of Earthquake" + ] + ] + }, + { + "type": "item", + "name": "Sorcerous Training", + "entries": [ + "Each unit this commander controls has advantage on Power tests to resist battle magic and the traits of special units." + ] + }, + { + "type": "item", + "name": "Wand of Fire", + "entries": [ + "As an action, the unit with this wand targets an opposed unit, which must succeed on a Power test (DC = 13 + DS) or suffer 1 casualty and gain one fire token. Each fire token inflicts 1 casualty." + ] + }, + { + "type": "item", + "name": "Invisibility", + "entries": [ + "Each unit this commander controls starts the battle hidden. A unit ceases to be hidden when it inflicts 1 or more casualties on another unit." + ] + }, + { + "type": "item", + "name": "Scroll of Translocation", + "entries": [ + "As an action, the unit with this scroll chooses a unit in any rank and moves it into any empty space on the battlefield. If this unit is an opposed unit, it can succeed on a Power test (DC = 11 + DS) to avoid being moved." + ] + }, + { + "type": "item", + "name": "Fire Shield", + "entries": [ + "When any opposed infantry, cavalry, or aerial unit makes a successful Attack test against a unit this commander controls, that opposed unit must succeed on a Power test (DC = 13 + DS) or suffer 1 casualty." + ] + }, + { + "type": "item", + "name": "Sorcerous Training", + "entries": [ + "As an action, the unit with this scroll chooses a rank on the battlefield. Each unit in that rank must succeed on a Power test (DC = 13 + DS) or suffer 2 casualties and become disorganized." + ] + } + ] + }, + { + "type": "entries", + "name": "Warlock Martial Advantages", + "page": 117, + "entries": [ + "A warlock's dread patron empowers highly diverse battle magic, letting them reshape the battlefield, protect their soldiers, and terrorize enemies.", + { + "type": "table", + "colLabels": [ + "Domain Size", + "Martial Advantages", + "" + ], + "colStyles": [ + "col-1 text-center", + "col-3 text-left", + "col-6 text-left" + ], + "rows": [ + [ + "1", + "Scroll of Illusory Soldiers, Wand of Acid Pool" + ], + [ + "2", + "Patron's Curse" + ], + [ + "3", + "Scroll of Blood Magic" + ], + [ + "4", + "Flaming Hooves" + ], + [ + "5", + "Scroll of Hell's Maw" + ] + ] + }, + { + "type": "item", + "name": "Scroll of Illusory Soldiers", + "entries": [ + "As a reaction to the end of deployment, the unit with this scroll creates an illusory duplicate of a unit this commander controls. The new unit has all the same stats and traits as the original unit, except it has half the original unit's casualties, can't gain more casualties than this number, and is always diminished." + ] + }, + { + "type": "item", + "name": "Wand of Acid Pool", + "entries": [ + "As an action, the unit with this wand chooses a space and puts an acid token there. Any unit that moves into that space or starts its turn there suffers casualties equal to the number of acid tokens in the space, then removes one acid token." + ] + }, + { + "type": "item", + "name": "Patron's Curse", + "entries": [ + "If any heavy or super-heavy unit this commander controls makes a successful Power test made as part of an attack, the target unit is disoriented until the end of its next activation." + ] + }, + { + "type": "item", + "name": "Scroll of Blood Magic", + "entries": [ + "As an action, the unit with this scroll chooses a number of diminished allied units equal to this commander's proficiency bonus. Each unit can immediately make an attack against a legal target. If the Attack test is successful, the unit has advantage on its Power test." + ] + }, + { + "type": "item", + "name": "Flaming Hooves", + "entries": [ + "Whenever a cavalry unit this commander controls succeeds on a Power test made as part of an attack, add a fire token to the unit targeted by the test. The fire token inflicts 1 casualty." + ] + }, + { + "type": "item", + "name": "Scroll of Hell's Maw", + "entries": [ + "As an action, the unit with this scroll chooses an opposed unit, which must make a Power test (DC = 15 + DS). On a success, the unit suffers {@dice 1d6} casualties. On a failure, the unit is consumed and disbands." + ] + } + ] + }, + { + "type": "entries", + "name": "Wizard Martial Advantages", + "page": 118, + "entries": [ + "Few armies can stand resolved to fight while a wizard's lightning rips through them or opposed units appear from thin air to attack. A wizard specializes in battle magic that can both protect the troops they train and let their units unleash cataclysmic power upon the battlefield.", + { + "type": "table", + "colLabels": [ + "Domain Size", + "Martial Advantages", + "" + ], + "colStyles": [ + "col-1 text-center", + "col-3 text-left", + "col-6 text-left" + ], + "rows": [ + [ + "1", + "Arrows of Dancing Lights, Wand of Lightning Storm" + ], + [ + "2", + "Wall of Fire" + ], + [ + "3", + "Scroll of Translocation" + ], + [ + "4", + "Antimagic Shield" + ], + [ + "5", + "Scroll of Cataclysm" + ] + ] + }, + { + "type": "item", + "name": "Arrows of Dancing Lights", + "entries": [ + "When any artillery unit this commander controls succeeds on an Attack test against an opposed unit, each allied unit attacking that opposed unit has advantage on Attack tests until the end of the opposed unit's next activation." + ] + }, + { + "type": "item", + "name": "Wand of Lightning Storm", + "entries": [ + "As an action, the unit with this wand chooses a target unit. That target unit and each unit adjacent to it must succeed on a Power test (DC = 11 + DS) or suffer 1 casualty." + ] + }, + { + "type": "item", + "name": "Wall of Fire", + "entries": [ + "As a reaction to the end of deployment, choose four adjacent spaces on the battlefield and note the line along one edge of those spaces. Any opposed unit that crosses that line suffers {@dice 1d4} casualties." + ] + }, + { + "type": "item", + "name": "Scroll of Translocation", + "entries": [ + "As an action, the unit with this scroll chooses a unit in any rank and moves it into any empty space on the battlefield. If this unit is an opposed unit, it can succeed on a Power test (DC = 11 + DS) to avoid being moved." + ] + }, + { + "type": "item", + "name": "Antimagic Shield", + "entries": [ + "Each unit this commander controls is immune to the effects of wands and scrolls, and automatically succeeds on any Power test against the traits of opposed units." + ] + }, + { + "type": "item", + "name": "Scroll of Cataclysm", + "entries": [ + "As an action, the unit with this scroll chooses 5 ranks that are adjacent to each other. Each unit in each of these ranks must succeed on a Power test (DC = 13 + DS) or suffer 1 casualty and become disorganized." + ] + } + ] } ] } From 8776b6ce883a3fbdca60fe66f775ad9942af5bab Mon Sep 17 00:00:00 2001 From: Billiam9420 Date: Mon, 11 Sep 2023 16:13:13 -0400 Subject: [PATCH 42/65] Kaw->KaW fix --- .../MCDM Productions; Kingdoms & Warfare.json | 26 +++++++++---------- 1 file changed, 13 insertions(+), 13 deletions(-) diff --git a/book/MCDM Productions; Kingdoms & Warfare.json b/book/MCDM Productions; Kingdoms & Warfare.json index bbabd208bb..ffc0a67e8d 100644 --- a/book/MCDM Productions; Kingdoms & Warfare.json +++ b/book/MCDM Productions; Kingdoms & Warfare.json @@ -279,7 +279,7 @@ "name": "Glossary of Terms", "page": 5, "entries": [ - "This section collects the terminology underlying the domains, intrigue, and warfare systems at the heart of the book. As you read the rules for the first time, you might want to refer back here to check unfamiliar terms—or to flip forward to the {@book Heroic Organizations|Kaw|2|Heroic Organizations} and {@book NPC Realms|KaW|2|NPC Realms} sections, and to the {@book Warfare|KaW|3} chapter, to see how these terms play out in the rules.", + "This section collects the terminology underlying the domains, intrigue, and warfare systems at the heart of the book. As you read the rules for the first time, you might want to refer back here to check unfamiliar terms—or to flip forward to the {@book Heroic Organizations|KaW|2|Heroic Organizations} and {@book NPC Realms|KaW|2|NPC Realms} sections, and to the {@book Warfare|KaW|3} chapter, to see how these terms play out in the rules.", { "type": "entries", "name": "Domains & Intrigue", @@ -825,7 +825,7 @@ "page": 23, "entries": [ "Heroic organizations and NPC realms can acquire strongholds and other fortifications during the course of a campaign in any number of ways. The characters might seize enemy fortifications after a successful battle (or have their own fortifications seized by a villainous realm), claim fortifications as a reward for adventuring, or find some other means of acquiring an existing fortified site.", - "A domain can also build specific battle-ready fortifications (as discussed in {@b Fortifications} in the {@book Warfare|Kaw|3} chapter) in any space on a battlefield the domain controls. Doing so during intrigue requires a successful Operations test made as a domain action. A successful DC 11 test is required to build a stone fence, while a successful DC 13 test is required to build a tower. Multiple fences and towers can then be put together in different configurations to build castles, keeps, and other fortifications.", + "A domain can also build specific battle-ready fortifications (as discussed in {@b Fortifications} in the {@book Warfare|KaW|3} chapter) in any space on a battlefield the domain controls. Doing so during intrigue requires a successful Operations test made as a domain action. A successful DC 11 test is required to build a stone fence, while a successful DC 13 test is required to build a tower. Multiple fences and towers can then be put together in different configurations to build castles, keeps, and other fortifications.", "The GM decides the time scale it takes to build a fortification, but here are some typical guidelines:", { "type": "list", @@ -895,7 +895,7 @@ "name": "Special Units", "page": 24, "entries": [ - "Every type of domain has an action it can use to summon a special unit consisting of rare and powerful creatures. These include such units as the Crew, a unique group of roguish heroes that an underworld syndicate organization can muster; the drake-mounted knights known as the Praetores Draconis, mustered by a draconic empire realm; and many more. See {@book Heroic Organizations|Kaw|2|Heroic Organizations} (page 31) and {@book NPC Realms|Kaw|2|NPC Realms} (page 65) later in this chapter for full details.", + "Every type of domain has an action it can use to summon a special unit consisting of rare and powerful creatures. These include such units as the Crew, a unique group of roguish heroes that an underworld syndicate organization can muster; the drake-mounted knights known as the Praetores Draconis, mustered by a draconic empire realm; and many more. See {@book Heroic Organizations|KaW|2|Heroic Organizations} (page 31) and {@book NPC Realms|KaW|2|NPC Realms} (page 65) later in this chapter for full details.", "A domain can muster a special unit once per intrigue. If an attempt to muster a special unit fails, additional attempts can be made in the same intrigue until successful. When the battle in which a special unit is used ends, the unit leaves the control of the domain, heading off on important business, returning to its home plane, and so forth. A special unit can be mustered again during a new intrigue, responding when duty calls.", "A domain can make use of other special units in addition to the unit it can muster, by making use of the Diplomacy domain skill (as discussed earlier in this chapter). By talking to the leaders of NPC realms, the players (and their enemies) can see if those realms are willing to lend their own special units for a battle." ] @@ -5878,14 +5878,14 @@ "type": "item", "name": "Levy Training", "entries": [ - "Each unit of levies this commander controls has +2 to Attack, +2 to Power, and +1 to damage, and has advantage on the Command test for the {@book Set for Charge|Kaw|3|Set for Charge} maneuver (page 110)." + "Each unit of levies this commander controls has +2 to Attack, +2 to Power, and +1 to damage, and has advantage on the Command test for the {@book Set for Charge|KaW|3|Set for Charge} maneuver (page 110)." ] }, { "type": "item", "name": "Mobility Trap", "entries": [ - "Each light infantry unit this commander controls has the {@book Mobility Trap|Kaw|3|Mobility Trap} maneuver (page 109)." + "Each light infantry unit this commander controls has the {@book Mobility Trap|KaW|3|Mobility Trap} maneuver (page 109)." ] }, { @@ -10477,7 +10477,7 @@ }, { "name": "Deceiver", - "source": "Kaw", + "source": "KaW", "page": 80, "featureType": [ "DTTL" @@ -10507,7 +10507,7 @@ }, { "name": "Defiler", - "source": "Kaw", + "source": "KaW", "page": 80, "featureType": [ "DTTL" @@ -10524,7 +10524,7 @@ }, { "name": "Doom Curse", - "source": "Kaw", + "source": "KaW", "page": 80, "featureType": [ "DPWR" @@ -10544,7 +10544,7 @@ }, { "name": "Hellfire", - "source": "Kaw", + "source": "KaW", "page": 80, "featureType": [ "DPWR" @@ -10560,7 +10560,7 @@ }, { "name": "Face Dancers", - "source": "Kaw", + "source": "KaW", "page": 80, "featureType": [ "DFTR" @@ -10576,7 +10576,7 @@ }, { "name": "Inferno Artillery", - "source": "Kaw", + "source": "KaW", "page": 80, "featureType": [ "DFTR" @@ -10592,7 +10592,7 @@ }, { "name": "Led by the Nose", - "source": "Kaw", + "source": "KaW", "page": 80, "featureType": [ "DFTR" @@ -10608,7 +10608,7 @@ }, { "name": "Summon the Pale Riders (Special Unit)", - "source": "Kaw", + "source": "KaW", "page": 80, "featureType": [ "DFTR" From 59897170d5c2e2db8bacf4ad52f0d539f7e6912b Mon Sep 17 00:00:00 2001 From: Billiam9420 Date: Mon, 11 Sep 2023 17:17:18 -0400 Subject: [PATCH 43/65] finally using node.js, schema errors fixed --- .../MCDM Productions; Kingdoms & Warfare.json | 370 +++++++++--------- 1 file changed, 175 insertions(+), 195 deletions(-) diff --git a/book/MCDM Productions; Kingdoms & Warfare.json b/book/MCDM Productions; Kingdoms & Warfare.json index ffc0a67e8d..f7b448ae44 100644 --- a/book/MCDM Productions; Kingdoms & Warfare.json +++ b/book/MCDM Productions; Kingdoms & Warfare.json @@ -21,7 +21,9 @@ "DPWR": "Domain Power", "DFTR": "Domain Feature" }, - "status": "wip" + "status": "wip", + "dateAdded": 1694466271, + "dateLastModified": 1694466271 }, "book": [ { @@ -156,12 +158,12 @@ "But which elves? Surely a forest this big is an important asset, and some elven court considers it their realm. Their domain. And if not, that's probably because it's contested! A hot or cold war over ancient elven boundaries! Drama!", "Or maybe the forest belongs to an order of powerful druids. Maybe they keep it deliberately wild and pool their resources to ensure no single civilization takes it over! Well, those druids would be just another domain.", "That's how my mind worked then, and how it still works. It's okay if some places aren't controlled by anyone. But then, as now, when I see a map of a fantasy world and there are no political boundaries, no answers, no information to tell me, \"Who's in charge?\" anywhere, I get disappointed. I feel like...there's a layer of information missing.", - "To date, there's never been an edition of the world's most popular roleplaying game whose core rules took the idea of different domains—whether those are counts and dukes and queens, or druid enclaves, wizard circles, or knightly orders—and gave them mechanical features. Not just, \"Oh, you get this one feature if you join this organization,\" but rules for letting different organizations engage in planning, conspiracy, and conflict the way people do.", + "To date, there's never been an edition of the world's most popular roleplaying game whose core rules took the idea of different domains\u2014whether those are counts and dukes and queens, or druid enclaves, wizard circles, or knightly orders\u2014and gave them mechanical features. Not just, \"Oh, you get this one feature if you join this organization,\" but rules for letting different organizations engage in planning, conspiracy, and conflict the way people do.", "That's what this book tries to do. I wanted to give you the tools to add organizations and warfare to your games and make doing so fun. When players think about their own party of heroes, even without changing anything about their characters, I hope they'll recognize at least one of the organizations or specializations in here as fitting their group.2 When GMs see all the different NPC realms in the book, I hope they'll want to run new adventures with a hag coven as the villain, building a secret army in the swamp. Or an evil empire run by an immortal dragon. A draconic tyranny!", - "When players choose an organization and a specialization, their characters gain new mechanical features—but they'll also feel more like a formal group. They'll have to communicate more to use their new domain powers, and will argue about how best to use domain features during a new phase of the game, called intrigue. Everyone will communicate, argue, and compromise—just like the members of a real organization.", + "When players choose an organization and a specialization, their characters gain new mechanical features\u2014but they'll also feel more like a formal group. They'll have to communicate more to use their new domain powers, and will argue about how best to use domain features during a new phase of the game, called intrigue. Everyone will communicate, argue, and compromise\u2014just like the members of a real organization.", "This book will give the heroes and villains in your games more influence, more impact. Their reach will extend beyond the end of their swords or the range of their spells. The party's agents can go out and spy, research, build, and negotiate, all while the heroes are dungeon delving. And of course, when those heroes discover that another domain is building an army to march against the people who look to them for leadership, they can build their own army and prepare for war!", "This book might not be for everyone. But if any of the above sounds cool to you, we think you'll like it.", - "—Matt Colville", + "\u2014Matt Colville", "Orange County, CA", "2021" ] @@ -173,13 +175,13 @@ "entries": [ "There's a lot in this book, but what's here ultimately boils down to two systems: intrigue and warfare.", "{@b Intrigue} is conflict between two domains. A holy church versus a mystic circle. The Knights Templar against a dragon tyrant. A bunch of disorganized misfit adventurers against a nation of undead!", - "A {@b domain} is a pretty simple thing as a game concept. It's got four skills. It uses actions and reactions and bonus actions, just like characters and monsters. It has three defenses, but no hit points. The only way to \"kill\" a domain is to neutralize its officers—although some might escape and start a new domain for the sequel campaign! A domain could be a kingdom, thieves' guild, or druid circle!", + "A {@b domain} is a pretty simple thing as a game concept. It's got four skills. It uses actions and reactions and bonus actions, just like characters and monsters. It has three defenses, but no hit points. The only way to \"kill\" a domain is to neutralize its officers\u2014although some might escape and start a new domain for the sequel campaign! A domain could be a kingdom, thieves' guild, or druid circle!", "An intrigue only ever takes place between two domains. That makes the system simple and easy to keep track of. Other domains might get involved, but purely as allies, lending aid. Of course, depending on the adventure, it's possible that a particular intrigue is just a prelude to another larger intrigue as the characters discover the villainous realm they just defeated was only a pawn in an even larger game....", "Alongside the intrigue system, the book presents eight different heroic organizations (each of which can be customized with three specializations) and sixteen different NPC realms to use as allies, neutral observers, or enemies.", "{@b Warfare} is conflict between units of soldiers and monsters. Along with rules for warfare, you'll find seventy-eight special units in this book and another sixty-four in the special unit deck available on our store (at {@i mcdmproductions.com/warfare-deck}).", "So while it might look like an enormous amount of stuff in here at first glance, it's really just two systems, each relatively straightforward, and then a ton of options for those systems.", "The book also contains a handful of new items that can affect intrigue or warfare. And because they were popular in {@book Strongholds & Followers|SaF}, you get some new legendary artifacts called the codices. (Warning! They will unravel the fabric of reality!)", - "Strongholds & Followers presented six courts of extraplanar creatures that the gods might send to aid characters in battle if their faith is strong enough. Those were so popular that we expanded them with three additional courts—devils, demons, and undead. New monsters! Some of these creatures use the action-oriented design philosophy mentioned in \"Running the Game #83,\" designed to make it easier for a GM to use a single monster to challenge an entire party.", + "Strongholds & Followers presented six courts of extraplanar creatures that the gods might send to aid characters in battle if their faith is strong enough. Those were so popular that we expanded them with three additional courts\u2014devils, demons, and undead. New monsters! Some of these creatures use the action-oriented design philosophy mentioned in \"Running the Game #83,\" designed to make it easier for a GM to use a single monster to challenge an entire party.", "Finally, there's an adventure designed to help you use and understand these rules. It's basically a big, detailed example of how the intrigue and warfare systems can work.", { "type": "entries", @@ -187,13 +189,13 @@ "page": 1, "entries": [ "First, you should check out the {@b Glossary of Terms} section, which covers all the new terms the book uses. Don't worry about reading the whole thing, but just skimming it to familiarize yourself with the concepts will help a lot. And you can always refer back to the glossary if you're looking for a quick definition.", - "One of the design goals of this book was to make as few assumptions as possible about your game. You can start using these rules right now, with your existing characters in the middle of your current campaign—or even right in the middle of an adventure. In fact, we hope these rules take your group and your adventures and elevate them, granting everything a broader scope and a feeling of raising the stakes. In a world where the forces of powerful domains vie for control of ancient artifacts and forgotten lore, every adventuring party and their enemies can now be listed among those domains.", + "One of the design goals of this book was to make as few assumptions as possible about your game. You can start using these rules right now, with your existing characters in the middle of your current campaign\u2014or even right in the middle of an adventure. In fact, we hope these rules take your group and your adventures and elevate them, granting everything a broader scope and a feeling of raising the stakes. In a world where the forces of powerful domains vie for control of ancient artifacts and forgotten lore, every adventuring party and their enemies can now be listed among those domains.", "The easiest way to adopt these rules is to imagine that the heroes in your game are already an organization, with the players picking the specific type of organization from the eight in this book. Then set up the villains of the adventure as a villainous realm, which the GM picks from among the sixteen in the book.", - "You can stop there if you like. Domains have options that give their officers—both characters and NPCs—more things to do during an adventure or between adventures. But an organization is more than just its officers. There are followers, agents, and employees all ready to carry out the characters' and NPCs' orders. As such, leading a domain means players can have their organization conduct research or espionage while the characters continue exploring dungeons or fighting dragons.", - "Domains grant their officers access to domain features that become usable during intrigue. The GM will use the rules for intrigue to make the campaign more memorable as it moves toward one or more warfare battles that mark the intrigue's conclusion, with the heroes plotting and scheming against a villain as their organization uses its domain features and domain skills to prepare for battle—even as the villain does the same!", - "Domains also grant their officers access to domain powers. These are new special features that allow characters to work together during any combat that takes place during intrigue against the officers of an opposed domain—just as the villain and their lieutenants will be working together on that opposing side. This includes the combat that runs alongside the potential climactic final battle at the end of intrigue. (Though not all adventures need to have a final battle, it's great fun!)", + "You can stop there if you like. Domains have options that give their officers\u2014both characters and NPCs\u2014more things to do during an adventure or between adventures. But an organization is more than just its officers. There are followers, agents, and employees all ready to carry out the characters' and NPCs' orders. As such, leading a domain means players can have their organization conduct research or espionage while the characters continue exploring dungeons or fighting dragons.", + "Domains grant their officers access to domain features that become usable during intrigue. The GM will use the rules for intrigue to make the campaign more memorable as it moves toward one or more warfare battles that mark the intrigue's conclusion, with the heroes plotting and scheming against a villain as their organization uses its domain features and domain skills to prepare for battle\u2014even as the villain does the same!", + "Domains also grant their officers access to domain powers. These are new special features that allow characters to work together during any combat that takes place during intrigue against the officers of an opposed domain\u2014just as the villain and their lieutenants will be working together on that opposing side. This includes the combat that runs alongside the potential climactic final battle at the end of intrigue. (Though not all adventures need to have a final battle, it's great fun!)", "The warfare rules in this book are robust enough to be used as their own game. This can be a fun way to play out small skirmishes or major battles, and it works fine without using the rules for intrigue.", - "But finally—and most ambitiously—all these rules work together as a whole. The heroes become an organization as they plot and scheme against the villain's realm, making allies and raising an army. Time and again, they confront enemy leaders in combat using their new domain powers while their loyal forces clash around them! And though they might not be something that ends up a part of every session, battles between the armies of domains can lend an epic feel to any adventure. It's a little more work, certainly, but that work pays off in the kind of conflict that pushes players and GMs toward the biggest possible adventure finale.", + "But finally\u2014and most ambitiously\u2014all these rules work together as a whole. The heroes become an organization as they plot and scheme against the villain's realm, making allies and raising an army. Time and again, they confront enemy leaders in combat using their new domain powers while their loyal forces clash around them! And though they might not be something that ends up a part of every session, battles between the armies of domains can lend an epic feel to any adventure. It's a little more work, certainly, but that work pays off in the kind of conflict that pushes players and GMs toward the biggest possible adventure finale.", "There might be other things you wish this system did. If we've done a good job, it'll be easy for you to design your own optional rules that expand on this framework. We look forward to seeing what you do with the content that follows!", { "type": "inset", @@ -209,7 +211,7 @@ "name": "Scale", "page": 2, "entries": [ - "Another thing this book makes no assumptions about is the scale of your game—specifically, the units of distance you use on your campaign map. How much territory a domain controls is something left to the GM—if it ever comes up at all. Domains can come into conflict all on their own as villains try to blow up the world or some small part of it, and the heroes trying to stop them likely don't need to know, \"Exactly how many square miles do they control?\"", + "Another thing this book makes no assumptions about is the scale of your game\u2014specifically, the units of distance you use on your campaign map. How much territory a domain controls is something left to the GM\u2014if it ever comes up at all. Domains can come into conflict all on their own as villains try to blow up the world or some small part of it, and the heroes trying to stop them likely don't need to know, \"Exactly how many square miles do they control?\"", "In addition to helping keep these rules flexible and easy to adopt, worrying about the literal area of a territory likely isn't something most people will find exciting in a game about pretending to be an elf who fights dragons. So in the end, the rules simply assume it takes about a week (however this is defined in your world) for a domain to carry out a single domain action. And even that can be easily tweaked to any length of time, as it's deliberately abstract. For a particular game, it might work to have a domain turn be a week at the beginning of an intrigue, but then only a single day at the end as the pace quickens and the stakes rise." ] }, @@ -225,22 +227,22 @@ "url": "https://i.imgur.com/lCfWQLx.jpg" } }, - "\"We sell it back to them,\" Narco said. \"Hang on… then what are you gonna put on your bolts?\"", + "\"We sell it back to them,\" Narco said. \"Hang on... then what are you gonna put on your bolts?\"", "Aurex nodded her head in agreement. \"Need I remind you,\" the half-devil assassin said, \"before your mind of chemicals and formulae overheats from its own cleverness, it took our people three weeks to steal those vials of {@i dreamtime}. And they managed to get in, get it, and get out without anyone noticing. Those resources could have been put to better use if that drug doesn't end up on a bolt in Castagan.\"", "Loroyan Thel, the drow brains of the Operation, peered at Narco from across the corner table of the quiet tavern. \"We can handle the paladin with or without magic poison, demidevil,\" he said, almost under his breath.", - "\"And get him to talk?\" Aurex said. \"Under {@i dreamtime}, he'll talk while he sleeps—and we'll know it's the truth.\"", + "\"And get him to talk?\" Aurex said. \"Under {@i dreamtime}, he'll talk while he sleeps\u2014and we'll know it's the truth.\"", "Thel sighed. \"I'm aware of that.\"", "\"I thought the sleep juice was for your bolts,\" Zarek said. Not unusually, the half-orc enforcer felt two steps behind the conversation.", "\"Forget the bolts, Zarek,\" Aurex said. \"I want to hear what our alchemist director of narcotics has in mind.\"", "Narco turned to the half-devil. \"Aurex, don't you see?\" He smiled riotously, tossed a small vial into the air, then snatched it back again. \"It's exactly as you said. Our agents got into the Tower of the Lens, got the drug, got out with no alarms. No searching, no deaths, no guards alerted. No trace.\"", "No one spoke.", - "\"No trace… of us. So we take this back to the Lens, and we tell them we lifted it off someone who tried to sell it to us.\"", - "\"Ah…\" Zarek said.", + "\"No trace... of us. So we take this back to the Lens, and we tell them we lifted it off someone who tried to sell it to us.\"", + "\"Ah...\" Zarek said.", "\"No good.\" Thel shook his head. \"They'll rumble that. Wizards are reliably clueless, but they're not stupid.\"", "\"Hey, what if we kill someone?\" Zarek said. Everyone frowned at him, as this was his solution to everything. It would be on his family crest if fate ever conspired to make a noble of him.", - "Still, the half-orc had a point, so they let him continue. \"Okay, check this out, yeah? If it's just us, sure, they'll rumble that like Thel says. But if we give them a body? And we say, yeah this piece of piss tried to sell us this juice, but we didn't even know what it was! We asked him where he got it, he got defensive. Says he stole it from you wizards, right? And we said, ‘Oh, you trying to offload your scrab on us so you can go back to the Lens and frame us? Pull the other one.' Then he got pissy and tried something, and we sorta had to kill him or whatever!\"", + "Still, the half-orc had a point, so they let him continue. \"Okay, check this out, yeah? If it's just us, sure, they'll rumble that like Thel says. But if we give them a body? And we say, yeah this piece of piss tried to sell us this juice, but we didn't even know what it was! We asked him where he got it, he got defensive. Says he stole it from you wizards, right? And we said, 'Oh, you trying to offload your scrab on us so you can go back to the Lens and frame us? Pull the other one.' Then he got pissy and tried something, and we sorta had to kill him or whatever!\"", "Everyone was looking at Zarek.", - "\"Right? So they see this body and they start wondering, ‘Who's this, right?' And if they're wondering that, they're not wondering… about us.\"", + "\"Right? So they see this body and they start wondering, 'Who's this, right?' And if they're wondering that, they're not wondering... about us.\"", "Thel slowly smiled and looked at Narco, who smiled back and waggled his eyebrows.", "Then they turned to look at Aurex, whose visage was inscrutable. Slowly, she spoke.", "\"It might work.\"", @@ -254,14 +256,14 @@ "\"Garrote,\" Thel warned. Narco looked hurt. Unlike the rest of the officers of the Operation, he wasn't a killer by trade.", "The goblin looked around the table. \"That it?\" he said. \"That all you got?\"", "Aurex took out her sin-metal blade and began polishing it again, looking meaningfully at the goblin.", - "\"Oh yes, you're all very clever,\" Garrote said. \"But unless you've forgotten…\" He stabbed a dagger into the map of the temple the group intended to infiltrate, there to confront and combat the order of paladins who were, of late, bent on the destruction of the Operation. \"We still got this shit to deal with.\"", + "\"Oh yes, you're all very clever,\" Garrote said. \"But unless you've forgotten...\" He stabbed a dagger into the map of the temple the group intended to infiltrate, there to confront and combat the order of paladins who were, of late, bent on the destruction of the Operation. \"We still got this shit to deal with.\"", "\"With all the intel Aurex ferreted out?\" Thel said. \"Their wizard's true name? The guards you blackmailed?\"", "\"Thel, they have an army. They know we're coming for 'em. They're gonna surround this place so tight a mouse couldn't get in.\" Garrote pointed to Narco. \"And don't get any ideas. I'm not gonna be a mouse again, so put those filthy potions away.\"", "\"Yeah, that is a pisser,\" Zarek said. \"We gonna fight our way in, boss?\"", "\"Well, it's been a month. I was hoping a solution to that would have presented itself.\" Thel frowned. \"It's not too late to seek special assistance. We could call up the Crew.\"", "\"Don't you get it?\" The goblin smiled, chuckling. \"Narco here got halfway there, but it's up to the charming goblin to seal the deal.\"", "\"Get it over with,\" Aurex said. She held out her blade to see the dim light of the tavern glint off the shining gray metal before being absorbed.", - "Garrote's face fell. Aurex and her blade. \"Yeah. Anyway. We take the {@i dreamtime} back to the Tower of the Lens, we give 'em some corpse they can pin all their suspicion on, just like Narco and Zarek say. Then we say ‘Goodness, would you like this back? Seems expensive.' But then we say, ‘We don't want paying.' Maybe Aurex's people dig up some dirt on the Lens? Should they even have this stuff? It's illegal as shit. So, you know, we embarrass 'em, lie to 'em, give 'em someone else to be suspicious of, a little blackmail thrown in for good measure. Then we just offer to give it back to 'em. Free.\"", + "Garrote's face fell. Aurex and her blade. \"Yeah. Anyway. We take the {@i dreamtime} back to the Tower of the Lens, we give 'em some corpse they can pin all their suspicion on, just like Narco and Zarek say. Then we say 'Goodness, would you like this back? Seems expensive.' But then we say, 'We don't want paying.' Maybe Aurex's people dig up some dirt on the Lens? Should they even have this stuff? It's illegal as shit. So, you know, we embarrass 'em, lie to 'em, give 'em someone else to be suspicious of, a little blackmail thrown in for good measure. Then we just offer to give it back to 'em. Free.\"", "\"To what end, Garrote?\"", "The goblin grinned. \"So they volunteer to take care of our little military problem for us.\"", "No one spoke. The officers of the Operation were all uniformly stunned. Thel looked at Aurex and Narco. \"They could do it,\" he said.", @@ -269,7 +271,7 @@ "Aurex frowned, hating to admit the goblin was right. \"You got it in you to brace a quaesitor of the Lens?\"", "Garrote made a \"psh\" noise. \"Wizards are easy. You just gotta flatter 'em before you threaten 'em.\" He smiled. \"By the time I'm done with 'em, they'll think it was their idea.\"", "\"I can try and dig up something on their quaesitor,\" Aurex said. \"Give Garrote some ammo.\"", - "Thel put his hands flat on the table. \"Intel says we got a week before the Order of the Black Pegasus comes after us, and I intend to go after them first. So…work your magics, and let's see if we can't convince the Lens they owe us a favor.\"", + "Thel put his hands flat on the table. \"Intel says we got a week before the Order of the Black Pegasus comes after us, and I intend to go after them first. So...work your magics, and let's see if we can't convince the Lens they owe us a favor.\"", "\"Blackmail, intel, drugs.\" Garrote nodded at the three vials of {@i dreamtime}. \"Just a day's work for us, boss.\"", "Zarek finally caught up. \"Heh. This is good, you guys. Oh yeah, this is gonna be fun. This is real thieves' guild shit.\"" ] @@ -279,7 +281,7 @@ "name": "Glossary of Terms", "page": 5, "entries": [ - "This section collects the terminology underlying the domains, intrigue, and warfare systems at the heart of the book. As you read the rules for the first time, you might want to refer back here to check unfamiliar terms—or to flip forward to the {@book Heroic Organizations|KaW|2|Heroic Organizations} and {@book NPC Realms|KaW|2|NPC Realms} sections, and to the {@book Warfare|KaW|3} chapter, to see how these terms play out in the rules.", + "This section collects the terminology underlying the domains, intrigue, and warfare systems at the heart of the book. As you read the rules for the first time, you might want to refer back here to check unfamiliar terms\u2014or to flip forward to the {@book Heroic Organizations|KaW|2|Heroic Organizations} and {@book NPC Realms|KaW|2|NPC Realms} sections, and to the {@book Warfare|KaW|3} chapter, to see how these terms play out in the rules.", { "type": "entries", "name": "Domains & Intrigue", @@ -398,13 +400,13 @@ "name": "The Core Assumptions", "page": 9, "entries": [ - "Running nations and guilds and churches and spy networks can be incredibly complex. It's easy to imagine a highly detailed game system that can model a world at this level. Tracking a barony's food supply, determining how much iron is available to a duchy, mapping out a spy network's elaborate web of agents, or even maintaining a list of a local religion's temples and shrines—it's all a complicated process. Games like that already exist, and are typically complex grand-strategy simulations that might even require a computer to run them.", + "Running nations and guilds and churches and spy networks can be incredibly complex. It's easy to imagine a highly detailed game system that can model a world at this level. Tracking a barony's food supply, determining how much iron is available to a duchy, mapping out a spy network's elaborate web of agents, or even maintaining a list of a local religion's temples and shrines\u2014it's all a complicated process. Games like that already exist, and are typically complex grand-strategy simulations that might even require a computer to run them.", "This book takes a different approach.", "First off, these rules understand that you're already playing a complex fantasy RPG. We all know that just managing a single character or a world of NPCs can be a lot of work. So ideally, any domain management system has to be something that sits lightly on top of the game that players and GMs are already enjoying.", - "Furthermore, the game almost always has a heavy focus on fighting monsters. Most monsters are defined by their combat prowess, and many of a character's best class features revolve around making them a better monster fighter. By assuming that training followers makes characters better at the stuff they're already good at—whether that means research, study, or fighting—running a domain provides another way to improve the effectiveness of player characters and NPCs in combat.", - "Finally, almost every adventure involves some villain plotting and scheming while the heroes try to stop them. This system assumes that the villain runs their own villainous realm, that the player characters' organization is actively trying to stop them, and that this conflict will eventually come to a head in an all-out battle—or perhaps more than one. This is the same way things would pan out if you weren't using the new rules in this book. But with these rules, every officer in a domain has new special features called domain powers. These powers require communication and cooperation to use, even as armies clash in warfare to all sides.", - "In simplest terms, the rules in this book assume that characters continue adventuring as they normally do. While the characters are adventuring, slowly working their way toward a final confrontation with the villain, their domain is looking for allies to lend aid, investigating the villain and their lieutenants to learn their secrets, and disrupting the workings of the villain's realm to weaken that realm's forces in a final showdown. Even for a campaign that's in the middle of an adventure right now, players and GMs can adopt the new rules in this book to provide a framework for the campaign's existing plots and intrigue—then raise the stakes for both heroes and enemies in a warfare battle!", - "The adventure included with this book—\"The Regent of Bedegar\"—serves as an example of how a straightforward adventure can include rewards such as military units or resistance to an opposing realm's features based on a domain's actions during the adventure." + "Furthermore, the game almost always has a heavy focus on fighting monsters. Most monsters are defined by their combat prowess, and many of a character's best class features revolve around making them a better monster fighter. By assuming that training followers makes characters better at the stuff they're already good at\u2014whether that means research, study, or fighting\u2014running a domain provides another way to improve the effectiveness of player characters and NPCs in combat.", + "Finally, almost every adventure involves some villain plotting and scheming while the heroes try to stop them. This system assumes that the villain runs their own villainous realm, that the player characters' organization is actively trying to stop them, and that this conflict will eventually come to a head in an all-out battle\u2014or perhaps more than one. This is the same way things would pan out if you weren't using the new rules in this book. But with these rules, every officer in a domain has new special features called domain powers. These powers require communication and cooperation to use, even as armies clash in warfare to all sides.", + "In simplest terms, the rules in this book assume that characters continue adventuring as they normally do. While the characters are adventuring, slowly working their way toward a final confrontation with the villain, their domain is looking for allies to lend aid, investigating the villain and their lieutenants to learn their secrets, and disrupting the workings of the villain's realm to weaken that realm's forces in a final showdown. Even for a campaign that's in the middle of an adventure right now, players and GMs can adopt the new rules in this book to provide a framework for the campaign's existing plots and intrigue\u2014then raise the stakes for both heroes and enemies in a warfare battle!", + "The adventure included with this book\u2014\"The Regent of Bedegar\"\u2014serves as an example of how a straightforward adventure can include rewards such as military units or resistance to an opposing realm's features based on a domain's actions during the adventure." ] }, { @@ -421,7 +423,7 @@ "name": "What is an Organization?", "page": 10, "entries": [ - "An organization is a domain built around the officers who founded it—the player characters. The players decide what their characters' organization does, and who its initial allies and enemies are. Among those allies, an organization also includes the NPC followers, retainers, and lieutenants the characters attract as a result of rising fame or infamy earned through adventuring. For example, if the party's organization is an underworld syndicate, that organization includes all the members of the syndicate down to the lowest-level agents keeping their ears to the ground and feeding the characters information. Likewise, an organization set up as a noble court might include large numbers of farmers and laborers who rely on the heroes for protection, and who are ready to serve to show their thanks.", + "An organization is a domain built around the officers who founded it\u2014the player characters. The players decide what their characters' organization does, and who its initial allies and enemies are. Among those allies, an organization also includes the NPC followers, retainers, and lieutenants the characters attract as a result of rising fame or infamy earned through adventuring. For example, if the party's organization is an underworld syndicate, that organization includes all the members of the syndicate down to the lowest-level agents keeping their ears to the ground and feeding the characters information. Likewise, an organization set up as a noble court might include large numbers of farmers and laborers who rely on the heroes for protection, and who are ready to serve to show their thanks.", "Using the rules in this book, an adventuring party becomes an organization when it founds a stronghold, typically by buying, building, discovering, or inheriting it. Founding a stronghold announces to the world that the adventurers are more than just mercenaries, and are ready to get involved with local affairs in one way or another." ] }, @@ -451,8 +453,8 @@ "page": 11, "entries": [ "Conflict between domains is called intrigue, and serves as the backdrop to the warfare battles that can play out between the heroes and the villains. The characters can use their organization's skills outside of intrigue, making use of Diplomacy to forge alliances, Espionage to gather intelligence, and so forth. But once the heroes decide it's time to act and stop the villain (or once the villain decides to stop the heroes), the GM announces that intrigue has begun as its own special phase of the game.", - "Intrigue occurs between two domains—by default, the heroes' organization and the villain's enemy realm. NPC realms might also be involved, but they don't act on their own during intrigue. Rather, they lend aid to one side or the other.", - "Intrigue is divided up into domain turns, during which the players and the GM make use of the domain features and special actions available to them. Intrigue ends once both sides have completed all their domain turns, at which point the GM will set up a final showdown between domains— involving combat between the characters and their enemies, a climactic battle between the armies of powerful domains, or both!" + "Intrigue occurs between two domains\u2014by default, the heroes' organization and the villain's enemy realm. NPC realms might also be involved, but they don't act on their own during intrigue. Rather, they lend aid to one side or the other.", + "Intrigue is divided up into domain turns, during which the players and the GM make use of the domain features and special actions available to them. Intrigue ends once both sides have completed all their domain turns, at which point the GM will set up a final showdown between domains\u2014 involving combat between the characters and their enemies, a climactic battle between the armies of powerful domains, or both!" ] }, { @@ -461,15 +463,15 @@ "page": 11, "entries": [ "The players create an organization when their characters acquire a stronghold. They might do so by spending time and money to buy or build a stronghold, or through other means such as discovering an old ruin, clearing it out, and fixing it up. Some campaigns might even begin with the heroes inheriting a stronghold!", - "The game's core rules note prices for different strongholds of different sizes, but there's also an entire book dedicated to this—{@book Strongholds & Followers|SaF}. (You don't need that book to use the rules in this book, but it might be fun.) ", + "The game's core rules note prices for different strongholds of different sizes, but there's also an entire book dedicated to this\u2014{@book Strongholds & Followers|SaF}. (You don't need that book to use the rules in this book, but it might be fun.) ", "Once the characters gain a stronghold, they naturally start to attract followers. Folks hear about the deeds they've done, notice the new headquarters, and volunteer to help or serve the characters. That stronghold and those followers are the foundation of the player characters' organization.", - "Of course, the GM can waive any of these requirements if doing so is a better fit for the campaign. The only thing that's really necessary is to have people working for the characters. But without some kind of headquarters, even if it's just the local tavern (an establishment according to the {@book Strongholds & Followers|SaF} rules), there's no physical structure to defend and nothing for an enemy to attack—and these things are important to the new rules in this book, as you will see.", + "Of course, the GM can waive any of these requirements if doing so is a better fit for the campaign. The only thing that's really necessary is to have people working for the characters. But without some kind of headquarters, even if it's just the local tavern (an establishment according to the {@book Strongholds & Followers|SaF} rules), there's no physical structure to defend and nothing for an enemy to attack\u2014and these things are important to the new rules in this book, as you will see.", { "type": "entries", "name": "Choosing an Organization Type", "page": 12, "entries": [ - "Eight different types of organizations for player character domains are presented in this book, and each of those has three specializations. Two of those organizations—the noble court and the adventuring party—are good for existing campaigns in which the players don't want to make new characters to use these rules, or for campaigns with a wide range of character types. The rest are themed more narrowly, and are best for new characters built around a specific organization type—and for parties where characters are focused on similar or even the same classes. (See {@b Granting Titles} below for more information.)", + "Eight different types of organizations for player character domains are presented in this book, and each of those has three specializations. Two of those organizations\u2014the noble court and the adventuring party\u2014are good for existing campaigns in which the players don't want to make new characters to use these rules, or for campaigns with a wide range of character types. The rest are themed more narrowly, and are best for new characters built around a specific organization type\u2014and for parties where characters are focused on similar or even the same classes. (See {@b Granting Titles} below for more information.)", "That said, even the most strongly themed organizations don't make any assumptions about what classes officers can or should be. With only a few exceptions, none of the domain powers that officers can take make reference to class features. Any group of characters could decide to be a thieves' guild or a knightly order. After all, every criminal enterprise needs wizards and clerics, and you don't have to be a heavily armored and chivalrous paladin to follow a knight's creed." ] }, @@ -549,7 +551,7 @@ "name": "Using Domain Skills Outside of Intrigue", "page": 15, "entries": [ - "Players don't have to wait until intrigue begins to use the skills of their characters' domain. A domain and its agents are always standing by, waiting for orders. For example, a Diplomacy test—along with some good roleplaying and effort on the characters' part—could change the attitude of a clan of elves toward an organization, so that once intrigue begins, the DC to convince the elves to aid the organization is lower.", + "Players don't have to wait until intrigue begins to use the skills of their characters' domain. A domain and its agents are always standing by, waiting for orders. For example, a Diplomacy test\u2014along with some good roleplaying and effort on the characters' part\u2014could change the attitude of a clan of elves toward an organization, so that once intrigue begins, the DC to convince the elves to aid the organization is lower.", "Outside of their place in intrigue, there are no hard and fast rules describing how domain skills can be used. Players can suggest ideas, and if the GM agrees that an idea makes sense, they can try it! The goal with skills outside of intrigue is to keep the rules purposefully broad, so each table can develop their own standards.", "How long it takes to resolve a domain skill test outside of intrigue is also up to the GM. A good rule of thumb is one domain skill test per week, but this is entirely dependent on the timeframe of the game and the campaign. If you don't track the passage of time closely in your game, it might be easier to tie domain skill tests to major narrative events, such as the awarding of XP to characters, the end of a session, or even the end of a major encounter. (See {@book Time and Domain Turns|KaW|2|Time and Domain Turns|0} below for more guidance in this area.)", "Regardless of how the GM rules, characters use their domain's skills by giving orders to the organization's followers and waiting, sometimes for days or even weeks of campaign time. During that time, those followers work to carry out those orders. Making an Espionage test to determine what military units a villainous realm has mustered can take an enormous amount of effort to pull off, including long days spent in research and networking." @@ -566,7 +568,7 @@ "Before the final showdown between the characters (in their roles of officers of their domain organization) and the officers of the villain's realm, the characters' organization conducts an intrigue against that realm. During intrigue, the players can use their organization's skills to put their army together, or sabotage certain elements of the opposed domain's power structure to impose penalties on its skills or defenses. At the same time, agents of the villainous realm are making their own attempts to weaken the characters' organization.", "Much like deciding when to call for initiative rolls in combat, the GM decides when intrigue starts. This usually happens once the heroes encounter one or more agents of the villainous realm, or the effects of those agents' villainy. This might occur at a different point in each adventure, but once the characters have direct evidence of the existence and operation of a villainous realm, intrigue can begin.", "As a rule, the heroes' organization can't research or confront a villainous realm they don't know about, or which is beyond the reach of their influence. The characters can't use their friendly neighborhood thieves' guild to sabotage another domain on the other side of the planet.", - "An intrigue is focused on one boss villain. A short adventure with only one main villain will likely have only one intrigue, which begins as soon as the heroes encounter the agents of that villain (and recognize them for what they are) or the results of their villainy. For complex campaigns in which the characters will face off against increasingly powerful sub-bosses before getting to the main boss, it's a good rule of thumb to plan for additional intrigues—perhaps even one per sub-boss. Each sub-boss fight can mark the end of a chapter or act, and will have its own intrigue leading up to it. As such, each sub-boss should be treated as the leader of their own villainous realm, in service to the end-boss's realm." + "An intrigue is focused on one boss villain. A short adventure with only one main villain will likely have only one intrigue, which begins as soon as the heroes encounter the agents of that villain (and recognize them for what they are) or the results of their villainy. For complex campaigns in which the characters will face off against increasingly powerful sub-bosses before getting to the main boss, it's a good rule of thumb to plan for additional intrigues\u2014perhaps even one per sub-boss. Each sub-boss fight can mark the end of a chapter or act, and will have its own intrigue leading up to it. As such, each sub-boss should be treated as the leader of their own villainous realm, in service to the end-boss's realm." ] }, { @@ -612,7 +614,7 @@ "name": "Whose Turn Is It?", "page": 17, "entries": [ - "There is no limit to the number of rolls an officer can make during intrigue—only on the number of domain turns each domain can take. Each officer issues orders to the domain's agents and followers, which can easily require multiple domain turns. However, because only one of that officer's skill tests can gain the officer's proficiency bonus during an intrigue, it's best to have different characters and NPCs take domain turns. The more one character must spread their attention between different activities, the less effective their leadership." + "There is no limit to the number of rolls an officer can make during intrigue\u2014only on the number of domain turns each domain can take. Each officer issues orders to the domain's agents and followers, which can easily require multiple domain turns. However, because only one of that officer's skill tests can gain the officer's proficiency bonus during an intrigue, it's best to have different characters and NPCs take domain turns. The more one character must spread their attention between different activities, the less effective their leadership." ] }, { @@ -661,15 +663,15 @@ "name": "Adjusting Defense Levels", "page": 19, "entries": [ - "Once intrigue begins, each domain involved in the intrigue prepares for some sort of final confrontation between their officers—the player character heroes versus the GM's villain and their lieutenants. Each side can use domain actions to make use of their domain skills, with the goal of either improving a domain's defense levels, or of targeting the opposed side's defenses to make them less prepared for the warfare battles that take place during intrigue.", + "Once intrigue begins, each domain involved in the intrigue prepares for some sort of final confrontation between their officers\u2014the player character heroes versus the GM's villain and their lieutenants. Each side can use domain actions to make use of their domain skills, with the goal of either improving a domain's defense levels, or of targeting the opposed side's defenses to make them less prepared for the warfare battles that take place during intrigue.", { "type": "entries", "name": "Improving a Domain's Defenses", "page": 19, "entries": [ - "Each domain has three defenses—{@b Communications}, {@b Resolve}, and {@b Resources}—each of which is rated at a level from 3 to −3 (as described in detail under {@book Domain Defenses|KaW|2|Domain Defenses} on page 24). {@b The DC to improve one of a domain's defense levels is 13 + the defense's current level.} So a domain skill test to take its Resolve level from normal (level 0) to loyal (level 1) has a DC of 13. Improving Resolve level from loyal (level 1) to fanatic (level 2) is a DC 14 check, and going from revolt (level −3) to rebellious (level −2) is DC 10. The level of any defense cannot be increased above 3.", + "Each domain has three defenses\u2014{@b Communications}, {@b Resolve}, and {@b Resources}\u2014each of which is rated at a level from 3 to \u22123 (as described in detail under {@book Domain Defenses|KaW|2|Domain Defenses} on page 24). {@b The DC to improve one of a domain's defense levels is 13 + the defense's current level.} So a domain skill test to take its Resolve level from normal (level 0) to loyal (level 1) has a DC of 13. Improving Resolve level from loyal (level 1) to fanatic (level 2) is a DC 14 check, and going from revolt (level \u22123) to rebellious (level \u22122) is DC 10. The level of any defense cannot be increased above 3.", "When the players want to affect one of their organization's defense levels using a domain skill, an acting officer chooses the intended defense level, a skill, and sets out how that skill is to be used. For example, Anna (playing a character named Judge) wants to raise the Communications level of her group's mercenary company, the Chain of Acheron, using that organization's Espionage domain skill. She tells the GM: \"I want to require all our agents to use only verbal communications, nothing written down, and to use our secret battle language.\"", - "This is a great idea—but it's not necessarily easy to implement. The Chain of Acheron has a lot of soldiers, agents, and allies in the city, so there's no guarantee that these orders will work well enough to make a difference. To make the domain skill test, Anna rolls a d20 and adds the Espionage bonus for Acheron's Chain. She also adds Judge's proficiency bonus, since Judge is proficient in Investigation and has not already used their bonus during this intrigue. (See the domain skill descriptions below for more information on associated character skills.)", + "This is a great idea\u2014but it's not necessarily easy to implement. The Chain of Acheron has a lot of soldiers, agents, and allies in the city, so there's no guarantee that these orders will work well enough to make a difference. To make the domain skill test, Anna rolls a d20 and adds the Espionage bonus for Acheron's Chain. She also adds Judge's proficiency bonus, since Judge is proficient in Investigation and has not already used their bonus during this intrigue. (See the domain skill descriptions below for more information on associated character skills.)", "The Chain of Acheron's Communications defense is currently secure (level 1), which sets the check as DC 14. If Anna succeeds, the domain's Communications goes up one level. If she rolls badly, Communications remains secure but does not improve, with the GM likely interpreting this as meaning Judge's plans were too ambitious.", "A defense level can normally be improved only by one level by making a domain skill test as a domain action. However, if a player rolls a 20 on the test, this represents an unexpectedly successful result that improves the defense by two levels.", "Villainous realms can increase their defense levels the same way, with the GM making the decision as to which officer, skill, and specific approach are involved." @@ -680,7 +682,7 @@ "name": "Lowering a Domain's Defenses", "page": 19, "entries": [ - "In the same manner, the players can target a villainous realm in the hopes of lowering that domain's defense levels. An acting officer picks a skill and one of the opposed domain's defenses, then describes how they intend to use that skill to compromise the defense. If the scenario makes sense to the GM, the officer rolls a d20, adds the domain skill's modifier, adds their proficiency bonus if applicable, and compares the result with the enemy realm's defense score. If the result is equal to or greater than the chosen defense's score, that defense is lowered one level. If the player rolls a 20 on the check, the chosen defense is lowered two levels. The level of any defense cannot be decreased below −3.", + "In the same manner, the players can target a villainous realm in the hopes of lowering that domain's defense levels. An acting officer picks a skill and one of the opposed domain's defenses, then describes how they intend to use that skill to compromise the defense. If the scenario makes sense to the GM, the officer rolls a d20, adds the domain skill's modifier, adds their proficiency bonus if applicable, and compares the result with the enemy realm's defense score. If the result is equal to or greater than the chosen defense's score, that defense is lowered one level. If the player rolls a 20 on the check, the chosen defense is lowered two levels. The level of any defense cannot be decreased below \u22123.", "Villainous realms can target the defenses of the heroes' organization in the same way, with the GM making the decision as to which officer, skill, and specific approach are involved." ] } @@ -691,7 +693,8 @@ "name": "Other Uses for Domain Skills", "page": 19, "entries": [ - "The only limit to what benefits characters can earn through the use of their domain skills is the players' imaginations and the GM's sense of what's fair and reasonable. Each skill gives some ideas of what can be done with it, and a GM should refer to the DCs noted in the core rules when trying to set difficulties for an optimal balance between what's realistic and what's dramatic." ] + "The only limit to what benefits characters can earn through the use of their domain skills is the players' imaginations and the GM's sense of what's fair and reasonable. Each skill gives some ideas of what can be done with it, and a GM should refer to the DCs noted in the core rules when trying to set difficulties for an optimal balance between what's realistic and what's dramatic." + ] }, { "type": "entries", @@ -917,9 +920,9 @@ "name": "Domain Defenses", "page": 24, "entries": [ - "Every domain has three defenses, all of which can be targeted by an opposing domain: {@b Communications}, {@b Resolve}, and {@b Resources}. Defenses operate at one of seven levels, each of which has a name and a numerical rating from 3 to −3. A defense's level represents how robust and functional that defense is at any given moment. Each defense also has a numerical score used as the DC for the domain skill test of an opposed domain wanting to sabotage that defense.", + "Every domain has three defenses, all of which can be targeted by an opposing domain: {@b Communications}, {@b Resolve}, and {@b Resources}. Defenses operate at one of seven levels, each of which has a name and a numerical rating from 3 to \u22123. A defense's level represents how robust and functional that defense is at any given moment. Each defense also has a numerical score used as the DC for the domain skill test of an opposed domain wanting to sabotage that defense.", "At each level above normal (level 0), the level benefits for a defense are cumulative with the levels below. For example, if a domain's Communications levels are unbreakable (level 3), that domain gains all the bonuses for secure, coded, and unbreakable Communications. Similarly, at each level below normal (level 0), the level penalties for a defense are cumulative with the levels above.", - "At the beginning of intrigue, all of a domain's defenses start at level 0. The players and the GM can use domain actions during intrigue to raise the level of a domain's defenses or to lower the levels of an opposed domain's defenses (see {@book Adjusting Defense Levels|KaW|2|Adjusting Defense Levels} on page 19). The level of any defense cannot be increased above 3 or decreased below −3.", + "At the beginning of intrigue, all of a domain's defenses start at level 0. The players and the GM can use domain actions during intrigue to raise the level of a domain's defenses or to lower the levels of an opposed domain's defenses (see {@book Adjusting Defense Levels|KaW|2|Adjusting Defense Levels} on page 19). The level of any defense cannot be increased above 3 or decreased below \u22123.", "Once intrigue ends, and after any final battle between the characters' organization and the villainous realm is over, the defense levels of both domains slowly return to normal, moving one step closer to 0 each week.", { "type": "entries", @@ -927,7 +930,7 @@ "page": 24, "entries": [ "The Communications defense is a measure of how rapidly and accurately information is transmitted between a domain's officers and followers. Every domain, from a hard-as-nails mercenary company to a grove of peaceful druids, relies on its network of followers, retainers, and servants to accomplish its goals. And without effective communications, those goals can easily break down.", - "Communications directly affects an army's ability to coordinate its activities. When Communications is high, an army can efficiently maneuver into a better starting deployment—the arrangement of units under the warfare rules. (See the {@book Warfare|KaW|3} chapter for more information.) If Communications is poor or compromised, a domain's enemies know what its officers and agents are doing, and can interfere with deployment by sending false signals to the domain's units.", + "Communications directly affects an army's ability to coordinate its activities. When Communications is high, an army can efficiently maneuver into a better starting deployment\u2014the arrangement of units under the warfare rules. (See the {@book Warfare|KaW|3} chapter for more information.) If Communications is poor or compromised, a domain's enemies know what its officers and agents are doing, and can interfere with deployment by sending false signals to the domain's units.", { "type": "table", "caption": "Communications Levels", @@ -974,9 +977,9 @@ "{@b Coded (2).} At the end of the next deployment, this domain chooses two allied units in any rank on the battlefield and swaps those units' locations.", "{@b Secure (1).} At the end of the next deployment, this domain chooses an allied unit in any rank and moves that unit into any adjacent space.", "{@b Normal (0).} No effect.", - "{@b Compromised (−1).} At the end of the next deployment, the opposed domain chooses one of this domain's units in any rank on the battlefield and moves it into any adjacent space.", - "{@b Garbled (−2).} At the end of the next deployment, the opposed domain chooses one of this domain's cavalry units, which is removed from battle and does not deploy until the end of the first round of battle.", - "{@b Broken (−3).} At the end of the next deployment, the opposed domain chooses two of this domain's infantry units, which are removed from battle and do not deploy until the end of the first round of battle." + "{@b Compromised (\u22121).} At the end of the next deployment, the opposed domain chooses one of this domain's units in any rank on the battlefield and moves it into any adjacent space.", + "{@b Garbled (\u22122).} At the end of the next deployment, the opposed domain chooses one of this domain's cavalry units, which is removed from battle and does not deploy until the end of the first round of battle.", + "{@b Broken (\u22123).} At the end of the next deployment, the opposed domain chooses two of this domain's infantry units, which are removed from battle and do not deploy until the end of the first round of battle." ] }, { @@ -984,7 +987,7 @@ "name": "Resolve", "page": 25, "entries": [ - "Resolve measures the commitment that the followers of a domain have to its cause, and depends on many factors—including how well those followers understand the domain's cause. A domain's followers and army, by default, share the philosophy of the domain's officers and leaders, whatever that philosophy is. For example, the followers of an arcane order domain value neutrality and knowledge, while the soldiers of a despotic regime domain revel in the glory and victories produced by their iron-fisted leaders.", + "Resolve measures the commitment that the followers of a domain have to its cause, and depends on many factors\u2014including how well those followers understand the domain's cause. A domain's followers and army, by default, share the philosophy of the domain's officers and leaders, whatever that philosophy is. For example, the followers of an arcane order domain value neutrality and knowledge, while the soldiers of a despotic regime domain revel in the glory and victories produced by their iron-fisted leaders.", "A domain's Resolve has a direct effect on its officers. If everyone working for the domain is committed and engaged, it makes training easier and gives followers hope and confidence in victory. But the reverse is equally true. If everyone working for a domain is convinced of the domain's imminent failure, it makes training more exhausting and affects officer confidence. High Resolve means that a domain's officers are energized, coordinated, and convinced of victory, granting benefits to those officers in combat against the officers of an opposed domain. Poor resolve means that officers are distracted and tired, and their performance against foes from an opposed domain will suffer.", { "type": "table", @@ -1032,9 +1035,9 @@ "{@b Fanatic (2).} As a reaction when an enemy starts their turn during the first round of any combat against officers of an opposed domain, one of this domain's officers who has not yet acted can cast a spell or make a weapon attack.", "{@b Loyal (1).} The speed of each of this domain's officers increases by 10 feet during the first round of any combat against officers of an opposed domain.", "{@b Normal (0).} No effect.", - "{@b Discontented (−1).} The speed of each of this domain's officers decreases by 5 feet during the first round of any combat against officers of an opposed domain.", - "{@b Rebellious (−2).} During any combat against officers of an opposed domain, the first saving throw made by one of this domain's officers against a spell or effect directed by an enemy has disadvantage.", - "{@b Revolt (−3).} The first attack roll made by each of this domain's officers during any combat against officers of an opposed domain has disadvantage." + "{@b Discontented (\u22121).} The speed of each of this domain's officers decreases by 5 feet during the first round of any combat against officers of an opposed domain.", + "{@b Rebellious (\u22122).} During any combat against officers of an opposed domain, the first saving throw made by one of this domain's officers against a spell or effect directed by an enemy has disadvantage.", + "{@b Revolt (\u22123).} The first attack roll made by each of this domain's officers during any combat against officers of an opposed domain has disadvantage." ] }, { @@ -1089,9 +1092,9 @@ "{@b Abundant (2).} Each of this domain's cavalry units has advantage on Power tests until the end of the first round of battle.", "{@b Surplus (1).} Each of this domain's infantry units has advantage on Power tests until the end of the first round of battle.", "{@b Normal (0).} No effect.", - "{@b Low (−1).} Each of this domain's artillery units has disadvantage on Morale and Command tests until the end of the first round of battle.", - "{@b Poor (−2).} Each of this domain's cavalry and aerial units has disadvantage on Morale and Command tests until the end of the first round of battle.", - "{@b Bankrupt (−3).} Each of the domain's infantry units has disadvantage on Morale and Command tests until the end of the first round of battle." + "{@b Low (\u22121).} Each of this domain's artillery units has disadvantage on Morale and Command tests until the end of the first round of battle.", + "{@b Poor (\u22122).} Each of this domain's cavalry and aerial units has disadvantage on Morale and Command tests until the end of the first round of battle.", + "{@b Bankrupt (\u22123).} Each of the domain's infantry units has disadvantage on Morale and Command tests until the end of the first round of battle." ] } ] @@ -1164,13 +1167,13 @@ "page": 27, "entries": [ "Domain powers represent the new features that a domain's officers earn as a result of the research and training they do with their agents. The officers of a thieves' guild work and train with their bravos and apprentice thieves, and as a result, become better at what they themselves do. Likewise, the stewards of a druid circle spend time between adventures studying, tending to nature, and training their acolytes, and so gain greater insight into the summoning of nature spirits.", - "Each type of domain—both heroic organizations and NPC realms—grants a number of unique domain powers, whose mechanics are broken out in the domain type's description. But all domain powers rely on the use of a shared resource—a pool of power dice.", + "Each type of domain\u2014both heroic organizations and NPC realms\u2014grants a number of unique domain powers, whose mechanics are broken out in the domain type's description. But all domain powers rely on the use of a shared resource\u2014a pool of power dice.", { "type": "entries", "name": "Power Dice", "page": 27, "entries": [ - "Each officer in a domain—player characters and the villain and lieutenants of an opposed domain alike— gets one power die, with the die type determined by the domain's size (see above). Any officer can choose to roll their power die immediately after they roll initiative at the start of any combat (no action required). Once a power die is rolled, it cannot be rolled again until the officer who rolled it finishes an extended rest. (An extended rest is defined in {@book Strongholds & Followers|SaF} as 1 week of study and training spent at the stronghold of the officer's domain. The GM might use this as a guideline, or set some other parameters for what an extended rest means in the campaign.)", + "Each officer in a domain\u2014player characters and the villain and lieutenants of an opposed domain alike\u2014 gets one power die, with the die type determined by the domain's size (see above). Any officer can choose to roll their power die immediately after they roll initiative at the start of any combat (no action required). Once a power die is rolled, it cannot be rolled again until the officer who rolled it finishes an extended rest. (An extended rest is defined in {@book Strongholds & Followers|SaF} as 1 week of study and training spent at the stronghold of the officer's domain. The GM might use this as a guideline, or set some other parameters for what an extended rest means in the campaign.)", "Each domain power allows the officers in the player characters' organization to use some or all of the dice in their shared pool to produce crazy new effects in combat. At the same time, the officers of a villainous realm will use their own domain powers and power dice to fuel their domain's push for victory over the characters.", { "type": "image", @@ -1228,7 +1231,7 @@ "name": "Building an NPC Realm", "page": 29, "entries": [ - "Building an NPC realm is easier than building a heroic organization or a villainous realm, because NPC realms don't directly influence intrigue or battles. They might be persuaded by the characters' organization or the villainous realm to lend aid during a battle, but the GM can easily set that up without finalizing all of an NPC realm's stats. (That said, a GM is free to flesh out any NPC realm with the same level of detail as a villainous realm—especially if the NPC realm has enemy potential!)", + "Building an NPC realm is easier than building a heroic organization or a villainous realm, because NPC realms don't directly influence intrigue or battles. They might be persuaded by the characters' organization or the villainous realm to lend aid during a battle, but the GM can easily set that up without finalizing all of an NPC realm's stats. (That said, a GM is free to flesh out any NPC realm with the same level of detail as a villainous realm\u2014especially if the NPC realm has enemy potential!)", "The baseline process for creating an NPC realm is as follows:", { "type": "list", @@ -1296,7 +1299,7 @@ "name": "Adventuring Party", "page": 31, "entries": [ - "Mercenaries. Troubleshooters. Rag-tag heroes trying to get by—except \"heroes\" might not be quite the right word. Your characters have banded together as an adventuring party, a haphazard group of individuals traveling the realm with a common goal. Though you might not be the most diplomatic or noble of groups, you get the job done when it counts. It just might be a bit...messy.", + "Mercenaries. Troubleshooters. Rag-tag heroes trying to get by\u2014except \"heroes\" might not be quite the right word. Your characters have banded together as an adventuring party, a haphazard group of individuals traveling the realm with a common goal. Though you might not be the most diplomatic or noble of groups, you get the job done when it counts. It just might be a bit...messy.", { "type": "list", "style": "list-no-bullets", @@ -1558,7 +1561,7 @@ "name": "City Watch", "page": 38, "entries": [ - "You might not be the best trained or most efficient of soldiers. But as members of a city watch, you are dedicated to protecting the place you call home—no matter the cost.", + "You might not be the best trained or most efficient of soldiers. But as members of a city watch, you are dedicated to protecting the place you call home\u2014no matter the cost.", { "type": "list", "style": "list-no-bullets", @@ -1746,7 +1749,7 @@ "name": "Specialization", "page": 41, "entries": [ - "When you found your mercantile guild, you'll also choose a specialization. Are you a monopoly, looking to not just dominate but to own an entire industry? Are you a pirate band, sailing the seas looking for loot and plunder? Or perhaps you're a trade guild—a group of artisans banded together to establish the best business deals and working conditions?" + "When you found your mercantile guild, you'll also choose a specialization. Are you a monopoly, looking to not just dominate but to own an entire industry? Are you a pirate band, sailing the seas looking for loot and plunder? Or perhaps you're a trade guild\u2014a group of artisans banded together to establish the best business deals and working conditions?" ] }, { @@ -1882,7 +1885,7 @@ "url": "https://i.imgur.com/vze6NP1.jpg" } }, - "Your organization is an association of arcane practitioners whose agents include wizards, sorcerers, scribes, and sages. Not all your associates cast magic—your order needs guards and spies as much as anyone else—but every member of your mystic circle respects the power of the magical arts. The collections of scrolls and tomes in your libraries contain knowledge that others seek, and unearthing the secrets of your enemies isn't so different from uncovering forbidden spells.", + "Your organization is an association of arcane practitioners whose agents include wizards, sorcerers, scribes, and sages. Not all your associates cast magic\u2014your order needs guards and spies as much as anyone else\u2014but every member of your mystic circle respects the power of the magical arts. The collections of scrolls and tomes in your libraries contain knowledge that others seek, and unearthing the secrets of your enemies isn't so different from uncovering forbidden spells.", { "type": "list", "style": "list-no-bullets", @@ -2380,7 +2383,7 @@ "name": "Political Administration", "page": 55, "entries": [ - "Your organization is focused on the skills and traditions of statecraft. Its officers are politicians first, pulling strings and manipulating neighbors, gathering favors and making deals. You prefer to use your diplomatic skills to avoid war—but if that proves impossible, you ensure that the battle happens on your terms, surrounded by allies while your enemy stands alone.", + "Your organization is focused on the skills and traditions of statecraft. Its officers are politicians first, pulling strings and manipulating neighbors, gathering favors and making deals. You prefer to use your diplomatic skills to avoid war\u2014but if that proves impossible, you ensure that the battle happens on your terms, surrounded by allies while your enemy stands alone.", { "type": "list", "style": "list-no-bullets", @@ -2519,7 +2522,7 @@ "type": "inset", "name": "Freedom of Religion", "entries": [ - "The nature or specialization of your religious order has no bearing on which type of planar creature— aberration, celestial, or fiend—you can summon with the Beseech the Most High power. Think outside the box! Your holy church might petition a righteous deity for aid and be granted command of a monstrous devil bound by hallowed chains. Likewise, your hidden cult might worship an archdevil that torments souls in an eldritch demiplane, conjuring an aberration onto the battlefield from a portal of writhing tentacles." + "The nature or specialization of your religious order has no bearing on which type of planar creature\u2014 aberration, celestial, or fiend\u2014you can summon with the Beseech the Most High power. Think outside the box! Your holy church might petition a righteous deity for aid and be granted command of a monstrous devil bound by hallowed chains. Likewise, your hidden cult might worship an archdevil that torments souls in an eldritch demiplane, conjuring an aberration onto the battlefield from a portal of writhing tentacles." ] }, { @@ -2545,7 +2548,7 @@ "name": "Hidden Cult", "page": 59, "entries": [ - "Society is rife with close-minded individuals who disapprove of your causes or your methods, so you must conduct your rituals in secret. The agents of your hidden cult are everyday people—acolytes and blacksmiths, guards and government officials—who mask their true natures behind ceremonial garb and closed-door meetings. Your stronghold is likely a front for occult activity, and your allies are won through temptation, manipulation, and intimidation. And though you try to keep a low profile, conflict is sometimes inevitable.", + "Society is rife with close-minded individuals who disapprove of your causes or your methods, so you must conduct your rituals in secret. The agents of your hidden cult are everyday people\u2014acolytes and blacksmiths, guards and government officials\u2014who mask their true natures behind ceremonial garb and closed-door meetings. Your stronghold is likely a front for occult activity, and your allies are won through temptation, manipulation, and intimidation. And though you try to keep a low profile, conflict is sometimes inevitable.", { "type": "list", "style": "list-no-bullets", @@ -2741,7 +2744,7 @@ "name": "Assassins' College", "page": 63, "entries": [ - "Assassination is a most misunderstood art. You kill people for money, sure—but only certain people and only under certain circumstances. There are rules, after all, and new assassins must learn those rules at the hands of masters.", + "Assassination is a most misunderstood art. You kill people for money, sure\u2014but only certain people and only under certain circumstances. There are rules, after all, and new assassins must learn those rules at the hands of masters.", { "type": "list", "style": "list-no-bullets", @@ -2778,7 +2781,7 @@ "name": "Spy Network", "page": 64, "entries": [ - "As part of a covert team of spies, you gather intelligence and engage in clandestine activities for a government, a specific organization—or the highest bidder. Your agents are well trained and savvy, able to operate in even the most challenging conditions.", + "As part of a covert team of spies, you gather intelligence and engage in clandestine activities for a government, a specific organization\u2014or the highest bidder. Your agents are well trained and savvy, able to operate in even the most challenging conditions.", { "type": "list", "style": "list-no-bullets", @@ -2815,7 +2818,7 @@ "name": "Thieves' Guild", "page": 64, "entries": [ - "Your organization is a second-story crew, focusing on getting into where you don't belong, taking what isn't yours, and earning your well-deserved rewards. You're not much for politics, spying, and information brokering—except when it helps you cut deals with the law.", + "Your organization is a second-story crew, focusing on getting into where you don't belong, taking what isn't yours, and earning your well-deserved rewards. You're not much for politics, spying, and information brokering\u2014except when it helps you cut deals with the law.", { "type": "list", "style": "list-no-bullets", @@ -2869,7 +2872,7 @@ "url": "https://i.imgur.com/HlxdCwF.jpg" } }, - "When a domain is controlled by an NPC—whether a villain, an ally, or a mystery figure whose role the characters need to figure out—the GM sets that domain up as an NPC realm. This section presents sixteen NPC realms for the GM's use in a campaign, covering a wide array of domain types, from the explicitly villainous (it's hard to imagine how a despotic regime could be a good thing) to neutral and possibly friendly realms such as a fey court or a gnomish kingdom.", + "When a domain is controlled by an NPC\u2014whether a villain, an ally, or a mystery figure whose role the characters need to figure out\u2014the GM sets that domain up as an NPC realm. This section presents sixteen NPC realms for the GM's use in a campaign, covering a wide array of domain types, from the explicitly villainous (it's hard to imagine how a despotic regime could be a good thing) to neutral and possibly friendly realms such as a fey court or a gnomish kingdom.", "Unlike heroic organizations, {@b each NPC realm has only one title, given to the leader}. This reflects the fact that all the officers of a villainous realm (and any other domain outside the characters' domain) are run by the GM, and no GM needs to worry about five NPCs with special abilities! Also unlike organizations, NPC realms have no specialization. They have the same number of domain powers and domain features overall, but those powers and features are consistent for each type of realm. This allows a GM to quickly copy the details for an NPC realm onto the generic domain sheet (page 315) and be ready to go.", "Some of an NPC realm's domain powers can be taken only by the domain's leader. Other powers can be taken by the leader or other officers.", "There's no rule that says all the NPC domains in a game must be realms from this section. GMs can use the domains in the {@book Heroic Organizations|KaW|2|Heroic Organizations} section as well when populating a world with NPC domains. But by keeping the setup for these realms simpler and less customizable, the intent is to make them easier for the GM to use." @@ -2998,7 +3001,7 @@ "url": "https://i.imgur.com/kXusLtz.jpg" } }, - "Not all dwarven cultures are bellicose, but the dwarves' history of stalwart bravery lends them several advantages when a dwarven thanedom is drawn into conflict—or when its folk decide to start trouble themselves. Dwarven physiology and hardiness is well suited to land war. But even more importantly, many dwarves possess a strong analytical streak that underlies their success as crafters, engineers, and miners. With an instinctive sense of how various parts work together to create a machine, dwarves called to battle understand how to become a part in a war machine, making dwarf soldiers a force to be reckoned with on the field.", + "Not all dwarven cultures are bellicose, but the dwarves' history of stalwart bravery lends them several advantages when a dwarven thanedom is drawn into conflict\u2014or when its folk decide to start trouble themselves. Dwarven physiology and hardiness is well suited to land war. But even more importantly, many dwarves possess a strong analytical streak that underlies their success as crafters, engineers, and miners. With an instinctive sense of how various parts work together to create a machine, dwarves called to battle understand how to become a part in a war machine, making dwarf soldiers a force to be reckoned with on the field.", { "type": "list", "style": "list-no-bullets", @@ -3240,7 +3243,7 @@ "url": "https://i.imgur.com/vktB8Vt.jpg" } }, - "Most domains consider enemy goblinoid realms a nuisance rather than a true military threat. Outside of urban environments, goblins, bugbears, and hobgoblins usually live in small clan groups, rising and falling in strength as the strongest leaders jockey for power. But sometimes an ambitious goblinoid leader is able to unite a number of clans as a singular community—and a dangerous fighting force. By pooling resources, goblinoid clans and bands can form a coalition capable of launching devastating attacks on all who threaten their lands and people, bringing goblins, hobgoblins, and bugbears into a unified and disciplined force of capable warriors.", + "Most domains consider enemy goblinoid realms a nuisance rather than a true military threat. Outside of urban environments, goblins, bugbears, and hobgoblins usually live in small clan groups, rising and falling in strength as the strongest leaders jockey for power. But sometimes an ambitious goblinoid leader is able to unite a number of clans as a singular community\u2014and a dangerous fighting force. By pooling resources, goblinoid clans and bands can form a coalition capable of launching devastating attacks on all who threaten their lands and people, bringing goblins, hobgoblins, and bugbears into a unified and disciplined force of capable warriors.", { "type": "list", "style": "list-no-bullets", @@ -3357,7 +3360,7 @@ "name": "Infernal Echelon", "page": 78, "entries": [ - "Fiends are evil incarnate. Whether they seek to cheat mortals out of their souls or simply consume those souls by force, all fiends share the same drive—the suffering of the living. It's easy to lose sight of this simple truth when dealing with these creatures, as both the Abyss and the Nine Hells are entrenched in complicated politics. Demons and devils both follow strict hierarchies, creating complex power struggles whose machinations have consequences that ripple out across multiple worlds. And at the heart of these grand plots stands the infernal echelon—an organized force of fiends dedicated to powerful leaders, and committed to unleashing death, madness, and despair upon the mortal realm.", + "Fiends are evil incarnate. Whether they seek to cheat mortals out of their souls or simply consume those souls by force, all fiends share the same drive\u2014the suffering of the living. It's easy to lose sight of this simple truth when dealing with these creatures, as both the Abyss and the Nine Hells are entrenched in complicated politics. Demons and devils both follow strict hierarchies, creating complex power struggles whose machinations have consequences that ripple out across multiple worlds. And at the heart of these grand plots stands the infernal echelon\u2014an organized force of fiends dedicated to powerful leaders, and committed to unleashing death, madness, and despair upon the mortal realm.", { "type": "list", "style": "list-no-bullets", @@ -3476,7 +3479,7 @@ "name": "Orc Clan", "page": 82, "entries": [ - "Fearless and unwavering in defense of their homelands or in pursuit of plunder, the legions of an orc clan are not to be trifled with. Many folk call themselves superior warriors, with their heavy plate mail and firearms. But countless tales speak of foolish champions who underestimated the power of an orc clan—and the dear price they paid for that ignorance.", + "Fearless and unwavering in defense of their homelands or in pursuit of plunder, the legions of an orc clan are not to be trifled with. Many folk call themselves superior warriors, with their heavy plate mail and firearms. But countless tales speak of foolish champions who underestimated the power of an orc clan\u2014and the dear price they paid for that ignorance.", "Most orc clans are composed of numerous smaller tribes and extended families, creating a bond that sees clan members defend their fellows with ruthless tactics and little patience for insult. Clan leadership is not hereditary, but is only rarely determined by age or strength. Instead, the mantle of chieftain is usually passed down to whoever can inspire the most loyalty in their fellow warriors.", "Many of those who lose a campaign against an orc clan tell tales of the orcs' brutality, but this paints a picture that is far from accurate. Orc clans connect to a proud warrior culture, but their social infrastructure is no more savage than that of any other civilization. Although some clans are driven by ambition that sees them challenge and conquer other realms, most are dedicated to defending the orcs' expansive homelands, attacking only when provoked.", { @@ -3595,7 +3598,7 @@ "url": "https://i.imgur.com/HW4GKa8.jpg" } }, - "Reptilian folk vary widely in their cultures and outlooks, with each preoccupied with unique concerns and internal politics. But every so often, a charismatic leader steps forth to bind disparate factions of kobolds, lizardfolk, dragonborn, and other peoples of reptilian ancestry into a mighty band. When united, these brave peoples make an unbreakable bulwark against those who would intrude into or steal resources from their lands—or a furious swarm dedicated to leveling whole kingdoms and reshaping the world as it was in primordial times.", + "Reptilian folk vary widely in their cultures and outlooks, with each preoccupied with unique concerns and internal politics. But every so often, a charismatic leader steps forth to bind disparate factions of kobolds, lizardfolk, dragonborn, and other peoples of reptilian ancestry into a mighty band. When united, these brave peoples make an unbreakable bulwark against those who would intrude into or steal resources from their lands\u2014or a furious swarm dedicated to leveling whole kingdoms and reshaping the world as it was in primordial times.", { "type": "inset", "name": "Frogfolk", @@ -3665,7 +3668,7 @@ } }, "Undeath is perhaps the oldest form of fell magic, its foul stain marring history again and again despite the efforts of those who pledge to wipe it out once and for all. Not all undead are evil by nature, but most leaders who seek to live forever are, as they manipulate the magic of life and death to eternally exercise their will over others. And soon enough, some of those undead leaders begin to ask themselves: \"Why shouldn't my people also share in the gift of immortality...?\"", - "When an undead dominion rises, it creates a blight on the living landscape, turning soil to ash and draining the energy from all living things. Its people are a labor force that never needs rest. A military that needs no pay or medical care. They cannot be broken. They cannot be bought. They do not need to eat, or sleep, or breathe. They—and the threat they bring to bear on neighboring lands—are perpetual.", + "When an undead dominion rises, it creates a blight on the living landscape, turning soil to ash and draining the energy from all living things. Its people are a labor force that never needs rest. A military that needs no pay or medical care. They cannot be broken. They cannot be bought. They do not need to eat, or sleep, or breathe. They\u2014and the threat they bring to bear on neighboring lands\u2014are perpetual.", { "type": "list", "style": "list-no-bullets", @@ -3727,7 +3730,7 @@ "url": "https://i.imgur.com/NYlPVj6.jpg" } }, - "Some ancestries whose folk dwell below the waves make valuable allies, but not all pelagic creatures are friendly toward the people of the surface world—and few monsters stoke fear so visceral as those that hide in the unfathomable depths of the sea. The home of such creatures is a quiet, crushing, everlasting night that holds more in common with the deep void between the stars than the lands the waves crash against. Undersea folk live among ancient cities that sank long ago, filled with prehistoric secrets best left forgotten.", + "Some ancestries whose folk dwell below the waves make valuable allies, but not all pelagic creatures are friendly toward the people of the surface world\u2014and few monsters stoke fear so visceral as those that hide in the unfathomable depths of the sea. The home of such creatures is a quiet, crushing, everlasting night that holds more in common with the deep void between the stars than the lands the waves crash against. Undersea folk live among ancient cities that sank long ago, filled with prehistoric secrets best left forgotten.", "Land-dwellers who come into conflict with an undersea colony often see its residents as detached and remorseless. Their strange languages often hide even stranger morals, such that slaying the crew of a ship to retrieve a stolen artifact of the deep might seem no different to them than peaceful diplomacy.", { "type": "list", @@ -3790,7 +3793,7 @@ "url": "https://i.imgur.com/60p6l9V.jpg" } }, - "Most people think of the World Below as a vast network of caverns stretching beneath the surface of the everyday world. But this is another realm entirely—a separate manifold in reality that is home to strange creatures all vying for control. Only the craftiest folk survive the host of subterranean horrors and the constant conflict between factions in the deep. Drow, duergar, deep gnomes, and more all build city-states strong enough to weather any setback or assault. The people of these city-states rarely venture beyond their well-defended territories—but when they do, it is often in search of the resources that will help guarantee their continued security. While most World Below city-states have no interest in conquering the folk of the surface, their highly trained forces can strike quickly when necessary—or when provoked by aggression on any side.", + "Most people think of the World Below as a vast network of caverns stretching beneath the surface of the everyday world. But this is another realm entirely\u2014a separate manifold in reality that is home to strange creatures all vying for control. Only the craftiest folk survive the host of subterranean horrors and the constant conflict between factions in the deep. Drow, duergar, deep gnomes, and more all build city-states strong enough to weather any setback or assault. The people of these city-states rarely venture beyond their well-defended territories\u2014but when they do, it is often in search of the resources that will help guarantee their continued security. While most World Below city-states have no interest in conquering the folk of the surface, their highly trained forces can strike quickly when necessary\u2014or when provoked by aggression on any side.", { "type": "list", "style": "list-no-bullets", @@ -3847,8 +3850,8 @@ "name": "Warfare", "page": 92, "entries": [ - "When great heroes like Ajax, Hector, or Achilles participate in a war, the story is about them fighting other heroes. Enemy heroes. The Trojan War is just a backdrop for these individuals' epic stories. So if that's the story you want to tell—of great armies clashing in the background while heroes and villains duel each other in single combat—then you don't need rules for warfare. You can just play out normal encounters while a huge battle is described happening around the heroes and their enemies, like some particularly dramatic background music.", - "This system, by contrast, assumes that even in a fantasy world, armies are important. Heroes can fight other heroes, but it takes an army to capture and hold territory—and to defend a domain against a villain's army. Each army's tactics, the units deployed, and who won is important—as is how they won. So while the characters still need to stop the villain in a thrilling combat, the characters' army also needs to defeat the villain's army to fully secure victory.", + "When great heroes like Ajax, Hector, or Achilles participate in a war, the story is about them fighting other heroes. Enemy heroes. The Trojan War is just a backdrop for these individuals' epic stories. So if that's the story you want to tell\u2014of great armies clashing in the background while heroes and villains duel each other in single combat\u2014then you don't need rules for warfare. You can just play out normal encounters while a huge battle is described happening around the heroes and their enemies, like some particularly dramatic background music.", + "This system, by contrast, assumes that even in a fantasy world, armies are important. Heroes can fight other heroes, but it takes an army to capture and hold territory\u2014and to defend a domain against a villain's army. Each army's tactics, the units deployed, and who won is important\u2014as is how they won. So while the characters still need to stop the villain in a thrilling combat, the characters' army also needs to defeat the villain's army to fully secure victory.", { "type": "entries", "name": "Using These Rules", @@ -3870,7 +3873,7 @@ "page": 93, "entries": [ "Just because the heroes go off on adventures doesn't mean the rest of the world stops short, waiting in suspended animation for them to return. Armies are a fantastic tool that can be used to create tension in a game while the heroes are off adventuring.", - "Giving the villain of the adventure an army to attack the heroes' domain, the domains of their allies, or even just the place they live is a great way to get the players engaged with warfare. A GM can pause and say \"Meanwhile…\" as they describe a scenario in which the heroes' domain is threatened and the players must use the heroes' army to defend it." + "Giving the villain of the adventure an army to attack the heroes' domain, the domains of their allies, or even just the place they live is a great way to get the players engaged with warfare. A GM can pause and say \"Meanwhile...\" as they describe a scenario in which the heroes' domain is threatened and the players must use the heroes' army to defend it." ] }, { @@ -3878,7 +3881,7 @@ "name": "Downtime Warfare", "page": 93, "entries": [ - "One of the most canonical uses of warfare is to give the players more—and more interesting—things to do during downtime, or at any time between group adventures when the characters are free to be more self-directed. In the time between one adventure and another, the players have a chance to come up with their own goals and motivations. And having characters be officers in a domain with a standing army, even a small one, opens up all sorts of new opportunities for story and game play.", + "One of the most canonical uses of warfare is to give the players more\u2014and more interesting\u2014things to do during downtime, or at any time between group adventures when the characters are free to be more self-directed. In the time between one adventure and another, the players have a chance to come up with their own goals and motivations. And having characters be officers in a domain with a standing army, even a small one, opens up all sorts of new opportunities for story and game play.", "The players might decide to use the characters' army proactively. Send it somewhere to liberate a town or temple, or to clear out a forest infested with cultists. Send it to blockade a road and force a confrontation with a local warlord. Or they might use it reactively based on challenges the GM places in front of them, like a rebellion or an uprising. Between adventures, unlimited possibilities for drama and action arise, and warfare can easily factor into these." ] }, @@ -3888,8 +3891,8 @@ "page": 94, "entries": [ "The most spectacular use of this system is to simulate a climactic confrontation between a heroic organization and a villainous realm. The easiest and most fun way to do this is to run and resolve the battle first, then the combat, even though both are actually happening simultaneously. This works much the same way that players in combat resolve their characters' actions in distinct turns, even though in reality the characters are all moving and attacking at the same time.", - "When this is done, mark down who wins the battle and on which turn. Then, on that turn of the combat, the winning officers each gain a Morale Surge they can use at any time (see the sidebar). The warfare rules have been designed to, on a whole, resolve faster than character combat. This is not wholly realistic, but it is dramatic—and it allows the game to continue to focus on the heroes and their actions. Their army will win or lose before the end of the combat, and the victors gain a sudden and dramatic bonus reflecting the rush of adrenaline.", - "Of course, this requires some willing suspension of disbelief, since the players will have already resolved the battle before starting the combat. So they know who's going to win—and on what turn— going into their own final fight. But even if this causes characters to change their behavior in what is technically a metagaming sense, it can easily be explained as the characters being the ones who trained the forces fighting outside—and as such, being instinctively aware that those forces are going to win (or lose!), even if that wasn't strictly obvious during the actual running of the battle.", + "When this is done, mark down who wins the battle and on which turn. Then, on that turn of the combat, the winning officers each gain a Morale Surge they can use at any time (see the sidebar). The warfare rules have been designed to, on a whole, resolve faster than character combat. This is not wholly realistic, but it is dramatic\u2014and it allows the game to continue to focus on the heroes and their actions. Their army will win or lose before the end of the combat, and the victors gain a sudden and dramatic bonus reflecting the rush of adrenaline.", + "Of course, this requires some willing suspension of disbelief, since the players will have already resolved the battle before starting the combat. So they know who's going to win\u2014and on what turn\u2014 going into their own final fight. But even if this causes characters to change their behavior in what is technically a metagaming sense, it can easily be explained as the characters being the ones who trained the forces fighting outside\u2014and as such, being instinctively aware that those forces are going to win (or lose!), even if that wasn't strictly obvious during the actual running of the battle.", "A battle can, of course, take longer than a combat! This isn't a problem if the winner of the battle is the same domain as the winner of the combat. But even if that's not the case, when a domain's commanders lose a combat (whether they died, surrendered, were banished to another dimension, and so on) their troops automatically undertake the Retreat maneuver. (The rest of this chapter explains maneuvers and all the other rules for warfare.)" ] }, @@ -3905,7 +3908,7 @@ "name": "Bringing the Siege", "page": 94, "entries": [ - "When the GM decides that it's time for a battle to begin, each side can attempt to bring the siege. This section of the rules vaguely emulates the behavior of European military conflicts from the eleventh century to the fifteenth century. During these times, the majority of battles were sieges—one army attacking a fortification, rather than two armies facing each other in the field. The major question of the time was: Which side would mobilize first and lay siege to the other side's castle or keep?", + "When the GM decides that it's time for a battle to begin, each side can attempt to bring the siege. This section of the rules vaguely emulates the behavior of European military conflicts from the eleventh century to the fifteenth century. During these times, the majority of battles were sieges\u2014one army attacking a fortification, rather than two armies facing each other in the field. The major question of the time was: Which side would mobilize first and lay siege to the other side's castle or keep?", "The warfare rules simulate this historical setup by requiring both domains to make an opposed Operations test at the start of each battle. The winner decides whether they will attack the villain's stronghold, defend their own stronghold, or meet on a different field of battle. In the case of a tie (or if the GM determines that it's not appropriate for a particular battle to involve a stronghold), both armies meet at a location away from either stronghold." ] }, @@ -3922,7 +3925,7 @@ "name": "Using the Grid", "page": 95, "entries": [ - "One of the keys to keeping battles fun is making sure everyone has room to maneuver. Each side in the battle has a 4 × 5 grid—twenty spaces in total— on which to place their infantry and artillery units. Cavalry and aerial units do not use the grid.", + "One of the keys to keeping battles fun is making sure everyone has room to maneuver. Each side in the battle has a 4 × 5 grid\u2014twenty spaces in total\u2014 on which to place their infantry and artillery units. Cavalry and aerial units do not use the grid.", "If one side of the battlefield is completely filled with troops, that side is left with no room to maneuver and the game turns into a slog. As such, these rules work best with each side controlling twelve or fewer units." ] }, @@ -3931,7 +3934,7 @@ "name": "Making Tests", "page": 95, "entries": [ - "Throughout these rules, you'll see references to units making tests. Just like with the rules for running domains, tests in warfare are analogous to your character making ability checks—you roll a d20, add a modifier, and compare the total to a fixed DC or some other value. If the result is equal to or greater than the value it's compared to, the test succeeds. Tests can likewise be made with advantage and disadvantage, just like ability checks.", + "Throughout these rules, you'll see references to units making tests. Just like with the rules for running domains, tests in warfare are analogous to your character making ability checks\u2014you roll a d20, add a modifier, and compare the total to a fixed DC or some other value. If the result is equal to or greater than the value it's compared to, the test succeeds. Tests can likewise be made with advantage and disadvantage, just like ability checks.", "When a unit attacks another unit, it first makes an Attack test opposed by the opposed unit's Defense. To successfully execute a special maneuver, a unit must succeed on a Command test with a DC based on the complexity of the maneuver. (Attack, Defense, and Command are three of the modifiers that are part of every unit's battle statistics, discussed in more detail below.)" ] }, @@ -3940,7 +3943,7 @@ "name": "Starting Small", "page": 95, "entries": [ - "The best way to test out these rules is to start with a small battle, wherein each player controls just one unit. There are then a commensurate number of units on the opposing side, controlled by the GM. A battle of this size—perhaps two opposing forces trying to take over a small town—gives everyone, including the GM, the chance to learn the system and get their feet wet.", + "The best way to test out these rules is to start with a small battle, wherein each player controls just one unit. There are then a commensurate number of units on the opposing side, controlled by the GM. A battle of this size\u2014perhaps two opposing forces trying to take over a small town\u2014gives everyone, including the GM, the chance to learn the system and get their feet wet.", "It might seem like a fun idea to start with a huge battle! An epic confrontation with dozens of units on each side! But this system will quickly bog down under that kind of setup, and there are better ways to create this epic feel. These rules don't model individual soldiers, which means that players and GMs are free to redefine the scale of battle to suit their needs. If you want to run an epic battle, simply say that each unit represents a legion of five thousand soldiers rather than a squad of fifty or some other smaller number.", "Alternatively, many of what are considered huge historical battles were actually a series of smaller related skirmishes. So if you want to replicate this kind of massive battle, you can use this system to play out specific skirmishes within a larger war. Using different battlefield setups each time, you'll play out the battle for the port, then the battle for the tower gates, and finally the battle for the city, with the results of each battle affecting the next." ] @@ -4013,7 +4016,7 @@ "name": "Domain Armies", "page": 96, "entries": [ - "Not all domains need an army. Depending on the campaign or the nature of the specific adventure you're playing, domains for the characters and the villains are still useful for the additional features they grant, even without these warfare rules. A heroic organization might act behind the scenes, or lend aid to other domains in the form of special units that can be mustered and sent to help allies. But if an enemy has an army marching on the characters' stronghold—or vice versa—creating an army is the best way to play out that scenario!" + "Not all domains need an army. Depending on the campaign or the nature of the specific adventure you're playing, domains for the characters and the villains are still useful for the additional features they grant, even without these warfare rules. A heroic organization might act behind the scenes, or lend aid to other domains in the form of special units that can be mustered and sent to help allies. But if an enemy has an army marching on the characters' stronghold\u2014or vice versa\u2014creating an army is the best way to play out that scenario!" ] }, { @@ -4022,7 +4025,7 @@ "page": 96, "entries": [ "Each army is made up of units. Each unit is a collection of soldiers (including monsters) with the same ancestry, training, gear, and type.", - "An army defends a domain and fights battles for the domain's officers (either the player characters or the villains controlled by the GM). While the characters confront an opposed domain's leaders in an epic combat, the armies loyal to both sides clash in an epic battle. The characters and the villains issue orders, but the soldiers who fight and die in response to those orders are the ones who take and hold the field—the ones who win or lose the war." + "An army defends a domain and fights battles for the domain's officers (either the player characters or the villains controlled by the GM). While the characters confront an opposed domain's leaders in an epic combat, the armies loyal to both sides clash in an epic battle. The characters and the villains issue orders, but the soldiers who fight and die in response to those orders are the ones who take and hold the field\u2014the ones who win or lose the war." ] }, { @@ -4043,14 +4046,14 @@ "type": "entries", "name": "Name", "entries": [ - "Every unit has a name. For normal units, that name is just a combination of the unit's ancestry and type—for example, Human Cavalry, Elf Artillery, or Hobgoblin Infantry. Some units have more descriptive names, though, such as Human Shield Maniple or Bugbear Heavy Claw. Special units might follow either format. And unique units have quotation marks around their names, to indicate that there is only one of these special units anywhere in the world." + "Every unit has a name. For normal units, that name is just a combination of the unit's ancestry and type\u2014for example, Human Cavalry, Elf Artillery, or Hobgoblin Infantry. Some units have more descriptive names, though, such as Human Shield Maniple or Bugbear Heavy Claw. Special units might follow either format. And unique units have quotation marks around their names, to indicate that there is only one of these special units anywhere in the world." ] }, { "type": "entries", "name": "Commander", "entries": [ - "Every unit also has a commander. This is the creature that issues orders to the unit in battle—usually one of the officers in charge of the domain fielding the unit.", + "Every unit also has a commander. This is the creature that issues orders to the unit in battle\u2014usually one of the officers in charge of the domain fielding the unit.", "The rules don't worry too much about how exactly a human paladin locked in combat with an evil enemy cleric is able to make their intentions known to the unit they command out on the battlefield. The system is deliberately abstract. Runners and heralds are tasked with conveying such orders, and minor magics can facilitate communication between a commander and their troops. But beyond that, a unit knows what its commander wants because the commander has trained that unit. As well, each unit is assumed to have sergeants and subcommanders who know what to do if the commander is incapacitated, killed, or turned into a slimy toad." ] }, @@ -4059,10 +4062,10 @@ "name": "Battle Statistics", "entries": [ " ", - "{@b Attack (ATK)} is a measure of a unit's tactical effectiveness—its ability to successfully execute an attack order and engage an opposed unit. A successful Attack test can inflict casualties on an opposed unit, but is only half of the process of making an attack. Attack is opposed by Defense and improved by experience.", + "{@b Attack (ATK)} is a measure of a unit's tactical effectiveness\u2014its ability to successfully execute an attack order and engage an opposed unit. A successful Attack test can inflict casualties on an opposed unit, but is only half of the process of making an attack. Attack is opposed by Defense and improved by experience.", "{@b Defense (DEF)} is a measure of a unit's ability to maneuver in such a way that it can avoid an opposed unit's attack, or minimize it so much that it fails to make a noticeable dent in the unit's casualties. Defense is improved by experience.", "{@b Power (POW)} is a measure of a unit's physical prowess in battle. When the halberds strike, the arrows fall, or the lances pierce, how much force is behind them? Making a Power test is the second part of making an attack, and inflicts even more casualties on an opposed unit. Power tests made for other reasons do not deal damage unless the rules say so. Power is opposed by Toughness and improved by equipment.", - "{@b Toughness (TOU)} is a measure of a unit's physical hardiness—its ability to withstand successful attacks and keep fighting. Toughness is improved by equipment.", + "{@b Toughness (TOU)} is a measure of a unit's physical hardiness\u2014its ability to withstand successful attacks and keep fighting. Toughness is improved by equipment.", "{@b Morale (MOR)} measures a unit's ability to maintain discipline in the face of overwhelming odds, powerful magic, exotic enemies, and death. Failing a Morale test inflicts casualties just as Attack tests and Power tests can, since a soldier who is terrified and flees is just as ineffective as a dead soldier. Morale is improved by experience.", "{@b Command (COM)} is a unit's ability to correctly interpret complex orders and execute them successfully. Command is improved by experience.", "{@b Number of attacks (the sword icon)} represents the number of times a unit can organize itself to attack other units in one round of battle. Most units have only one attack. Number of attacks is improved by experience.", @@ -4109,8 +4112,7 @@ "type": "image", "href": { "type": "external", - "url": "https://i.imgur.com/9YFLBe6.png", - "maxWidth": 50 + "url": "https://i.imgur.com/9YFLBe6.png" } }, "Cavalry", @@ -4118,8 +4120,7 @@ "type": "image", "href": { "type": "external", - "url": "https://i.imgur.com/CGQScAa.png", - "maxWidth": 50 + "url": "https://i.imgur.com/CGQScAa.png" } }, "" @@ -4130,8 +4131,7 @@ "type": "image", "href": { "type": "external", - "url": "https://i.imgur.com/HjXkiVE.png", - "maxWidth": 50 + "url": "https://i.imgur.com/HjXkiVE.png" } }, "Infantry", @@ -4139,8 +4139,7 @@ "type": "image", "href": { "type": "external", - "url": "https://i.imgur.com/Pd42pUG.png", - "maxWidth": 50 + "url": "https://i.imgur.com/Pd42pUG.png" } }, "" @@ -4151,8 +4150,7 @@ "type": "image", "href": { "type": "external", - "url": "https://i.imgur.com/HtJQVSh.png", - "maxWidth": 50 + "url": "https://i.imgur.com/HtJQVSh.png" } }, "Infantry (Levy)", @@ -4160,8 +4158,7 @@ "type": "image", "href": { "type": "external", - "url": "https://i.imgur.com/ll2Gsva.png", - "maxWidth": 50 + "url": "https://i.imgur.com/ll2Gsva.png" } }, "" @@ -4184,7 +4181,7 @@ "type": "inset", "name": "Levies", "entries": [ - "Levies are infantry troops who have zero training and no experience, typically laborers and townsfolk. They know their likely fate in battle, but they believe enough in a domain's cause to fight and die for it—or they fear the price of not fighting even more.", + "Levies are infantry troops who have zero training and no experience, typically laborers and townsfolk. They know their likely fate in battle, but they believe enough in a domain's cause to fight and die for it\u2014or they fear the price of not fighting even more.", "Levies cannot have their gear or experience improved. They automatically disband after every battle and must be mustered again for the next battle." ] }, @@ -4549,8 +4546,7 @@ "type": "image", "href": { "type": "external", - "url": "https://i.imgur.com/aHzlxGK.png", - "maxWidth": 50 + "url": "https://i.imgur.com/aHzlxGK.png" } }, "Human", @@ -4558,8 +4554,7 @@ "type": "image", "href": { "type": "external", - "url": "https://i.imgur.com/F5vLaiq.png", - "maxWidth": 50 + "url": "https://i.imgur.com/F5vLaiq.png" } }, "" @@ -4570,8 +4565,7 @@ "type": "image", "href": { "type": "external", - "url": "https://i.imgur.com/KDWZq6n.png", - "maxWidth": 50 + "url": "https://i.imgur.com/KDWZq6n.png" } }, "Kobold", @@ -4579,8 +4573,7 @@ "type": "image", "href": { "type": "external", - "url": "https://i.imgur.com/PBE9xaI.png", - "maxWidth": 50 + "url": "https://i.imgur.com/PBE9xaI.png" } }, "" @@ -4591,8 +4584,7 @@ "type": "image", "href": { "type": "external", - "url": "https://i.imgur.com/0yhTq0c.png", - "maxWidth": 50 + "url": "https://i.imgur.com/0yhTq0c.png" } }, "Lizardfolk", @@ -4600,8 +4592,7 @@ "type": "image", "href": { "type": "external", - "url": "https://i.imgur.com/oicKWo9.png", - "maxWidth": 50 + "url": "https://i.imgur.com/oicKWo9.png" } }, "" @@ -4612,8 +4603,7 @@ "type": "image", "href": { "type": "external", - "url": "https://i.imgur.com/zbfv7a0.png", - "maxWidth": 50 + "url": "https://i.imgur.com/zbfv7a0.png" } }, "Monstrous", @@ -4621,8 +4611,7 @@ "type": "image", "href": { "type": "external", - "url": "https://i.imgur.com/J88CmDC.png", - "maxWidth": 50 + "url": "https://i.imgur.com/J88CmDC.png" } }, "" @@ -4633,8 +4622,7 @@ "type": "image", "href": { "type": "external", - "url": "https://i.imgur.com/dUd2twT.png", - "maxWidth": 50 + "url": "https://i.imgur.com/dUd2twT.png" } }, "Orc", @@ -4642,8 +4630,7 @@ "type": "image", "href": { "type": "external", - "url": "https://i.imgur.com/Bl5BaL2.png", - "maxWidth": 50 + "url": "https://i.imgur.com/Bl5BaL2.png" } }, "" @@ -4654,8 +4641,7 @@ "type": "image", "href": { "type": "external", - "url": "https://i.imgur.com/wYDAEIW.png", - "maxWidth": 50 + "url": "https://i.imgur.com/wYDAEIW.png" } }, "Special", @@ -4663,8 +4649,7 @@ "type": "image", "href": { "type": "external", - "url": "https://i.imgur.com/j7ImXrY.png", - "maxWidth": 50 + "url": "https://i.imgur.com/j7ImXrY.png" } }, "" @@ -4675,8 +4660,7 @@ "type": "image", "href": { "type": "external", - "url": "https://i.imgur.com/raAuy64.png", - "maxWidth": 50 + "url": "https://i.imgur.com/raAuy64.png" } }, "Undead", @@ -4684,8 +4668,7 @@ "type": "image", "href": { "type": "external", - "url": "https://i.imgur.com/GX2yltr.png", - "maxWidth": 50 + "url": "https://i.imgur.com/GX2yltr.png" } }, "" @@ -4696,8 +4679,7 @@ "type": "image", "href": { "type": "external", - "url": "https://i.imgur.com/RvqC5fX.png", - "maxWidth": 50 + "url": "https://i.imgur.com/RvqC5fX.png" } }, "", @@ -4714,7 +4696,7 @@ }, { "type": "entries", - "title": "Tier", + "name": "Tier", "entries": [ "A unit's tier, represented by a Roman numeral on its card, is a measure of the unit's overall power or nastiness. Tier I units are the least powerful (and thus the easiest to put onto the battlefield), while Tier V units are the most powerful.", "All units after Tier I have unit dependencies that determine how many units of a specific tier are needed to field a unit of a higher tier. For example, you can field an unlimited number of Tier I units, but you must have more Tier I units than Tier II units." @@ -4722,9 +4704,9 @@ }, { "type": "entries", - "title": "Traits", + "name": "Traits", "entries": [ - "Each unit also has a collection of traits—maneuvers or special features that it can employ in battle. The names of each unit's traits are listed on its unit card, keying to the descriptions in the {@b Unit Traits} section on page 126 in this chapter. This keeps the unit cards small and useful in battle, and means players don't have to constantly pick each card up to read what its traits can do in the middle of a battle." + "Each unit also has a collection of traits\u2014maneuvers or special features that it can employ in battle. The names of each unit's traits are listed on its unit card, keying to the descriptions in the {@b Unit Traits} section on page 126 in this chapter. This keeps the unit cards small and useful in battle, and means players don't have to constantly pick each card up to read what its traits can do in the middle of a battle." ] } ] @@ -4734,9 +4716,9 @@ "name": "Building an Army", "page": 100, "entries": [ - "As soon as a group of characters founds an organization, they muster four Tier I units of the players' choice from any ancestry the GM agrees the organization has access to. These are leaderless soldiers—probably regular light troops from other failed domains, looking for someone to serve.", + "As soon as a group of characters founds an organization, they muster four Tier I units of the players' choice from any ancestry the GM agrees the organization has access to. These are leaderless soldiers\u2014probably regular light troops from other failed domains, looking for someone to serve.", "As an option, any time a domain musters a Tier I unit, it can muster two levies instead. This can boost the size of a starting army by making it some combination of levies and regular troops. However, levies automatically disband at the end of the next battle they fight in.", - "Six ancestries are presented in this book—humans, elves, dwarves, orcs, goblinoids, and undead. Each ancestry features nine units covering different types and tiers. Whenever an organization musters new units, they must be from an ancestry the GM agrees the organization has access to, chosen from the nine units noted and following the rules for unit command and unit dependencies (detailed below).", + "Six ancestries are presented in this book\u2014humans, elves, dwarves, orcs, goblinoids, and undead. Each ancestry features nine units covering different types and tiers. Whenever an organization musters new units, they must be from an ancestry the GM agrees the organization has access to, chosen from the nine units noted and following the rules for unit command and unit dependencies (detailed below).", "(If you use {@book Strongholds & Followers|SaF} in your game, you can optionally use the rules that allow characters to attract a variety of followers, including new units, when they build or take over a stronghold.", "Units mustered by a heroic organization belong to that organization. Each unit needs a commander (see {@b Unit Command and Dependencies} below) who must be an officer in the organization. These units gain experience through battle (unless they're levies), and the organization can spend gold to improve any unit's equipment.", "Gaining additional units can be accomplished in three ways:", @@ -4756,22 +4738,22 @@ "name": "Unit Ancestry", "entries": [ "The GM determines which ancestries an organization has access to when raising units. It's reasonable to assume a dwarf officer would know other dwarves, and that the officer's heroism has become known in their homeland. So when this heroic dwarf puts out the call, a unit of dwarves arrives! That said, a dwarf officer might be an exile, or might have been raised in a human city and have no real connection to any ancestral home. If so, the GM might decide that a different ancestry is available instead.", - "If the characters' organization is on good terms with a nearby NPC elf domain—perhaps because of interactions during a previous adventure—it's reasonable to assume that the organization can muster elven units. But the only way to muster the Court Jesters—a special aerial unit of veteran sprites with medium equipment belonging to a fey court domain—is through Diplomacy." + "If the characters' organization is on good terms with a nearby NPC elf domain\u2014perhaps because of interactions during a previous adventure\u2014it's reasonable to assume that the organization can muster elven units. But the only way to muster the Court Jesters\u2014a special aerial unit of veteran sprites with medium equipment belonging to a fey court domain\u2014is through Diplomacy." ] }, { "type": "entries", "name": "Unit Types", "entries": [ - "There are four types of units—infantry, artillery, cavalry, and aerial. Each has different base stats, and because of the rules governing which units can attack other units (see {@b Attacking}) and the rules for deployment, each has a specific role to play in warfare.", + "There are four types of units\u2014infantry, artillery, cavalry, and aerial. Each has different base stats, and because of the rules governing which units can attack other units (see {@b Attacking}) and the rules for deployment, each has a specific role to play in warfare.", { "type": "entries", "name": "Infantry Units", "entries": [ "Infantry are the meat-and-potatoes troops for any domain. They are not as flashy as artillery or cavalry, but they are harder to kill, having higher Toughness than other units of the same tier and ancestry. Infantry are often used to protect artillery units.", - "Infantry have very few legal targets in a battle. They can attack only adjacent units (in front, behind, to the left, or to the right of the infantry unit), and can't attack cavalry or aerial units at all. But infantry also have access to more maneuvers than other units. Only infantry units can use the Follow Up maneuver, which gives them free movement after an adjacent opposed unit breaks or moves away from them. This helps infantry quickly move into position to get closer to the opposed side's center rank—where all the squishy archers are usually hiding!", + "Infantry have very few legal targets in a battle. They can attack only adjacent units (in front, behind, to the left, or to the right of the infantry unit), and can't attack cavalry or aerial units at all. But infantry also have access to more maneuvers than other units. Only infantry units can use the Follow Up maneuver, which gives them free movement after an adjacent opposed unit breaks or moves away from them. This helps infantry quickly move into position to get closer to the opposed side's center rank\u2014where all the squishy archers are usually hiding!", "Infantry can also make use of the Set for Charge maneuver, which gives them a chance of inflicting casualties on any cavalry or aerial unit that attacks them. They cannot attack those more mobile units back, but they are not completely defenseless against them.", - "Infantry also include a domain's levies—the untrained troops who have either volunteered to support a domain or been pressed into service. Levies are cheaper than other Tier I units, with officers able to muster two units of levies instead of any other Tier I unit. But they have poor stats compared to other infantry units, and those stats cannot be improved. Levies disband after every battle.", + "Infantry also include a domain's levies\u2014the untrained troops who have either volunteered to support a domain or been pressed into service. Levies are cheaper than other Tier I units, with officers able to muster two units of levies instead of any other Tier I unit. But they have poor stats compared to other infantry units, and those stats cannot be improved. Levies disband after every battle.", "The best use of levies is to defend a domain's rear rank against enemy cavalry. They often won't last long, but they'll force an opponent to waste actions wearing them down." ] }, @@ -4780,10 +4762,10 @@ "name": "Artillery Units", "entries": [ "Artillery units include both archers and siege engines. Mostly archers.", - "Artillery units can attack any other unit on the field, which means they're a domain's best defense against enemy aerial units. Those are thankfully rare, but archers' ability to pick targets from across the battlefield makes them incredibly good at two things—forcing Morale tests by diminishing opposed units, and breaking opposed units that have only 1 casualty remaining, regardless of where those units are.", + "Artillery units can attack any other unit on the field, which means they're a domain's best defense against enemy aerial units. Those are thankfully rare, but archers' ability to pick targets from across the battlefield makes them incredibly good at two things\u2014forcing Morale tests by diminishing opposed units, and breaking opposed units that have only 1 casualty remaining, regardless of where those units are.", "Additionally, archers and cavalry can be coordinated to pick out a single enemy cavalry unit and wear it down, since archers and cavalry can attack any cavalry unit. Many battles begin with both sides using archers and cavalry in this way, trying to eliminate opposing cavalry before they can go on the offensive.", "The downside, of course, is that archers are incredibly squishy. They have low Defense and Toughness compared to other troops of the same tier and ancestry. For this reason, they must be deployed in the center rank of the battlefield, and a large part of the strategy of a domain's officers typically involves keeping their archers alive.", - "Siege Engines are usually Tier II units, so they're harder to muster. They can attack any other units and inflict a lot of casualties—but most require an entire round between attacks doing nothing (loading the catapult or trebuchet, winding the ballista, and so forth). Combined with the fact that they're the only unit that can damage fortifications (which they automatically hit!), siege engines are typically only mustered when a domain is fighting an opposing force with fortifications, and are then used to batter down those walls and towers." + "Siege Engines are usually Tier II units, so they're harder to muster. They can attack any other units and inflict a lot of casualties\u2014but most require an entire round between attacks doing nothing (loading the catapult or trebuchet, winding the ballista, and so forth). Combined with the fact that they're the only unit that can damage fortifications (which they automatically hit!), siege engines are typically only mustered when a domain is fighting an opposing force with fortifications, and are then used to batter down those walls and towers." ] }, { @@ -4791,7 +4773,7 @@ "name": "Cavalry Units", "entries": [ "Cavalry units move fast and hit hard. They are so mobile that they belong to no specific rank, ranging across the battlefield to attack other cavalry, and pick off those infantry and artillery units foolish enough to leave themselves exposed.", - "Cavalry units have greater Power than other units of the same tier and ancestry, and they're one of the few Tier I units that deal 2 damage on a successful Power test. This means they can cause most Tier I units to become diminished with a single successful attack—a size 6 unit taking 1 casualty from a successful Attack test, and then 2 more casualties from a successful Power test!", + "Cavalry units have greater Power than other units of the same tier and ancestry, and they're one of the few Tier I units that deal 2 damage on a successful Power test. This means they can cause most Tier I units to become diminished with a single successful attack\u2014a size 6 unit taking 1 casualty from a successful Attack test, and then 2 more casualties from a successful Power test!", "Many battles begin with both sides trying to neutralize the other's cavalry. Units with the Archers trait are particularly good at this." ] }, @@ -4815,7 +4797,7 @@ "type": "entries", "name": "Unit Command", "entries": [ - "An officer can command a number of units equal to their proficiency bonus. Every unit a domain fields—both regular units and special units, no matter how those units are gained—must have a commander.", + "An officer can command a number of units equal to their proficiency bonus. Every unit a domain fields\u2014both regular units and special units, no matter how those units are gained\u2014must have a commander.", "Normally, only a domain officer (a player character member of a heroic organization, or the NPC leader and lieutenants for an enemy realm or some other opposed domain) can command units. But the GM might decide to let NPCs allied with a heroic organization command units as well. This is useful in scenarios that demand larger armies but have a small number of players." ] }, @@ -4826,7 +4808,7 @@ "Each unit's tier represents not only its power level relative to other units. It represents the relationship wherein higher-tier units require many lower-tier units to support them, as follows:", { "type": "list", - "entries": [ + "items": [ "There is no limit to the number of Tier I units (including levies) a domain can field.", "A domain can field a number of Tier II units one less than its current number of Tier I units.", "A domain can field a number of Tier III units one less than its current number of Tier II units.", @@ -4834,7 +4816,7 @@ "A domain can field a number of Tier V units one less than its current number of Tier IV units." ] }, - "Remember that whenever a domain raises a regular Tier I unit, it can raise two units of levies instead. Because these levies are also Tier I, they are a quick way of increasing unit numbers to unlock more powerful units—at the cost of fielding much squishier units at the base of an army!", + "Remember that whenever a domain raises a regular Tier I unit, it can raise two units of levies instead. Because these levies are also Tier I, they are a quick way of increasing unit numbers to unlock more powerful units\u2014at the cost of fielding much squishier units at the base of an army!", "An example large army of fifteen units lead by a Tier V unit would look like this:", { "type": "image", @@ -4860,7 +4842,7 @@ "The only way to improve a unit's experience is through battle, as follows:", { "type": "list", - "entries": [ + "items": [ "Regular units become veteran units if they survive their first battle. Easy!", "Veteran units become elite units if they survive three more battles. Much harder.", "Elite units become super-elite units after surviving four more battles (eight total)." @@ -4964,7 +4946,7 @@ "entries": [ "During deployment, each unit commander places a die on every unit they control. This is the casualty die representing the number of casualties the unit can suffer before it breaks. The number of casualties the unit has remaining should be facing up. So a size 6 unit would begin with a d6 casualty die, with the 6 facing up.", "Some domain features can increase the size of a unit's casualty die. {@b Increasing a casualty die} means upgrading from a d4 to a d6, a d6 to a d8, and so forth. Decreasing a casualty die means downgrading in the same way.", - "As a unit suffers casualties, its casualty die is {@b decremented}. This means the number on the die is decreased by 1, so that a 6 becomes a 5, a 5 becomes a 4, and so forth. Under certain circumstances, the die is {@b incremented}—increased by 1—to indicate that a unit's battle readiness is being restored. A unit that has its casualty die decremented from 1, indicating that it has lost its last casualty, is {@b broken} and removed from the field.", + "As a unit suffers casualties, its casualty die is {@b decremented}. This means the number on the die is decreased by 1, so that a 6 becomes a 5, a 5 becomes a 4, and so forth. Under certain circumstances, the die is {@b incremented}\u2014increased by 1\u2014to indicate that a unit's battle readiness is being restored. A unit that has its casualty die decremented from 1, indicating that it has lost its last casualty, is {@b broken} and removed from the field.", "Unless otherwise noted, no unit can gain casualties beyond the maximum value on its casualty die.", "Once all units are placed, battle can begin. During battle, units are activated by the characters and NPCs controlling them in initiative order." ] @@ -4999,7 +4981,7 @@ "Each unit can take actions and move, in either order. The actions a unit can undertake during its activation include the following:", { "type": "list", - "entries": [ + "items": [ "Attack another unit", "Use a magic item", "Attempt a maneuver", @@ -5017,8 +4999,8 @@ "When a unit attacks, its choice of targets is determined by its unit type. (These parameters are sometimes referred to as the \"order of battle.\") The units of both sides are able to attack as follows:", { "type": "list", - "entries": [ - "{@b Infantry units} can attack any adjacent unit— one in front, behind, to the left, or to the right. They cannot attack diagonally.", + "items": [ + "{@b Infantry units} can attack any adjacent unit\u2014 one in front, behind, to the left, or to the right. They cannot attack diagonally.", "{@b Artillery and aerial units} can attack any unit.", "{@b Cavalry units} can attack other cavalry units, and any infantry or artillery units that are exposed (see {@b Unit Conditions} on page 107).", "{@b Siege engines} can attack any unit, and can attack fortifications." @@ -5033,7 +5015,7 @@ "type": "entries", "name": "Movement", "entries": [ - "When a unit moves, it must move into an empty adjacent space—a space in front, behind, to the left, or to the right of its current space. Units cannot move diagonally. Units that have movement greater than 1 can move into successive empty spaces. A unit can move through other units only if it has a special feature that says so.", + "When a unit moves, it must move into an empty adjacent space\u2014a space in front, behind, to the left, or to the right of its current space. Units cannot move diagonally. Units that have movement greater than 1 can move into successive empty spaces. A unit can move through other units only if it has a special feature that says so.", "Though the front ranks of both sides in a battle are usually separated a little to make it easier to tell one side from another, units in one front can move into the opposing side's front if there is an empty space there. Units can then move normally through the opposing side's ranks as long as there are empty adjacent spaces for them to move into.", "If a unit is in the rear rank of its army and moves backward, it is permanently removed from the battle." ] @@ -5043,7 +5025,7 @@ "name": "Bonus Movement", "entries": [ "A unit might gain \"+1 to movement,\" which means the unit moves 1 extra space both when it moves and if it uses its action to move. (Which is to say, if it marches, it moves 2 extra spaces.)", - "A unit might suffer a penalty to movement (indicated by \"−1 to movement\"). If a unit with the normal speed of 1 and no bonuses to movement suffers a −1 movement penalty, it cannot move or march." + "A unit might suffer a penalty to movement (indicated by \"\u22121 to movement\"). If a unit with the normal speed of 1 and no bonuses to movement suffers a \u22121 movement penalty, it cannot move or march." ] }, { @@ -5065,7 +5047,7 @@ "type": "entries", "name": "Actions, Reactions, and Bonus Actions", "entries": [ - "Each unit has the same types of actions in battle as a character does in combat—one action, one bonus action, and one reaction.", + "Each unit has the same types of actions in battle as a character does in combat\u2014one action, one bonus action, and one reaction.", "Each unit gets only one action per activation. If a unit gets multiple attacks, it makes those attacks as one action. If it has access to multiple actions, perhaps as a result of maneuvers or unit traits, it must choose which action to use on its activation.", "A unit can use a bonus action only if some trait or other feature grants it a bonus action. A bonus action is used on the unit's activation, either before or after it attacks or moves. If a unit gets multiple bonus actions from traits or features, it must choose which one to use on its activation.", "If a unit has a reaction, it can use that reaction during its own activation or on another unit's activation. Once a unit uses a reaction, it cannot use another one until its next activation. If the reaction interrupts another unit's activation, that unit can continue its activation after the reaction resolves." @@ -5134,7 +5116,7 @@ "name": "Diminished, Broken, and Disbanded", "entries": [ "A unit is {@b diminished} when its current casualties are half or less than its starting casualties. The first time a unit becomes diminished, it must succeed on a DC 13 Morale test or suffer another casualty. Each unit does this only once per battle.", - "A unit is {@b broken} and removed from the battle after it suffers its last casualty. This does not mean that every soldier in the unit is dead, but those who survive are left confused, panicked, squabbling—or might simply have fled. Broken units can be reformed with the Rally maneuver and certain martial advantages.", + "A unit is {@b broken} and removed from the battle after it suffers its last casualty. This does not mean that every soldier in the unit is dead, but those who survive are left confused, panicked, squabbling\u2014or might simply have fled. Broken units can be reformed with the Rally maneuver and certain martial advantages.", "If a unit breaks and later fails a Morale test to rally, it is {@b disbanded}. (Certain martial advantages and other effects can also cause a unit to disband.) A disbanded unit is permanently destroyed. It is removed from the battle and cannot be rallied or reformed by normal means." ] }, @@ -5232,7 +5214,7 @@ "type": "inset", "name": "Rallying", "entries": [ - "Each unit can be rallied only once per battle—either at the end of the battle using the Rally maneuver, or beforehand by the use of a martial advantage or some other special feature. At the end of a battle, after a victor has been declared, all broken units automatically attempt the Rally maneuver, unless they have already been rallied by some other means. (As a battle progresses, players should keep track of which units have already been rallied.)", + "Each unit can be rallied only once per battle\u2014either at the end of the battle using the Rally maneuver, or beforehand by the use of a martial advantage or some other special feature. At the end of a battle, after a victor has been declared, all broken units automatically attempt the Rally maneuver, unless they have already been rallied by some other means. (As a battle progresses, players should keep track of which units have already been rallied.)", "If a commander has a reaction that allows them to rally a unit during another unit's activation (for example, as a reaction to being broken by an opposed unit's successful attack) the rally is executed immediately. If the unit successfully rallies, the unit that triggered the reaction then finishes its activation. (In the example above, it would proceed to the Power test, potentially inflicting more damage on the just-rallied unit.)" ] }, @@ -5491,7 +5473,7 @@ "name": "Cleric Martial Advantages", "page": 113, "entries": [ - "As fighting priests, clerics master a dangerous combination of martial prowess and battle magic. They excel at healing troops and rallying them in battle—and the heavy infantry they train hit hard.", + "As fighting priests, clerics master a dangerous combination of martial prowess and battle magic. They excel at healing troops and rallying them in battle\u2014and the heavy infantry they train hit hard.", { "type": "table", "colLabels": [ @@ -5916,7 +5898,7 @@ "name": "Paladin Martial Advantages", "page": 115, "entries": [ - "When the paladin calls, soldiers answer. Troops loyal to these dedicated warriors fight with fervor, and enemies fear facing them—especially cavalry trained by a paladin, which are among the most effective forces on the field.", + "When the paladin calls, soldiers answer. Troops loyal to these dedicated warriors fight with fervor, and enemies fear facing them\u2014especially cavalry trained by a paladin, which are among the most effective forces on the field.", { "type": "table", "colLabels": [ @@ -6076,7 +6058,7 @@ "type": "item", "name": "Pin Them Down", "entries": [ - "When any artillery unit this commander controls makes a successful Attack test against another unit, that unit takes −1 to movement until the end of its next activation." + "When any artillery unit this commander controls makes a successful Attack test against another unit, that unit takes \u22121 to movement until the end of its next activation." ] }, { @@ -6663,7 +6645,7 @@ } ], "entries": [ - "As a domain action, you make a {@dc 13} Operations test. On a success, you muster the Ratcatchers—a special unit of adventurers just like you!", + "As a domain action, you make a {@dc 13} Operations test. On a success, you muster the Ratcatchers\u2014a special unit of adventurers just like you!", { "type": "image", "href": { @@ -6919,7 +6901,8 @@ "entries": [ "If your domain's Resolve level is 2 or higher at the start of a battle, each unit your domain controls has advantage on Power tests to resist battle magic during that battle." ] - },{ + }, + { "name": "Ambush Captain", "source": "KaW", "page": 36, @@ -7130,7 +7113,7 @@ "name": "Steel Resolve", "source": "KaW", "page": 38, - "featureType":[ + "featureType": [ "DPWR" ], "prerequisite": [ @@ -7146,7 +7129,7 @@ "name": "Community Effort", "source": "KaW", "page": 39, - "featureType":[ + "featureType": [ "DFTR" ], "prerequisite": [ @@ -7162,7 +7145,7 @@ "name": "They Will Not Breach This Wall", "source": "KaW", "page": 39, - "featureType":[ + "featureType": [ "DFTR" ], "prerequisite": [ @@ -7178,7 +7161,7 @@ "name": "Sworn to Protect", "source": "KaW", "page": 38, - "featureType":[ + "featureType": [ "DPWR" ], "prerequisite": [ @@ -7198,7 +7181,7 @@ "name": "Gallant Company", "source": "KaW", "page": 39, - "featureType":[ + "featureType": [ "DFTR" ], "prerequisite": [ @@ -7214,7 +7197,7 @@ "name": "Stay Strong", "source": "KaW", "page": 39, - "featureType":[ + "featureType": [ "DFTR" ], "prerequisite": [ @@ -7230,7 +7213,7 @@ "name": "Skirmisher", "source": "KaW", "page": 38, - "featureType":[ + "featureType": [ "DPWR" ], "prerequisite": [ @@ -7250,7 +7233,7 @@ "name": "No Mercy", "source": "KaW", "page": 39, - "featureType":[ + "featureType": [ "DFTR" ], "prerequisite": [ @@ -7273,7 +7256,7 @@ "name": "The War Room Where It Happens", "source": "KaW", "page": 39, - "featureType":[ + "featureType": [ "DFTR" ], "prerequisite": [ @@ -7323,14 +7306,14 @@ "identify" ], "daily": { + "1": [ + "dispel magic", + "glyph of warding" + ], "3": [ "charm person", "comprehend languages", "unseen servant" - ], - "1": [ - "dispel magic", - "glyph of warding" ] } } @@ -7523,7 +7506,7 @@ } ], "entries": [ - "At the start of a battle, if your domain's Resources level is 2 or higher, choose a number of infantry units an opposed domain controls equal to your domain size. Each of those units takes −2 to Attack and Defense until the end of the battle." + "At the start of a battle, if your domain's Resources level is 2 or higher, choose a number of infantry units an opposed domain controls equal to your domain size. Each of those units takes \u22122 to Attack and Defense until the end of the battle." ] }, { @@ -8301,8 +8284,7 @@ "additionalSpells": [ { "innate": { - "_": - { + "_": { "will": [ "detect magic" ] @@ -8329,8 +8311,7 @@ "additionalSpells": [ { "innate": { - "_": - { + "_": { "will": [ "vicious mockery" ] @@ -8649,8 +8630,7 @@ "additionalSpells": [ { "innate": { - "_": - { + "_": { "will": [ "thaumaturgy" ] @@ -9108,14 +9088,14 @@ "minor illusion" ], "daily": { + "1": [ + "invisibility", + "locate object" + ], "3": [ "comprehend languages", "disguise self", "faerie fire" - ], - "1": [ - "invisibility", - "locate object" ] } } @@ -9172,7 +9152,7 @@ } ], "entries": [ - "As a domain action, make a {@dc 13} Operations test. On a success, you muster the Crew, a special unit of thieves, fighters, bandits, and brawlers who have low morale and are hard to command—but who fight like demons.", + "As a domain action, make a {@dc 13} Operations test. On a success, you muster the Crew, a special unit of thieves, fighters, bandits, and brawlers who have low morale and are hard to command\u2014but who fight like demons.", { "type": "image", "href": { @@ -9583,21 +9563,21 @@ "type": "entries", "name": "The Poisonous Wrath", "entries": [ - "This dragon's poisonous breath blights an opposed domain's lands and servants. The target domain takes −2 to its Resources score until the end of the intrigue." + "This dragon's poisonous breath blights an opposed domain's lands and servants. The target domain takes \u22122 to its Resources score until the end of the intrigue." ] }, { "type": "entries", "name": "The Silent Reaper", "entries": [ - "This dragon unleashes a deadly plague upon an opposed domain. The target domain takes −2 to its Resolve score until the end of the intrigue." + "This dragon unleashes a deadly plague upon an opposed domain. The target domain takes \u22122 to its Resolve score until the end of the intrigue." ] }, { "type": "entries", "name": "The Storm Mayhem", "entries": [ - "This dragon unleashes wind and lightning that plunges an opposed domain into chaos. The target domain takes −2 to its Communications score until the end of the intrigue." + "This dragon unleashes wind and lightning that plunges an opposed domain into chaos. The target domain takes \u22122 to its Communications score until the end of the intrigue." ] } ] @@ -10518,7 +10498,7 @@ } ], "entries": [ - "The defiler emits an aura of caustic decay. When any creature chosen by the defiler starts its turn within 20 feet of them, that creature takes {@damage 1d8} poison damage, and all nonmagical armor and weapons the creature carries or wears take a permanent and cumulative −1 penalty to damage rolls or the AC they offer. A weapon whose penalty drops to −5, armor reduced to an AC of 10, or a shield that drops to a +0 bonus is destroyed. Plant creatures take maximum damage from this effect.", + "The defiler emits an aura of caustic decay. When any creature chosen by the defiler starts its turn within 20 feet of them, that creature takes {@damage 1d8} poison damage, and all nonmagical armor and weapons the creature carries or wears take a permanent and cumulative \u22121 penalty to damage rolls or the AC they offer. A weapon whose penalty drops to \u22125, armor reduced to an AC of 10, or a shield that drops to a +0 bonus is destroyed. Plant creatures take maximum damage from this effect.", "Additionally, the defiler can choose to ignore any or all effects of the hallow spell." ] }, @@ -11721,4 +11701,4 @@ ] } ] -} \ No newline at end of file +} From cedc776a9399cbaa47c3bbdc26cf2c5ccf6cad43 Mon Sep 17 00:00:00 2001 From: Billiam9420 Date: Mon, 11 Sep 2023 17:22:31 -0400 Subject: [PATCH 44/65] fixed tag braces --- book/MCDM Productions; Kingdoms & Warfare.json | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/book/MCDM Productions; Kingdoms & Warfare.json b/book/MCDM Productions; Kingdoms & Warfare.json index f7b448ae44..3a5c07d158 100644 --- a/book/MCDM Productions; Kingdoms & Warfare.json +++ b/book/MCDM Productions; Kingdoms & Warfare.json @@ -6143,7 +6143,7 @@ "type": "item", "name": "Feint", "entries": [ - "Each infantry and artillery unit this commander controls has the {@book Feint|KaW|3|Feint}} maneuver (page 109)." + "Each infantry and artillery unit this commander controls has the {@book Feint|KaW|3|Feint} maneuver (page 109)." ] }, { From b4ca3fd7f53d3517b2b34db54d53b002b41bf1ac Mon Sep 17 00:00:00 2001 From: Billiam9420 Date: Mon, 11 Sep 2023 17:23:28 -0400 Subject: [PATCH 45/65] okay actually fixed now idk why it undid 2 of them --- book/MCDM Productions; Kingdoms & Warfare.json | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/book/MCDM Productions; Kingdoms & Warfare.json b/book/MCDM Productions; Kingdoms & Warfare.json index 3a5c07d158..254fe58828 100644 --- a/book/MCDM Productions; Kingdoms & Warfare.json +++ b/book/MCDM Productions; Kingdoms & Warfare.json @@ -6051,7 +6051,7 @@ "type": "item", "name": "Find Cover", "entries": [ - "Each unit this commander controls has the {@book Find Cover|KaW|3|Find Cover}} maneuver (page 109)." + "Each unit this commander controls has the {@book Find Cover|KaW|3|Find Cover} maneuver (page 109)." ] }, { @@ -6115,7 +6115,7 @@ "type": "item", "name": "Mobility Training", "entries": [ - "Each light infantry unit this commander controls automatically succeeds on the Command test for the {@book Follow Up|KaW|3|Follow Up}} maneuver (page 109) and can immediately make an attack against an adjacent opposed unit when it completes that maneuver." + "Each light infantry unit this commander controls automatically succeeds on the Command test for the {@book Follow Up|KaW|3|Follow Up} maneuver (page 109) and can immediately make an attack against an adjacent opposed unit when it completes that maneuver." ] }, { From 9bcb0ab54afab239b1ff8da6d08ade01f920f70b Mon Sep 17 00:00:00 2001 From: Billiam9420 Date: Mon, 11 Sep 2023 19:17:49 -0400 Subject: [PATCH 46/65] Opposing Commanders complete --- .../MCDM Productions; Kingdoms & Warfare.json | 295 +++++++++++++++++- 1 file changed, 294 insertions(+), 1 deletion(-) diff --git a/book/MCDM Productions; Kingdoms & Warfare.json b/book/MCDM Productions; Kingdoms & Warfare.json index 254fe58828..488744dc8c 100644 --- a/book/MCDM Productions; Kingdoms & Warfare.json +++ b/book/MCDM Productions; Kingdoms & Warfare.json @@ -4706,7 +4706,7 @@ "type": "entries", "name": "Traits", "entries": [ - "Each unit also has a collection of traits\u2014maneuvers or special features that it can employ in battle. The names of each unit's traits are listed on its unit card, keying to the descriptions in the {@b Unit Traits} section on page 126 in this chapter. This keeps the unit cards small and useful in battle, and means players don't have to constantly pick each card up to read what its traits can do in the middle of a battle." + "Each unit also has a collection of traits\u2014maneuvers or special features that it can employ in battle. The names of each unit's traits are listed on its unit card, keying to the descriptions in the {@book Unit Traits|KaW|3|Unit Traits} section on page 126 in this chapter. This keeps the unit cards small and useful in battle, and means players don't have to constantly pick each card up to read what its traits can do in the middle of a battle." ] } ] @@ -6411,6 +6411,299 @@ ] } ] + }, + { + "type": "section", + "name": "Opposing Commanders", + "page": 118, + "entries": [ + "When running the army controlled by the villain or some other NPC, the GM must track which units belong to which NPC commanders. Each opposing commander facing off against the characters-as-commanders acts in initiative order, just like the characters. When an opposing commander acts, they can activate all the units they control.", + "Each opposing commander can command a number of units equal to their proficiency bonus (just like player character commanders), with that proficiency bonus determined by the opposing commander's Challenge Rating.", + "For example, Lord Saxton's despotic regime has five officers\u2014Magus Therin, Prelate Ellingwood, Sir Anglim, Lady Morgant, and Lord Saxton himself\u2014who are the commanders of that domain's forces during warfare. Lord Saxton is CR 8, giving him a proficiency bonus of +3 and allowing him to control three units. The rest of his officers are CR 3, with their +2 proficiency bonus allowing them to each control two units.", + "In general, the GM decides which units each NPC officer controls before the battle starts, to suit their own ideas of how the battle should go. (The adventure in this book assigns units to specific officers, but even there, the GM is free to move things around.)", + { + "type": "entries", + "name": "Martial Advantages for Opposed Commanders", + "page": 118, + "entries": [ + "The units of the villain's army gain the benefits of martial advantages just as the units of the characters' army do. However, the GM does not track which martial advantages each unit has based on their commander. (That would be too much to ask of the GM, who is already doing a lot!) Instead, all opposed units benefit from the same martial advantages, with the number of those advantages determined by the opposed domain's domain size. The GM chooses the martial advantages for the villain's army based on the general character types of any of the commanders of the opposed domain\u2014spellcaster, knight, or assassin.", + { + "type": "entries", + "name": "Spellcasting Commander", + "page": 119, + "entries": [ + "Enemy mages, shamans, necromancers, cult leaders, and grand viziers all qualify as enemy spellcasting commanders, as do any NPCs built around a class with spellcasting ability.", + { + "type": "table", + "colLabels": [ + "Domain Size", + "Martial Advantages", + "" + ], + "colStyles": [ + "col-1 text-center", + "col-3 text-left", + "col-6 text-left" + ], + "rows": [ + [ + "1", + "Sorcerous Training, Wand of Fire" + ], + [ + "2", + "Patron's Curse" + ], + [ + "3", + "Scroll of Torrential Rain" + ], + [ + "4", + "Fiery Defense" + ], + [ + "5", + "Scroll of Firestorm" + ] + ] + }, + { + "type": "item", + "name": "Sorcerous Training", + "entries": [ + "Each unit this commander controls has advantage on Power tests to resist battle magic and the traits of special units." + ] + }, + { + "type": "item", + "name": "Wand of Fire", + "entries": [ + "As an action, the unit with this wand targets an opposed unit, which must succeed on a Power test (DC = 13 + DS) or suffer 1 casualty and gain one fire token. Each fire token inflicts 1 casualty." + ] + }, + { + "type": "item", + "name": "Patron's Curse", + "entries": [ + "If any heavy or super-heavy unit this commander controls makes a successful Power test made as part of an attack, the target unit is disoriented until the end of its next activation." + ] + }, + { + "type": "item", + "name": "Scroll of Torrential Rain", + "entries": [ + "As an action, the unit with this scroll chooses a rank on the battlefield. Each unit in that rank has disadvantage on Attack tests until the end of this unit's next activation." + ] + }, + { + "type": "item", + "name": "Fiery Defense", + "entries": [ + "Choose a number of allied units of this commander's choice equal to half this commander's domain size rounded up. Each infantry, cavalry, and aerial unit that makes a successful Attack test against one of the chosen units must succeed on a Power test (DC = 13 + DS) or suffer 1 casualty." + ] + }, + { + "type": "item", + "name": "Scroll of Firestorm", + "entries": [ + "As an action, the unit with this scroll chooses an opposed unit, which must make a Power test (DC = 13 + DS). The unit suffers {@dice 1d4 + 2} casualties on a failure, or 2 casualties on a success." + ] + } + ] + }, + { + "type": "entries", + "name": "Knight Commander", + "page": 119, + "entries": [ + "Any heavily armed and armored enemy leader qualifies as a knight commander. Spellcasters who wear heavy armor might also play the part of a knight commander instead of a spellcaster commander, at the GM's determination.", + { + "type": "table", + "colLabels": [ + "Domain Size", + "Martial Advantages", + "" + ], + "colStyles": [ + "col-1 text-center", + "col-3 text-left", + "col-6 text-left" + ], + "rows": [ + [ + "1", + "Death Commandos, Heavy Training" + ], + [ + "2", + "Cavaliers" + ], + [ + "3", + "Charge" + ], + [ + "4", + "Volley" + ], + [ + "5", + "Well-Motivated" + ] + ] + }, + { + "type": "item", + "name": "Death Commandos", + "entries": [ + "When any infantry unit this commander controls succeeds on a Power test as part of an attack, that target unit must succeed on a DC 13 Morale test or suffer 1 additional casualty." + ] + }, + { + "type": "item", + "name": "Heavy Training", + "entries": [ + "Each medium, heavy, and super-heavy infantry unit this commander controls inflicts 1 additional casualty on a successful Power test." + ] + }, + { + "type": "item", + "name": "Cavaliers", + "entries": [ + "Each cavalry unit this commander controls has advantage on Attack tests and +1 to damage." + ] + }, + { + "type": "item", + "name": "Charge", + "entries": [ + "When any cavalry unit this commander controls makes a successful Power test made as part of an attack, that unit can use a reaction to deal 1 casualty to any unit opposite it." + ] + }, + { + "type": "item", + "name": "Volley", + "entries": [ + "Each artillery unit this commander controls has the {@book Volley|KaW|3|Volley} maneuver (page 110)." + ] + }, + { + "type": "item", + "name": "Well-Motivated", + "entries": [ + "When an infantry unit this commander controls inflicts casualties with a successful Power test, the unit can use a reaction to suffer 1 casualty and attack again." + ] + } + ] + }, + { + "type": "entries", + "name": "Assassin Commander", + "page": 120, + "entries": [ + "Master thieves, expert rangers, and any other stealthy, highly mobile, high-damage-output NPCs qualify as enemy assassin commanders.", + { + "type": "table", + "colLabels": [ + "Domain Size", + "Martial Advantages", + "" + ], + "colStyles": [ + "col-1 text-center", + "col-3 text-left", + "col-6 text-left" + ], + "rows": [ + [ + "1", + "Scout Training, Skirmishers" + ], + [ + "2", + "Poison Arrows" + ], + [ + "3", + "Mobility Training" + ], + [ + "4", + "Execution" + ], + [ + "5", + "Coordinated Fire" + ] + ] + }, + { + "type": "item", + "name": "Scout Training", + "entries": [ + "Choose a number of light infantry units this commander controls equal to half the commander's domain size rounded up. Each of those units has the Scouts trait (see {@book Unit Traits|KaW|3|Unit Traits})." + ] + }, + { + "type": "item", + "name": "Skirmishers", + "entries": [ + "If any infantry or artillery unit this commander controls moves before it attacks, it has +2 to Attack tests for that activation, and it can immediately move 1 space after it attacks." + ] + }, + { + "type": "item", + "name": "Poison Arrows", + "entries": [ + "When any artillery unit this commander controls succeeds on a Power test as part of an attack, it places one poison token on the target unit. Each poison token inflicts 1 casualty." + ] + }, + { + "type": "item", + "name": "Mobility Training", + "entries": [ + "Each light infantry unit this commander controls automatically succeeds on the Command test for the {@book Follow Up|KaW|3|Follow Up} maneuver (page 109), and can immediately make an attack against an adjacent opposed unit when it completes that maneuver." + ] + }, + { + "type": "item", + "name": "Execution", + "entries": [ + "As an action, a unit controlled by this commander chooses an allied unit with 1 casualty. That unit disbands, and one unit this commander controls of the commander's choice has advantage on Attack tests and Power tests until the end of the battle." + ] + }, + { + "type": "item", + "name": "Coordinated Fire", + "entries": [ + "As a reaction to being activated, any artillery unit this commander controls can choose an opposed unit. Each allied artillery unit that succeeds on a DC 8 Command test can immediately attack the opposed unit." + ] + } + ] + }, + { + "type": "entries", + "name": "Choosing Commander Roles", + "page": 120, + "entries": [ + "The GM has no obligation to tie martial advantages to the classes or NPC stat block names of an opposed domain's officers\u2014only to let those roles inspire them as desired. Likewise, for monstrous commanders, the GM should focus more on the monster's role as a leader, rather than automatically assigning them the role of a specific commander based on their stat block.", + "This makes the characters' army more flexible than the villain's army, because the units of the characters' army will have a much wider array of martial advantages available to them. However, each of the player's units benefits only from a single set of advantages. Having an entire army run under one set of martial advantages creates many efficiencies that make the villain's army easier to run, and ultimately just as effective as the characters' army.", + "As an example, consider that Lord Saxton and Lady Morgant are evil knights. Saxton has two spellcasters in his court (Magus Therin and Prelate Ellingwood) and an assassin (Sir Anglim). This means that between the leader and his lieutenants, Saxton has access to any of the three opposed commander types.", + "Saxton's domain is size 2, so the GM gets to pick three martial advantages (two for size 1 and one for size 2), which can be chosen from any of the three opposed commander tables\u2014one advantage from each table, all three from one table, or any other combination." + ] + }, + { + "type": "entries", + "name": "Expanding Martial Advantages ", + "page": 120, + "entries": [ + "In addition to the martial advantages gained from any of the three opposed commander tables, the GM is free to choose martial advantages from the character class tables as well. If one of a realm's officers is known to do magical deals with a mysterious supernatural figure, a martial advantage from the warlock table makes sense. However, a GM who does this should avoid any advantages that would allow a realm's commanders to rally troops in the middle of a battle. The ability to rally a unit during the fight is intentionally framed as a heroic action. And more importantly, if both sides can rally their troops in the middle of battle, that battle will drag on tediously and quickly stop being fun." + ] + } + ] + } + ] } ] } From f01e87b02f1e83f6ee1adc503e8d3bae52b8d069 Mon Sep 17 00:00:00 2001 From: Billiam9420 Date: Tue, 12 Sep 2023 01:26:03 -0400 Subject: [PATCH 47/65] Fortifications --- .../MCDM Productions; Kingdoms & Warfare.json | 138 +++++++++++++++++- 1 file changed, 137 insertions(+), 1 deletion(-) diff --git a/book/MCDM Productions; Kingdoms & Warfare.json b/book/MCDM Productions; Kingdoms & Warfare.json index 488744dc8c..de8528d9fe 100644 --- a/book/MCDM Productions; Kingdoms & Warfare.json +++ b/book/MCDM Productions; Kingdoms & Warfare.json @@ -6695,7 +6695,7 @@ }, { "type": "entries", - "name": "Expanding Martial Advantages ", + "name": "Expanding Martial Advantages", "page": 120, "entries": [ "In addition to the martial advantages gained from any of the three opposed commander tables, the GM is free to choose martial advantages from the character class tables as well. If one of a realm's officers is known to do magical deals with a mysterious supernatural figure, a martial advantage from the warlock table makes sense. However, a GM who does this should avoid any advantages that would allow a realm's commanders to rally troops in the middle of a battle. The ability to rally a unit during the fight is intentionally framed as a heroic action. And more importantly, if both sides can rally their troops in the middle of battle, that battle will drag on tediously and quickly stop being fun." @@ -6704,6 +6704,142 @@ ] } ] + }, + { + "type": "section", + "name": "Fortifications", + "page": 121, + "entries": [ + "A fortification is a structure occupying a number of spaces on the battlefield, typically on the side of the force that is the defender in the battle. Units in those spaces gain benefits based on the type of fortification. The GM determines which fortifications are available to each side in the battle (both existing fortifications and fortifications raised during play) and in which spaces those fortifications appear.", + "Each fortification provides a bonus to Morale for all allied units of the side that controls the fortification, regardless of where those units are on the battlefield. (If there are multiple fortifications on the battlefield, allied units use the highest bonus to Morale for any of their side’s fortifications.) As well, each fortification provides a bonus to Defense for any units in the same space as the fortification, and a tower fortification provides a bonus to Power for any artillery units in the same space. (Siege weapons cannot be placed on towers.)", + "The Basic Fortifications table provides a breakdown of fortifications, their sizes, and the bonuses they provide. All bonuses provided by a fortification are lost if the fortification is destroyed. A rank with a Fortification in it does not collapse when there are no units in that rank.", + "Units in fortifications can’t be exposed.", + { + "type": "table", + "caption": "Basic Fortifications", + "colLabels": [ + "Fortification", + "Size", + "Morale*", + "Defense**", + "Power***", + "Hit Points" + ], + "colStyles": [ + "col-4 text-left", + "col-2 text-left", + "col-1 text-center", + "col-1 text-center", + "col-1 text-center", + "col-1 text-center" + ], + "rows": [ + [ + "Stone fence", + "1–2 spaces", + "+1", + "+2", + "—", + "4" + ], + [ + "Guard tower", + "1 space", + "+1", + "+2", + "+2", + "6" + ], + [ + "Town walls", + "3–4 spaces", + "+2", + "+2", + "—", + "8" + ], + [ + "City gates", + "5 spaces", + "+2", + "+2", + "+2", + "8" + ], + [ + "Keep", + "2×2 spaces", + "+3", + "+2", + "+2", + "10" + ], + [ + "Castle", + "4×2 spaces", + "+4", + "+2", + "+2", + "12" + ] + ], + "footnotes": [ + "* All allied units in the battle", + "** All allied units in the fortification", + "*** Artillery units in the fortification" + ] + }, + { + "type": "entries", + "name": "Moving", + "page": 122, + "entries": [ + "Leaving a fortification costs no extra movement, but it costs 1 extra movement to move into a space with a fortification. The units defending a fortification can break like any other unit, or can use the {@book Retreat|KaW|3|Retreat} maneuver to depart the fortification (page 110). Doing so might allow an opposed unit to move into that space and gain the benefits of that fortification." + ] + }, + { + "type": "entries", + "name": "Damaging a Fortification", + "page": 122, + "entries": [ + "Only units with specialized traits can damage a fortification, with those traits specifically calling out fortifications in their descriptions. (See {@book Unit Traits|KaW|3|Unit Traits} on page 126.) Units with a specific siege trait—Siege Engine, Siege Weapon, Fast Siege Weapon, and Fast Siege Weapon (Heavy)—can attack and automatically hit a fortification, with no Attack test or Power test necessary." + ] + }, + { + "type": "entries", + "name": "Contested Fortifications", + "page": 122, + "entries": [ + "A fortification can be empty and still grant its bonus to Morale for the units of the army that control the fortification. But as soon as a unit moves into the area of a fortification controlled by the opposing side, that fortification becomes contested and no one gains a Morale bonus for it. If the only units in the area of a fortification are opposed units, then the fortification becomes occupied by that opposing army, and only the opposing army gains the fortification’s bonus to Morale.", + "When two units attack each other and both are in the area of the same fortification, neither gains any of the fortification’s bonuses to Defense or Power." + ] + }, + { + "type": "entries", + "name": "Hit Points and Siege Weapons", + "page": 122, + "entries": [ + "Fortifications have hit points based on their size. When a unit damages a fortification, that damage is assigned to the entire fortification, not any specific part of it. This means that fortifications occupying more than 1 space can’t be targeted in any specific space, and they remain standing in all their spaces until the fortification is wholly destroyed.", + "When a fortification is reduced to 0 hit points, it is destroyed in all its spaces, and any unit in those spaces must make a DC 13 Morale test with disadvantage. On a failure, the unit suffers 1 casualty." + ] + }, + { + "type": "entries", + "name": "Placement", + "page": 122, + "entries": [ + "The GM decides each fortification’s position on the battlefield, though fortifications are almost always on the defending side. Walls and gates do not have to be in the vanguard, but many scenarios will place them there to represent the idea that the defenders are behind those fortifications for the protection they offer. That being said, the GM might well decide to put the city gates in the center rank, so the setup of fortifications isn’t meant to be taken too literally." + ] + }, + { + "type": "entries", + "name": "Types of Fortifications", + "page": 122, + "entries": [ + "The following are the most common fortifications, showing their typical placement on the battlefield. These are not the only possibilities, though, and the GM is free to use towers and walls in any combination to build unique fortifications, calculating those fortifications’ hit points accordingly." + ] + } + ] } ] } From cb6ff7f4136b7bc469a772dcfb95ca6bfa4f7c30 Mon Sep 17 00:00:00 2001 From: Billiam9420 Date: Tue, 12 Sep 2023 17:25:13 -0400 Subject: [PATCH 48/65] Fortifications done --- .../MCDM Productions; Kingdoms & Warfare.json | 94 ++++++++++++++++++- 1 file changed, 93 insertions(+), 1 deletion(-) diff --git a/book/MCDM Productions; Kingdoms & Warfare.json b/book/MCDM Productions; Kingdoms & Warfare.json index de8528d9fe..ac20853c1c 100644 --- a/book/MCDM Productions; Kingdoms & Warfare.json +++ b/book/MCDM Productions; Kingdoms & Warfare.json @@ -6836,7 +6836,99 @@ "name": "Types of Fortifications", "page": 122, "entries": [ - "The following are the most common fortifications, showing their typical placement on the battlefield. These are not the only possibilities, though, and the GM is free to use towers and walls in any combination to build unique fortifications, calculating those fortifications’ hit points accordingly." + "The following are the most common fortifications, showing their typical placement on the battlefield. These are not the only possibilities, though, and the GM is free to use towers and walls in any combination to build unique fortifications, calculating those fortifications’ hit points accordingly.", + { + "type": "entries", + "name": "Stone Fence", + "page": 122, + "entries": [ + "This short wall provides protection for only one or two units. It might be used in a short battle in which a handful of units fight over a small town.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/c28E59F.png" + } + } + ] + }, + { + "type": "entries", + "name": "Guard Tower", + "page": 123, + "entries": [ + "This is a lone tower, atop which an artillery unit can leverage height and superior position to maximize the chance of inflicting casualties on enemy forces.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/DOx2dYZ.png" + } + } + ] + }, + { + "type": "entries", + "name": "Town Walls", + "page": 123, + "entries": [ + "This larger version of the stone fence offers protection for even more units.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/AtHIyMx.png" + } + } + ] + }, + { + "type": "entries", + "name": "City Gates", + "page": 123, + "entries": [ + "A sturdy town wall is abutted by towers on either side of it! A large city gate is shown below, while a smaller one would have two towers with just a oneor two-space wall between them—and would have fewer hit points.", + "Each gate space is either a tower space or a wall space. Artillery units that move from a tower space to a wall space lose the bonus to Power that a tower provides.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/1kBxyzw.png" + } + }, + "{@note Converter's Note: Apologies for the quality difference for this image. It had some weird transparency issues when I extracted it.}" + ] + }, + { + "type": "entries", + "name": "Keep", + "page": 123, + "entries": [ + "A keep is a collection of towers clustered closely together, and essentially acts as a large tower.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/31AHFUa.png" + } + } + ] + }, + { + "type": "entries", + "name": "Keep", + "page": 123, + "entries": [ + "A castle represents the largest fortification typically found on a battlefield, built up of both walls and towers to provide maximum benefit for infantry and artillery.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/QQoP344.png" + } + } + ] + } ] } ] From 40a5f40531514c3adea630c9798c3d1ec8f2bac0 Mon Sep 17 00:00:00 2001 From: Billiam9420 Date: Tue, 12 Sep 2023 17:53:53 -0400 Subject: [PATCH 49/65] terrain & scenarios --- .../MCDM Productions; Kingdoms & Warfare.json | 142 ++++++++++++++++++ 1 file changed, 142 insertions(+) diff --git a/book/MCDM Productions; Kingdoms & Warfare.json b/book/MCDM Productions; Kingdoms & Warfare.json index ac20853c1c..c788e8fc90 100644 --- a/book/MCDM Productions; Kingdoms & Warfare.json +++ b/book/MCDM Productions; Kingdoms & Warfare.json @@ -6932,6 +6932,148 @@ ] } ] + }, + { + "type": "section", + "name": "Terrain", + "page": 123, + "entries": [ + "Terrain represents general effects that change the nature of the battlefield, from fog to rain to dense forest. Units of certain ancestries feature soldiers that are historically used to fighting in certain types of terrain, allowing those units to ignore the penalties terrain imposes. At the same time, certain terrain offers advantages for specific types of units.", + { + "type": "entries", + "name": "Fog", + "page": 123, + "entries": [ + "Fog obscures vision and creates strange auditory effects. A sergeant’s command shouted from the other side of the battlefield might echo through the fog to sound like it’s coming from just a few feet away, making it difficult for troops to hear their orders.", + "Any artillery unit in fog has disadvantage on Attack tests. Any unit that rolls a 1 on a Command test while in fog becomes disorganized." + ] + }, + { + "type": "entries", + "name": "Forest", + "page": 124, + "entries": [ + "Trees act as natural cover, making archers almost useless in forest fighting. While in forest terrain, any artillery unit has disadvantage on Attack tests." + ] + }, + { + "type": "entries", + "name": "Mud", + "page": 124, + "entries": [ + "Mud, including terrain near or in a swamp, stymies movement. Any unit in mud must march in order to move 1 space, and it does not benefit from any bonuses to movement." + ] + }, + { + "type": "entries", + "name": "Rain", + "page": 124, + "entries": [ + "Rain obscures vision just like fog, and creates muddy ground to combine aspects of both those terrain types. While in rain, each unit must march in order to move 1 space, any artillery unit has disadvantage on Attack tests, and any unit that rolls a 1 on a Command test becomes disorganized." + ] + }, + { + "type": "entries", + "name": "Plains", + "page": 124, + "entries": [ + "The wide-open expanses of plains are excellent for cavalry units, providing them with maximum maneuverability. While in plains terrain, any cavalry unit has +2 to Command." + ] + }, + { + "type": "entries", + "name": "Mountains", + "page": 124, + "entries": [ + "Mountains feature treacherous slopes, steep cliffs, and falling rocks, and units unaccustomed to moving in such conditions routinely lose soldiers. While in mountain terrain, any unit that moves must succeed on a DC 8 Power test or suffer 1 casualty." + ] + } + ] + }, + { + "type": "section", + "name": "Scenarios", + "page": 124, + "entries": [ + "Scenarios change the shape of the battlefield, creating unique developments that might challenge forces on one or both sides, negate one side’s advantage in numbers, or make some units useless!", + { + "type": "entries", + "name": "Bridge", + "page": 124, + "entries": [ + "When two armies fight over a bridge, each side’s vanguard rank is reduced to a single space, and cavalry units cannot be used. This scenario often comes down to a battle between artillery and aerial units." + ] + }, + { + "type": "entries", + "name": "Defend the Pass", + "page": 124, + "entries": [ + "In this scenario, one side occupies the pass while the other side must break the first side’s defense, minimizing the field for one side. Cavalry units cannot be used in the battle, and artillery units can target only enemies in the same column. This sort of battle lends itself to a small army taking on a much larger one." + ] + }, + { + "type": "entries", + "name": "Charge the Hill", + "page": 124, + "entries": [ + "This scenario uses a normal battlefield, except the defender’s rear rank is at the top of the hill and each rank in front of it is farther down the slope. Any unit moving uphill must succeed on a DC 8 Command test to march 2 spaces. On a failure, the unit moves 1 space instead. (If a unit’s movement is limited, as when moving through mud, it might be able to march only 1 space and might not be able to move at all on a failure.)", + "Any infantry unit that moves 1 space downhill before attacking inflicts 1 additional casualty on a successful Power test made as part of an attack against a target unit that is downhill from them. Cavalry units attacking from the high side of the hill have advantage on Attack tests against any units.", + "This scenario allows a small number of units at the top of the hill to defend against a larger army at the bottom of it." + ] + }, + { + "type": "entries", + "name": "Commanders on the Field", + "page": 124, + "entries": [ + "Sometimes two armies meet in a field and neither side is defending anything. In this scenario, the commanders of the armies are leading their troops against each other, rather than fighting face to face.", + "Each commander chooses a unit to lead. If two units each led by opposing commanders end up adjacent to each other, a commander can forego issuing an order to their unit to instead challenge the opposing commander to single combat. This is an opposed Command test. The victor decides whether the single combat proceeds.", + { + "type": "entries", + "name": "Single Combat", + "page": 125, + "entries": [ + "The battle is paused, and the two leaders enter combat together, rolling initiative again after each round. Either commander can yield as an action, in which case their unit suffers 1 casualty. If one commander drops to 0 hit points or dies outright, the unit they commanded immediately breaks and the single combat is over, though the battle can continue." + ] + } + ] + }, + { + "type": "entries", + "name": "Battle of Three Armies", + "page": 125, + "entries": [ + "This scenario imagines two different allied armies attacking a third army. This scenario allows one large army to fight off two smaller armies.", + "The defending army has no rear rank, but it has two vanguard ranks and two reserve ranks. If one of those vanguard ranks collapses, units in the defending army’s center rank and the reserve rank behind the collapsed vanguard are both exposed to the army the collapsed vanguard faced.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/zVQMUhz.png" + }, + "title": "Bridge scenario battlefield" + }, + "{@note Converter's Note: Same issue here as with the fortifications, this one just isn't as intrusive so I left it alone.}", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/lVJ4XEX.png" + }, + "title": "Defend the Pass scenario battlefield" + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/Fd5wX6y.png" + }, + "title": "Battle of Three Armies scenario battlefield" + } + ] + } + ] } ] } From dc872468eb4000194d6f1ee2a3b631f1672e567b Mon Sep 17 00:00:00 2001 From: Billiam9420 Date: Tue, 12 Sep 2023 18:11:55 -0400 Subject: [PATCH 50/65] started unit traits --- .../MCDM Productions; Kingdoms & Warfare.json | 456 +++++++++++++++++- 1 file changed, 437 insertions(+), 19 deletions(-) diff --git a/book/MCDM Productions; Kingdoms & Warfare.json b/book/MCDM Productions; Kingdoms & Warfare.json index c788e8fc90..d00fabfadc 100644 --- a/book/MCDM Productions; Kingdoms & Warfare.json +++ b/book/MCDM Productions; Kingdoms & Warfare.json @@ -6711,9 +6711,9 @@ "page": 121, "entries": [ "A fortification is a structure occupying a number of spaces on the battlefield, typically on the side of the force that is the defender in the battle. Units in those spaces gain benefits based on the type of fortification. The GM determines which fortifications are available to each side in the battle (both existing fortifications and fortifications raised during play) and in which spaces those fortifications appear.", - "Each fortification provides a bonus to Morale for all allied units of the side that controls the fortification, regardless of where those units are on the battlefield. (If there are multiple fortifications on the battlefield, allied units use the highest bonus to Morale for any of their side’s fortifications.) As well, each fortification provides a bonus to Defense for any units in the same space as the fortification, and a tower fortification provides a bonus to Power for any artillery units in the same space. (Siege weapons cannot be placed on towers.)", + "Each fortification provides a bonus to Morale for all allied units of the side that controls the fortification, regardless of where those units are on the battlefield. (If there are multiple fortifications on the battlefield, allied units use the highest bonus to Morale for any of their side's fortifications.) As well, each fortification provides a bonus to Defense for any units in the same space as the fortification, and a tower fortification provides a bonus to Power for any artillery units in the same space. (Siege weapons cannot be placed on towers.)", "The Basic Fortifications table provides a breakdown of fortifications, their sizes, and the bonuses they provide. All bonuses provided by a fortification are lost if the fortification is destroyed. A rank with a Fortification in it does not collapse when there are no units in that rank.", - "Units in fortifications can’t be exposed.", + "Units in fortifications can't be exposed.", { "type": "table", "caption": "Basic Fortifications", @@ -6736,10 +6736,10 @@ "rows": [ [ "Stone fence", - "1–2 spaces", + "1\u20132 spaces", "+1", "+2", - "—", + "\u2014", "4" ], [ @@ -6752,10 +6752,10 @@ ], [ "Town walls", - "3–4 spaces", + "3\u20134 spaces", "+2", "+2", - "—", + "\u2014", "8" ], [ @@ -6802,7 +6802,7 @@ "name": "Damaging a Fortification", "page": 122, "entries": [ - "Only units with specialized traits can damage a fortification, with those traits specifically calling out fortifications in their descriptions. (See {@book Unit Traits|KaW|3|Unit Traits} on page 126.) Units with a specific siege trait—Siege Engine, Siege Weapon, Fast Siege Weapon, and Fast Siege Weapon (Heavy)—can attack and automatically hit a fortification, with no Attack test or Power test necessary." + "Only units with specialized traits can damage a fortification, with those traits specifically calling out fortifications in their descriptions. (See {@book Unit Traits|KaW|3|Unit Traits} on page 126.) Units with a specific siege trait\u2014Siege Engine, Siege Weapon, Fast Siege Weapon, and Fast Siege Weapon (Heavy)\u2014can attack and automatically hit a fortification, with no Attack test or Power test necessary." ] }, { @@ -6810,8 +6810,8 @@ "name": "Contested Fortifications", "page": 122, "entries": [ - "A fortification can be empty and still grant its bonus to Morale for the units of the army that control the fortification. But as soon as a unit moves into the area of a fortification controlled by the opposing side, that fortification becomes contested and no one gains a Morale bonus for it. If the only units in the area of a fortification are opposed units, then the fortification becomes occupied by that opposing army, and only the opposing army gains the fortification’s bonus to Morale.", - "When two units attack each other and both are in the area of the same fortification, neither gains any of the fortification’s bonuses to Defense or Power." + "A fortification can be empty and still grant its bonus to Morale for the units of the army that control the fortification. But as soon as a unit moves into the area of a fortification controlled by the opposing side, that fortification becomes contested and no one gains a Morale bonus for it. If the only units in the area of a fortification are opposed units, then the fortification becomes occupied by that opposing army, and only the opposing army gains the fortification's bonus to Morale.", + "When two units attack each other and both are in the area of the same fortification, neither gains any of the fortification's bonuses to Defense or Power." ] }, { @@ -6819,7 +6819,7 @@ "name": "Hit Points and Siege Weapons", "page": 122, "entries": [ - "Fortifications have hit points based on their size. When a unit damages a fortification, that damage is assigned to the entire fortification, not any specific part of it. This means that fortifications occupying more than 1 space can’t be targeted in any specific space, and they remain standing in all their spaces until the fortification is wholly destroyed.", + "Fortifications have hit points based on their size. When a unit damages a fortification, that damage is assigned to the entire fortification, not any specific part of it. This means that fortifications occupying more than 1 space can't be targeted in any specific space, and they remain standing in all their spaces until the fortification is wholly destroyed.", "When a fortification is reduced to 0 hit points, it is destroyed in all its spaces, and any unit in those spaces must make a DC 13 Morale test with disadvantage. On a failure, the unit suffers 1 casualty." ] }, @@ -6828,7 +6828,7 @@ "name": "Placement", "page": 122, "entries": [ - "The GM decides each fortification’s position on the battlefield, though fortifications are almost always on the defending side. Walls and gates do not have to be in the vanguard, but many scenarios will place them there to represent the idea that the defenders are behind those fortifications for the protection they offer. That being said, the GM might well decide to put the city gates in the center rank, so the setup of fortifications isn’t meant to be taken too literally." + "The GM decides each fortification's position on the battlefield, though fortifications are almost always on the defending side. Walls and gates do not have to be in the vanguard, but many scenarios will place them there to represent the idea that the defenders are behind those fortifications for the protection they offer. That being said, the GM might well decide to put the city gates in the center rank, so the setup of fortifications isn't meant to be taken too literally." ] }, { @@ -6836,7 +6836,7 @@ "name": "Types of Fortifications", "page": 122, "entries": [ - "The following are the most common fortifications, showing their typical placement on the battlefield. These are not the only possibilities, though, and the GM is free to use towers and walls in any combination to build unique fortifications, calculating those fortifications’ hit points accordingly.", + "The following are the most common fortifications, showing their typical placement on the battlefield. These are not the only possibilities, though, and the GM is free to use towers and walls in any combination to build unique fortifications, calculating those fortifications' hit points accordingly.", { "type": "entries", "name": "Stone Fence", @@ -6887,7 +6887,7 @@ "name": "City Gates", "page": 123, "entries": [ - "A sturdy town wall is abutted by towers on either side of it! A large city gate is shown below, while a smaller one would have two towers with just a oneor two-space wall between them—and would have fewer hit points.", + "A sturdy town wall is abutted by towers on either side of it! A large city gate is shown below, while a smaller one would have two towers with just a oneor two-space wall between them\u2014and would have fewer hit points.", "Each gate space is either a tower space or a wall space. Artillery units that move from a tower space to a wall space lose the bonus to Power that a tower provides.", { "type": "image", @@ -6944,7 +6944,7 @@ "name": "Fog", "page": 123, "entries": [ - "Fog obscures vision and creates strange auditory effects. A sergeant’s command shouted from the other side of the battlefield might echo through the fog to sound like it’s coming from just a few feet away, making it difficult for troops to hear their orders.", + "Fog obscures vision and creates strange auditory effects. A sergeant's command shouted from the other side of the battlefield might echo through the fog to sound like it's coming from just a few feet away, making it difficult for troops to hear their orders.", "Any artillery unit in fog has disadvantage on Attack tests. Any unit that rolls a 1 on a Command test while in fog becomes disorganized." ] }, @@ -6995,13 +6995,13 @@ "name": "Scenarios", "page": 124, "entries": [ - "Scenarios change the shape of the battlefield, creating unique developments that might challenge forces on one or both sides, negate one side’s advantage in numbers, or make some units useless!", + "Scenarios change the shape of the battlefield, creating unique developments that might challenge forces on one or both sides, negate one side's advantage in numbers, or make some units useless!", { "type": "entries", "name": "Bridge", "page": 124, "entries": [ - "When two armies fight over a bridge, each side’s vanguard rank is reduced to a single space, and cavalry units cannot be used. This scenario often comes down to a battle between artillery and aerial units." + "When two armies fight over a bridge, each side's vanguard rank is reduced to a single space, and cavalry units cannot be used. This scenario often comes down to a battle between artillery and aerial units." ] }, { @@ -7009,7 +7009,7 @@ "name": "Defend the Pass", "page": 124, "entries": [ - "In this scenario, one side occupies the pass while the other side must break the first side’s defense, minimizing the field for one side. Cavalry units cannot be used in the battle, and artillery units can target only enemies in the same column. This sort of battle lends itself to a small army taking on a much larger one." + "In this scenario, one side occupies the pass while the other side must break the first side's defense, minimizing the field for one side. Cavalry units cannot be used in the battle, and artillery units can target only enemies in the same column. This sort of battle lends itself to a small army taking on a much larger one." ] }, { @@ -7017,7 +7017,7 @@ "name": "Charge the Hill", "page": 124, "entries": [ - "This scenario uses a normal battlefield, except the defender’s rear rank is at the top of the hill and each rank in front of it is farther down the slope. Any unit moving uphill must succeed on a DC 8 Command test to march 2 spaces. On a failure, the unit moves 1 space instead. (If a unit’s movement is limited, as when moving through mud, it might be able to march only 1 space and might not be able to move at all on a failure.)", + "This scenario uses a normal battlefield, except the defender's rear rank is at the top of the hill and each rank in front of it is farther down the slope. Any unit moving uphill must succeed on a DC 8 Command test to march 2 spaces. On a failure, the unit moves 1 space instead. (If a unit's movement is limited, as when moving through mud, it might be able to march only 1 space and might not be able to move at all on a failure.)", "Any infantry unit that moves 1 space downhill before attacking inflicts 1 additional casualty on a successful Power test made as part of an attack against a target unit that is downhill from them. Cavalry units attacking from the high side of the hill have advantage on Attack tests against any units.", "This scenario allows a small number of units at the top of the hill to defend against a larger army at the bottom of it." ] @@ -7045,7 +7045,7 @@ "page": 125, "entries": [ "This scenario imagines two different allied armies attacking a third army. This scenario allows one large army to fight off two smaller armies.", - "The defending army has no rear rank, but it has two vanguard ranks and two reserve ranks. If one of those vanguard ranks collapses, units in the defending army’s center rank and the reserve rank behind the collapsed vanguard are both exposed to the army the collapsed vanguard faced.", + "The defending army has no rear rank, but it has two vanguard ranks and two reserve ranks. If one of those vanguard ranks collapses, units in the defending army's center rank and the reserve rank behind the collapsed vanguard are both exposed to the army the collapsed vanguard faced.", { "type": "image", "href": { @@ -7074,6 +7074,424 @@ ] } ] + }, + { + "type": "section", + "name": "Unit Traits", + "page": 126, + "entries": [ + "Over and above the statistics found on each unit card, a unit's traits define what it is able to do during battle. {@book Unit Traits Descriptions|KaW|3|Unit Trait Descriptions} (below) breaks out every trait found across all units in Kingdoms & Warfare, plus those in the {@book special unit deck|KaW|3|special unit deck} (page 144). Each unit has the name of each of its traits printed on its card but not the full description, for two reasons. First, it would make the cards too large. And second, it would require players to pick a unit card up every activation to read what its traits can do. Easier to print the traits out for all players involved in the battle.", + "If the text of a trait conflicts with the baseline rules in this book, the text of the trait takes precedence.", + { + "type": "entries", + "name": "Recharge", + "page": 126, + "entries": [ + "The notation \"Recharge X\u2013Y\" means a unit can use a trait once, and that the trait then has a random chance of recharging during each subsequent activation. Each time the unit activates after using the trait, roll a {@dice d6}. If the roll is one of the numbers in the recharge notation, the unit regains the use of the trait." + ] + }, + { + "type": "entries", + "name": "Legal Target", + "page": 126, + "entries": [ + "Where a trait refers to a legal target, this means any target that a unit could normally make an Attack test against." + ] + }, + { + "type": "entries", + "name": "Unit Trait Descriptions", + "page": 126, + "entries": [ + "Traits are presented in alphabetical order.", + { + "type": "item", + "name": "AAAUUUGH!!!", + "entries": [ + "When this unit breaks, all adjacent units suffer 1 casualty." + ] + }, + { + "type": "item", + "name": "Adaptable", + "entries": [ + "This unit has advantage on Morale and Command tests." + ] + }, + { + "type": "item", + "name": "Aerial Bombardment", + "entries": [ + "If this unit spends an activation doing nothing, it can use its next activation to target a fortification by making a DC 13 Power test. On a success, it deals {@damage 1d4 + 2} damage to the fortification." + ] + }, + { + "type": "item", + "name": "Amphibious", + "entries": [ + "This unit does not suffer movement penalties when fighting underwater, or in rain or mud." + ] + }, + { + "type": "item", + "name": "Arcadian", + "entries": [ + "This unit has advantage on Power tests to resist battle magic." + ] + }, + { + "type": "item", + "name": "Archers", + "entries": [ + "This unit can attack any opposed unit. Successful Power tests the unit makes against opposed units that are not exposed inflict only 1 casualty." + ] + }, + { + "type": "item", + "name": "Armored Carapace", + "entries": [ + "This unit suffers no casualties from artillery Attack tests." + ] + }, + { + "type": "item", + "name": "Barbs", + "entries": [ + "An opposed infantry unit that makes a successful Power test as part of an attack against this unit suffers 1 casualty." + ] + }, + { + "type": "item", + "name": "Battle Hymn", + "entries": [ + "This unit has a bonus to Morale equal to its commander's domain size, as do allied units while adjacent to this unit." + ] + }, + { + "type": "item", + "name": "Better than One", + "entries": [ + "When this unit attacks an opposed unit, it can also attack any other adjacent opposed unit." + ] + }, + { + "type": "item", + "name": "Big", + "entries": [ + "This unit has advantage on Power tests against units whose casualties are lower than this unit's." + ] + }, + { + "type": "item", + "name": "Blanket Fire", + "entries": [ + "As an action, choose a rank on the battlefield. Attack each unit in that rank. Recharge 4\u20136." + ] + }, + { + "type": "item", + "name": "Blinding", + "entries": [ + "When an opposed unit fails an Attack test against this unit, the opposed unit is disoriented." + ] + }, + { + "type": "item", + "name": "Burning", + "entries": [ + "Each opposed unit that activates adjacent to this unit suffers 1 casualty." + ] + }, + { + "type": "item", + "name": "Burrow", + "entries": [ + "As an action, remove this unit from the battlefield. On its next activation, place the unit in any empty space. The unit is disoriented until the end of that activation." + ] + }, + { + "type": "item", + "name": "Chaos Vulnerability", + "entries": [ + "This unit has disadvantage on Power tests to resist battle magic." + ] + }, + { + "type": "item", + "name": "Charge", + "entries": [ + "If this unit moves at least 1 space before it attacks, it has advantage on Attack tests for this activation as long as the target is in the direction the unit moved." + ] + }, + { + "type": "item", + "name": "Chorus of Victory", + "entries": [ + "As an action, choose a rank on the battlefield. Each allied unit in that rank increments its casualty die and has advantage on Attack tests until the end of its next activation. Recharge 6." + ] + }, + { + "type": "item", + "name": "Close Range", + "entries": [ + "This unit has advantage on Attack tests and Power tests against adjacent units." + ] + }, + { + "type": "item", + "name": "Cloud of Darkness", + "entries": [ + "Opposed units have disadvantage on Attack tests against this unit." + ] + }, + { + "type": "item", + "name": "Collateral Damage", + "entries": [ + "When this unit makes a successful Power test against an infantry or artillery unit, the unit opposite the target also suffers 1 casualty." + ] + }, + { + "type": "item", + "name": "Consume", + "entries": [ + "As an action, this unit targets an opposed unit with lower casualties than it that it can attack. The target must succeed on a DC 15 Power test or break. Recharge 5\u20136." + ] + }, + { + "type": "item", + "name": "Corrode", + "entries": [ + "When this unit makes a successful Attack test against an opposed unit, that unit takes \u22122 to Attack and Defense. Each opposed unit can be affected by this trait only once per battle." + ] + }, + { + "type": "item", + "name": "Corrosive Breath", + "entries": [ + "As an action, choose three adjacent opposed units. Each unit must succeed on a Power test (DC = 8 + this unit's size) or suffer 2 casualties and gain one acid token. The acid token inflicts 1 casualty. Recharge 5\u20136." + ] + }, + { + "type": "item", + "name": "Create Dead", + "entries": [ + "If this unit causes an opposed unit to break, replace that unit with a Ghoul Infantry unit under the command of this unit's commander. The new unit can act on the commander's next turn." + ] + }, + { + "type": "item", + "name": "", + "entries": [ + "" + ] + }, + { + "type": "item", + "name": "", + "entries": [ + "" + ] + }, + { + "type": "item", + "name": "", + "entries": [ + "" + ] + }, + { + "type": "item", + "name": "", + "entries": [ + "" + ] + }, + { + "type": "item", + "name": "", + "entries": [ + "" + ] + }, + { + "type": "item", + "name": "", + "entries": [ + "" + ] + }, + { + "type": "item", + "name": "", + "entries": [ + "" + ] + }, + { + "type": "item", + "name": "", + "entries": [ + "" + ] + }, + { + "type": "item", + "name": "", + "entries": [ + "" + ] + }, + { + "type": "item", + "name": "", + "entries": [ + "" + ] + }, + { + "type": "item", + "name": "", + "entries": [ + "" + ] + }, + { + "type": "item", + "name": "", + "entries": [ + "" + ] + }, + { + "type": "item", + "name": "", + "entries": [ + "" + ] + }, + { + "type": "item", + "name": "", + "entries": [ + "" + ] + }, + { + "type": "item", + "name": "", + "entries": [ + "" + ] + }, + { + "type": "item", + "name": "", + "entries": [ + "" + ] + }, + { + "type": "item", + "name": "", + "entries": [ + "" + ] + }, + { + "type": "item", + "name": "", + "entries": [ + "" + ] + }, + { + "type": "item", + "name": "", + "entries": [ + "" + ] + }, + { + "type": "item", + "name": "", + "entries": [ + "" + ] + }, + { + "type": "item", + "name": "", + "entries": [ + "" + ] + }, + { + "type": "item", + "name": "", + "entries": [ + "" + ] + }, + { + "type": "item", + "name": "", + "entries": [ + "" + ] + }, + { + "type": "item", + "name": "", + "entries": [ + "" + ] + }, + { + "type": "item", + "name": "", + "entries": [ + "" + ] + }, + { + "type": "item", + "name": "", + "entries": [ + "" + ] + }, + { + "type": "item", + "name": "", + "entries": [ + "" + ] + }, + { + "type": "item", + "name": "", + "entries": [ + "" + ] + }, + { + "type": "item", + "name": "", + "entries": [ + "" + ] + }, + { + "type": "item", + "name": "", + "entries": [ + "" + ] + } + ] + } + ] } ] } From 76b49553b3fbbc36024a7152a9076b4d9c7be9ec Mon Sep 17 00:00:00 2001 From: Billiam9420 Date: Tue, 12 Sep 2023 21:15:25 -0400 Subject: [PATCH 51/65] things --- .../MCDM Productions; Kingdoms & Warfare.json | 52 +++++++++---------- 1 file changed, 26 insertions(+), 26 deletions(-) diff --git a/book/MCDM Productions; Kingdoms & Warfare.json b/book/MCDM Productions; Kingdoms & Warfare.json index d00fabfadc..27e8f6f375 100644 --- a/book/MCDM Productions; Kingdoms & Warfare.json +++ b/book/MCDM Productions; Kingdoms & Warfare.json @@ -7281,93 +7281,93 @@ }, { "type": "item", - "name": "", + "name": "Damage Resistant", "entries": [ - "" + "Successful Attack tests against this unit inflict no casualties. Successful Power tests inflict casualties normally." ] }, { "type": "item", - "name": "", + "name": "Daylight Weakness", "entries": [ - "" + "While in direct sunlight, this unit has disadvantage on Power tests." ] }, { "type": "item", - "name": "", + "name": "Dead", "entries": [ - "" + "This unit always succeeds on Morale tests, and cannot be diminished." ] }, { "type": "item", - "name": "", + "name": "\"Dig!\"", "entries": [ - "" + "As an action, choose a space containing an opposed fortification and remove this unit from the battlefield. On the unit’s next activation, the target fortification takes {@dice 2d6} damage and this unit breaks as though it were in that space." ] }, { "type": "item", - "name": "", + "name": "Dire Hyena Mounts", "entries": [ - "" + "This unit has advantage on Attack tests against diminished units." ] }, { "type": "item", - "name": "", + "name": "Disruptive", "entries": [ - "" + "When an opposed unit adjacent to this unit activates, it has a 25 percent chance of doing nothing on that activation." ] }, { "type": "item", - "name": "", + "name": "Draconic Ancestry", "entries": [ - "" + "This unit cannot be disorganized or weakened, and it is immune to the Harrowing trait." ] }, { "type": "item", - "name": "", + "name": "Dragonkin", "entries": [ - "" + "If there is an allied dragon in the battle or if this unit’s commander has some sort of draconic ancestry, this unit has advantage on Attack tests, Command tests, and Morale tests." ] }, { "type": "item", - "name": "", + "name": "Drone", "entries": [ - "" + "As an action, choose a rank on the battlefield. Each opposed unit in that rank must succeed on a DC 15 Power test or suffer 1 casualty and be unable to move on its next activation. This unit can use this trait only once per battle." ] }, { "type": "item", - "name": "", + "name": "Elf-shot", "entries": [ - "" + "When this unit succeeds on a Power test as part of an attack, the target unit must succeed on a DC 10 Power test or become weakened until the end of its next activation." ] }, { "type": "item", - "name": "", + "name": "Embiggen", "entries": [ - "" + "As a reaction to activating, this unit’s size increases to 8. Its casualty die becomes a d8 and is incremented twice. Until the end of its activation, the unit has advantage on Attack tests and Power tests. This unit can use this trait only once per battle." ] }, { "type": "item", - "name": "", + "name": "Eternal", "entries": [ - "" + "This unit has advantage on Morale tests against undead or fiend units, and on the Morale test to attack units with the Harrowing trait." ] }, { "type": "item", - "name": "", + "name": "Ethereal", "entries": [ - "" + "This unit has +1 to movement. It can move through other units, but only if it can end its movement in an empty space. Other units do not gain bonuses to Defense from fortifications against this unit’s attacks." ] }, { From db0d832de4236880af378a163baf517e4b7c14f9 Mon Sep 17 00:00:00 2001 From: Billiam9420 Date: Tue, 19 Sep 2023 13:11:45 -0400 Subject: [PATCH 52/65] more traits --- .../MCDM Productions; Kingdoms & Warfare.json | 358 +++++++++++++++++- 1 file changed, 354 insertions(+), 4 deletions(-) diff --git a/book/MCDM Productions; Kingdoms & Warfare.json b/book/MCDM Productions; Kingdoms & Warfare.json index 27e8f6f375..88318fd936 100644 --- a/book/MCDM Productions; Kingdoms & Warfare.json +++ b/book/MCDM Productions; Kingdoms & Warfare.json @@ -7304,7 +7304,7 @@ "type": "item", "name": "\"Dig!\"", "entries": [ - "As an action, choose a space containing an opposed fortification and remove this unit from the battlefield. On the unit’s next activation, the target fortification takes {@dice 2d6} damage and this unit breaks as though it were in that space." + "As an action, choose a space containing an opposed fortification and remove this unit from the battlefield. On the unit's next activation, the target fortification takes {@dice 2d6} damage and this unit breaks as though it were in that space." ] }, { @@ -7332,7 +7332,7 @@ "type": "item", "name": "Dragonkin", "entries": [ - "If there is an allied dragon in the battle or if this unit’s commander has some sort of draconic ancestry, this unit has advantage on Attack tests, Command tests, and Morale tests." + "If there is an allied dragon in the battle or if this unit's commander has some sort of draconic ancestry, this unit has advantage on Attack tests, Command tests, and Morale tests." ] }, { @@ -7353,7 +7353,7 @@ "type": "item", "name": "Embiggen", "entries": [ - "As a reaction to activating, this unit’s size increases to 8. Its casualty die becomes a d8 and is incremented twice. Until the end of its activation, the unit has advantage on Attack tests and Power tests. This unit can use this trait only once per battle." + "As a reaction to activating, this unit's size increases to 8. Its casualty die becomes a d8 and is incremented twice. Until the end of its activation, the unit has advantage on Attack tests and Power tests. This unit can use this trait only once per battle." ] }, { @@ -7367,7 +7367,357 @@ "type": "item", "name": "Ethereal", "entries": [ - "This unit has +1 to movement. It can move through other units, but only if it can end its movement in an empty space. Other units do not gain bonuses to Defense from fortifications against this unit’s attacks." + "This unit has +1 to movement. It can move through other units, but only if it can end its movement in an empty space. Other units do not gain bonuses to Defense from fortifications against this unit's attacks." + ] + }, + { + "type": "item", + "name": "Fade", + "entries": [ + "After a successful Attack test, this unit can move back 1 space. Opposed units cannot use the Follow Up maneuver in response." + ] + }, + { + "type": "item", + "name": "Fast Siege Weapon", + "entries": [ + "This unit can attack a fortification. It automatically hits (no Attack test or Power test needed) and deals 3 damage." + ] + }, + { + "type": "item", + "name": "Fast Siege Weapon (Heavy)", + "entries": [ + "This unit can attack a fortification. It automatically hits (no Attack test or Power test needed) and deals 5 damage." + ] + }, + { + "type": "item", + "name": "Fearless", + "entries": [ + "This unit automatically succeeds on Morale tests." + ] + }, + { + "type": "item", + "name": "Fearsome", + "entries": [ + "As a reaction to making an Attack test, this unit forces the target to succeed on a Morale test (DC = 8 + this unit's size) or suffer 1 additional casualty." + ] + }, + { + "type": "item", + "name": "Feast", + "entries": [ + "At the end of this unit's activation, if any diminished unit is adjacent to it, increment this unit's casualty die." + ] + }, + { + "type": "item", + "name": "Fire Blast", + "entries": [ + "As an action, this unit forces two adjacent opposed units to each make a DC 13 Power test. On a failure, a unit suffers 2 casualties. Recharge 5\u20136." + ] + }, + { + "type": "item", + "name": "Fire Breath", + "entries": [ + "As an action, this unit forces three adjacent opposed units to each make a Power test (DC = 8 + this unit's size). On a failure, a unit suffers 2 casualties and gains a fire token. The fire token inflicts 1 casualty. Recharge 5\u20136." + ] + }, + { + "type": "item", + "name": "Fire Immunity", + "entries": [ + "This unit does not suffer casualties from traits or other effects with \"burning,\" \"fire,\" or \"flame\" in their names, or from fire tokens." + ] + }, + { + "type": "item", + "name": "Flaming Weapons", + "entries": [ + "When this unit makes a successful Power test as part of an attack, it adds a fire token to the target in addition to the normal effects of the test. The fire token inflicts 1 casualty." + ] + }, + { + "type": "item", + "name": "\"Follow the Standard!\"", + "entries": [ + "When this unit succeeds on a Power test as part of an attack, each cavalry unit the unit's commander controls can use a reaction to immediately make an attack against the target of the Power test." + ] + }, + { + "type": "item", + "name": "Guerrillas", + "entries": [ + "When this unit succeeds on an Attack test against any opposed infantry or artillery unit (but not siege weapons), that unit is disoriented." + ] + }, + { + "type": "item", + "name": "Gulp", + "entries": [ + "As an action, this unit forces an opposed infantry or artillery unit (but not a siege engine) to make a DC 15 Power test. On a failure, the target unit is diminished (or is broken if it was already diminished). Recharge 5\u20136." + ] + }, + { + "type": "item", + "name": "Hallucinatory Spores", + "entries": [ + "As an action, this unit forces a legal target to make a DC 15 Power test. On a failure, the opposed unit attacks one of its own allied units of this unit's choice on the opposed unit's next activation." + ] + }, + { + "type": "item", + "name": "Hard Hats", + "entries": [ + "This unit has +2 to Defense against attacks from aerial units." + ] + }, + { + "type": "item", + "name": "Harriers", + "entries": [ + "If this unit succeeds on a Power test as part of an attack, this unit becomes the target unit's only legal target on its next activation." + ] + }, + { + "type": "item", + "name": "Harrowing", + "entries": [ + "Any opposed infantry, cavalry, or aerial unit must first succeed on a Morale test (DC = 10 + this unit's tier) when it attacks this unit. On a success, the attacking unit is not affected by any unit's Harrowing trait for the rest of the battle. On a failure, the attacking unit's activation ends." + ] + }, + { + "type": "item", + "name": "Heroes of the Myriad Worlds", + "entries": [ + "Once per battle as a bonus action, this unit can gain advantage on Attack tests and Power tests until the end of its activation." + ] + }, + { + "type": "item", + "name": "Holy", + "entries": [ + "Undead and fiend units have disadvantage on Attack tests and Power tests against this unit." + ] + }, + { + "type": "item", + "name": "Hop", + "entries": [ + "For its movement, this unit can move to any empty space on the battlefield." + ] + }, + { + "type": "item", + "name": "Implacable", + "entries": [ + "This unit cannot unwillingly be moved or teleported, and it can ignore any effects of terrain." + ] + }, + { + "type": "item", + "name": "Indistinct", + "entries": [ + "Attack tests for ranged attacks made against this unit have disadvantage." + ] + }, + { + "type": "item", + "name": "Inexorable", + "entries": [ + "This unit is immune to any effect that would hinder or stop its movement, or that would deny it the ability to use actions." + ] + }, + { + "type": "item", + "name": "Inspire Fear", + "entries": [ + "Whenever this unit leaves an opposed unit diminished, all goblinoid units in the same rank as this unit can immediately attack a legal target." + ] + }, + { + "type": "item", + "name": "Into the Breach", + "entries": [ + "When this unit successfully executes the Follow Up maneuver, it has +2 bonus to Defense until the beginning of its next activation." + ] + }, + { + "type": "item", + "name": "Invisibility", + "entries": [ + "This unit cannot be attacked until it successfully attacks an opposed unit." + ] + }, + { + "type": "item", + "name": "Jaunt", + "entries": [ + "In place of its movement, remove this unit from the battlefield. It returns to the space it left, or an unoccupied space of the GM's choice if that space is occupied, at the start of its next activation. Recharge 5\u20136." + ] + }, + { + "type": "item", + "name": "Lightning Breath", + "entries": [ + "As an action, choose a rank on the battlefield. Each unit in that rank must succeed on a Power test (DC = 8 + this unit's size) or suffer 2 casualties. Recharge 5\u20136." + ] + }, + { + "type": "item", + "name": "Load the Bones!", + "entries": [ + "While any diminished unit is adjacent to this unit, this unit has +2 damage against opposed fortifications." + ] + }, + { + "type": "item", + "name": "", + "entries": [ + "" + ] + }, + { + "type": "item", + "name": "", + "entries": [ + "" + ] + }, + { + "type": "item", + "name": "", + "entries": [ + "" + ] + }, + { + "type": "item", + "name": "", + "entries": [ + "" + ] + }, + { + "type": "item", + "name": "", + "entries": [ + "" + ] + }, + { + "type": "item", + "name": "", + "entries": [ + "" + ] + }, + { + "type": "item", + "name": "", + "entries": [ + "" + ] + }, + { + "type": "item", + "name": "", + "entries": [ + "" + ] + }, + { + "type": "item", + "name": "", + "entries": [ + "" + ] + }, + { + "type": "item", + "name": "", + "entries": [ + "" + ] + }, + { + "type": "item", + "name": "", + "entries": [ + "" + ] + }, + { + "type": "item", + "name": "", + "entries": [ + "" + ] + }, + { + "type": "item", + "name": "", + "entries": [ + "" + ] + }, + { + "type": "item", + "name": "", + "entries": [ + "" + ] + }, + { + "type": "item", + "name": "", + "entries": [ + "" + ] + }, + { + "type": "item", + "name": "", + "entries": [ + "" + ] + }, + { + "type": "item", + "name": "", + "entries": [ + "" + ] + }, + { + "type": "item", + "name": "", + "entries": [ + "" + ] + }, + { + "type": "item", + "name": "", + "entries": [ + "" + ] + }, + { + "type": "item", + "name": "", + "entries": [ + "" + ] + }, + { + "type": "item", + "name": "", + "entries": [ + "" ] }, { From 402bbbb8063cacc37cb209fa261ff305b8fefc03 Mon Sep 17 00:00:00 2001 From: Billiam9420 Date: Tue, 19 Sep 2023 13:58:18 -0400 Subject: [PATCH 53/65] more --- .../MCDM Productions; Kingdoms & Warfare.json | 220 +++++++++++++++--- 1 file changed, 194 insertions(+), 26 deletions(-) diff --git a/book/MCDM Productions; Kingdoms & Warfare.json b/book/MCDM Productions; Kingdoms & Warfare.json index 88318fd936..01f5479721 100644 --- a/book/MCDM Productions; Kingdoms & Warfare.json +++ b/book/MCDM Productions; Kingdoms & Warfare.json @@ -7575,93 +7575,261 @@ }, { "type": "item", - "name": "", + "name": "Magic Resistant", "entries": [ - "" + "This unit has advantage on Power tests to resist battle magic." ] }, { "type": "item", - "name": "", + "name": "Magical Adepts", "entries": [ - "" + "As a bonus action, this unit forces an opposed unit to make a DC 13 Power Test. On a failure, allied units have advantage on Attack tests against the opposed unit until the end of the battle. Recharge 5\u20136." ] }, { "type": "item", - "name": "", + "name": "Maneuver: Detonate", "entries": [ - "" + "As an action, this unit deals {@damage 1d4 + 2} damage to an adjacent fortification. Recharge 3\u20136." ] }, { "type": "item", - "name": "", + "name": "Maneuver: \"Evasive Maneuvers!\"", "entries": [ - "" + "As a reaction when an opposed artillery unit makes an Attack test against this unit, impose disadvantage on the opposed unit's Attack test. Recharge 5\u20136." ] }, { "type": "item", - "name": "", + "name": "Maneuver: \"Fire!!\"", "entries": [ - "" + "As a reaction to a successful Power test made against a target unit, add a fire token to the target. The fire token inflicts 1 casualty. Recharge 4\u20136." ] }, { "type": "item", - "name": "", + "name": "Maneuver: \"Hold the Line!\"", "entries": [ - "" + "As a reaction to being diminished, this unit makes a DC 13 Command test. On a success, this unit ignores the casualties that caused it to become diminished, and is not diminished." ] }, { "type": "item", - "name": "", + "name": "Maneuver: \"Lancers! Flank Them!\"", "entries": [ - "" + "As a reaction when an opposed cavalry or aerial unit inflicts 1 or more casualties on an allied infantry or artillery unit, this unit makes a free attack against that opposed unit." ] }, { "type": "item", - "name": "", + "name": "Maneuver: \"Land and Charge!\"", "entries": [ - "" + "While this unit has the aerial type, it can use a bonus action to make a DC 11 Command test. On a success, this unit's Power tests have +2 damage on this activation, but the unit's type becomes cavalry. At the end of its next activation, the unit regains the aerial type. Recharge 4\u20136." ] }, { "type": "item", - "name": "", + "name": "Maneuver: Outflank", "entries": [ - "" + "As an action, move this unit into any empty space. Any opposed unit that executes the Follow Up maneuver in response has disadvantage on the Command test." ] }, { "type": "item", - "name": "", + "name": "Maneuver: \"Prey on the Weak.\"", "entries": [ - "" + "As a reaction to an exposed opposed unit being diminished, this unit makes a DC 10 Command test. On a success, the unit makes an attack against the opposed unit." ] }, { "type": "item", - "name": "", + "name": "Maneuver: Repair", "entries": [ - "" + "As an action, a fortification this unit is on or adjacent to recovers {@damage 1d4 + 2} hit points, up to its starting hit points." ] }, { "type": "item", - "name": "", + "name": "Maneuver: \"Spit Upon Their Horns.\"", "entries": [ - "" + "As a reaction to succeeding on a Power test made as part of an attack, this unit makes a DC 13 Command test. On a success, the target unit suffers 1 additional casualty." ] }, { "type": "item", - "name": "", + "name": "Maneuver: Strafe", "entries": [ - "" + "As a reaction to succeeding on a Power test made as part of an attack against an opposed artillery or infantry unit, this unit makes a DC 13 Command test. On a success, two adjacent opposed units in the same rank as the target unit each suffer 1 casualty." + ] + }, + { + "type": "item", + "name": "Maneuver: Testudo", + "entries": [ + "As a reaction to suffering 1 or more casualties from an opposed artillery or aerial unit's Attack test, this unit makes a DC 13 Command test. On a success, any opposed unit targeting this unit has disadvantage on Power tests until this unit's next activation." + ] + }, + { + "type": "item", + "name": "Mass Protection Against Evil", + "entries": [ + "Any opposed infantry or artillery unit must succeed on a DC 15 Morale test to enter the vanguard rank of this unit's side." + ] + }, + { + "type": "item", + "name": "Meld", + "entries": [ + "As a reaction to a successful Attack test against an infantry or artillery unit, this unit can move into the target unit's space. While this unit is in the target's space, the target unit cannot move and can attack only this unit. Units attacking either unit in this space have a 50 percent chance of targeting the wrong unit." + ] + }, + { + "type": "item", + "name": "Mobile", + "entries": [ + "This unit has advantage on the Command test when using the Follow Up maneuver, and can move back 2 spaces when using the Withdraw maneuver." + ] + }, + { + "type": "item", + "name": "Nature's Bond", + "entries": [ + "When an allied infantry or artillery unit suffers 1 or more casualties, this unit can take the casualty instead. This unit must deploy in its side's front." + ] + }, + { + "type": "item", + "name": "None", + "entries": [ + "This unit has no traits." + ] + }, + { + "type": "item", + "name": "Noxious Fog", + "entries": [ + "As an action, this unit places two poison tokens in each of 4 adjacent spaces. Any unit that moves into a space with one or more of these poison tokens or that activates there suffers 1 casualty per token. Each space loses one poison token at the end of this unit's subsequent activations. Recharge 5\u20136." + ] + }, + { + "type": "item", + "name": "Pack Tactics", + "entries": [ + "When an adjacent unit that also has this trait successfully uses the Follow Up maneuver (page 109), this unit can move into any empty space adjacent to this unit's current position." + ] + }, + { + "type": "item", + "name": "Pike Training", + "entries": [ + "This unit automatically succeeds on Command test for the Set for Charge manuever." + ] + }, + { + "type": "item", + "name": "Point Blank", + "entries": [ + "When this unit succeeds on a Power test as part of an attack against an adjacent unit, it inflicts 1 additional casualty." + ] + }, + { + "type": "item", + "name": "Poisonous", + "entries": [ + "When this unit succeeds on a Power test as part of an attack, the target unit is also weakened until the end of its next activation." + ] + }, + { + "type": "item", + "name": "Pool of Soul's Blood", + "entries": [ + "Any opposed infantryor artillery unit adjacent to this unit cannot leave its space." + ] + }, + { + "type": "item", + "name": "Quadruped", + "entries": [ + "For its movement, this unit becomes a cavalry unit until the end of its activation. The unit leaves the grid and then returns to the space it left at the end of its activation (or to its army's reserve rank if that space is occupied). Recharge 5\u20136." + ] + }, + { + "type": "item", + "name": "Ram Riders", + "entries": [ + "When this unit succeeds on a Power test as part of an attack, the target unit must succeed on a followup DC 10 Power test or become dioriented until the end of its next activation." + ] + }, + { + "type": "item", + "name": "Reckless", + "entries": [ + "This unit can take disadvantage on any Attack test in order to have that Attack test inflict an additional 1 casualty." + ] + }, + { + "type": "item", + "name": "Reflector", + "entries": [ + "When this unit fails a Power test against a wand, it can use a reaction to roll a d20. On a 10 or higher, this unit suffers no effect from the wand and the unit activating the wand suffers the effect instead." + ] + }, + { + "type": "item", + "name": "Regenerate", + "entries": [ + "Each time this unit activates, increment its casualty die by 1." + ] + }, + { + "type": "item", + "name": "Relentless", + "entries": [ + "As a reaction to suffering a casualty that would cause this unit to break, this unit makes a DC 13 Power test. On a success, this unit does not break and has 1 casualty." + ] + }, + { + "type": "item", + "name": "Rime", + "entries": [ + "Any opposed infantry or artillery unit adjacent to this unit has its movement reduced to 0 and cannot benefit from bonus movement." + ] + }, + { + "type": "item", + "name": "Rock!", + "entries": [ + "As an action, this unit can make an Attack test against any opposed unit, with disadvantage if the target is an aerial unit. Recharge 4–6." + ] + }, + { + "type": "item", + "name": "Rockbreaker", + "entries": [ + "This unit deals double damage against fortifications." + ] + }, + { + "type": "item", + "name": "Rolling Thunder", + "entries": [ + "As an action, this unit makes an opposed Power test against an adjacent opposed unit. If this unit’s result is equal to or greater than the target’s, the target unit must move back 1 space or break. This unit immediately moves into the target unit’s vacated space." + ] + }, + { + "type": "item", + "name": "Rush", + "entries": [ + "This unit automatically succeeds on the Command test for the Follow Up maneuver." + ] + }, + { + "type": "item", + "name": "Savage", + "entries": [ + "Each successful Attack test by this unit adds a bleed token to a target unit. Each bleed token inflicts 2 casualties." ] }, { From 818be2430664abfd5512becb5ab1f1753c2f8021 Mon Sep 17 00:00:00 2001 From: Billiam9420 Date: Tue, 24 Oct 2023 10:49:40 -0400 Subject: [PATCH 54/65] finished unit traits list --- .../MCDM Productions; Kingdoms & Warfare.json | 125 ++++++++++-------- 1 file changed, 73 insertions(+), 52 deletions(-) diff --git a/book/MCDM Productions; Kingdoms & Warfare.json b/book/MCDM Productions; Kingdoms & Warfare.json index 01f5479721..a6cb7d44f7 100644 --- a/book/MCDM Productions; Kingdoms & Warfare.json +++ b/book/MCDM Productions; Kingdoms & Warfare.json @@ -7801,7 +7801,7 @@ "type": "item", "name": "Rock!", "entries": [ - "As an action, this unit can make an Attack test against any opposed unit, with disadvantage if the target is an aerial unit. Recharge 4–6." + "As an action, this unit can make an Attack test against any opposed unit, with disadvantage if the target is an aerial unit. Recharge 4\u20136." ] }, { @@ -7815,7 +7815,7 @@ "type": "item", "name": "Rolling Thunder", "entries": [ - "As an action, this unit makes an opposed Power test against an adjacent opposed unit. If this unit’s result is equal to or greater than the target’s, the target unit must move back 1 space or break. This unit immediately moves into the target unit’s vacated space." + "As an action, this unit makes an opposed Power test against an adjacent opposed unit. If this unit's result is equal to or greater than the target's, the target unit must move back 1 space or break. This unit immediately moves into the target unit's vacated space." ] }, { @@ -7834,177 +7834,198 @@ }, { "type": "item", - "name": "", + "name": "Scourge of the Wild", "entries": [ - "" + "This unit has +2 to Attack and +2 to Power against orc, goblinoid, or elf units." ] }, { "type": "item", - "name": "", + "name": "Scouts", "entries": [ - "" + "This unit can deploy into the rear rank of an opposed army" ] }, { "type": "item", - "name": "", + "name": "Screech", "entries": [ - "" + "As an action, this unit forces an opposed unit to succeed on a DC 15 Power test or become misled. Recharge 4\u20136." ] }, { "type": "item", - "name": "", + "name": "Shock Troops", "entries": [ - "" + "Each time this unit causes another unit to be diminished, this unit gains +2 to Attack and +2 to Power until the end of the battle." ] }, { "type": "item", - "name": "", + "name": "Siege Engine", "entries": [ - "" + "This unit must spend 1 round of battle doing nothing before each attack. This unit can attack a fortification. It automatically hits (no Attack test or Power test needed) and deals {@damage 1d4 + 2} damage." ] }, { "type": "item", - "name": "", + "name": "Siege Weapon", "entries": [ - "" + "This unit can attack an adjacent fortification. It automatically hits (no Attack test or Power test needed) and deals 3 damage." ] }, { "type": "item", - "name": "", + "name": "Slam", "entries": [ - "" + "When this unit succeeds on a Power test as part of an attack, the target unit is also disoriented." ] }, { "type": "item", - "name": "", + "name": "Smoke Screen", "entries": [ - "" + "When this unit succeeds on an Attack test against another unit, that unit is also disoriented." ] }, { "type": "item", - "name": "", + "name": "Solar Flare", "entries": [ - "" + "Once per battle as a reaction to targeting a fortification, the damage this unit deals to fortifications is maximized, and it deals that damage to all fortifications in one rank." ] }, { "type": "item", - "name": "", + "name": "Soporific Spores", "entries": [ - "" + "As an action, this unit forces a legal target to make a DC 13 Power test. On a failure, the opposed unit is disorganized." ] }, { "type": "item", - "name": "", + "name": "Sow Chaos", "entries": [ - "" + "Each opposed unit within 1 space of this unit has disadvantage on Morale and Command tests, and suffers 1 additional casualty if it fails the Morale test to avoid becoming diminished." ] }, { "type": "item", - "name": "", + "name": "Spike Shot", "entries": [ - "" + "As an action, this unit forces a target unit to succeed on a DC 12 Power test or suffer 2 casualties and become weakened. An affected unit can repeat this power test at the end of each of its activations to lose the weakened unit condition. Recharge 5\u20136." ] }, { "type": "item", - "name": "", + "name": "Split", "entries": [ - "" + "When this unit is diminished, place an identical unit with the same current battle statistics and casualties in an empty adjacent space." ] }, { "type": "item", - "name": "", + "name": "Spores", "entries": [ - "" + "When this unit is targeted by a successful Attack test from an infantry, cavalry, or aerial unit, the attacking unit must succeed on a DC 13 Power test or become disoriented." ] }, { "type": "item", - "name": "", + "name": "Stalwart", "entries": [ - "" + "While this unit is diminished, opposed infantry and cavalry units have disadvantage on Power tests against it." ] }, { "type": "item", - "name": "", + "name": "Stinky", "entries": [ - "" + "Any opposed unit adjacent to this unit has disadvantage on Attack tests." ] }, { "type": "item", - "name": "", + "name": "Stone", "entries": [ - "" + "Each opposed unit that activates adjacent to this unit suffers 1 casualty." ] }, { "type": "item", - "name": "", + "name": "Stoneskin", "entries": [ - "" + "As a reaction to suffering 1 or more casualties from any opposed artillery unit, this unit can ignore 1 of those casualties." ] }, { "type": "item", - "name": "", + "name": "Strength in Numbers", "entries": [ - "" + "This unit begins the battle with 1 additional casualty for each other undead unit in its army (up to a maximum of 12 casualties)." ] }, { "type": "item", - "name": "", + "name": "Stupid", "entries": [ - "" + "Each time it attacks, this unit has a 25 percent chance of ignoring its intended target and attacking a random adjacent unit." ] }, { "type": "item", - "name": "", + "name": "Swords of the Dragon Lord", "entries": [ - "" + "When this unit makes a successful Attack test against a target unit, the target must succeed on a DC 13 Morale test or suffer 1 additional casualty." ] }, { "type": "item", - "name": "", + "name": "To the Death", "entries": [ - "" + "If this unit breaks as a result of an opposed infantry, cavalry, or aerial unit's Attack or Power test, the attacking unit suffers 1 casualty." ] }, { "type": "item", - "name": "", + "name": "Veterans of a Thousand Wars", "entries": [ - "" + "This unit's movement increases by 1. When attacking units of a lower tier, its damage increases by 1." ] }, { "type": "item", - "name": "", + "name": "Wail", "entries": [ - "" + "Once per battle, this unit can use an action to force each adjacent opposed unit to make a DC 15 Power test. On a failure, a unit suffers 1 casualty, and its Morale bonus is reduced to 0 until the end of its next activation. On a success, a unit has disadvantage on Morale tests until the end of its next activation." ] }, { "type": "item", - "name": "", + "name": "Warbred", "entries": [ - "" + "As a reaction to succeeding on a Power test as part of an attack, this unit can make a DC 10 Command test. On a success, this unit can attack again." + ] + }, + { + "type": "item", + "name": "Wave", + "entries": [ + "When this unit succeeds on a Power test as part of an attack against an opposed unit, the opposed unit is pushed back 1 space if there is an empty space behind it. If there is no empty space, the opposed unit and the unit behind it each suffer 1 casualty." + ] + }, + { + "type": "item", + "name": "Whirlwind", + "entries": [ + "When this unit succeeds on an Attack test against an opposed infantry unit, that unit takes \u22122 to Attack and Defense. Each opposed unit can be affected by this trait once per battle." + ] + }, + { + "type": "item", + "name": "You Follow!", + "entries": [ + "Whenever this unit successfully uses the Follow Up maneuver, each goblinoid unit in the rank this unit leaves can move 1 space." ] } ] From c3b1b59b4388004b12b4fd8ce089658fa3f55030 Mon Sep 17 00:00:00 2001 From: Billiam9420 Date: Tue, 24 Oct 2023 11:03:02 -0400 Subject: [PATCH 55/65] ancestral units, lots of images incoming --- .../MCDM Productions; Kingdoms & Warfare.json | 93 +++++++++++++++++++ 1 file changed, 93 insertions(+) diff --git a/book/MCDM Productions; Kingdoms & Warfare.json b/book/MCDM Productions; Kingdoms & Warfare.json index a6cb7d44f7..fb28c476d1 100644 --- a/book/MCDM Productions; Kingdoms & Warfare.json +++ b/book/MCDM Productions; Kingdoms & Warfare.json @@ -8031,6 +8031,99 @@ ] } ] + }, + { + "type": "section", + "name": "Ancestral Units", + "page": 131, + "entries": [ + "Many of the units that make up the armies in the warfare rules are organized by ancestry. Six of the most common ancestries are discussed below\u2014humans, elves, dwarves, orcs, goblinoids (including hobgoblins and bugbears), and undead. These ancestries cover many of the peoples and forces that players and GMs might commonly recruit from, with other ancestries available through the special unit deck (see below).", + "Organizing units by ancestry is completely arbitrary, but still useful. If it makes sense for a specific campaign, any of these ancestries can be easily reskinned and referred to as specific nations, tribes, or domains. In an all-human campaign, dwarf units could represent a line of human mountain folk, while elf units stand in for the soldiers of a steadfast forest realm. In the same way, not all elf units need the same traits. A GM might develop three or four additional traits for different courts of elves in their world, so that only one court gets the Eternal trait.", + "Each of the standard ancestries features nine units, including a variety of infantry, cavalry, and artillery units covering Tiers I, II, and III. It's possible to build a solid army using just the units from those ancestries, making use of the characters' and NPCs' backgrounds and alliances.", + { + "type": "entries", + "name": "Units, Not Characters", + "page": 131, + "entries": [ + "It's important to note that the way members of a given ancestry organize for war can be very different from how they perform during adventuring or when fighting a dragon single-handed. In other words, the stats a member of an ancestry has in combat are not related to the ancestry's stats in warfare. The things that make a good adventurer don't necessarily make a good soldier. Instead, these rules focus on how members of a particular ancestry might organize in large companies, how good they are at taking orders, how seamlessly they coordinate with dozens of other soldiers, and how they maintain their cool while taking casualties.", + "As such, the typical stats for an elf, dwarf, or zombie in the core rules don't translate mathematically into a unit's stats. Rather, a unit focuses on culture, training, and behavior as those things apply to the requirements of a large battle. By the same token, the soldiers represented by units are not adventurers. Though they have solid combat skill, their training is mostly focused on fighting together and not breaking under pressure. A battle in a dungeon or a dragon's lair is not a place for a hundred soldiers trained with pike and shield, accustomed to deploying in formation and to count on the soldiers in front of, behind, and beside them. Army battles take place in wide-open spaces to allow this sort of unit to make best use of its soldiers' training. Cram them all into a series of 10-foot-wide corridors without light, and it drastically reduces their effectiveness.", + "An army might have some kind of special operations section whose soldiers function more like adventurers, at least in terms of their skill sets. But for the most part, those sorts of soldiers are not the soldiers in a standard unit." + ] + }, + { + "type": "entries", + "name": "Humans", + "page": 132, + "entries": [ + "Humans are feeble and weak compared to most of the other ancestries in the book. They have no ancestral bonus to Attack, Power, Defense, or Toughness. What pathetic creatures! However, they are better than most other ancestries at two things: Morale and Command. And as it turns out, these are critical elements to success on the battlefield. Human units are thus less likely to break and run when the battle gets tough or things get weird. And they're better at executing complex commands, which means their infantry are more likely to succeed on maneuvers such as Follow Up and Set for Charge. Taken in combination with the Adaptable trait that all human units have\u2014granting advantage on Morale and Command tests\u2014and humans are an ancestry optimized for warfare.", + "Many are the commanders who've looked out at a pathetic band of spindly humans and imagined them to be easy pickings\u2014only to experience real dread and terror when the humans don't break. They don't run. Rather, they stand fast. They hold their ground. And they think tactically. Each ancestry has its own specialty in the field of war. But for humans, their specialty is war.", + "Human armies are versatile. The best armies have a variety of units: infantry, cavalry, and artillery, and humans are equally good at all of these. This means you can field a balanced army, evenly divided between these disciplines. However, it's your army. You should muster the units you think are fun to field. Try an army with lots of archers! Or use your domain's Espionage skill to spy on the enemy, learn their army's composition, and muster units to thwart them!", + "If you don't know which units your enemy is fielding, try mustering the Hounds of Dalrath. They gain a bonus against most of the units the GM is likely to use." + ] + }, + { + "type": "entries", + "name": "Elves", + "page": 133, + "entries": [ + "Elf units are better on Attack than other ancestries in this book, representing their hereditary affinity with sword and bow. Elf units include some of the best archers in the game, though they are otherwise physically unimpressive on the battlefield. That said, elf units are highly mobile, making it easier for them to exploit any holes in an enemy's defenses. If a unit breaks or uses the Retreat maneuver, elf infantry will very likely move into position to take advantage of that gap.", + "As well, elf units have the Eternal trait. Undead and infernal creatures are no different to them than humans, dwarves, or goblins. As such, the soldiers of an elf unit don't experience existential dread at seeing a zombie horde shuffling toward them any more than they do in response to a human horde. This makes them better at holding their ground in the face of units that strike fear into the hearts of soldiers of other ancestries.", + "Elf armies favor archers! No surprise there. The Elven Thorns are one of the best artillery units in the game. Weakening opposed units with the Thorns is a powerful strategy likely to contribute to your victory. But the Forest Mist unit is also not to be underestimated.", + "Like many well-trained infantry units in the book, the Forest Mist gains a bonus to Defense when it moves into a gap left by an opposed unit after a successful Follow Up maneuver. In addition to the Forest Mist's high Defense, they can plunge into gaps of the opposed infantry without worrying too much about taking casualties as a result." + ] + }, + { + "type": "entries", + "name": "Dwarves", + "page": 134, + "entries": [ + "Dwarves are a hardy folk, granting their units greater natural Toughness than the units of other ancestries. This makes them excellent infantry, and dwarf infantry units are among the best in the game. Dwarf units also have the Stalwart trait, meaning that even after a dwarf unit is diminished, it is very hard to break it.", + "Infantry should be the meat and potatoes of any dwarf army, but dwarves field good artillery and cavalry too! Dwarves favor crossbows for their foot soldiers, and these are devastating at close range. But artillery must deploy into the center rank, so a skilled dwarf commander focuses on using their infantry to open some space in the front rank, and then move their artillery units adjacent to opposed units to maximize their close-range effectiveness." + ] + }, + { + "type": "entries", + "name": "Orcs", + "page": 135, + "entries": [ + "Orcs share the elves' affinity with weapons (granting a bonus to an orc unit's Attack) and have increased Toughness that makes them excellent soldiers. But their most potent asset is the Relentless trait, which allows an orc unit in danger of breaking to keep fighting and stay on the field. An orc unit reduced to the very last of its soldiers can keep fighting almost indefinitely!", + "Orcs are the traditional enemies of human, elf, and dwarf armies, known for their proud and fierce culture and traditions. But a domain that can avoid conflict to ally with orcs (typically in exchange for assurances of respect for territorial boundaries and mutual defense in times of need) can gain access to powerful units. An entire orc army with the Relentless trait is a thing few enemies are prepared to face. But orc units have a wide array of other traits.", + "The Bloodwalkers can outflank any enemy, making them the equivalent of super scouts. And the orc cavalry known as the Hellriders ride nightmares, which grant that unit the Harrowing trait. Most enemies find the presence of these hell steeds on the battlefield a serious blow to morale, and opposed artillery struggle to focus on targets whose Jaunt trait allows them to attack, then shift into the Ethereal Plane where they cannot be reached.", + { + "type": "entries", + "name": "Proxying Other Steeds", + "entries": [ + "Cavalry units gain no bonuses to their stats based on the mount they ride, but different mounts contribute unique traits to their unit. As you can infer from the Hellriders, nightmares add the Harrowing and Jaunt traits to this unit.", + "A GM who wants to give cavalry units different mounts should easily be able to look at existing mounted units in the game and reverse engineer what that mount does. Nightmares grant the Harrowing and Jaunt traits. Ram-mounted cavalry get the Ram Riders trait, units with elk mounts get the Spit Upon Their Horns maneuver, and so on." + ] + } + ] + }, + { + "type": "entries", + "name": "Goblinoids", + "page": 136, + "entries": [ + "Often at the low end of the pecking order under bigger, stronger species, goblins tend to be pressed into service as levies more so than trained troops. But goblinoids also include the powerful bugbears and the hobgoblins, two peoples whose love of regimentation makes them exceptional soldiers. As such, the proper mix of goblins, hobgoblins, and bugbears on the field can prove a match for any other ancestry.", + "Bugbear units have huge bonuses to Attack and Defense (and are all Tier III units as a result). They also inspire other goblinoid units to greater deeds, so that an army of goblins with a bugbear unit leading them can be a formidable threat! For their part, hobgoblins are fearless combatants and sound strategists, giving hobgoblin units a better Attack than units of other ancestries, and making them the equal of human units for Morale. Hobgoblin units also make use of the Warbred trait, granting an additional attack after a successful Power test. This can be used to devastating effect as hobgoblin infantry chew through opposing forces\u2014and makes those units easily the equal of humans on the battlefield.", + "Although goblins are typically no one's first choice for infantry units, their cleverness more than makes up for a lack of physical strength. Goblin Sappers make use of the Dig trait to undermine enemy fortifications, while Goblin Smokers use the Smoke Screen trait to leave opposed units unable to properly retaliate to goblinoid attacks.", + "An all-goblin army normally focuses on hobgoblins for infantry, artillery, and cavalry. Goblins are useful as levies and maybe one or two specialized units, such as Goblin Sappers if the enemy has a fortification.", + "Because the Bugbear Heavy Claw unit has traits that can grant free movement and attacks to goblinoid units, it's best to use that unit for an all-goblin army. If you want to spice up an existing army with some goblinoid units, hobgoblins are best." + ] + }, + { + "type": "entries", + "name": "Undead", + "page": 137, + "entries": [ + "Not an ancestry so much as a necromantic tool used by the commanders of evil domains, undead units feature in many NPC-led armies. Low-tier undead units are intended to be expendable, but higher-tier units are quite nasty\u2014and many interesting undead units can be found in the special unit deck.", + "The baseline units of an undead army are skeletons and zombies. Skeleton units are destroyed relatively quickly, but zombie units can be as hard to take down as orc units. What makes all undead units especially formidable, though, is the Dead trait and the Harrowing trait. The Dead trait means an undead unit never worries about Morale tests and can't be diminished. Because its soldiers aren't alive, they don't worry about their fellow bonebags being ground up by enemy forces.", + "The Harrowing trait means that most units of mortal creatures are freaked out by the presence of undead on the battlefield. Elf units pay undead no mind, but the units of other ancestries don't like the prospect of fighting against their own forebears risen from the grave. A sense of dread and foreboding fills the field when undead march, and especially at the beginning of a battle, undead units can have a major advantage!", + "Undead armies shine once they get past Tier I units. The main purpose of fielding skeletons and zombies is to unlock ghoul, wight, and wraith units! Ghoul Infantry regain lost casualties thanks to the Feast trait, allowing them to feed on the corpses of fallen enemies or allies. And the ghoul artillery unit known as the Fireborn can inflict ongoing damage with fire tokens from their special maneuver.", + "Deathstormers are wight cavalry units that race across the battlefield on skeletal steeds. And the unique Tier III wraith unit known as the Black Wind is even more powerful. Along with the Dead and Harrowing traits, this unit gains bonus movement and can move through other units thanks to its Ethereal trait. This also means units that the Black Wind attacks gain no benefit from fortifications. If you've amassed a large enough army to field the Tier III units, you probably don't need that Zombie Catapult\u2014but you should probably field it anyway, because it's dope." + ] + } + ] } ] } From 22e34205f6b6e7b6a5c7cd5a4a72a10c6c12ab91 Mon Sep 17 00:00:00 2001 From: Billiam9420 Date: Tue, 24 Oct 2023 11:30:17 -0400 Subject: [PATCH 56/65] Warfare chapter... finished???!!!!!!!!!!!! --- .../MCDM Productions; Kingdoms & Warfare.json | 96 +++++++++++++++++++ 1 file changed, 96 insertions(+) diff --git a/book/MCDM Productions; Kingdoms & Warfare.json b/book/MCDM Productions; Kingdoms & Warfare.json index fb28c476d1..d73e9b552d 100644 --- a/book/MCDM Productions; Kingdoms & Warfare.json +++ b/book/MCDM Productions; Kingdoms & Warfare.json @@ -8124,6 +8124,102 @@ ] } ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/J5aNqHs.png" + } + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/Qd1CEDX.png" + } + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/fIqiUrL.png" + } + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/75M50MH.png" + } + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/fQMrxzz.png" + } + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/aHAPY0j.png" + } + }, + { + "type": "section", + "name": "The Special Unit Deck", + "page": 144, + "entries": [ + "Of course there was no way to fit every possible unit anyone might think of into a single book, so MCDM had to produce a supplement to Kingdoms & Warfare: the special unit deck. This features sixty-four nonstandard units from a variety of additional ancestries and monstrous lineages, including dragons, fiends, more undead, kobolds, giants, black puddings, centaurs, gnomes, elementals, and more!", + "Ultimately though, the three tiers of units across six ancestries in this book, plus the special units that can be mustered by domains, are enough to run any number of interesting, unique battles without resorting to additional special units\u2014especially when those battles include fortifications and different kinds of terrain.", + "Moreover, it's our hope that the warfare system and the setup of units is clear enough to make creating new units fun. There's no need to buy the special unit deck just to field a single dragon unit for a battle. Rather, just think about the system as presented, imagine how dragons might work in it, and create your own unit\u2014which will probably end up very close to the official dragon units in the special unit deck!" + ] + }, + { + "type": "section", + "name": "For the GM: Building the Villain's Army", + "page": 144, + "entries": [ + "Just like the regular game focuses on the characters, these warfare rules are not a competitive exercise. It's still the GM's responsibility to curate content in order to create drama. So while the GM can use the same rules for building the villain's army as the players use to build the characters' army, it is perhaps more important that the army the heroes face is sufficiently challenging. Likewise, the villain's army should reflect the choices the players and characters have made. The heroes can always get in over their heads, bite off more than they can chew, and end up facing overwhelming odds on the battlefield\u2014just as they can in combat with individual enemies.", + "The rules used for designing encounters with monsters apply to the warfare rules as well. Thus \"more units\" is typically a greater challenge than \"better units,\" just like a standard encounter with many more monsters than characters can quickly become a TPK. The villain's army should obey the rules for unit command and dependencies (part of the {@book Building an Army|KaW|3|Building an Army} section starting on page 100). But knowing that an army can field one Tier IV unit does nothing to suggest which unit is best for a particular scenario\u2014and not all units of the same type are equal in battle.", + "Players can muster units only from ancestries they have connections or alliances with, or from ancestries predisposed to lend aid through good roleplaying. But the GM {@b should make liberal use of monstrous units}, as well as any units from any ancestry that seems reasonable and dramatic. The GM is not restricted by which ancestries they can field, as long as it seems reasonable that the leaders of an opposed domain would have access to those monsters or ancestries.", + "Deciding which units to field is not a science. It will take interpretation, guesswork, and experience to properly balance a battle\u2014and to figure out that not all battles should be balanced. And this process doesn't stop once the battle begins! A GM might find that they need to discreetly fudge some die rolls or have units use less than optimal tactics because they realize only midway through the battle that they've overloaded the villain's forces\u2014and that the characters' army is about to have a bad day.", + "In addition to the general advice for players, GMs should keep the following points in mind when building armies for a villainous realm or any other domain fighting against the characters:", + { + "type": "list", + "items": [ + "If one side has Tier V units, the other side probably should too. But a few heavily upgraded Tier IV units could balance things out.", + "As a general rule, avoid scenarios where one side has many more or much better units than the other side.", + "If one side has a super-heavy, super-elite unit, that's fine\u2014as long as it's clear how the other side can make up for that. A good number of veteran medium units might be enough. Strategically, a good army is one with infantry, artillery, and cavalry units. About half an army should be infantry.", + "Tactically, an army should focus on breaking the opposing side's front. If one side's artillery and cavalry are used to try and get to the opposing side's center through the rear while infantry attack the opposed vanguard, that side will probably lose because it's dividing its forces.", + "Once an opposing side's front is broken, the attacking side's units can move around more. This opens up many different strategies, and lets cavalry and artillery units become more flexible.", + "The best use of archers is for picking off units that are close to breaking. (Assuming there are no aerial units to attack!)", + "It's reasonable for a GM to design a battle meant to be a rout of the characters' forces. But that should happen only if the players have gotten in over their heads in spite of the GM's best efforts to the contrary." + ] + }, + "These rules can always be adjusted for drama and style. Perhaps a particular villain relies on a horde of infantry! But the rules are designed to make it so that an all-infantry army won't be able to bring enough troops to bear to be effective, and will likely inevitably lose to a better-balanced army. Still, GMs should always remember that as with the characters facing off against single foes, {@b the rules for warfare expect the players to face reasonable challenges and win}. The only time this should change (again, as with the regular game) is if the characters have gotten themselves in over their heads because they've done something foolish\u2014particularly against the GM's advice.", + { + "type": "entries", + "name": "When Should a Monster Be a Unit?", + "page": 145, + "entries": [ + "As a rule, opposed units should not be creatures so mighty that the characters would prefer to handle them personally. For example, a 5th-level party's army should not face off against a Red Dragon unit, both because that unit will probably smoke (perhaps literally) the characters' small, relatively inexperienced army\u2014and because the players would most likely prefer that their characters fight that dragon face to face.", + "Eventually, though, as the characters level up, what was once a major threat becomes a minor issue. A high-level party with a large, experienced army might see a Black Dragon unit flying around the battlefield and shrug. \"Our army can take care of it.\" These things are relative." + ] + }, + { + "type": "entries", + "name": "Reinforcements: The Secret Weapon", + "page": 145, + "entries": [ + "Because this is a brand-new system and no one is well familiar with it, players and GMs might find themselves in the middle of a battle that's going badly. \"Going badly\" means something undramatic is happening. One side is being routed, while the other side faces few challenges leading to an unearned victory. This scenario is bad no matter whether the player characters are the ones routing or being routed.", + "If this happens, it's a good time for the losing army to deploy their reinforcements. These are new units that arrive on the battlefield in the nick of time to save the day. (Cavalry are traditional reinforcements, but there's no need to be a martyr to tradition.)", + "Reinforcements should be used sparingly, and should always be a dramatic reveal. As just one example, an NPC domain whose leaders decided to stay neutral despite being courted by both the characters and the villain during intrigue makes an excellent source of unexpected reinforcements for either side. If the reinforcements come to aid the heroes, then the players and their characters gain control over them. The GM decides if reinforcements arrive and which units show up. This is a narrative tool used to keep the tension high, though, not a part of the battle setup." + ] + } + ] } ] } From b4eb33920956e0333597c9ed96453627fd5d11d9 Mon Sep 17 00:00:00 2001 From: Billiam9420 Date: Tue, 24 Oct 2023 15:17:49 -0400 Subject: [PATCH 57/65] Court of Decay --- .../MCDM Productions; Kingdoms & Warfare.json | 1364 +++++++++++++++++ 1 file changed, 1364 insertions(+) diff --git a/book/MCDM Productions; Kingdoms & Warfare.json b/book/MCDM Productions; Kingdoms & Warfare.json index d73e9b552d..6263818ff2 100644 --- a/book/MCDM Productions; Kingdoms & Warfare.json +++ b/book/MCDM Productions; Kingdoms & Warfare.json @@ -8222,6 +8222,181 @@ ] } ] + }, + { + "type": "section", + "name": "Monsters & Magic Items", + "page": 146, + "entries": [ + { + "type": "section", + "name": "Monsters", + "page": 147, + "entries": [ + "Strongholds & Followers introduced the idea of {@book Concordance|SaF|5|Concordance}, a numerical value every character possesses that measures how closely aligned they are with their god's or patron's teachings and desires. Anyone who worships a god or follows the teachings of a church or a greater power has Concordance. In a fantasy world where these beings are objectively real and grant their followers access to spells and abilities, any character should be able to petition their god and, if they are found sufficiently pious, receive aid. You can use the Concordance rules in Strongholds & Followers to summon some of the creatures in this book.", + { + "type": "section", + "name": "Action-Oriented", + "page": 147, + "entries": [ + "Many of the creatures presented here are designed to be boss monsters: enemies that can take on an entire party by themselves or with a handful of minions. But boss monsters that are just \"higher CR\" often fail to challenge the characters. We've got a solution: {@b action-oriented monsters}.", + "The key to effective solo villains is giving them plenty of opportunities to act and move when it's not their turn. Thus, each action-oriented creature in this book has at least one special bonus action and reaction, as well as \"villain actions\" that let them dominate the battlefield.", + "These actions make the boss monsters action-oriented, dynamic, and formidable. Whether fought as an exciting solo challenge or alongside a few easy-to-run minions, action-oriented monsters challenge the characters with dramatic and powerful actions in combat.", + { + "type": "entries", + "name": "Villain Actions", + "page": 147, + "entries": [ + "Every action-oriented monster has three villain actions that they can use after an enemy creature's turn. Villain actions are similar to legendary actions with the following exceptions:", + { + "type": "list", + "items": [ + "A creature can only use one villain action per round (as such, villain actions tend to be more powerful than legendary actions).", + "Each set of villain actions has a recommended round order. These abilities give the battle a logical flow and a cinematic arc." + ] + }, + "The first villain action is an {@b opener}, which shows the characters that they are not battling a typical monster. Openers generally deal some damage, summon a minion, buff the creature, debuff the characters, or move the creature into an advantageous position. They're just a taste of what's to come.", + "The second villain action provides {@b crowd control}. It typically fires after the heroes have had a chance to respond once or twice, get into position, and surround the villain. This second action helps the villain regain the upper hand. Like an opener, this action comes in many flavors, but it is even more powerful than an opener.", + "The third and final villain action is an {@b ultimate move} or \"{@b ult}\"\u2014a showstopper the villain can use to deal a devastating blow to the characters before the end of the battle.", + "While every creature has a recommended order of actions, you can take villain actions in the order most dramatic for your fight. You could push back a villain action if a monster is {@condition stunned} or might stay alive for more than three rounds, or you could perform the recommended third action in round two after several surprise critical hits!" + ] + } + ] + }, + { + "type": "section", + "name": "Court of Decay", + "page": 147, + "entries": [ + "The Last City, a hulking necropolitan ruin in the center of the Abyss ruled by the Demon Prince of Undeath, is home to insidious undead creatures\u2014 called the Deathless and the Soulless, they are creatures of hate, memory, and mind who refuse to yield to law and surrender to the grave.", + "The Court of Decay and the Court of the Deep maintain a taut, uneasy truce. The Deathless have no souls, so they yield no power to the demons of the depths. But they do not fall into {@book lethe|KaW|4|Lethe} (page 165) and therefore pose a constant threat.", + "Ancient kings of the Mundane World, these Deathless Lords mastered unholy lore in life so their unfailing will would overcome the sleep of death.", + { + "type": "entries", + "name": "Zaar Anathema, the Shackled King, the King in Gold", + "page": 148, + "entries": [ + "Zaar, the Thane of Kalas Mithral and Lord of House Q'or, once ruled the empire of steel dwarves and personally arbitrated disputes between the Celestial domains and the Terran Empires. He was a wise king, just and true. Now Kalas Mithral is dead, forgotten, and he who once ruled now serves in the Court of Decay.", + "The end of Kalas Mithral came with the war against ██████. The astral celestials' first Army of Night sieged the walls of Kalas Mithral for months and weeks and days, six and six and six. The Legion of Adamant was mighty in warfare and impervious to sorcery and sword. But the greatest weapon the astral celestials wielded was treachery and corruption, and the Legion of Adamant, once called the Legion Unyielding, faltered.", + "The King in Gold foresaw the ruin of his house, his capital, and his people. He swore a vow that Kalas Mithral would not fall while he lived and in answer came a howl from below. A bane placed deep within the earth at its creation called out to Zaar. Long had the elementals known that Ord placed hideous blights within his masterwork, entombing them within the world. Fringe sages among the dwarves wrote that all Orden was a prison for something poisonous to the timescape.", + "Zaar summoned the Order of Fabrication, a team of elite mechanists. He pointed to the floor of their deepest chamber and uttered one command: \"To the heart of the world.\" And thus the Order of Fabrication undertook their greatest making.", + "A mighty engine did the mechanists build, its corkscrew tip sharp enough to pierce the shell of the world, its hull clad in a metal never seen before or since, its core able to withstand the titanic pressures and temperatures. Thirty elementals could the vessel hold, engineers to man the controls and Zaar's elite wardens to battle whatever they encountered below, whatever guarded the bane at the heart of the world. War-ender did they name the great machine, for they believed the power below would end the wretched siege and bring their people salvation.", + "None now live who remember the War-ender's expedition, but this much is known: many days after it pierced the shell of the world, the Warender emerged, its hull shattered, its crew gone. Only Zaar remained, manning the controls alone.", + "And gripped tightly in his hand, exhumed from the depths of the earth, was the {@item Tellac Oranic|KaW}, a stone that radiated death and turned the living into shadows.", + "At first, the lords of the other houses believed Zaar had unearthed their salvation. For three days Zaar led the Legion of Adamant with the verdant stone in hand, and the Army of Night melted away before him.", + "But the other houses quickly realized the price. While the Army of Night retreated, the dwarves of Kalas Mithral died, turned into dark umbras by the hideous stone. What seemed at first a victory was instead devastation\u2014the Army of Night simply withdrew while the {@item Tellac Oranic|KaW} feasted on legions of life.", + "Zaar did not heed his noble court's pleas as they begged him to surrender the stone. When he turned his back on them, they declared his house Anathema and stripped him of his rank and title. But Zaar did not notice this shame.", + "Eventually, the Legion of Adamant was gone, their souls fed to the stone. Only as he stood alone on the battlefield, the Army of Night an oncoming flood of death, did Zaar realize his folly. He called out to Ord, to Aan, to Myr and Kul, the makers of earth and air, of water and fire, and the four gods heard him. But their answer was not mercy\u2014it was condemnation.", + "Sea, Sky, Mountain, and Magma cursed Zaar. And Ord, maker of the world, shackled the King in Gold, bound the {@item Tellac Oranic|KaW} to him for eternity. As his flesh and mind decayed, he died howling, watching the mile-high walls of Kalas Mithral, which had never known tarnish nor blemish, fall to Night.", + "The star elves slaughtered the steel dwarves to the last, sparing none, and pulled their gleaming silver city down around their corpses. Zaar, the Shackled King, fell into the Unthinking Depths, where he drags the green stone through the Last City, remembering nothing of his days of glory\u2014only the death of his people and the king who failed them.", + "{@creature Zaar Anathema|KaW}" + ] + }, + { + "type": "entries", + "name": "Khorak, Jarl of Drengrheim", + "page": 151, + "entries": [ + "When the Nine Clans of Vanigar rose in the north, Khorak the Stone Giant warned the other giant tribes that humans would spread, multiply, and drive the giants into extinction. Some agreed, and though they joined Khorak against the spread of the clans, their forces were not enough and the Vanirmen repelled them.", + "Khorak took his remaining followers into the arctic wastes of Vanigar and there made bargain with Olkhar, the Vanir God of Trickery. Olkhar gave Khorak and his followers the power they needed to conquer the Vanirmen, but his bargain cost them an eye. A ragged band of giants entered the frozen desert, but a cyclopean horde emerged\u2014a force whom none could stand against.", + "Armed with Olkhar's gift, a prophetic power called {@i deadsight}, Khorak and his followers won many battles against men, and more giants joined his growing legion. Khorak personally slew each of the chieftains of the Nine Clans in battle and claimed the lands of men. An empire of giants emerged, called Drengrheim, with Khorak the Far-Seeing at its helm. But these victories and this empire could not sate Khorak's hunger, fed by the visions of the {@i deadsight}. It told him everything, showing endless lands and treasures to claim\u2014all while hiding from him the means of his undoing.", + "He turned against the other giants, seeking to control their resources, and did what the humanoids could not: united the clans of giants against him. The Cloud, Fire, and Ice tribes united under the banner of Jarl Manghild, a fire giant princess Khorak orphaned and thought left for dead. In the end, Khorak died in battle against the jarls of the combined tribes. Never before had they allied, and never would they do so again.", + "{@creature Khorak, Jarl of Drengrheim|KaW}" + ] + }, + { + "type": "entries", + "name": "Telcezalco XXVIII, the Blood River", + "page": 153, + "entries": [ + "Telcezalco was the last king of the inantzicatl, the serpent folk of Orden. The serpent king's devotees gladly followed him into wars on other islands, worshipping him as a god. But Telcezalco was mortal. Every passing day reminded him of that fragility.", + "The inantzicatl believed the terror lizards of the island\u2014the tetzahuitl\u2014were sacred. They offered food, jewels, and other sacrifices to the tetzahuitl before hatchings, long journeys, and battles to ensure good fortune, and never harmed the lizards lest they risk angering the gods. Telcezalco suspected their blood contained great power\u2014power over life and death. He was right...but the only death he gained power over was his own.", + "Telcezalco and his followers slaughtered thousands of tetzahuitl, pouring a river of blood that they bathed in. They emerged immortal and undying, but their victory over death was short-lived.", + "Defiling the sacred pact between the inantzicatl and the tetzahuitl woke Goxomoc, the god of the terror lizards. Telcezalco's newfound power was nothing in the face of Goxomoc. The titan lizard decimated the island and the inantzicatl empire. No more would the snake-men of Ix build or smelt or write, for Goxomoc destroyed all they had. The few survivors left Ix in search of more habitable lands.", + "Telcezalco, twenty-eighth and last, ruled over the death of his empire. Now he serves in the Court of Decay, and all fear the arrival of the final king.", + "{@creature Telcezalco XXVIII|KaW}" + ] + }, + { + "type": "entries", + "name": "Máelodor Rhyllearnán, King of the Foxglove Court", + "page": 155, + "entries": [ + { + "type": "quote", + "entries": [ + "\"Men will be the end of this world." + ], + "by": "Máelodor Rhyllearnán" + }, + "Long before the first empire of man, Máelodor Rhyllearnán watched the Gol spread across the land. Where once only elves, dwarves, and dragons lived, now a fourth mortal people walked among them.", + "They did not farm, nor build roads, nor cut wood, all the offenses elves would later levy against men. But they worshipped many gods. Máelodor refused to share his kingdom with the humans, so the Gol went to war. They had warred against elf and dragon and dwarf\u2014they had even warred against each other. Máelodor didn't scare them. Such defiance filled the king with rage.", + "\"They will consume the world,\" Máelodor said.", + "\"Leave them. They will consume themselves,\" the Queen of the Foxglove Court observed.", + "But the king became obsessed with the Gol. Their expansion unnerved him, and he spoke incessantly about his never-ending war with these humans. The Queen in Digitalis urged her husband to seek a truce and appeal for peace. Máelodor ignored her wisdom. After years of watching her people die for Máelodor's obsession, the Queen of the Foxglove Court left in the night, leaving her husband to his lonely war. She and her guard and favored courtiers slipped away in the moonlight and established the Orchid Court, which rules the Great Wode still.", + "Máelodor raged. He claimed the Gol ensorcelled his wife. It was their fault the battle continued, and now it was their fault he fought this bloody conquest alone. He howled a vow to his god that day, and Val heard his cry. The Oath of the Hunt bound the King in Digitalis to his own fury. On the longest night of the year, he gathered his devilhound cavalry and began the Solstice Hunt, the hunt against humans.", + "For weeks did the Solstice Dogs hound the Gol, their bows and hawks and jaws hewing men before them like weeds razed from a garden. Máelodor's forces caught the Gol surprised and pressed the advantage.", + "Finally, a Gol leader summoned the demon Taamgul, who carved into men sorcerous tattoos. These Gol, their skin still bleeding from the arcane ink, rode against the Solstice Dogs with Taamgul at the lead and cleaved the hunt's devilhounds out from under them.", + "Taamgul slew Máelodor Rhyllearnán, the King in Digitalis, but the King's vow sustained him. Dead, he fought on, and Taamgul was forced to embrace him. When she returned home to the Abyssal Waste, she dragged Máelodor with her.", + "Máelodor Rhyllearnán now serves in the Court of Decay, but legends tell of powerful necromancers summoning the ancient king, and his dread cavalry sometimes rides out against all humans, thirsting for vengeance.", + "{@creature Máelodor Rhyllearnán|KaW}" + ] + }, + { + "type": "entries", + "name": "Tristan Vaslor, the King Below", + "page": 157, + "entries": [ + "Three thousand years before the Council of Aberdanon, men from the Commonwealth flooded into the region then known as the Central Plains. They were organized and bore advanced technology. From Khoursir they brought the stirrup, and from Kalas Mithral they brought the secret of steel. Riding at the head of their armies was Tristan Vaslor, a warrior unmatched. In a search for great power, he led them to war with the Gol, the first humans.", + "But the Gol were lorecrafty and called upon the demons Khuurtok the All-Seeing, He of Five Hundred Eyes; Bytorr the Wolf; and Ullrok the Blighted, Consort of Flies. These demons fought alongside the Gol and pushed back Tristan Vaslor and his army. An uneasy truce settled, but Tristan Vaslor desired conquest.", + "The Central Plains were wild then, populated with hidden temples to unknown gods and mystic towers where hermit sages delved into knowledge man was not meant to know. The wizard Pellum lured Tristan to the White Tower, a tower of necromancy, and offered him aid in exchange for service. \"Seek you the Temple of Primordial Chaos,\" the wizard called out from atop his tower. \"There you will find the sword {@item Maethelgas|KaW}, which shall aid you in your domination. And also a book I desire, one of little value to you.\"", + "Tristan and his knights rode out, found the temple, and made to sack it, but the temple was vast and many things hostile to light and life dwelled and warred within. For one year did Tristan's knights siege the temple, building a makeshift city around it, delving deep, disappearing for weeks, until Tristan emerged with the codex Pellum desired...and a great black iron runesword in his hand.", + "Pellum was true to his word\u2014bound to {@item Maethelgas|KaW}, Tristan was able to drink the souls of his enemies. Many Gol leaders did he slay, and each time {@item Maethelgas|KaW} grew in power.", + "Finally, the vast plains were conquered. The region was named Vasloria, and Tristan ruled for 300 years, his life extended by the powerful sword at his side. But the blade required souls\u2014Tristan's conquest could not cease. Soon the humanoid tribes were brought under his sway, and this was not enough. The elves and dwarves did he fight, and still the blade called for more.", + "Eventually, Tristan turned against his own dukes and fed their souls to the blade. After this massacre, his knights damned him, entombing him in the crypt he built for his many dead wives.", + "For three days, the knights of Vasloria thought their nightmare ended, but in his desperation Tristan fed his own soul to {@item Maethelgas|KaW}. The crypt quaked with a necrotic surge, splitting asunder as Tristan emerged from his crypt as the Dead King.", + "For ten years, the King Below, the One Below All, ruled over Vasloria. Under his dread hand, Vasloria descended into a nightmarish realm of cruelty and suffering. The people cowered and lived in fear. None dared stand against their dread sovereign.", + "Not until two brothers, Adun and Cavall\u2014one a farmer, the other a soldier\u2014preached a new way of living. Not to remain slaves to fear, but to resist, to fight, even if it meant death. Even the grave was better than this wasteland they endured.", + "They led their growing congregation to the Dead King's castle and there confronted him. While none imagined they might live, much less prevail, Adun and Cavall prayed. Their prayer rose in righteous light and banished Tristan Vaslor to the Abyssal Wasteland, and as his undead howling faded from castle walls, the rule of the King Below ended and Vasloria knew peace.", + "The One Below All once ruled a continent, and in power he remains after death\u2014he serves in the Court of Decay at the right hand of the Lord of Decay, the Ultralich, {@creature Khorsekef the Infinite|KaW}.", + "{@creature Tristan Vaslor|KaW}" + ] + }, + { + "type": "entries", + "name": "Khorsekef the Infinite", + "page": 160, + "entries": [ + "First Pharaoh of the Khemharan Empire, Khorsekef was immortal and ruled for over 3,000 years. It was impossible for the Khem-hor to imagine a world without their god-king. Even now, five millennia later, the fashions and traditions Khorsekef ushered in are synonymous with Khemhara. The cometary impact of his rule still echoes loudly in the desert.", + "Under Khorsekef's rule, the people of Khemhara thrived in the desert. Khorsekef used his power to ensure this, providing an oasis for an entire nation. What his people could not know, because the desert isolated them from the world, was that Khorsekef's rule denied them the right to change or grow. They worshipped their god-king, who never died, and he watched while generation after generation turned to dust at his feet.", + "Children were born, grew old, married, had children, but nothing ever changed. Names, likenesses, even identities, inventions, and discoveries were endlessly recycled. The Khem-hor thought this was the cycle of the world. The truth was hidden from them.", + "At least, they did not until the coming of the great explorer Lady Agatamori from Higara, who crossed the desert in the ingenious sand ships her engineers built. Lady Agatamori, a cartographer eager to chart new lands, did not bring war, but she caused one. A civil war. A rebellion. A war against time.", + "Khorsekef captured Lady Agatamori and her retinue almost immediately and hid them in one of his pyramids, called hedrons. But it was too late\u2014word spread. There were other humans in the world. Humans who strove, created, invented. Humans who were not bound to the Khem-hor's eternal cycles of rediscovery and reinvention, recycling the same knowledge, even the same identities, through eternity.", + "Still, this might have remained a rumor, soon forgotten, but for the captain of the Pharaoh's guard who was so overwhelmed by the brightsouled humanity in Lady Agatamori that he smuggled her and her crew out of the Great Tet and into the Atenopolis.", + "Like a virus, understanding began to spread. The people of Khemhara had been lied to. They were not alone in the world, and they did not have to die repeating the same generation over and over.", + "Armed with new knowledge from conversing with the Khem-hor, Lady Agatamori's vizier unlocked the final clue. Khorsekef's hedrons were not, as he had told his people, mausoleums for noble citizens. None were buried there. Instead, the hedrons had been set in certain astronomically significant locations for a secret purpose. The vizier thought he knew why.", + "While the Pharaoh's loyal guard closed in on Lady Agatamori's hiding place in the city, brave Khem-hor brought word of the vizier's discovery to the Heironauts, the Pharaoh's cadre of wizards. They quickly assembled the clues and realized they, too, had been lied to. Their position brought so much privilege and luxury that it was easy to trick them into thinking their limited knowledge was the sum total of world lore.", + "The Heironauts discovered the great lie: the hedrons were engines that stored time, absorbing it from the topology of the manifold, a time-looped reality created by the Pharaoh, and transmitting it into the Infinite Pharaoh to preserve him while stagnating everything else. Nothing in Khemhara changed because nothing could change. Time itself had stopped. Each generation wasn't merely like the previous\u2014it was a single population giving birth to itself, burying itself, over and over through eternity. They thought their pyramids were tombs. But the desert was a tomb, and they were the embalmed.", + "Powerful magics erupted in the desert as the Heironauts broke the oppressive cycle and made massive strides in lore. Within days they discovered new spells, and soon reached a limit imposed by the hedrons. So they focused their lore on the hedrons and began to drain their power for themselves, using the stored time to fuel their magic.", + "The Pharaoh, their god-king, could not allow this. He used the power given him by the hedrons to bring battle against his own wizards.", + "Cause grappled with effect as the War Against Time engulfed the Atenopolis. Though the Pharaoh initially proved stronger, the Heironauts were growing more powerful by the hour. Soon, the very fabric of the manifold would rip, spilling the Atenopolis out into the Real.", + "The Pharaoh then did the unimaginable: He opened the Great Tet. The Great Tet was not like the other hedrons. The other pyramids stored time like batteries, releasing it to perpetuate the manifold Khorsekef created. But the Great Tet had never released its stores of time. The Pharaoh broke the seal on the massive hedron, freeing the millennia contained within. Even the Heironauts had not known of the deep stores of time kept inside\u2014it was an emergency measure Khorsekef had built exactly for this contingency.", + "Opening the Great Tet, the Infinite Pharaoh drank deep of the eons stored within, but its power was so great no physical vessel could contain it. His atoms burst with stored time and shredded apart, leaving only his will.", + "The white-eyed, dessicated form that remained was the animated memory of the Will of Khorsekef. He was no longer the Pharaoh. He was now the Ultralich, a mind so powerful no force has yet been discovered that can end him.", + "Facing annihilation by the newly dead god before them, minds filled with new spells and ideas from Lady Agatamori and those of their own creation, the Heironauts did something no citizen of the Atenopolis had done in a millennium. They improvised. They dared stand against the pharaoh's stagnant rule.", + "\"The gate swings both ways!\" the First Heironaut declared, and her council understood. Using the residual power stored in the remaining hedrons, they invented a ritual to negate the Infinite Pharaoh's millennia-long program.", + "They took the geometries of the manifold he had created, the cul-de-sac of reality they had lived in for uncounted centuries, and inverted it. They spilled its contents across the timescape, and the Atenopolis reentered the Mundane World.", + "At the same time, the fabric of the pocket universe they lived in wrapped back against itself, against its center. The point of origin. Khorsekef, the being that had created it.", + "Caught within his own imploding manifold, Khorsekef was hurled downward into the Abyssal Wasteland. There, he ascended as the Lord of Decay and the King of Death. The Ultralich, commanding the loyalty of the Court of Decay. They skirmish with the other courts while Khorsekef seeks a way to return to the Atenopolis and restore his infinite rule.", + "Khorsekef vowed he would return, and the oracles of Khemhara predicted exactly that for the last several millennia. But in the meantime, an explosion of learning and innovation propels the Khemhor forward. The Pharaohs of the desert weave the Eternal Design in preparation for the Infinite Pharoah's return. If they can complete it before he returns, Khorsekef will find nothing but sand and dust and scarabs where once was a bright civilization\u2014the Khem-hor will have saved themselves and found a paradise.", + "{@creature Khorsekef the Infinite|KaW}" + ] + } + ] + } + ] + } + ] } ] } @@ -13509,5 +13684,1194 @@ "Each unit you control has +2 to Command." ] } + ], + "monster": [ + { + "name": "Zaar Anathema", + "isNamedCreature": true, + "source": "KaW", + "page": 150, + "size": [ + "L" + ], + "type": "undead", + "alignment": [ + "C", + "E" + ], + "ac": [ + { + "ac": 18, + "from": [ + "{@item plate armor|PHB|plate}" + ] + } + ], + "hp": { + "average": 256, + "formula": "27d10 + 108" + }, + "speed": { + "walk": 40 + }, + "str": 20, + "dex": 16, + "con": 18, + "int": 12, + "wis": 12, + "cha": 16, + "save": { + "str": "+10", + "dex": "+8", + "con": "+9" + }, + "senses": [ + "truesight 60 ft." + ], + "passive": 11, + "resist": [ + "cold", + "lightning", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "necrotic", + "poison" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "paralyzed", + "poisoned" + ], + "languages": [ + "Common", + "Dwarvish" + ], + "cr": "13", + "trait": [ + { + "name": "Ball and Chain", + "entries": [ + "As a bonus action, Zaar throws the Tellac Oranic toward one creature he can see within 30 feet of him. The target must succeed on a {@dc 18} Strength saving throw or be pulled up to 25 feet toward Zaar." + ] + }, + { + "name": "Fed by Souls", + "entries": [ + "Zaar regains 10 hit points at the start of his turn if he has at least 1 hit point but fewer hit points than half his hit point maximum." + ] + }, + { + "name": "Legendary Resistance (3/Day)", + "entries": [ + "If Zaar fails a saving throw, he can choose to succeed instead." + ] + }, + { + "name": "Sunlight Sensitivity", + "entries": [ + "While in sunlight, Zaar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight." + ] + }, + { + "name": "Turn Resistance", + "entries": [ + "Zaar has advantage on saving throws against any effect that turns undead." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "Zaar makes three warhammer attacks, one of which can be replaced with a Tellac Oranic attack." + ] + }, + { + "name": "Warhammer", + "entries": [ + "{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}27 ({@damage 4d10 + 5}) bludgeoning damage. If Zaar hits the same target twice with his warhammer on his turn, the target must succeed on a {@dc 16} Constitution saving throw or become {@condition stunned} until the start of Zaar's next turn." + ] + }, + { + "name": "Tellac Oranic", + "entries": [ + "{@atk mw} {@hit 10} to hit, reach 30 ft., one target. {@h}19 ({@damage 4d6 + 5}) necrotic damage, the target's Strength score is reduced by {@dice 1d4}, and the target gains a level of {@condition exhaustion}. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a long rest. If a humanoid dies from this attack, two {@creature shadow|FleeMortals|shadows} controlled by Zaar rise from the corpse." + ] + } + ], + "reaction": [ + { + "name": "Mantle of Shadow", + "entries": [ + "Whenever Zaar takes damage, he can create a 15-foot-radius sphere of magical darkness centered on himself. This darkness remains until dispelled or until the beginning of Zaar's next turn." + ] + } + ], + "legendaryHeader": [ + "Zaar has three villain actions. He can take each action once during an encounter after an enemy creature's turn. He takes villain action 1 during the first round of combat, villain action 2 during the second round, and villain action 3 during the third round." + ], + "legendary": [ + { + "name": "Villain Action 1: Summon Shades", + "entries": [ + "Zaar calls forth shades captured within the Tellac Oranic. A {@creature will-o'-wisp} appears in an unoccupied space next to each enemy within 30 feet of Zaar that he can see. These will-o'-wisps act immediately when summoned, then immediately after Zaar on the same initiative count, and fight until they're destroyed. They follow Zaar's commands and disappear if he dies." + ] + }, + { + "name": "Villain Action 2: Call Unto Death", + "entries": [ + "A draining pulse emits from the Tellac Oranic. Any creature that is not undead within 30 feet of Zaar must succeed on a {@dc 18} Wisdom saving throw or gain a level of {@condition exhaustion}. If the target is within 5 feet of Zaar, it makes this saving throw with disadvantage." + ] + }, + { + "name": "Villain Action 3: Reaper", + "entries": [ + "Souls surge from the Tellac Oranic to pull the living into undeath. Any creature that is not undead within 60 feet of Zaar must make a {@dc 18} Constitution saving throw, taking 28 ({@damage 8d6}) necrotic damage on a failed save and gaining a level of {@condition exhaustion}. On a successful save, the creature takes half as much damage and doesn't gain a level of {@condition exhaustion}. A humanoid slain by this villain action that is not brought back to life before the start of its next turn rises as a {@creature wight|FleeMortals} under Zaar's control." + ] + } + ], + "attachedItems": [ + "warhammer|phb" + ], + "traitTags": [ + "Legendary Resistances", + "Sunlight Sensitivity", + "Turn Resistance" + ], + "senseTags": [ + "U" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "D" + ], + "damageTags": [ + "B", + "N" + ], + "miscTags": [ + "AOE", + "MLW", + "MW", + "RCH" + ], + "conditionInflict": [ + "exhaustion", + "stunned" + ], + "savingThrowForced": [ + "constitution", + "strength", + "wisdom" + ] + }, + { + "name": "Khorak, Jarl of Drengrheim", + "isNamedCreature": true, + "source": "KaW", + "page": 152, + "size": [ + "H" + ], + "type": "undead", + "alignment": [ + "N", + "E" + ], + "ac": [ + { + "ac": 17, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 276, + "formula": "24d12 + 120" + }, + "speed": { + "walk": 40 + }, + "str": 26, + "dex": 14, + "con": 20, + "int": 12, + "wis": 18, + "cha": 14, + "save": { + "str": "+13", + "con": "+10", + "wis": "+9" + }, + "skill": { + "insight": "+9", + "perception": "+9" + }, + "senses": [ + "truesight 120 ft." + ], + "passive": 19, + "resist": [ + "cold", + "lightning", + "necrotic", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "poison" + ], + "conditionImmune": [ + "blinded", + "charmed", + "exhaustion", + "frightened", + "paralyzed", + "poisoned" + ], + "languages": [ + "Common", + "Giant" + ], + "cr": "15", + "trait": [ + { + "name": "Legendary Resistance (3/Day)", + "entries": [ + "If Khorak fails a saving throw, he can choose to succeed instead." + ] + }, + { + "name": "Staff of Providence", + "entries": [ + "The {@item staff of providence|KaW} has 15 charges. While holding this staff, Khorak can use a bonus action to expend 1 or more of the staff's charges to cast one of the following spells from it (spell save {@dc 17}, {@hit 9} to hit with spell attacks): {@spell guiding bolt} (1 charge), {@spell spirit guardians} (3 charges), or {@spell flame strike} (4 charges). The staff regains {@dice 1d10 + 5} charges daily at midnight." + ] + }, + { + "name": "Turn Resistance", + "entries": [ + "Khorak has advantage on saving throws against any effect that turns undead." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "Khorak makes two staff attacks, or makes one staff attack and uses his Chieftain Crown." + ] + }, + { + "name": "Staff of Providence", + "entries": [ + "{@atk mw} {@hit 16} to hit, reach 15 ft., one target. {@h}29 ({@damage 4d8 + 11}) bludgeoning damage plus 10 ({@damage 3d6}) radiant damage." + ] + }, + { + "name": "Chieftain Crown {@recharge 5}", + "entries": [ + "The skulls in Khorak's crown emit a chorus of chattering screams. Each creature within 30 feet of Khorak that can hear the chorus must make a {@dc 18} Wisdom saving throw. On a failed save, a creature takes 49 ({@damage 14d6}) psychic damage and has disadvantage on its next attack roll or saving throw. On a successful save, the creature takes half as much damage and doesn't have disadvantage on its next attack roll or saving throw." + ] + } + ], + "reaction": [ + { + "name": "Deadsight", + "entries": [ + "Khorak's gift from Olkhar allows him to foresee oncoming attacks. He adds 5 to his AC against a melee attack that would hit him and can make a melee attack with the staff of providence against the creature who made the attack. To do so, Khorak must see the attacker and be wielding the staff of providence." + ] + } + ], + "legendaryHeader": [ + "Khorak has three villain actions. He can take each action once during an encounter after an enemy creature's turn. He takes villain action 1 during the first round of combat, villain action 2 during the second round, and villain action 3 during the third round." + ], + "legendary": [ + { + "name": "Villain Action 1: Read the Future", + "entries": [ + "Khorak foresees the characters' actions. Each enemy creature Khorak can see within 60 feet of him must succeed on a {@dc 18} Intelligence saving throw or have their tactics revealed to Khorak for 1 minute. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the minute ends, the target must roll a {@dice d6} and subtract the number rolled from the attack roll or saving throw. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + ] + }, + { + "name": "Villain Action 2: Visions of Death", + "entries": [ + "Khorak conjures visions of death to horrify his enemies. Each creature Khorak can see within 60 feet of him that he chooses foresees a gruesome way they could die in the immediate future. Upon receiving this vision, the target must succeed on a {@dc 18} Wisdom saving throw or become {@condition frightened} of Khorak for 1 minute. A {@condition frightened} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + ] + }, + { + "name": "Villain Action 3: The End Is Nigh", + "entries": [ + "Khorak foresees his own impending doom. He casts as many spells as it takes to expend all remaining charges of the staff of providence." + ] + } + ], + "traitTags": [ + "Legendary Resistances", + "Turn Resistance" + ], + "senseTags": [ + "U" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "GI" + ], + "damageTags": [ + "B", + "R", + "Y" + ], + "miscTags": [ + "AOE", + "MW", + "RCH" + ], + "conditionInflict": [ + "frightened" + ], + "savingThrowForced": [ + "intelligence", + "wisdom" + ] + }, + { + "name": "Telcezalco XXVIII", + "isNamedCreature": true, + "source": "KaW", + "page": 153, + "size": [ + "L" + ], + "type": "undead", + "alignment": [ + "C", + "E" + ], + "ac": [ + { + "ac": 19, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 336, + "formula": "32d10 + 160" + }, + "speed": { + "walk": 40, + "climb": 40, + "swim": 40 + }, + "str": 20, + "dex": 17, + "con": 20, + "int": 12, + "wis": 14, + "cha": 18, + "save": { + "str": "+11", + "dex": "+9", + "con": "+11" + }, + "skill": { + "athletics": "+11", + "perception": "+8", + "stealth": "+9" + }, + "senses": [ + "blindsight 30 ft.", + "darkvision 60 ft." + ], + "passive": 18, + "resist": [ + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "necrotic", + "poison" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "poisoned" + ], + "languages": [ + "Common", + "Draconic" + ], + "cr": "17", + "trait": [ + { + "name": "Coiled Spring", + "entries": [ + "As a bonus action, Telcezalco can move or jump up to a distance equal to his movement speed without provoking opportunity attacks." + ] + }, + { + "name": "Legendary Resistance (3/Day)", + "entries": [ + "If Telcezalco fails a saving throw, he can choose to succeed instead." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "Telcezalco has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Spider Climb", + "entries": [ + "Telcezalco can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "Telcezalco makes three attacks: two with his scimitar and one to constrict." + ] + }, + { + "name": "Scimitar", + "entries": [ + "{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) slashing damage, and the target must make a {@dc 19} Constitution saving throw, taking 24 ({@damage 7d6}) necrotic damage on a failed save or half as much damage on a successful one." + ] + }, + { + "name": "Constrict", + "entries": [ + "{@atk mw} {@hit 11} to hit, reach 15 ft., one Large or smaller creature. {@h}16 ({@damage 2d10 + 5}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 19}). Until this grapple ends, the target is {@condition restrained} and takes 15 ({@damage 3d6 + 5}) bludgeoning damage at the start of each of its turns, and Telcezalco can't constrict another target." + ] + }, + { + "name": "Withering Breath {@recharge 5}", + "entries": [ + "Telcezalco exhales necrotic energy in a 60-foot cone. Each creature in that area must make a {@dc 19} Constitution saving throw, taking 56 ({@damage 16d6}) necrotic damage on a failed save, or half as much damage on a successful one." + ] + } + ], + "reaction": [ + { + "name": "Rearguard", + "entries": [ + "When another creature enters a space within 5 feet of Telcezalco, he can make a scimitar attack against that creature." + ] + } + ], + "legendaryHeader": [ + "Telcezalco has three villain actions. He can take each action once during an encounter after an enemy creature's turn. He takes villain action 1 during the first round of combat, villain action 2 during the second round, and villain action 3 during the third round." + ], + "legendary": [ + { + "name": "Villain Action 1: Vengeful Spirits", + "entries": [ + "Telcezalco causes {@dice 2d4} {@creature will-o'-wisp}s to burst from his body.", + "Each will-o'-wisp emerges in an unoccupied space within 5 feet of Telcezalco. The will-o'-wisps act immediately after Telcezalco on the same initiative count, and fight until they're destroyed. They follow Telcezalco's commands and disappear if he dies." + ] + }, + { + "name": "Villain Action 2: Extract Spirit", + "entries": [ + "Each creature within 5 feet of Telcezalco or one of his will-o'-wisps must succeed on a {@dc 19} Constitution saving throw or take 18 ({@damage 4d8}) necrotic damage as a {@creature will-o'-wisp} bursts from the target's body. The will-o'-wisp emerges in an unoccupied space within 5 feet of the target. The will-o'-wisp acts immediately after Telcezalco on the same initiative count, and fights until it's destroyed. It follows Telcezalco's commands and disappears if he dies. In addition, Telcezalco's Withering Breath immediately recharges." + ] + }, + { + "name": "Villain Action 3: Spirits' End", + "entries": [ + "Any remaining will-o'-wisps can use their full movement and then explode, dropping to 0 hit points. Each creature within 5 feet of a will-o'-wisp when it explodes must make a {@dc 19} Constitution saving throw, taking 28 ({@damage 8d6}) necrotic damage on a failed save, or half as much damage on a successful one." + ] + } + ], + "attachedItems": [ + "scimitar|phb" + ], + "traitTags": [ + "Legendary Resistances", + "Magic Resistance", + "Spider Climb" + ], + "senseTags": [ + "B", + "D" + ], + "actionTags": [ + "Breath Weapon", + "Multiattack" + ], + "languageTags": [ + "C", + "DR" + ], + "damageTags": [ + "B", + "N", + "S" + ], + "miscTags": [ + "AOE", + "MLW", + "MW", + "RCH" + ], + "conditionInflict": [ + "grappled", + "restrained" + ], + "savingThrowForced": [ + "constitution" + ] + }, + { + "name": "Máelodor Rhyllearnán", + "isNamedCreature": true, + "source": "KaW", + "page": 156, + "size": [ + "L" + ], + "type": "undead", + "alignment": [ + "L", + "E" + ], + "ac": [ + { + "ac": 18, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 228, + "formula": "24d10 + 96" + }, + "speed": { + "walk": 60 + }, + "str": 19, + "dex": 26, + "con": 19, + "int": 16, + "wis": 20, + "cha": 15, + "save": { + "dex": "+14", + "con": "+10", + "wis": "+11" + }, + "skill": { + "animal handling": "+11", + "perception": "+11", + "survival": "+11" + }, + "senses": [ + "darkvision 120 ft." + ], + "passive": 21, + "resist": [ + "acid", + "fire", + "lightning", + "thunder", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "cold", + "necrotic", + "poison" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "grappled", + "paralyzed", + "petrified", + "poisoned", + "prone", + "restrained" + ], + "languages": [ + "Common", + "Elvish", + "Sylvan" + ], + "cr": "19", + "trait": [ + { + "name": "Deadly Critical", + "entries": [ + "Máelodor rolls the damage dice three times instead of twice when he scores a critical hit." + ] + }, + { + "name": "Ghost Rider", + "entries": [ + "Máelodor and his mount are one creature. Any effect that targets either creature targets both. Máelodor can't be separated from his mount by any means." + ] + }, + { + "name": "Incorporeal Movement", + "entries": [ + "Máelodor can move through other creatures and objects as if they were difficult terrain. He takes 5 ({@damage 1d10}) force damage if he ends his turn inside an object." + ] + }, + { + "name": "Legendary Resistance (3/Day)", + "entries": [ + "If Máelodor fails a saving throw, he can choose to succeed instead." + ] + }, + { + "name": "Oath of the Hunt", + "entries": [ + "Máelodor has advantage on attack rolls against humans. He also automatically succeeds on any Wisdom (Survival) checks made to track or otherwise locate humans." + ] + }, + { + "name": "Shade Step", + "entries": [ + "As a bonus action, Máelodor can teleport up to 60 feet to an unoccupied space he can see." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "Máelodor makes two attacks with his longbow and uses his Dog Bite once. When his Bird of Prey is available, he can use it in place of one of his longbow attacks." + ] + }, + { + "name": "Dog Bite", + "entries": [ + "{@atk mw} {@hit 14} to hit, reach 5 ft., one target. {@h}13 ({@damage 1d10 + 8}) piercing damage plus 13 ({@damage 3d8}) acid damage." + ] + }, + { + "name": "Longbow", + "entries": [ + "{@atk rw} {@hit 14} to hit, range 150/600 ft., one target. {@h}21 ({@damage 3d8 + 8}) piercing damage plus 13 ({@damage 3d8}) necrotic damage." + ] + }, + { + "name": "Bird of Prey {@recharge 5}", + "entries": [ + "Máelodor sets his ghostly falcon on a creature he can see within 60 feet. The creature takes 28 ({@damage 8d6}) necrotic damage and must succeed on a {@dc 19} Dexterity saving throw or become {@condition blinded} for 1 minute. On a successful save, the target takes half damage and is not {@condition blinded}." + ] + } + ], + "reaction": [ + { + "name": "Phase", + "entries": [ + "Máelodor adds 4 to his AC against one melee attack that would hit him. To do so, Máelodor must see the attacker. If this reaction would cause the attack to miss, the attacker takes 22 ({@damage 4d10}) force damage as they pass through Máelodor's incorporeal form." + ] + } + ], + "legendaryHeader": [ + "Máelodor has three villain actions. He can take each action once during an encounter after an enemy creature's turn. He takes villain action 1 during the first round of combat, villain action 2 during the second round, and villain action 3 during the third round." + ], + "legendary": [ + { + "name": "Villain Action 1: Hunting Hounds", + "entries": [ + "Máelodor whistles, causing three ghostly hounds to appear in unoccupied spaces he can see within 120 feet of him. These hounds use the {@creature ghost} stat block but can't use the Possession action. The hounds act immediately after they are summoned, act immediately after Máelodor on the same initiative count, and fight until they're destroyed. They follow Máelodor's commands and disappear if he dies." + ] + }, + { + "name": "Villain Action 2: Call of the Wild", + "entries": [ + "The Solstice Dog lets out a resounding howl, compelling creatures to join the pack. Any creatures within 300 feet of Máelodor and able to hear the howl must succeed on a {@dc 19} Charisma saving throw or be {@condition charmed} by Máelodor for 8 hours. A {@condition charmed} creature follows Máeldor's instructions to the best of its ability and treats Máelodor's enemies as its enemies. If a {@condition charmed} creature is damaged, it can repeat the saving throw at the end of its turn, ending the effect on itself on a success." + ] + }, + { + "name": "Villain Action 3: Heartseeker Volley", + "entries": [ + "Máelodor fires a magical arrow skyward that bursts into a volley of arrows. Máelodor makes one longbow attack against each creature of his choice that he can see within 600 feet of him. If a target hit by this attack has fewer than 50 hit points, or is reduced to fewer than 50 hit points by the damage from this attack, the target immediately drops to 0 hit points." + ] + } + ], + "attachedItems": [ + "longbow|phb" + ], + "traitTags": [ + "Incorporeal Movement", + "Legendary Resistances" + ], + "senseTags": [ + "SD" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "E", + "S" + ], + "damageTags": [ + "A", + "N", + "O", + "P" + ], + "miscTags": [ + "MW", + "RW" + ], + "conditionInflict": [ + "blinded", + "charmed" + ], + "savingThrowForced": [ + "charisma", + "dexterity" + ] + }, + { + "name": "Tristan Vaslor", + "isNamedCreature": true, + "source": "KaW", + "page": 158, + "size": [ + "M" + ], + "type": "undead", + "alignment": [ + "C", + "E" + ], + "ac": [ + { + "ac": 21, + "from": [ + "{@item +3 plate armor||+3 plate}" + ] + } + ], + "hp": { + "average": 294, + "formula": "28d8 + 168" + }, + "speed": { + "walk": 30 + }, + "str": 26, + "dex": 19, + "con": 22, + "int": 21, + "wis": 18, + "cha": 23, + "save": { + "dex": "+11", + "con": "+13", + "wis": "+11" + }, + "skill": { + "intimidation": "+13", + "perception": "+11" + }, + "senses": [ + "darkvision 120 ft." + ], + "passive": 21, + "resist": [ + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "necrotic", + "poison" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "paralyzed", + "poisoned", + "stunned" + ], + "languages": [ + "Common" + ], + "cr": "21", + "trait": [ + { + "name": "Hunger Sight", + "entries": [ + "While Tristan holds Maethelgas, he knows the location of all creatures within 60 feet of him that aren't constructs or undead." + ] + }, + { + "name": "Legendary Resistance (3/Day)", + "entries": [ + "If Tristan fails a saving throw, he can choose to succeed instead." + ] + }, + { + "name": "Pact of Power", + "entries": [ + "Maethelgas protects its wielder from all but the greatest of harm. If Tristan takes 15 or less damage from an attack or spell, he instead takes no damage from the attack or spell." + ] + }, + { + "name": "Seeking Sword", + "entries": [ + "As a bonus action, Tristan releases Maethelgas to hover magically in an unoccupied space within 5 feet of him. If Tristan can see the sword, he can mentally command it as a bonus action to fly up to 50 feet and either make one attack against a target or return to his hands. If the hovering sword is targeted by any effect, Tristan is considered to be holding it. The hovering sword falls if Tristan dies." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "Tristan makes two attacks with Maethelgas and uses Paralyzing Fist, or uses Paralyzing Fist twice." + ] + }, + { + "name": "Maethelgas", + "entries": [ + "{@atk mw,rw} {@hit 18} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}25 ({@damage 4d6 + 11}) slashing damage plus 27 ({@damage 6d8}) necrotic damage. If the weapon is used to make a ranged attack, it immediately returns to Tristan's hand after the attack is resolved." + ] + }, + { + "name": "Paralyzing Fist", + "entries": [ + "{@atk mw,rw} {@hit 15} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}10 ({@damage 3d6}) bludgeoning damage. The target must succeed on a {@dc 19} Constitution saving throw or become {@condition paralyzed} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If thrown, the fist flies back to reattach to Tristan's arm after the attack." + ] + }, + { + "name": "Drink of Life {@recharge 5}", + "entries": [ + "A creature marked by Tristan's Catch the Scent must succeed on a {@dc 15} Constitution saving throw or immediately drop to 0 hit points. Tristan heals an amount equal to the hit points lost." + ] + } + ], + "reaction": [ + { + "name": "Catch the Scent", + "entries": [ + "When Tristan makes a successful melee attack with Maethelgas, he can mark the target. Tristan has advantage on all melee weapon attacks against a marked target. A target remains marked until it dies or until Tristan marks a different target." + ] + } + ], + "legendaryHeader": [ + "Tristan has three villain actions. He can take each action once during an encounter after an enemy creature's turn. He takes villain action 1 during the first round of combat, villain action 2 during the second round, and villain action 3 during the third round." + ], + "legendary": [ + { + "name": "Villain Action 1: Arena of Pain", + "entries": [ + "Tristan conjures a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick centered around himself. The wall is made of whirling, razor-sharp blades formed from magical energy. The wall provides three-quarters cover to creatures behind it, and its space is difficult terrain. When a creature enters the wall's area for the first time on a turn or starts its turn there, the creature must make a {@dc 19} Dexterity saving throw, taking 33 ({@damage 6d10}) slashing damage on a failed save, or half as much damage on a successful one. The wall lasts for 1 minute." + ] + }, + { + "name": "Villain Action 2: Whirlwind of Blood", + "entries": [ + "Maethelgas makes one attack against every enemy creature within 30 feet of Tristan, then flies to his hand or the position where it started this villain action (Tristan's choice)." + ] + }, + { + "name": "Villain Action 3: Soul Shred", + "entries": [ + "Tristan causes Maethelgas to tear at the soul of all creatures he can see within 60 feet. Each target must make a {@dc 19} Constitution saving throw, taking 61 ({@damage 7d8 + 30}) necrotic damage on a failed save, or half as much damage on a successful one." + ] + } + ], + "traitTags": [ + "Legendary Resistances" + ], + "senseTags": [ + "SD" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C" + ], + "damageTags": [ + "B", + "N", + "S" + ], + "miscTags": [ + "MW", + "RW" + ], + "conditionInflict": [ + "paralyzed" + ], + "savingThrowForced": [ + "constitution", + "dexterity" + ] + }, + { + "name": "Khorsekef the Infinite", + "isNamedCreature": true, + "source": "KaW", + "page": 162, + "size": [ + "M" + ], + "type": "undead", + "alignment": [ + "N", + "E" + ], + "ac": [ + { + "ac": 18, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 304, + "formula": "32d8 + 160" + }, + "speed": { + "walk": 50, + "fly": 50 + }, + "str": 12, + "dex": 14, + "con": 20, + "int": 27, + "wis": 21, + "cha": 22, + "save": { + "con": "+12", + "int": "+15", + "wis": "+12" + }, + "skill": { + "arcana": "+15", + "history": "+15", + "perception": "+12", + "religion": "+15" + }, + "senses": [ + "truesight 120 ft." + ], + "passive": 22, + "resist": [ + "acid", + "fire", + "lightning", + "thunder", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "cold", + "necrotic", + "poison" + ], + "conditionImmune": [ + "blinded", + "charmed", + "deafened", + "exhaustion", + "frightened", + "paralyzed", + "petrified", + "poisoned", + "stunned" + ], + "languages": [ + "all" + ], + "cr": "23", + "trait": [ + { + "name": "Legendary Resistance (3/Day)", + "entries": [ + "If Khorsekef fails a saving throw, he can choose to succeed instead." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "Khorsekef has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Rejuvenation", + "entries": [ + "As long as Khorsekef's will persists, he can't be truly destroyed. If Khorsekef is reduced to 0 hit points, his body is destroyed and he is banished from the current timeline. The instant this occurs, Khorsekef reappears at full health in Necropolis, the city at the center of the Abyss." + ] + }, + { + "name": "Stolen Moments", + "entries": [ + "As a bonus action, Khorsekef steals precious seconds from one creature he can see. On the target's next turn, it can either move, use an action, or use a bonus action; it can only use one, not all three. Once a creature has been affected by this ability, it is immune to the effects of Khorsekef's Stolen Moments for the next 24 hours. Each time Khorsekef uses this ability, he gains an additional 10 feet of movement. Khorsekef retains this additional movement for the next 24 hours." + ] + }, + { + "name": "Temporal Nexus", + "entries": [ + "Time bends strangely around Khorsekef, causing stress to the living. When a creature that is not undead moves within 60 feet of Khorsekef for the first time on a turn or starts its turn within 60 feet of him, that creature must succeed on a {@dc 20} Constitution saving throw or gain a level of {@condition exhaustion}." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "Khorsekef makes one Stasis Touch attack and one Leeching Blast attack. He can replace one of these attacks with his Borrowed Time or his Lost in Time actions." + ] + }, + { + "name": "Stasis Touch", + "entries": [ + "{@atk ms} {@hit 15} to hit, reach 5 ft., one target. {@h}21 ({@damage 6d6}) force damage. The target must succeed on a {@dc 20} Constitution saving throw or become {@condition paralyzed} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + ] + }, + { + "name": "Leeching Blast", + "entries": [ + "{@atk rs} {@hit 15} to hit, range 120 ft., one target. {@h}21 ({@damage 6d6}) necrotic damage. Khorsekef recovers hit points equal to the damage taken by the target." + ] + }, + { + "name": "Borrowed Time {@recharge 5}", + "entries": [ + "Khorsekef steals time from one creature he can see within 120 feet of him. The target must make a {@dc 20} Constitution saving throw, taking 65 ({@damage 10d12}) necrotic damage on a failed save, or half as much damage on a successful one. If the target fails the save, it also ages a number of years equal to the damage dealt. Khorsekef regains hit points equal to the damage dealt. If Khorsekef's body is destroyed, the aging effect is reversed." + ] + }, + { + "name": "Lost in Time {@recharge 5}", + "entries": [ + "Khorsekef banishes one creature he can see within 60 feet of him to a different timeline for 10 minutes. The target can use its action to attempt to merge back into the correct timeline. When it does so, it makes a {@dc 20} Intelligence check. On a success, it returns to the correct timeline. When the target returns, it reappears in the space it left, or if that space is occupied, in the nearest unoccupied space. Ruby dragons banished by this action return to their original timeline and can choose to remain in it for as long as they wish." + ] + } + ], + "reaction": [ + { + "name": "Warp Step", + "entries": [ + "When an attack would hit Khorsekef, he can warp time and cause the attack to miss. The attacker must succeed on a {@dc 20} Constitution saving throw or be cursed with warp sickness. The cursed target gains a level of {@condition exhaustion} and can't regain hit points. The creature no longer benefits from the effects of a long rest and gains another level of {@condition exhaustion} every 24 hours. The curse lasts until removed by the {@spell remove curse} spell or similar magic or until Khorsekef's body is destroyed." + ] + } + ], + "legendaryHeader": [ + "Khorsekef has three villain actions. He can take each action once during an encounter after an enemy creature's turn. He takes villain action 1 during the first round of combat, villain action 2 during the second round, and villain action 3 during the third round." + ], + "legendary": [ + { + "name": "Villain Action 1: Sands of Time", + "entries": [ + "Khorsekef swirls the sands of time around him. Each creature that is not undead within 120 feet of Khorsekef must succeed on a {@dc 20} Wisdom saving throw or be affected by the sands for 1 minute. An affected target's speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn. If the creature attempts to cast a spell with a casting time of 1 action, roll a {@dice d20}. On a 1-10, the spell functions normally. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted. A creature affected by the sands can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + ] + }, + { + "name": "Villain Action 2: Compress Infinity", + "entries": [ + "Khorsekef compresses the infinite possibilities of time to unleash a catastrophic blast of force. Khorsekef chooses four points within 150 feet of him. Each creature in a 20-foot-radius sphere centered on those points must make a {@dc 20} Dexterity saving throw, taking 42 ({@damage 12d6}) force damage on a failed save, or half as much damage on a successful one." + ] + }, + { + "name": "Villain Action 3: Final Countdown", + "entries": [ + "Khorsekef expels a portion of his own time to destroy others, cutting his remaining hit points in half. All creatures that are not constructs or undead within 60 feet of Khorsekef must make a {@dc 20} Constitution saving throw. On a failed save, a target takes 65 ({@damage 10d12}) necrotic damage and rapidly ages until it is {@dice 1d6} days away from death by old age. On a successful save, a target takes half as much necrotic damage and ages {@dice 1d10} years. While {@dice 1d6} days away from death, the creature has disadvantage on all attack rolls, ability checks, and saving throws, and its movement speed is halved. If Khorsekef's body is destroyed, the target regains the years lost by this effect; however, the target doesn't return to life if they died of old age before Khorsekef's body was destroyed." + ] + } + ], + "traitTags": [ + "Legendary Resistances", + "Magic Resistance", + "Rejuvenation" + ], + "senseTags": [ + "U" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "XX" + ], + "damageTags": [ + "N", + "O" + ], + "miscTags": [ + "AOE" + ], + "conditionInflict": [ + "exhaustion", + "paralyzed" + ], + "savingThrowForced": [ + "constitution", + "dexterity", + "wisdom" + ] + } ] } From 679df6b45bb98b5db029fcffc2e61c1c66ec9c13 Mon Sep 17 00:00:00 2001 From: Billiam9420 Date: Tue, 24 Oct 2023 15:24:28 -0400 Subject: [PATCH 58/65] not sure why that got removed in merging oh well --- book/MCDM Productions; Kingdoms & Warfare.json | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/book/MCDM Productions; Kingdoms & Warfare.json b/book/MCDM Productions; Kingdoms & Warfare.json index 1777534334..ac0f287bbe 100644 --- a/book/MCDM Productions; Kingdoms & Warfare.json +++ b/book/MCDM Productions; Kingdoms & Warfare.json @@ -23,7 +23,8 @@ }, "status": "wip", "dateAdded": 1694466271, - "_dateLastModifiedHash": "34fc654f2a" + "_dateLastModifiedHash": "34fc654f2a", + "dateLastModified": 1698175417 }, "book": [ { From 0f60dcf7d3f4364dae8af9c2f71b08700d49f5b3 Mon Sep 17 00:00:00 2001 From: Billiam9420 Date: Tue, 24 Oct 2023 16:52:42 -0400 Subject: [PATCH 59/65] Court of the Deep --- .../MCDM Productions; Kingdoms & Warfare.json | 1466 +++++++++++++++++ 1 file changed, 1466 insertions(+) diff --git a/book/MCDM Productions; Kingdoms & Warfare.json b/book/MCDM Productions; Kingdoms & Warfare.json index ac0f287bbe..08eb2ba748 100644 --- a/book/MCDM Productions; Kingdoms & Warfare.json +++ b/book/MCDM Productions; Kingdoms & Warfare.json @@ -8394,6 +8394,210 @@ ] } ] + }, + { + "type": "section", + "name": "Court of the Deep", + "page": 164, + "entries": [ + "The Abyssal Wasteland is a dead plane filled with ruins of once-great cities. Or are they the degenerating reflections of existing cities in the timescape? Sages differ. Demons call this place home, this rotting reality where forgotten gods go to die. It is a land of entropy and the creatures that call the Waste home consider order a poison.", + "This is the deepest world in the timescape. Creatures who sink this far down find themselves unable to organize their thoughts, unable to plan or scheme beyond base emotion and survival. Only by feasting on the souls of others can a mind rise above this entropy and muster order enough to plan and, possibly, escape.", + "Cruel and unyielding, the demons who rank in the Court of Depths gorged on souls until their minds were sharp enough to plot and scheme and climb over one another in a desperate attempt to rise out of the depths and perhaps, one day, loose themselves on the Mundane World, where souls are rich and potent.", + { + "type": "entries", + "name": "Devourers of Souls", + "page": 164, + "entries": [ + "Unique among monsters, demons of the Court of the Deep feast not upon food and water, but upon {@b souls}. Souls fuel their bloodthirsty powers; while starved for souls, a demon can scarcely even think.", + "Similar to how monster hit points are formatted, the number of souls a given demon has consumed is presented both as a die expression and as an average number. The amount of dice used to calculate a demon's soul count is dependent on the demon's challenge rating, as shown in the table below.", + { + "type": "table", + "caption": "Soul Dice", + "colLabels": [ + "CR", + "Soul Dice", + "Average (Rounded Down)", + "" + ], + "colStyles": [ + "col-1 text-center", + "col-2 text-center", + "col-2 text-center", + "col-5 text-left" + ], + "rows": [ + [ + "1\u201310", + "1d4", + "2" + ], + [ + "11\u201315", + "2d4", + "5" + ], + [ + "16\u201318", + "3d4", + "7" + ], + [ + "19+", + "4d4", + "10" + ] + ] + }, + "During an encounter, a demon can burn souls to use or enhance certain abilities, decreasing their soul count. Demons gain more souls by slaying other creatures. When a demon reduces a creature to 0 hit points, the creature must immediately make a DC 11 Wisdom saving throw before it falls unconscious and begins dying. On a failed save, the creature's soul is consumed by the demon. The demon adds 1 to their soul count, and the creature immediately dies and subsequently can't be restored to life by any means short of a wish spell.", + "Soul devouring makes the demons of the Court of the Deep deadly opponents. You can remove this ability and only have a demon devour a soul when a creature dies through normal means within 60 feet of it or adjust the DC of the saving throw to give characters a better chance of living through an encounter with one of these opponents. Likewise, you can make the deadliness of soul devouring scale with a demon's power, requiring a saving throw with a DC equal to 8 + the demon's proficiency bonus or equal to the demon's challenge rating.", + "There is no upper limit to a demon's soul count. When a demon's soul count drops to 0, it falls into lethe (see {@book Lethe|KaW|4|Lethe}).", + { + "type": "inset", + "name": "Souls and ActionOriented Monsters", + "entries": [ + "The Court of the Deep monsters use villain actions and soul devouring in combat. While actionoriented monsters are made to be fought alone, having a few low-challenge-rating demon or cultist minions in the encounter gives the big bad some souls to suck up! Consider adding some of these creatures during an encounter with a member of the Court of the Deep." + ] + }, + { + "type": "entries", + "name": "Soul-Fueled Power", + "page": 165, + "entries": [ + "Each demon has a swathe of features that require souls to use. These can be broken down into two broad categories: passive features and active features.", + "{@b Passive features} are triggered whenever a demon's soul count crosses a certain threshold. The threshold is unique to each feature and detailed in the feature's description. The feature remains active until the demon's soul count drops below the feature's respective threshold.", + "{@b Active features} require a demon to burn souls and lower their soul count to use. Some active features buff common statistics, such as attack and damage rolls, while others grant the demon access to special\u2014and oftentimes incredibly powerful\u2014new actions.", + "Each active feature has a base cost, or the number of souls that must be burned in order to use the ability. This cost is noted in parentheses beside the feature name. Additionally, some active features allow demons to heighten the effect by burning additional souls on top of the ability's base cost." + ] + }, + { + "type": "entries", + "name": "Soulsight", + "page": 165, + "entries": [ + "Demons have a special sense called {@sense soulsight|FleeMortals}, which allows them to detect any sentient creature within a certain radius. Unless otherwise stated, neither physical matter nor magical effects can impede soulsight; however, creatures who lack sentience or have no soul are invisible to a demon's soulsight.", + "The radius of a demon's soulsight is denoted in their respective stat block." + ] + }, + { + "type": "entries", + "name": "Lethe", + "page": 165, + "entries": [ + "When a demon runs out of souls, it falls into lethe: a state of craven hunger, wherein a demon can only lash out in a desperate search for sustenance. Demons who have fallen into lethe are mindless and violent creatures whose only goal is to consume.", + "While a demon is in lethe, it is subject to the following effects:", + { + "type": "list", + "items": [ + "Its Intelligence score drops to 3 (\u22124), unless it is already lower.", + "It has advantage on all attack rolls and disadvantage on all Intelligence, Wisdom, and Charisma saving throws.", + "It can't cast spells.", + "On its turn, the demon automatically moves toward the nearest creature it can see with its soulsight, regardless of the terrain in its way. If the demon is still able to take an action that turn, it uses its action to attack that creature (or any obstacle in its way)." + ] + }, + "A demon is no longer in lethe when its soul count increases above 0, at which point the effects of lethe end." + ] + }, + { + "type": "inset", + "name": "Adding Soul Rules to Existing Demons", + "entries": [ + "This section presents the stat blocks for six of the most prominent demons in the Court of the Deep. However, a court is nothing without its subjects, and there are bound to be other demons roaming the planes, all thirsting for souls.", + "To add soul rules to an existing demon, such as a balor or vrock, first use the Soul Dice table to calculate the demon's initial soul count and increase its challenge rating by 1. Then give the demon two or three additional abilities it can use by burning those souls, such as the following:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Abyssal Shield (Costs 1+ Souls)", + "entries": [ + "As a bonus action, the demon can burn any number of souls and increase its AC by an amount equal to the number of souls burnt for 1 minute." + ] + }, + { + "type": "item", + "name": "Soul Rend (Costs 1\u20135 Souls)", + "entries": [ + "When the demon makes a successful attack against a creature, it can burn up to 5 souls and deal an extra 14 ({@damage 4d6}) damage for each soul burnt." + ] + }, + { + "type": "item", + "name": "Hungering Strike (Costs 1+ Souls)", + "entries": [ + "When the demon makes an attack roll and misses, it can burn any number of souls and add a +5 bonus to the attack roll for each soul burnt, potentially causing the attack to hit." + ] + } + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Groyle Fleshender", + "page": 166, + "entries": [ + "Barely able to form coherent thoughts, Groyle has souls enough to hate and hungers for more. A dullard and a brute, Groyle has no capacity for cruelty\u2014he has not the imagination or patience. He rends and demolishes his way across the battlefield, seeking out whichever creature's soul shines the brightest, endeavoring to consume them whole and alive. Their screaming desperation gives their immortal soul a sweetness the Fleshender can't resist.", + "Groyle begins combat by using Goring Charge to attack a nearby spellcaster and follows it up with a bite attack, preferring to target and swallow a creature with healing spells. The demon then focuses his attacks on the toughest enemy, using Mark of Abhorrence and Soul Rend to bring down foes quickly.", + "{@creature Groyle Fleshender|KaW}" + ] + }, + { + "type": "entries", + "name": "Hara'antar the Soulthief", + "page": 168, + "entries": [ + "Hara'antar the Blasphemite is the last acolyte of the Blood Sun cult. Effulgent in her unholy worship, she intends to complete the bloodshadow rite, assume the mantle of the High Priest, and start the cult anew.", + "The soulthief's prayers are unique in the Courtof the Deep; with tolling reverence empowering her hissing orisons, she can fuel her dark spells with the souls of nearby enemies without needing to consume them first. This makes her a pariah among the demons; if Hara'antar can tap into the dozens or hundreds of souls each great demon carries, what power could she gain?", + "{@creature Hara'antar the Soulthief|KaW}" + ] + }, + { + "type": "entries", + "name": "Zor'yal Lifeswallower", + "page": 170, + "entries": [ + "A cloud of blood surges across the battlefield. Within its crimson deluge is the Lifeswallower. The sanguine torrent cloaks Zor'yal from other demons' soulsight\u2014without this invisibility, Zor'yal is weak. But do not underestimate this deadly assassin. Her claws are so potent, anyone caught unawares will die to their sting.", + "Zor'yal led the assault on Kham, her demons warring with the products of the Lords of Kham's beast-magic until the {@item codex incabulum|SaF} was opened and the demons banished. Zor'yal is less now than she was, but she remembers. Her insatiable hunger for revenge against the Mundane World drives the gory squall that carries her into battle after battle until she can wreak her vengeance on the world above.", + "{@creature Zor'yal Lifeswallower|KaW}" + ] + }, + { + "type": "entries", + "name": "Vorg'aut Harrowfist, the Lady Blight", + "page": 172, + "entries": [ + "The Lady Blight is the greatest warrior of the Wasteland. She leads the Corrosion, a unit of elite demon heavy infantry responsible for singlehandedly repelling the Inexorable invasion of the Waste after the rest of the Depths broke morale and began to feed on each other. The Corrosion stood alone against the advance of Integral, Axiom's premiere cavalry\u2014unable to sunder Vorg'aut's adamant stand, Integral was forced to retreat.", + "With hulking fists radiating crimson light, Vorg'aut commands the Wasteland, equal parts leader, warrior, and siege engine. Even the battlefield yields to her will, for the Lady Blight is unbending.", + "{@creature Vorg'aut Harrowfist|KaW}" + ] + }, + { + "type": "entries", + "name": "Trall the Mindbreaker", + "page": 174, + "entries": [ + "When sages across the timescape dare to turn the oracular eye downward, peering into the Abyssal Wasteland and seeking forgotten lore that long ago sunk beneath the surface of the Real, they find Trall's ivory void eyes, purging and all-consuming, staring back at them.", + "The Mindbreaker is attuned to any divination targeting the Waste and, rather than trawling the depths looking for souls with some spark left in them, she stabs leeching psychic tendrils through the arcane conduit, draining the soul from the poor wizard, sorcerer, or warlock foolish enough to peer into the Deep.", + "Thus does the Mindbreaker stay sated with souls. An augur unmatched in foresight and cruelty, she is both mage and anti-mage.", + "{@creature Trall the Mindbreaker|KaW}" + ] + }, + { + "type": "entries", + "name": "Sylt Bloodheat", + "page": 176, + "entries": [ + "The greatest demon of the Court of the Deep, Sylt commands the grudging obeisance of fiends within the Abyssal Wasteland. Unlike the others, Sylt has never fallen into lethe\u2014she has transcended it, subjugated it, until the very flow of souls is hers to dominate.", + "Sustained by the Bloodheat, Sylt drinks souls in a never-ending flow, feasting on that which empowers the demons and rewarding the legions at her side. Demons under her command find their powers and intellect grow as their supply of howling souls is refueled, effortlessly sustained in a banquet given to her most loyal.", + "The Court hates Sylt\u2014she is a dark and fell intelligence who prefers to wait and scheme rather than succumb to temporary hungers. They crave bloodshed and feasts of souls and sinew, impatient with her cunning and insidious plots. But none gainsay her right to rule. Many in the Waste wait for her word to lead them across the timescape in a bloody war of anti-life.", + "In combat, Sylt prefers to use hit-and-run tactics in environments with plenty of cover and places to hide.", + "{@creature Sylt Bloodheat|KaW}" + ] + } + ] } ] } @@ -14873,6 +15077,1268 @@ "dexterity", "wisdom" ] + }, + { + "name": "Groyle Fleshender", + "isNamedCreature": true, + "source": "KaW", + "page": 166, + "size": [ + "G" + ], + "type": { + "type": "fiend", + "tags": [ + "demon" + ] + }, + "alignment": [ + "C", + "E" + ], + "ac": [ + { + "ac": 16, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 315, + "formula": "18d20 + 126" + }, + "speed": { + "walk": 25 + }, + "resource": [ + { + "name": "Souls", + "value": 5, + "formula": "2d4" + } + ], + "str": 23, + "dex": 12, + "con": 25, + "int": 10, + "wis": 10, + "cha": 12, + "save": { + "str": "+11", + "con": "+12" + }, + "skill": { + "perception": "+5" + }, + "senses": [ + "darkvision 120 ft.", + "soulsight 60 ft." + ], + "passive": 15, + "resist": [ + "cold", + "fire", + "lightning", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "poison" + ], + "conditionImmune": [ + "frightened", + "paralyzed", + "poisoned", + "stunned" + ], + "languages": [ + "Abyssal", + "Common" + ], + "cr": "13", + "trait": [ + { + "name": "Goring Charge", + "entries": [ + "If Groyle moves at least 20 feet straight toward a creature, he can use his bonus action to make one gore attack targeting that creature. If the attack hits, the target must make a {@dc 20} Strength saving throw. On a failed save, the target takes an additional 13 ({@damage 2d12}) piercing damage and is pushed 10 feet away from Groyle and knocked {@condition prone}." + ] + }, + { + "name": "Mark of Abhorrence (Costs 2 Souls)", + "entries": [ + "As a bonus action, Groyle chooses one creature he can see within 60 feet of him and marks it with his vile hatred. Whenever Groyle uses his Multiattack and targets the marked creature at least once, he can make one additional claw attack against the marked creature as part of the action. In addition, any attack roll Groyle makes against the marked target scores a critical hit on a roll of 19 or 20 on the {@dice d20}.", + "The mark lasts for 1 minute, or until the target is reduced to 0 hit points." + ] + }, + { + "name": "Soul Frenzy", + "entries": [ + "As long as Groyle's soul count is 3 or higher, he has advantage on melee attack rolls against any creature that doesn't have all its hit points." + ] + }, + { + "name": "Soul Rend (Costs 1-5 Souls)", + "entries": [ + "When Groyle makes a successful attack against a creature, he can burn up to 5 souls and deal an extra 14 ({@damage 4d6}) damage for each soul burnt." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "Groyle makes two attacks with his claws." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 11} to hit, reach 15 ft. one target. {@h}13 ({@damage 2d6 + 6}) slashing damage." + ] + }, + { + "name": "Gore", + "entries": [ + "{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}19 ({@damage 2d12 + 6}) piercing damage." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}45 ({@damage 6d12 + 6}) piercing damage, and the target is swallowed if it is a Huge or smaller creature. A swallowed creature is {@condition blinded} and {@condition restrained}, it has total cover against attacks and other effects outside Groyle, and it takes 21 ({@damage 6d6}) acid damage at the start of each of Groyle's turns. If Groyle takes 30 damage or more on a single turn from the swallowed creature, he must succeed on a {@dc 22} Constitution saving throw at the end of that turn or regurgitate the creature, which falls {@condition prone} in a space within 10 feet of him. If Groyle dies, a swallowed creature is no longer {@condition restrained} by him and can escape from the corpse by using 15 feet of movement, exiting {@condition prone}." + ] + } + ], + "reaction": [ + { + "name": "Spiteful Defense (Costs 1 Soul)", + "entries": [ + "When Groyle is hit by an attack, he can bolster his armor. Until the start of his next turn, he gains a +5 bonus to his AC, including against the triggering attack." + ] + } + ], + "legendaryHeader": [ + "Groyle has three villain actions. He can take each action once during an encounter after an enemy creature's turn. He takes villain action 1 during the first round of combat, villain action 2 during the second round, and villain action 3 during the third round." + ], + "legendary": [ + { + "name": "Villain Action 1: Soul Sense", + "entries": [ + "Groyle locates the hostile creature with the highest number of hit points remaining that he can see with his soulsight and immediately moves up to 60 feet toward it. At the end of this movement, Groyle can make a gore attack using Goring Charge if possible." + ] + }, + { + "name": "Villain Action 2: Earthbreaker", + "entries": [ + "With a furious roar, Groyle slams his massive claws into the earth and rends it asunder. Each creature within 30 feet of Groyle must succeed on a {@dc 20} Dexterity saving throw or be knocked {@condition prone}. Additionally, each creature that failed its saving throw can use either an action or a bonus action on its next turn, not both." + ] + }, + { + "name": "Villain Action 3: The End of All Flesh", + "entries": [ + "Hatred incarnate, boiling and crimson, seeps from Groyle's wounds. Each creature within 15 feet of Groyle must make a {@dc 20} Constitution saving throw, taking 27 ({@damage 6d8}) psychic damage plus 27 ({@damage 6d8}) necrotic damage on a failed save, or half as much damage on a successful one. A creature reduced to 0 hit points by this action has disadvantage on its Wisdom saving throw to prevent its soul from being consumed." + ] + } + ], + "senseTags": [ + "SD" + ], + "actionTags": [ + "Multiattack", + "Swallow" + ], + "languageTags": [ + "AB", + "C" + ], + "damageTags": [ + "A", + "N", + "P", + "S", + "Y" + ], + "miscTags": [ + "AOE", + "MW", + "RCH" + ], + "conditionInflict": [ + "blinded", + "prone", + "restrained" + ], + "savingThrowForced": [ + "constitution", + "dexterity", + "strength" + ] + }, + { + "name": "Hara'antar the Soulthief", + "isNamedCreature": true, + "source": "KaW", + "page": 168, + "size": [ + "M" + ], + "type": { + "type": "fiend", + "tags": [ + "demon" + ] + }, + "alignment": [ + "C", + "E" + ], + "ac": [ + { + "ac": 18, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 195, + "formula": "26d8 + 78" + }, + "speed": { + "walk": 0, + "fly": { + "number": 40, + "condition": "(hover)" + }, + "canHover": true + }, + "resource": [ + { + "name": "Souls", + "value": 5, + "formula": "2d4" + } + ], + "str": 14, + "dex": 19, + "con": 17, + "int": 22, + "wis": 15, + "cha": 15, + "save": { + "wis": "+7", + "cha": "+7" + }, + "skill": { + "deception": "+7", + "perception": "+7", + "stealth": "+9" + }, + "senses": [ + "darkvision 120 ft.", + "soulsight 60 ft." + ], + "passive": 17, + "resist": [ + "cold", + "fire", + "lightning", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "poison" + ], + "conditionImmune": [ + "charmed", + "frightened", + "poisoned" + ], + "languages": [ + "Abyssal", + "Common" + ], + "cr": "15", + "trait": [ + { + "name": "Abyssal Resistance (Costs 1 Soul)", + "entries": [ + "If Hara'antar fails a saving throw, she can choose to succeed instead." + ] + }, + { + "name": "Blood Pact", + "entries": [ + "The level of Hara'antar's spell slots is determined by the number of souls she has: 3rd level if Hara'antar has 1 soul, 5th level for 2-4 souls, 6th level for 5-7 souls, and 7th level for 8 or more souls." + ] + }, + { + "name": "Draining Hex (Costs 2 Souls)", + "entries": [ + "As a bonus action, Hara'antar can drain the life from one creature she is grappling. The target must make a {@dc 19} Charisma saving throw, taking 21 ({@damage 6d6}) necrotic damage on a failed save, or half as much damage on a successful one. Hara'antar then regains a number of hit points equal to the damage taken." + ] + }, + { + "name": "Pact Magic", + "entries": [ + "Hara'antar is a spellcaster. She has four spell slots she can use to cast spells, requiring no material components; the spell slot's level is dependent on the number of souls Hara'antar currently has when she expends that spell slot (see Blood Pact). Hara'antar's spellcasting ability is Intelligence (spell save {@dc 19}, {@hit 11} to hit with spell attacks), and she regains all expended spell slots when she finishes a short or long rest. She knows the following spells:", + "3rd-7th level (4 slots; see Blood Pact): {@spell blight}, {@spell circle of death}, {@spell cloudkill}, {@spell counterspell}, {@spell ray of enfeeblement}" + ] + }, + { + "name": "Soul Rend (Costs 1-5 Souls)", + "entries": [ + "When Hara'antar makes a successful attack against a creature, she can burn up to 5 souls and deal an extra 14 ({@damage 4d6}) damage for each soul burnt." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "Hara'antar makes three attacks: one with her bite and two with her pincers." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}17 ({@damage 3d8 + 4}) piercing damage, and the target is {@condition grappled} (escape {@dc 17}). Until this grapple ends, the target is {@condition restrained}, and Hara'antar can't bite another target." + ] + }, + { + "name": "Pincers", + "entries": [ + "{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage plus 14 ({@damage 4d6}) necrotic damage." + ] + } + ], + "reaction": [ + { + "name": "Malediction (Costs 1 Soul)", + "entries": [ + "When a creature Hara'antar can see within 60 feet of her makes a saving throw, she can utter a vile curse, rolling {@dice 1d6} and subtracting the number rolled from the creature's roll." + ] + } + ], + "legendaryHeader": [ + "Hara'antar has three villain actions. She can take each action once during an encounter after an enemy creature's turn. She takes villain action 1 during the first round of combat, villain action 2 during the second round, and villain action 3 during the third round." + ], + "legendary": [ + { + "name": "Villain Action 1: Rite of the Soulthief", + "entries": [ + "Hara'antar draws power from the souls of those nearby, using them to fuel dark magic. Hara'antar increases her soul count by an amount equal to the number of souls within 30 feet of her. A sentient creature counts as 1 soul; if another demon is within 30 feet, Hara'antar gains a number of souls equal to the demon's current soul count, and the demon loses all its souls. For example, if three sentient creatures and one demon with a soul count of 5 are within 30 feet of Hara'antar when she uses this villain action, Hara'antar's soul count increases by a total of 8 souls." + ] + }, + { + "name": "Villain Action 2: Rite of the Crimson Dark", + "entries": [ + "A foul mass of blood-tinged shadow erupts around Hara'antar, forming a 15-foot-radius sphere of magical darkness centered on her. This darkness spreads around corners and barriers. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. The darkness moves with Hara'antar and lasts until Hara'antar uses another villain action. Each creature who starts its turn in this darkness must make a {@dc 16} Wisdom saving throw. On a failed save, the creature must use its movement to exit the darkness' area of effect." + ] + }, + { + "name": "Villain Action 3: Rite of the Blood Eclipse", + "entries": [ + "Hara'antar chooses one sentient creature she can see within 60 feet of her and drains its soul of life. The creature must immediately make a {@dc 19} Charisma saving throw. On a failed save, the creature takes 42 ({@damage 12d6}) psychic damage and is {@condition paralyzed} until the end of Hara'antar's next turn. On a success, the creature takes half as much damage and is not {@condition paralyzed}. Hara'antar then regains a number of hit points equal to double the amount of damage taken." + ] + } + ], + "senseTags": [ + "SD" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "AB", + "C" + ], + "damageTags": [ + "N", + "P", + "Y" + ], + "miscTags": [ + "AOE", + "MW" + ], + "conditionInflict": [ + "grappled", + "paralyzed", + "restrained" + ], + "savingThrowForced": [ + "charisma", + "wisdom" + ] + }, + { + "name": "Zor'yal Lifeswallower", + "isNamedCreature": true, + "source": "KaW", + "page": 170, + "size": [ + "L" + ], + "type": { + "type": "fiend", + "tags": [ + "demon" + ] + }, + "alignment": [ + "C", + "E" + ], + "ac": [ + 16 + ], + "hp": { + "average": 199, + "formula": "21d10 + 84" + }, + "speed": { + "walk": 0, + "fly": { + "number": 60, + "condition": "(hover)" + }, + "canHover": true + }, + "resource": [ + { + "name": "Souls", + "value": 7, + "formula": "3d4" + } + ], + "str": 20, + "dex": 22, + "con": 18, + "int": 16, + "wis": 18, + "cha": 15, + "save": { + "dex": "+11", + "int": "+8" + }, + "skill": { + "investigation": "+8", + "perception": "+14", + "stealth": "+16" + }, + "senses": [ + "darkvision 120 ft.", + "soulsight 60 ft." + ], + "passive": 24, + "resist": [ + "cold", + "fire", + "lightning", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "poison" + ], + "conditionImmune": [ + "charmed", + "frightened", + "paralyzed", + "poisoned", + "stunned" + ], + "languages": [ + "Abyssal", + "Common" + ], + "cr": "16", + "trait": [ + { + "name": "Abyssal Resistance (Costs 1 Soul)", + "entries": [ + "If Zor'yal fails a saving throw, she can choose to succeed instead." + ] + }, + { + "name": "Lacerate (Costs 1-3 Souls)", + "entries": [ + "When Zor'yal takes the Attack action on her turn, she can burn up to 3 souls and make an additional weapon attack for each soul burnt." + ] + }, + { + "name": "Sneak Attack (1/Turn)", + "entries": [ + "Zor'yal deals an extra 24 ({@damage 7d6}) damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of hers that isn't incapacitated and Zor'yal doesn't have disadvantage on the attack roll." + ] + }, + { + "name": "Wounding Mist", + "entries": [ + "As long as Zor'yal's soul count is 2 or higher, she is cloaked by blood-soaked clouds of mist. The mist extends a distance of 10 feet from Zor'yal. This area is heavily obscured, and demons within the mist (including Zor'yal) are hidden and {@condition invisible} to soulsight. The mist moves with Zor'yal and can't be dispelled by any magical or nonmagical means. Zor'yal can see through the mist." + ] + }, + { + "name": "Wounding Step (Costs 2 Souls)", + "entries": [ + "As a bonus action, Zor'yal can teleport to an unoccupied space she can see within 90 feet of her. Her teleportation is accompanied by a cacophony of screams, and immediately after she disappears, each creature within 10 feet of the space she left must make a {@dc 19} Wisdom saving throw, taking 16 ({@damage 3d10}) psychic damage on a failed save, or half as much on a successful one. A creature who failed the saving throw can't regain hit points until the start of Zor'yal's next turn." + ] + } + ], + "action": [ + { + "name": "Venomous Claw", + "entries": [ + "{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}17 ({@damage 2d10 + 6}) piercing damage plus 13 ({@damage 2d12}) poison damage." + ] + } + ], + "reaction": [ + { + "name": "Weakening Mist (Costs 1 Soul)", + "entries": [ + "When Zor'yal is hit with an attack, she can use her reaction to halve the attack's damage against her. If the attack was a critical hit, it becomes a normal hit." + ] + } + ], + "legendaryHeader": [ + "Zor'yal has three villain actions. She can take each action once during an encounter after an enemy creature's turn. She takes villain action 1 during the first round of combat, villain action 2 during the second round, and villain action 3 during the third round." + ], + "legendary": [ + { + "name": "Villain Action 1: Boiling Blood", + "entries": [ + "With a wet hiss, the blood-stained clouds of her Wounding Mist grow even larger. Until Zor'yal uses another villain action, the mist has a radius of 30 feet. In addition, each non-demon creature that begins its turn within the mist must succeed on a {@dc 19} Constitution saving throw or take 16 ({@damage 3d10}) fire damage." + ] + }, + { + "name": "Villain Action 2: Baleful Teleport", + "entries": [ + "Zor'yal chooses up to four creatures within 30 feet of her that she can see. Each chosen creature must succeed on a {@dc 19} Charisma saving throw or take 16 ({@damage 3d10}) psychic damage and be teleported to unoccupied space of Zor'yal's choice within 30 feet of her." + ] + }, + { + "name": "Villain Action 3: Bane of the Lifeswallower", + "entries": [ + "Tendrils of brackish ichor lash out from Zor'yal. She chooses up to three creatures that she can see within 120 feet of her. Each creature must make a {@dc 19} Constitution saving throw, taking 52 ({@damage 8d12}) poison damage on a failed save, or half as much damage on a successful one. The creature's 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, and Zor'yal automatically consumes its soul." + ] + } + ], + "traitTags": [ + "Sneak Attack" + ], + "senseTags": [ + "SD" + ], + "languageTags": [ + "AB", + "C" + ], + "damageTags": [ + "F", + "I", + "P", + "Y" + ], + "miscTags": [ + "AOE", + "HPR", + "MW", + "RCH" + ], + "savingThrowForced": [ + "charisma", + "constitution", + "wisdom" + ] + }, + { + "name": "Vorg'aut Harrowfist", + "isNamedCreature": true, + "source": "KaW", + "page": 172, + "size": [ + "M" + ], + "type": { + "type": "fiend", + "tags": [ + "demon" + ] + }, + "alignment": [ + "C", + "E" + ], + "ac": [ + { + "ac": 20, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 228, + "formula": "24d8 + 120" + }, + "speed": { + "walk": 0, + "fly": { + "number": 90, + "condition": "(hover)" + }, + "canHover": true + }, + "resource": [ + { + "name": "Souls", + "value": 7, + "formula": "3d4" + } + ], + "str": 27, + "dex": 18, + "con": 21, + "int": 18, + "wis": 16, + "cha": 16, + "save": { + "str": "+14", + "con": "+11" + }, + "senses": [ + "darkvision 120 ft.", + "soulsight 60 ft." + ], + "passive": 13, + "resist": [ + "cold", + "fire", + "lightning", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from attacks that aren't silvered", + "cond": true + } + ], + "immune": [ + "poison" + ], + "conditionImmune": [ + "charmed", + "frightened", + "paralyzed", + "poisoned", + "stunned" + ], + "languages": [ + "Abyssal", + "Common" + ], + "cr": "17", + "trait": [ + { + "name": "Abyssal Resistance (Costs 1 Soul)", + "entries": [ + "If Vorg'aut fails a saving throw, she can choose to succeed instead." + ] + }, + { + "name": "Gouging Bloodform (Costs 1 Soul)", + "entries": [ + "When Vorg'aut moves on her turn, she can choose to twist the terrain in her wake. Each unoccupied space she passes through until the end of her turn becomes difficult terrain for all creatures that are not demons for 1 minute." + ] + }, + { + "name": "Might of the Harrowfist (Costs 2 Souls)", + "entries": [ + "As a bonus action, Vorg'aut can detach her coalescing fist from her arm, commanding it from afar. The fist flies up to 90 feet and attacks one creature or object of Vorg'aut's choice within 10 feet of it.", + "While the fist is detached, Vorg'aut can use a bonus action to command it to fly up to 90 feet to another spot she can see. As part of the same bonus action, Vorg'aut can command the fist to attack one creature or object within 10 feet of it.", + "After three rounds, the fist returns to Vorg'aut's arm." + ] + }, + { + "name": "Siege Monster", + "entries": [ + "Vorg'aut deals double damage to objects and structures." + ] + }, + { + "name": "Soul-Fueled Strikes", + "entries": [ + "As long as Vorg'aut's soul count is 3 or higher, her weapon attacks count as magical for the purposes of overcoming resistances and immunities." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "Vorg'aut makes three attacks: one with her barbed tail and two unarmed strikes." + ] + }, + { + "name": "Barbed Tail", + "entries": [ + "{@atk mw} {@hit 14} to hit, reach 5 ft., one Medium or smaller creature. {@h}19 ({@damage 2d10 + 8}) bludgeoning damage plus 19 ({@damage 2d10 + 8}) slashing damage, and the target is {@condition grappled} (escape {@dc 20}). Until this grapple ends, the target is {@condition restrained}, and Vorg'aut can't use her barbed tail against another target." + ] + }, + { + "name": "Unarmed Strike", + "entries": [ + "{@atk mw} {@hit 14} to hit, reach 5 ft., one target. {@h}13 ({@damage 1d10 + 8}) bludgeoning damage." + ] + }, + { + "name": "Coalescing Fist", + "entries": [ + "{@atk mw} {@hit 14} to hit, reach 10 ft., one target. {@h}41 ({@damage 6d10 + 8}) bludgeoning damage. The target must succeed on a {@dc 18} Strength saving throw or be pushed back 30 feet and knocked {@condition prone}." + ] + }, + { + "name": "Shattering Bloodform (Costs 2 Souls)", + "entries": [ + "Vorg'aut warps the battlefield, splitting it with abyssal fissures. Each creature within 30 feet of Vorg'aut must succeed on a {@dc 18} Dexterity saving throw or be thrown {@dice 1d6 × 10} feet straight in the air. Any target without a flying speed falls, taking bludgeoning damage from falling, and lands {@condition prone}." + ] + } + ], + "reaction": [ + { + "name": "Vengeful Bloodform (Costs 1 Soul)", + "entries": [ + "When Vorg'aut is damaged by a creature within 60 feet of her that she can see, she can twist the battlefield in retaliation. The creature must make a {@dc 18} Dexterity saving throw. On a failed save, the creature takes 13 ({@damage 3d8}) bludgeoning damage and is {@condition restrained}. On a success, the creature takes half as much damage and is not {@condition restrained}.", + "A {@condition restrained} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + ] + } + ], + "legendaryHeader": [ + "Vorg'aut has three villain actions. She can take each action once during an encounter after an enemy creature's turn. She takes villain action 1 during the first round of combat, villain action 2 during the second round, and villain action 3 during the third round." + ], + "legendary": [ + { + "name": "Villain Action 1: Summon Lieutenant", + "entries": [ + "Vorg'aut summons an allied {@creature glabrezu}, one of the elite soldiers of the Corrosion, to aid her in battle. The glabrezu appears in an unoccupied space within 15 feet of Vorg'aut, acts on its own initiative count each round, and fights until it is destroyed. It follows Vorg'aut's commands and disappears if she dies." + ] + }, + { + "name": "Villain Action 2: Commander's Fury", + "entries": [ + "Vicious and unforgiving, Vorg'aut empowers her strikes with acrid rage. Until she uses another villain action, Vorg'aut gains a +5 bonus to all attack and damage rolls, and she scores a critical hit on a roll of 15-20 on a {@dice d20}." + ] + }, + { + "name": "Villain Action 3: Caustic Retribution", + "entries": [ + "Putrid red light envelops Vorg'aut's form, then lashes out in corrosive beams. Vorg'aut chooses up to five creatures she can see within 120 feet of her. Each target must make a {@dc 18} Constitution saving throw. On a failed save, the target takes 39 ({@damage 6d12}) acid damage and has disadvantage on all Strength- and Dexterity-based attack rolls, Strength and Dexterity checks, and Strength and Dexterity saving throws for 1 minute. On a success, a target takes half as much damage but suffers no other effect." + ] + } + ], + "traitTags": [ + "Siege Monster" + ], + "senseTags": [ + "SD" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "AB", + "C" + ], + "damageTags": [ + "A", + "B", + "S" + ], + "miscTags": [ + "AOE", + "MW", + "RCH" + ], + "conditionInflict": [ + "grappled", + "prone", + "restrained" + ], + "savingThrowForced": [ + "constitution", + "dexterity", + "strength" + ] + }, + { + "name": "Trall the Mindbreaker", + "isNamedCreature": true, + "source": "KaW", + "page": 174, + "size": [ + "L" + ], + "type": { + "type": "fiend", + "tags": [ + "demon" + ] + }, + "alignment": [ + "C", + "E" + ], + "ac": [ + { + "ac": 19, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 238, + "formula": "28d10 + 84" + }, + "speed": { + "walk": 40 + }, + "resource": [ + { + "name": "Souls", + "value": 7, + "formula": "3d4" + } + ], + "str": 11, + "dex": 12, + "con": 16, + "int": 23, + "wis": 14, + "cha": 18, + "save": { + "con": "+9", + "int": "+12" + }, + "skill": { + "arcana": "+12", + "history": "+12", + "perception": "+8" + }, + "senses": [ + "soulsight 120 ft.", + "truesight 120 ft." + ], + "passive": 18, + "resist": [ + "cold", + "fire", + "lightning", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from attacks that aren't silvered", + "cond": true + } + ], + "immune": [ + "poison" + ], + "conditionImmune": [ + "charmed", + "frightened", + "paralyzed", + "poisoned", + "stunned" + ], + "languages": [ + "Abyssal", + "Common", + "telepathy 120 ft." + ], + "cr": "19", + "spellcasting": [ + { + "type": "spellcasting", + "name": "Spellcasting (Costs 1+ Souls)", + "headerEntries": [ + "Trall can burn souls to cast spells. Her spellcasting ability is Intelligence (spell save {@dc 20}, {@hit 12} to hit with spell attacks). Souls replace a spell's usual components; certain spells require more souls to cast, as indicated below. She can cast the following spells at 7th level: 1 Soul: {@spell magic missile}, {@spell shield} 2 Souls: {@spell levitate}, {@spell misty step}, {@spell ray of enfeeblement} 3 Souls: {@spell counterspell}, {@spell fireball}, {@spell hold monster}, {@spell slow}" + ], + "ability": "int" + } + ], + "trait": [ + { + "name": "Abyssal Resistance (Costs 1 Soul)", + "entries": [ + "If Trall fails a saving throw, she can choose to succeed instead." + ] + }, + { + "name": "Limited Magic Immunity", + "entries": [ + "As long as Trall's soul count is 3 or higher, she is immune to spells of 3rd level or lower unless she wishes to be affected." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "Trall has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Quickened Mind (Costs 1 Soul)", + "entries": [ + "When Trall casts a spell that has a casting time of 1 action, she can burn an additional soul to change the casting time to 1 bonus action for this casting." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "Trall makes four claw attacks or two Mindshriek attacks." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}4 ({@damage 1d8}) slashing damage plus 22 ({@damage 4d10}) psychic damage." + ] + }, + { + "name": "Mindshriek", + "entries": [ + "{@atk rs} {@hit 12} to hit, range 120 ft., one target. {@h}39 ({@damage 6d10 + 6}) psychic damage." + ] + } + ], + "reaction": [ + { + "name": "Mindtrick (Costs 1 Soul)", + "entries": [ + "When Trall is hit by an attack, she can reveal that the creature is attacking a false image of her, and that her true location is elsewhere. Trall takes no damage and appears instead in an unoccupied space within 25 feet of her original location as the false image fades." + ] + }, + { + "name": "Mindspike (Costs 3 Souls)", + "entries": [ + "When Trall is targeted by a divination spell or any other form of magical scrying, she can stab a vicious lance of psychic energy into the caster's mind. The caster must immediately make a {@dc 20} Charisma saving throw, taking 70 ({@damage 20d6}) psychic damage on a failed save, or half as much damage on a successful one.", + "For the next 24 hours, Trall knows the location of the caster, regardless of which plane they are on or any defenses the caster may have against detection. During this time, Trall can use a bonus action to teleport to an unoccupied space within 30 feet of the caster." + ] + } + ], + "legendaryHeader": [ + "Trall has three villain actions. She can take each action once during an encounter after an enemy creature's turn. She takes villain action 1 during the first round of combat, villain action 2 during the second round, and villain action 3 during the third round." + ], + "legendary": [ + { + "name": "Villain Action 1: Arcane Mirage", + "entries": [ + "Trall summons a horde of illusory duplicates, which shift around her and make it nigh impossible to track the true Trall. Until she takes another villain action, the duplicates move with her and mimic her actions. Whenever a creature targets Trall with an attack while these duplicates surround her, the creature must first succeed on a {@dc 20} Wisdom (Perception) check, targeting one of the illusions on a failure. The duplicates can't be destroyed by nonmagical means, but can be magically dispelled with a {@spell dispel magic} spell and a successful {@dc 19} check made with the caster's spellcasting ability." + ] + }, + { + "name": "Villain Action 2: Nightmare Phantasmic", + "entries": [ + "With a cruel smile, Trall infiltrates the minds of her opponents, infesting the battlefield with their greatest fears come to life. Up to three creatures Trall can see within 120 feet of her must make a {@dc 20} Wisdom saving throw. On a failed save, a target becomes {@condition frightened}, and at the end of each of the target's turns, the target must succeed on a {@dc 20} Wisdom saving throw or take 22 ({@damage 4d10}) psychic damage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + ] + }, + { + "name": "Villain Action 3: Command Psyche", + "entries": [ + "Trall chooses one creature she can see within 120 feet of her and twists its truths into vicious lies. The creature must make a {@dc 20} Charisma saving throw; if the creature has taken psychic damage from Trall within the last minute, the saving throw is made with disadvantage. On a failed save, the creature is {@condition charmed} for 24 hours. The {@condition charmed} target obeys Trall's verbal or telepathic commands. If the target takes more than 20 damage on a single turn, the target can repeat the saving throw with disadvantage, ending the {@condition charmed} condition on itself on a success." + ] + } + ], + "traitTags": [ + "Magic Resistance" + ], + "senseTags": [ + "U" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "AB", + "C", + "TP" + ], + "damageTags": [ + "S", + "Y" + ], + "spellcastingTags": [ + "O" + ], + "miscTags": [ + "MW", + "RCH" + ], + "conditionInflict": [ + "charmed", + "frightened" + ], + "savingThrowForced": [ + "charisma", + "wisdom" + ] + }, + { + "name": "Sylt Bloodheat", + "isNamedCreature": true, + "source": "KaW", + "page": 176, + "size": [ + "H" + ], + "type": { + "type": "fiend", + "tags": [ + "demon" + ] + }, + "alignment": [ + "C", + "E" + ], + "ac": [ + { + "ac": 20, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 250, + "formula": "20d12 + 120" + }, + "speed": { + "walk": 60, + "climb": 60 + }, + "resource": [ + { + "name": "Souls", + "value": 10, + "formula": "4d4" + } + ], + "str": 22, + "dex": 15, + "con": 23, + "int": 26, + "wis": 21, + "cha": 16, + "save": { + "str": "+13", + "con": "+13", + "int": "+15", + "cha": "+10" + }, + "skill": { + "insight": "+12", + "intimidation": "+17", + "perception": "+12", + "stealth": "+16" + }, + "senses": [ + "soulsight 120 ft.", + "truesight 120 ft." + ], + "passive": 22, + "resist": [ + "cold", + "fire", + "lightning", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from attacks that aren't silvered", + "cond": true + } + ], + "immune": [ + "necrotic", + "poison" + ], + "conditionImmune": [ + "charmed", + "frightened", + "paralyzed", + "poisoned", + "stunned" + ], + "languages": [ + "Abyssal", + "Common" + ], + "cr": "21", + "trait": [ + { + "name": "Abyssal Resistance (Costs 1 Soul)", + "entries": [ + "If Sylt fails a saving throw, she can choose to succeed instead." + ] + }, + { + "name": "Bloodheat", + "entries": [ + "Burning scarlet, the air of the Bloodheat surrounds Sylt, pulling souls across the Waste to sustain her and her underlings. At the start of her turn, Sylt automatically gains {@dice 1d4 + 1} souls, and each demon within 30 feet of her gains 1 soul." + ] + }, + { + "name": "Fell Focus (Costs 3 Souls)", + "entries": [ + "As a bonus action, Sylt can summon three scourges of putrid necrotic energy. Sylt makes a ranged spell attack against up to three creatures she can see within 120 feet of her with a +15 bonus to the attack roll. On a hit, a target takes 26 ({@damage 4d8 + 8}) necrotic damage, and must succeed on a {@dc 23} Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. The target dies if this effect reduces its hit point maximum to 0. This reduction lasts until the target finishes a long rest.", + "After making these attacks, Sylt can then teleport to an unoccupied space she can see within 120 feet or her." + ] + }, + { + "name": "Lacerate (Costs 1-3 Souls)", + "entries": [ + "When Sylt takes the Attack action on her turn, she can burn up to 3 souls and make an additional weapon attack for each soul burnt." + ] + }, + { + "name": "Lethe Immunity", + "entries": [ + "Sylt is immune to the effects of lethe when she drops to 0 souls." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "Sylt has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Soul-Fueled Strikes", + "entries": [ + "As long as Sylt's soul count is 5 or higher, her weapon attacks count as magical for the purposes of overcoming resistances and immunities." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "Sylt can use her Frightful Presence. She then makes four claw attacks." + ] + }, + { + "name": "Frightful Presence", + "entries": [ + "Each creature of Sylt's choice that is within 120 feet of her and aware of her presence must succeed on a {@dc 23} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Sylt's Frightful Presence for the next 24 hours." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 13} to hit, reach 10 ft., one target. {@h}9 ({@damage 1d6 + 6}) piercing damage plus 13 ({@damage 3d8}) necrotic damage." + ] + } + ], + "reaction": [ + { + "name": "Dark Command (Costs 2 Souls)", + "entries": [ + "When a creature Sylt can see within 30 feet of her attempts to move, Sylt can ensnare the creature in her grasp. The creature must succeed on a {@dc 23} Charisma saving throw or be {@condition stunned} until the start of its next turn." + ] + } + ], + "legendaryHeader": [ + "Sylt has three villain actions. She can take each action once during an encounter after an enemy creature's turn. She takes villain action 1 during the first round of combat, villain action 2 during the second round, and villain action 3 during the third round." + ], + "legendary": [ + { + "name": "Villain Action 1: Master of the Court", + "entries": [ + "Sylt summons three demons to fight at her side. The demons must be challenge rating 8 or lower and can't have lair, legendary, or villain actions. They each appear in an unoccupied space within 30 feet of Sylt, act on their own initiative count each round, and fight until they are destroyed. They follow Sylt's commands and disappear if she dies." + ] + }, + { + "name": "Villain Action 2: Schemer's Gambit", + "entries": [ + "Sylt chooses up to five creatures she can see within 300 feet of her and commands them to move, rearranging the field to suit her dark battle plans. Each target must succeed on a {@dc 23} Wisdom saving throw or immediately move up to their movement speed in a direction of Sylt's choice. Creatures allied with Sylt can choose to fail this saving throw." + ] + }, + { + "name": "Villain Action 3: Hail the Crown", + "entries": [ + "The crimson halo adorning Sylt's head flares with ungodly light, and screeching pits of abyssal horror erupt at three different points she can see within 300 feet of her. Each creature within 30 feet of each point must make a {@dc 23} Dexterity saving throw. A target takes 42 ({@damage 12d6}) necrotic damage and 42 ({@damage 12d6}) psychic damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one pit is affected only once." + ] + } + ], + "traitTags": [ + "Magic Resistance" + ], + "senseTags": [ + "U" + ], + "actionTags": [ + "Frightful Presence", + "Multiattack" + ], + "languageTags": [ + "AB", + "C" + ], + "damageTags": [ + "N", + "P", + "Y" + ], + "miscTags": [ + "AOE", + "HPR", + "MW", + "RCH" + ], + "conditionInflict": [ + "frightened", + "stunned" + ], + "savingThrowForced": [ + "charisma", + "constitution", + "dexterity", + "wisdom" + ] } ] } From 7c175760615189e8798cb0a1d176b6adc167f985 Mon Sep 17 00:00:00 2001 From: Billiam9420 Date: Tue, 24 Oct 2023 17:32:07 -0400 Subject: [PATCH 60/65] working on CoSC, need a break --- .../MCDM Productions; Kingdoms & Warfare.json | 513 ++++++++++++++++++ 1 file changed, 513 insertions(+) diff --git a/book/MCDM Productions; Kingdoms & Warfare.json b/book/MCDM Productions; Kingdoms & Warfare.json index 08eb2ba748..e035cc0277 100644 --- a/book/MCDM Productions; Kingdoms & Warfare.json +++ b/book/MCDM Productions; Kingdoms & Warfare.json @@ -8598,6 +8598,60 @@ ] } ] + }, + { + "type": "section", + "name": "Court of the Seven Cities", + "page": 178, + "entries": [ + "The Seven Cities of Hell scheme and plot endlessly, each ruled by an archdevil seeking domination over the others to become the King of Hell. Should this happen, the legions of Hell would erupt across the timescape, bathing the upper worlds in black soulblood.", + "Each archdevil sends an emissary to serve in the Court of Seven Cities, as required by the Onyx Edict, the founding document of Hell. But the court is infested with servants of these representatives, each one a point of connection in the ever-shifting web of deceit, subterfuge, and bloodshed.", + { + "type": "entries", + "name": "True Names", + "page": 178, + "entries": [ + "All devils have true names that they keep secret, as speaking the true name of a devil within earshot of it can strip it of its supernatural defenses. True names are hard to discover\u2014fiends go to great lengths to bury them. But with enough effort, your Domain could deliver one to you to use as a weapon at a crucial moment in the eternal war against evil. Proclaiming the true name of a devil takes one action, and if the devil can hear you, the proclamation removes its Magic Resistance trait, its damage immunities, and its damage resistances for 24 hours." + ] + }, + { + "type": "inset", + "name": "Why Seven Cities?", + "entries": [ + "Each of the Seven Cities of Hell is named after a real \"hell\" (or hell-like analog) from a real culture in our world.", + "This continues a tradition going all the way back to the original game in 1974, a tradition I have a lot of affection for. The idea that {@b our world}, the real world, Earth, is just another plane in the multiverse and it is \"orbited\" by other nearby Earth-adjacent planes, such as Arcadia, Hades, Asgard, and Niflheim.", + "Earlier editions imagined your cleric might worship gods from our real world! Thor or Ra, for example. Because it presumed those gods lived in their own planes, and those planes were accessible from any Prime Material plane, like Earth or your homebrew fantasy world. Earlier editions even mentioned characters who traveled from our real world to the fantasy RPG world.", + "So the MCDM multiverse, the timescape, imagines that an intrepid planar traveler could arrive in these hells and reimagines them as cities warring through eternity in the larger plane of Hell.", + "These hells are from many cultures, including Greek (Styx, Acheron) and Jewish tradition (Sheol), as well as Mongolian tradition (Kasyrgan). Naraka is from Hindu, Sikh, and Buddhist traditions. Finally, Dis is from Christian literature (Dante's Inferno).", + "These cities are named and included thus because I thought it was a cool opportunity to learn more about different cultures' notions of the afterlife. It was fun, doing this research. It should not be taken as an opportunity to imagine any of these cultures are in any way lesser. They should not be used as an opportunity to trot out hateful, backward, racist tropes. These were behaviorally modern humans like you and me. They led complex internal lives. They weren't ignorant, they just knew different things than we do.", + "And, hopefully, by representing different cultures among these hells that some readers may not be familiar with, some folks might read more about them! Learn how different real-world peoples throughout history have thought about the afterlife. That stuff is super cool and also, I think, makes us better GMs, because we are able to more realistically present our own worlds and peoples.", + "In the end, these aren't meant to be the real, authentic places described in our earthly cultures, merely a fantasy version appropriate to a pulp fantasy RPG.", + "\u2014MC" + ] + }, + { + "type": "entries", + "name": "Hate Devil", + "page": 179, + "entries": [ + "Hate devils are brutal, ferocious infantry. They radiate antipathy so strongly that anyone in their aura begins to hate their friends, their allies\u2014even themselves.", + "During the first round of combat, a hate devil attacks from above, using Spit Flame or casting {@spell phantasmal killer} to harm foes that resist its Aura of Enmity. On subsequent turns, the devil lands to focus melee attacks on a flying or ranged combatant before taking back to the skies for defense. The devil is willing to provoke an opportunity attack or two if it means returning to the safety of the skies.", + "{@creature Hate Devil|KaW}" + ] + }, + { + "type": "entries", + "name": "Rakat, Baron of Styx", + "page": 180, + "entries": [ + "Styx, the City of Blood, was sacked in the War of Forgetfulness and is now least among the Seven Cities. Their representative in the court is a lowly baron\u2014but a baron who, since the war, is determined to not forget what Styx suffered.", + "A hate devil of sizable power, Rakat intends to pit the court against itself and destroy it from within. Their blinding rage hides a scheming mind.", + "Like other hate devils, Rakat begins combat by flying above their enemies, but remains low enough to ensure they are in the fiend's Aura of Enmity. On their first turn, they cast {@spell power word stun} on a foe with lower hit points than others to ensure the spell's success, and fire their Ray of Antipathy at a creature outside their Aura of Enmity. They use the Divide and Conquer villain action to cut any bard, cleric, or other supportive spellcaster off from a creature affected by {@spell power word stun} or {@condition charmed} by their Aura of Enmity.", + "On subsequent turns, Rakat engages characters in melee with {@item Zealcleaver|KaW}, though the devil continues to remain at least 10 feet in the air, benefitting from their long reach.", + "{@creature Rakat, Baron of Styx|KaW}" + ] + } + ] } ] } @@ -16339,6 +16393,465 @@ "dexterity", "wisdom" ] + }, + { + "name": "Hate Devil", + "source": "KaW", + "page": 179, + "size": [ + "L" + ], + "type": { + "type": "fiend", + "tags": [ + "devil" + ] + }, + "alignment": [ + "L", + "E" + ], + "ac": [ + { + "ac": 17, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 115, + "formula": "11d10 + 55" + }, + "speed": { + "walk": 30, + "fly": 60 + }, + "str": 20, + "dex": 14, + "con": 21, + "int": 18, + "wis": 14, + "cha": 18, + "save": { + "str": "+9", + "con": "+9" + }, + "senses": [ + "darkvision 120 ft." + ], + "passive": 12, + "resist": [ + "cold", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks that aren't silvered", + "cond": true + } + ], + "immune": [ + "fire", + "poison" + ], + "conditionImmune": [ + "poisoned" + ], + "languages": [ + "Infernal", + "telepathy 120 ft." + ], + "cr": "9", + "spellcasting": [ + { + "type": "spellcasting", + "name": "Innate Spellcasting", + "headerEntries": [ + "The devil's innate spellcasting ability is Charisma (spell save {@dc 16}). It can innately cast the following spells, requiring no components:" + ], + "will": [ + "{@spell darkness}", + "{@spell detect magic}", + "{@spell dispel magic}" + ], + "daily": { + "3e": [ + "{@spell dimension door}", + "{@spell phantasmal killer}" + ] + }, + "ability": "cha" + } + ], + "trait": [ + { + "name": "Aura of Enmity", + "entries": [ + "Any creature hostile to the devil that starts its turn within 30 feet of the devil must make a {@dc 16} Wisdom saving throw, unless the devil is {@condition incapacitated}. On a failed save, the creature becomes {@condition charmed} by the devil until the end of the devil's next turn.", + "While {@condition charmed}, a creature's eyes glow with green fire. On its turn, a {@condition charmed} creature must act in one of the following ways, chosen by the {@condition charmed} creature:", + { + "type": "list", + "items": [ + "The creature must attack its closest ally, using its speed to move toward the ally as necessary.", + "The creature must attack itself." + ] + }, + "If the {@condition charmed} creature can't perform either option, it loses its turn. A creature can't be affected by more than one Aura of Enmity at a time. If a creature's saving throw is successful, the creature is immune to the Aura of Enmity of all hate devils for the next 24 hours." + ] + }, + { + "name": "Devil's Sight", + "entries": [ + "Magical darkness doesn't impede the devil's darkvision." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The devil has advantage on saving throws against spells and other magical effects." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The devil makes four attacks: two with its claws, one gore attack, and one Tail Strike.", + "It can substitute Spit Flame for one of these attacks." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}9 ({@damage 1d8 + 5}) slashing damage." + ] + }, + { + "name": "Gore", + "entries": [ + "{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}16 ({@damage 2d10 + 5}) slashing damage." + ] + }, + { + "name": "Tail Strike", + "entries": [ + "{@atk mw} {@hit 9} to hit, reach 15 ft., one target. {@h}16 ({@damage 2d10 + 5}) piercing damage plus 14 ({@damage 4d6}) poison damage, and the target must succeed on a {@dc 17} Strength saving throw or be knocked {@condition prone}." + ] + }, + { + "name": "Spit Flame", + "entries": [ + "{@atk rs} {@hit 8} to hit, range 120 ft., one target. {@h}13 ({@damage 2d12}) fire damage." + ] + } + ], + "traitTags": [ + "Devil's Sight", + "Magic Resistance" + ], + "senseTags": [ + "SD" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "I", + "TP" + ], + "damageTags": [ + "F", + "I", + "P", + "S" + ], + "damageTagsSpell": [ + "O", + "Y" + ], + "spellcastingTags": [ + "I" + ], + "miscTags": [ + "MW", + "RCH" + ], + "conditionInflict": [ + "charmed", + "incapacitated", + "prone" + ], + "conditionInflictSpell": [ + "frightened" + ], + "savingThrowForced": [ + "strength", + "wisdom" + ], + "savingThrowForcedSpell": [ + "wisdom" + ] + }, + { + "name": "Rakat, Baron of Styx", + "isNamedCreature": true, + "source": "KaW", + "page": 181, + "size": [ + "L" + ], + "type": { + "type": "fiend", + "tags": [ + "devil" + ] + }, + "alignment": [ + "L", + "E" + ], + "ac": [ + { + "ac": 19, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 157, + "formula": "15d10 + 75" + }, + "speed": { + "walk": 30, + "fly": 60 + }, + "str": 21, + "dex": 14, + "con": 21, + "int": 20, + "wis": 14, + "cha": 18, + "save": { + "str": "+9", + "con": "+9", + "int": "+9" + }, + "skill": { + "deception": "+8", + "insight": "+6", + "persuasion": "+8" + }, + "senses": [ + "darkvision 120 ft." + ], + "passive": 12, + "resist": [ + "cold", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks that aren't silvered", + "cond": true + } + ], + "immune": [ + "fire", + "poison" + ], + "conditionImmune": [ + "poisoned" + ], + "languages": [ + "Infernal", + "telepathy 120 ft." + ], + "cr": "11", + "spellcasting": [ + { + "type": "spellcasting", + "name": "Innate Spellcasting", + "headerEntries": [ + "Rakat's innate spellcasting ability is Charisma (spell save {@dc 16}). The devil can innately cast the following spells, requiring no components:" + ], + "will": [ + "{@spell darkness}", + "{@spell detect magic}", + "{@spell dispel magic}" + ], + "daily": { + "3e": [ + "{@spell dimension door}", + "{@spell phantasmal killer}" + ], + "1e": [ + "{@spell plane shift}", + "{@spell power word stun}" + ] + }, + "ability": "cha" + } + ], + "trait": [ + { + "name": "Aura of Enmity", + "entries": [ + "Any creature hostile to Rakat that starts its turn within 30 feet of the devil must make a {@dc 16} Wisdom saving throw, unless Rakat is {@condition incapacitated}. On a failed save, the creature becomes {@condition charmed} by Rakat until the end of Rakat's next turn.", + "While {@condition charmed}, a creature's eyes glow with green fire. On its turn, a {@condition charmed} creature must act in one of the following ways, chosen by Rakat:", + { + "type": "list", + "items": [ + "The creature must attack its closest ally, using its speed to move toward the ally as necessary.", + "The creature must attack itself." + ] + }, + "If the {@condition charmed} creature can't perform either option, it loses its turn. A creature can't be affected by more than one Aura of Enmity at a time. If a creature's saving throw is successful, the creature is immune to the Aura of Enmity of all hate devils for the next 24 hours." + ] + }, + { + "name": "Devil's Sight", + "entries": [ + "Magical darkness doesn't impede Rakat's darkvision." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "Rakat has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Magic Weapons", + "entries": [ + "Rakat's weapon attacks are magical." + ] + }, + { + "name": "Ray of Antipathy", + "entries": [ + "As a bonus action, Rakat blasts a crackling beam of energy from their eyes, targeting one creature they can see within 120 feet of them. That creature must succeed on a {@dc 16} Wisdom saving throw or become {@condition charmed} by Rakat as described in their Aura of Enmity trait." + ] + }, + { + "name": "True Name", + "entries": [ + "Rakat's true name is Agg'orvunyag IV." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "Rakat makes three attacks: two with Zealcleaver and one Tail Strike. They can substitute Spit Flame for one of these attacks." + ] + }, + { + "name": "Zealcleaver", + "entries": [ + "{@atk mw} {@hit 12} to hit, reach 10 ft., one target. {@h}22 ({@damage 4d6 + 8}) slashing damage, and Rakat can choose to end one spell or magical effect on the target. Zealcleaver always deals maximum damage to paladins." + ] + }, + { + "name": "Tail Strike", + "entries": [ + "{@atk mw} {@hit 9} to hit, reach 15 ft., one target. {@h}16 ({@damage 2d10 + 5}) bludgeoning damage plus 14 ({@damage 4d6}) poison damage, and the target must succeed on a {@dc 17} Strength saving throw or be knocked {@condition prone}." + ] + }, + { + "name": "Spit Flame", + "entries": [ + "{@atk rs} {@hit 8} to hit, range 120 ft., one target. {@h}13 ({@damage 2d12}) fire damage." + ] + } + ], + "reaction": [ + { + "name": "Eye for an Eye", + "entries": [ + "When Rakat takes damage from an attack made by a creature within 5 feet of the devil, Rakat can make one attack against that creature. If this attack hits, that creature is {@condition blinded} until the end of its next turn." + ] + } + ], + "legendaryHeader": [ + "Rakat has three villain actions. They can take each action once during an encounter after an enemy creature's turn. Rakat takes villain action 1 during the first round of combat, villain action 2 during the second round, and villain action 3 during the third round." + ], + "legendary": [ + { + "name": "Villain Action 1: Divide and Conquer", + "entries": [ + "Rakat slashes through the air with Zealcleaver, severing the very bonds of friendship between two creatures the devil can see within 60 feet of Rakat. Spells cast and effects created by either creature can't benefit the other until both complete a long rest, and any existing spells or effects which originate from one creature that currently affect the other lose their effect for that creature." + ] + }, + { + "name": "Villain Action 2: Scatter like Rats!", + "entries": [ + "Rakat generates a wave of fiendish illusions, causing creatures the devil chooses within 60 feet of Rakat to see their surroundings as a surreal hellscape filled with loathsome enemies. Each target must succeed on a {@dc 17} Wisdom saving throw or immediately move up to their movement speed in a direction of Rakat's choice." + ] + }, + { + "name": "Villain Action 3: Word of Discord", + "entries": [ + "Rakat commands all creatures {@condition charmed} by the devil to make an attack against a target of Rakat's choice within their range, and then a second attack against themselves." + ] + } + ], + "traitTags": [ + "Devil's Sight", + "Magic Resistance", + "Magic Weapons" + ], + "senseTags": [ + "SD" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "I", + "TP" + ], + "damageTags": [ + "B", + "F", + "I", + "S" + ], + "damageTagsSpell": [ + "O", + "Y" + ], + "spellcastingTags": [ + "I" + ], + "miscTags": [ + "MW", + "RCH" + ], + "conditionInflict": [ + "blinded", + "charmed", + "prone" + ], + "conditionInflictSpell": [ + "frightened", + "stunned" + ], + "savingThrowForced": [ + "strength", + "wisdom" + ], + "savingThrowForcedSpell": [ + "charisma", + "constitution", + "wisdom" + ] } ] } From a2307ed1efeee07a89f4c9b401b5f8a35cce4a11 Mon Sep 17 00:00:00 2001 From: Billiam9420 Date: Tue, 24 Oct 2023 22:15:25 -0400 Subject: [PATCH 61/65] more monsters, title fix --- .../MCDM Productions; Kingdoms & Warfare.json | 1770 ++++++++++++++++- 1 file changed, 1761 insertions(+), 9 deletions(-) diff --git a/book/MCDM Productions; Kingdoms & Warfare.json b/book/MCDM Productions; Kingdoms & Warfare.json index e035cc0277..f9d761195a 100644 --- a/book/MCDM Productions; Kingdoms & Warfare.json +++ b/book/MCDM Productions; Kingdoms & Warfare.json @@ -8601,7 +8601,7 @@ }, { "type": "section", - "name": "Court of the Seven Cities", + "name": "Court of Seven Cities", "page": 178, "entries": [ "The Seven Cities of Hell scheme and plot endlessly, each ruled by an archdevil seeking domination over the others to become the King of Hell. Should this happen, the legions of Hell would erupt across the timescape, bathing the upper worlds in black soulblood.", @@ -8636,19 +8636,108 @@ "entries": [ "Hate devils are brutal, ferocious infantry. They radiate antipathy so strongly that anyone in their aura begins to hate their friends, their allies\u2014even themselves.", "During the first round of combat, a hate devil attacks from above, using Spit Flame or casting {@spell phantasmal killer} to harm foes that resist its Aura of Enmity. On subsequent turns, the devil lands to focus melee attacks on a flying or ranged combatant before taking back to the skies for defense. The devil is willing to provoke an opportunity attack or two if it means returning to the safety of the skies.", - "{@creature Hate Devil|KaW}" + "{@creature Hate Devil|KaW}", + { + "type": "entries", + "name": "Rakat, Baron of Styx", + "page": 180, + "entries": [ + "Styx, the City of Blood, was sacked in the War of Forgetfulness and is now least among the Seven Cities. Their representative in the court is a lowly baron\u2014but a baron who, since the war, is determined to not forget what Styx suffered.", + "A hate devil of sizable power, Rakat intends to pit the court against itself and destroy it from within. Their blinding rage hides a scheming mind.", + "Like other hate devils, Rakat begins combat by flying above their enemies, but remains low enough to ensure they are in the fiend's Aura of Enmity. On their first turn, they cast {@spell power word stun} on a foe with lower hit points than others to ensure the spell's success, and fire their Ray of Antipathy at a creature outside their Aura of Enmity. They use the Divide and Conquer villain action to cut any bard, cleric, or other supportive spellcaster off from a creature affected by {@spell power word stun} or {@condition charmed} by their Aura of Enmity.", + "On subsequent turns, Rakat engages characters in melee with {@item Zealcleaver|KaW}, though the devil continues to remain at least 10 feet in the air, benefitting from their long reach.", + "{@creature Rakat, Baron of Styx|KaW}" + ] + } + ] + }, + { + "type": "entries", + "name": "Stone Devil", + "page": 182, + "entries": [ + "Nearly indestructible, stone devils are the bulwarks of the Seven Cities. No unit of stone devils has ever lost morale in the history of the timescape. Their hearts grind spirits into black soulblood that corrupts everything it touches.", + "A stone devil relies on its high AC to protect it from opportunity attacks as it moves around the battlefield to make the most of its Soulblood Trail trait.", + "The flaw imposed by the devil's Soulblood Trail trait and Foul Ichor action is a temporary affliction that is fun to roleplay for many players, but others truly dislike having a personality change imposed by a failed saving throw. Only use the flaw if you play with the type of players who enjoy incorporating it into the narrative.", + "{@creature Stone Devil|KaW}", + { + "type": "entries", + "name": "Moranon, Marquis of Acheron", + "page": 183, + "entries": [ + "Loyal and unyielding, Marquis Moranon steadily serves Asmodeus, archdevil of Acheron, the City of Whispers. Moranon's fidelity is admirable, Asmodeus just wishes his servant was a little more ambitious...", + "Unlike other stone devils, Moranon's villain actions and Disciplined Advance reaction allow him to create hazardous areas using his Soulblood Trail without provoking opportunity attacks. He is less reckless than his soldiers and makes far greater use of Profane Flame, since he can use it as a bonus action or as a reaction using Disciplined Advanced.", + "Moranon focuses his attacks on arcane spellcasters, believing they are the ones most likely to discover his true name and use magic to bypass his high AC. His advance is calculated and considered. If armored warriors get in the devil's way, he cuts them down, using Disciplined Advance and villain actions to get around such foes and engage spellcasters first, and using Profane Flame to attack those casters if warriors lock him down.", + "{@creature Moranon, Marquis of Acheron}" + ] + } + ] + }, + { + "type": "entries", + "name": "Steel Devil", + "page": 185, + "entries": [ + "The razors of hell, steel devils are highly mobile terror weapons deployed to wreak maximum carnage in battle. It is impossible to fight one without suffering wounds; even psionic attacks cause the mind to bleed.", + "A steel devil uses its incredible speed to engage its enemies in melee combat, since its mere presence can dish out damage to any nearby creature. It prefers to fight warriors foolish enough to remain close to make the most of its Agonizing Visage and Thorns of Pain traits. Even at a distance, the devil's Agonizing Visage and Soul Scalpel can harm foes as it advances.", + "{@creature Steel Devil|KaW}", + { + "type": "entries", + "name": "Sryz, Count of Naraka", + "page": 186, + "entries": [ + "It's rare for a steel devil to enter the ranks of Hell's nobility, but Count Sryz sees the weakness brought about by the Wars of Forgetfulness and intends to quickly ascend to reigning as the prince\u2014or to destroy the court in the process.", + "Sryz is the ultimate steel devil, and acts much like their counterparts do in combat. The devil engages other creatures in melee, surrounding themselves with as many combatants as possible to get the most out of their Agonizing Visage and Thorns of Pain traits and setting themselves up to devastate as many creatures as possible with their Sonic Attack villain action.", + "On their turn, Sryz spreads the damage around with their six Eviscerating Strikes, dashing with Lethal Agility if need be, then targets a creature they can't reach with Soul Scalpel. Sryz prefers to use Lacerating Presence on a foe that concentrates on a spell to make it more difficult for the creature to maintain a hold on the magic.", + "Sryz damages as many creatures as possible to maximize the effect of their Howl of Suffering villain action.", + "{@creature Sryz, Count of Naraka|KaW}" + ] + } + ] + }, + { + "type": "entries", + "name": "Lore Devil", + "page": 188, + "entries": [ + "Lore devils are living compendiums of spent scrolls and dead codices. Keepers of lost arcane secrets, they wield cunning magics and feed on the energy of weaker mages.", + "A lore devil prefers to battle foes at range, beginning combat with its Multiattack action, first casting {@spell dominate person} to bring a strong bodyguard to the fiend's side, then using Arcane Bolt twice. The devil continues to use Multiattack, casting {@spell disintegrate} to harm an enemy spellcaster or {@spell reverse gravity} followed by {@spell fireball} and {@spell lightning bolt} on subsequent turns to damage as many foes caught in the upward pull as possible. If a creature gets close enough to make melee attacks against the lore devil, the fiend uses Spelldrain to regain hit points before casting {@spell misty step} or {@spell plane shift} to get away.", + "Note that the lore devil has a damage vulnerability uncommon among the other denizens of hell-fire. Characters don't normally encounter lore devils in flaming wastelands or volcanic lava pits the way they might some other fiends. These devils are smart and stay out of the places in hell that are hazardous to their health.", + "Some lore devils study ancient infernal rituals that allow them to bind the flesh of other devils to their papery skin. This fiendish essence infuses their pages with durability against flames, removing the vulnerability. Some lore devils gather enough fiendish flesh to perform the ritual several times, making them resistant or even immune to fire damage.", + "{@creature Lore Devil|KaW}", + { + "type": "entries", + "name": "Indix, Earl of Sheol", + "page": 189, + "entries": [ + "Lord Indix is composed of the burning pages of the once-powerful {@item codex mutabilis|KaW}, the Book of Change. When the arcane tome was thrown into the caldera of Mount Vor, the book was incinerated, and deep within Sheol, the City of Death, Lord Indix was created.", + "Indix is the Book of Change given life\u2014as such, they have access to now-abolished rituals, ones of immense and unmatched power. The Lords of Sheol, the City of Death, turn a blind eye to Earl Indix's machinations, fearing the lord's power even as they rely on it.", + "The Earl of Sheol is a complex boss monster, and their villain actions are maximally disruptive! To keep the game rolling, consider doing the math on these actions ahead of time. In the case of Transmute Aspects, having new stats and attack modifiers ready for your players to use will dramatically reduce the chance that they riot and set your table on fire!", + "{@creature Indix, Earl of Sheol}" + ] + } ] }, { "type": "entries", - "name": "Rakat, Baron of Styx", - "page": 180, + "name": "Fang Devil", + "page": 191, "entries": [ - "Styx, the City of Blood, was sacked in the War of Forgetfulness and is now least among the Seven Cities. Their representative in the court is a lowly baron\u2014but a baron who, since the war, is determined to not forget what Styx suffered.", - "A hate devil of sizable power, Rakat intends to pit the court against itself and destroy it from within. Their blinding rage hides a scheming mind.", - "Like other hate devils, Rakat begins combat by flying above their enemies, but remains low enough to ensure they are in the fiend's Aura of Enmity. On their first turn, they cast {@spell power word stun} on a foe with lower hit points than others to ensure the spell's success, and fire their Ray of Antipathy at a creature outside their Aura of Enmity. They use the Divide and Conquer villain action to cut any bard, cleric, or other supportive spellcaster off from a creature affected by {@spell power word stun} or {@condition charmed} by their Aura of Enmity.", - "On subsequent turns, Rakat engages characters in melee with {@item Zealcleaver|KaW}, though the devil continues to remain at least 10 feet in the air, benefitting from their long reach.", - "{@creature Rakat, Baron of Styx|KaW}" + "Fang devils are the high priests of Hell, channeling unholy power to twist and subvert their enemies, mutating them into unrecognizable monstrosities. Horns erupt from their skulls and twist to pierce their eyes, their flesh splits open to reveal bloody gashes filled with teeth\u2014blood that turns to poison as it drips from the maws in profane salivation.", + "{@creature Fang Devil|KaW}", + { + "type": "entries", + "name": "Horat, Duke of Kasyrgan", + "page": 192, + "entries": [ + "Horat is hierarch of the Envenomed, a cult of pain. His wicked power twists and corrupts everything it touches.", + "The Envenomed have spies throughout the Seven Cities, but thus far, Horat has been loyal to Pharyon. Many in Hell's cognoscenti believe there is a real alliance between the Duke of Kasyrgan and the Prince of Dis, though what this portends, no one knows.", + "Horat uses Multiattack to attack up to two spellcasters or lightly armored creatures with his Mouth Hand then attempts to poison those targets with Venomous Bayonet. He finishes his Multiattack by using Twist Flesh on a foe in his Mutation Field that isn't grappled by him.", + "If several foes get near Horat, he uses Hail of Teeth to deal as much damage as possible, even attacking any minions that might be in the line of fire.", + "Horat uses his Allow Me to Improve You reaction as often as possible to keep the toughest threats at bay while he tears apart foes with fewer hit points.", + "{@creature Horat, Duke of Kasyrgan|KaW}" + ] + } ] } ] @@ -16852,6 +16941,1669 @@ "constitution", "wisdom" ] + }, + { + "name": "Stone Devil", + "source": "KaW", + "page": 183, + "size": [ + "L" + ], + "type": { + "type": "fiend", + "tags": [ + "devil" + ] + }, + "alignment": [ + "L", + "E" + ], + "ac": [ + { + "ac": 20, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 216, + "formula": "16d10 + 128" + }, + "speed": { + "walk": 20 + }, + "str": 18, + "dex": 10, + "con": 26, + "int": 14, + "wis": 14, + "cha": 12, + "save": { + "str": "+8", + "con": "+12" + }, + "senses": [ + "tremorsense 120 ft." + ], + "passive": 12, + "resist": [ + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks that aren't adamantine", + "cond": true + } + ], + "immune": [ + "cold", + "fire", + "poison" + ], + "conditionImmune": [ + "exhaustion", + "frightened", + "petrified", + "poisoned" + ], + "languages": [ + "Infernal", + "telepathy 120 ft." + ], + "cr": "10", + "trait": [ + { + "name": "Immutable Form", + "entries": [ + "The devil is immune to any effect that would alter its form." + ] + }, + { + "name": "Implacable", + "entries": [ + "The devil is immune to any effect that would move it." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The devil has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Magic Weapons", + "entries": [ + "The devil's weapon attacks are magical." + ] + }, + { + "name": "Soulblood Trail", + "entries": [ + "When the devil leaves a space, it becomes difficult terrain for 1 hour, and any creature that enters the trail's area for the first time or starts its turn there must make a {@dc 16} Constitution saving throw, taking 35 ({@damage 10d6}) necrotic damage on a failed save, or half as much damage on a successful one. If this damage leaves the target with 0 hit points, it dies.", + "A creature that fails the Constitution saving throw also gains the following flaw: \"I won't help anyone unless they do something for me first.\" The creature keeps the flaw for 7 days, but it can be removed early with a {@spell remove curse} spell or similar magic.", + "The Soulblood Trail doesn't affect stone devils." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The devil makes two attacks with its lance and uses its Pulverize." + ] + }, + { + "name": "Lance", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}13 ({@damage 2d8 + 4}) piercing damage, and if the target is Large or smaller, it is knocked {@condition prone} and {@condition grappled} (escape {@dc 14}). Until this grapple ends, the target is {@condition restrained}, and the devil can't attack another target." + ] + }, + { + "name": "Pulverize", + "entries": [ + "The devil twists its lance into a creature {@condition grappled} by it. That creature takes 40 ({@damage 8d8 + 4}) piercing damage." + ] + }, + { + "name": "Foul Ichor", + "entries": [ + "Black soulblood pours from the devil's chest, cascading over a creature {@condition grappled} by the devil's lance. The target must make a {@dc 16} Constitution saving throw, taking 35 ({@damage 10d6}) necrotic damage on a failed save, or half as much damage on a successful one. If this damage reduces a target to 0 hit points, the target dies.", + "A creature that fails the Constitution saving throw also gains the following flaw: \"I won't help anyone unless they do something for me first.\" The creature keeps the flaw for 7 days, but it can be removed early with a {@spell remove curse} spell or similar magic." + ] + }, + { + "name": "Profane Flame", + "entries": [ + "Red lightning bolts descend on two creatures that the devil can see within 60 feet of it. A target must succeed on a {@dc 16} Dexterity saving throw or take 27 ({@damage 6d8}) lightning damage. A target gains no benefit from cover for this saving throw." + ] + } + ], + "attachedItems": [ + "lance|phb" + ], + "traitTags": [ + "Immutable Form", + "Magic Resistance", + "Magic Weapons" + ], + "senseTags": [ + "T" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "I", + "TP" + ], + "damageTags": [ + "L", + "N", + "P" + ], + "miscTags": [ + "MLW", + "MW", + "RCH" + ], + "conditionInflict": [ + "grappled", + "prone", + "restrained" + ], + "savingThrowForced": [ + "constitution", + "dexterity" + ] + }, + { + "name": "Moranon, Marquis of Acheron", + "isNamedCreature": true, + "source": "KaW", + "page": 184, + "size": [ + "L" + ], + "type": { + "type": "fiend", + "tags": [ + "devil" + ] + }, + "alignment": [ + "L", + "E" + ], + "ac": [ + { + "ac": 21, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 243, + "formula": "18d10 + 144" + }, + "speed": { + "walk": 20 + }, + "str": 20, + "dex": 10, + "con": 26, + "int": 14, + "wis": 14, + "cha": 12, + "save": { + "str": "+9", + "con": "+12" + }, + "skill": { + "deception": "+5", + "insight": "+6", + "persuasion": "+5" + }, + "senses": [ + "truesight 120 ft." + ], + "passive": 12, + "resist": [ + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks that aren't adamantine", + "cond": true + } + ], + "immune": [ + "cold", + "fire", + "poison" + ], + "conditionImmune": [ + "exhaustion", + "frightened", + "petrified", + "poisoned" + ], + "languages": [ + "Infernal", + "telepathy 120 ft." + ], + "cr": "12", + "trait": [ + { + "name": "Immutable Form", + "entries": [ + "Moranon is immune to any effect that would alter his form." + ] + }, + { + "name": "Implacable", + "entries": [ + "Moranon is immune to any effect that would move him unwillingly." + ] + }, + { + "name": "Infernal Superconductor", + "entries": [ + "Moranon can use Profane Flame as a bonus action." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "Moranon has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Magic Weapons", + "entries": [ + "Moranon's weapon attacks are magical." + ] + }, + { + "name": "Soulblood Trail", + "entries": [ + "When Moranon leaves a space, it becomes difficult terrain, and creatures entering that space must make a {@dc 17} Constitution saving throw, taking 35 ({@damage 10d6}) necrotic damage on a failed save, or half as much damage on a successful one. If this damage leaves the target with 0 hit points, it dies.", + "A creature that fails the Constitution saving throw also gains the following flaw, \"I won't help anyone unless they do something for me first.\" The creature keeps the flaw for 7 days, but it can be removed early with a {@spell remove curse} spell or similar magic.", + "The Soulblood Trail doesn't affect stone devils." + ] + }, + { + "name": "True Name", + "entries": [ + "Moranon's true name can't be written down, only spoken in Deep Speech. It sounds like the roar of a pyroclastic flow rolling down a mountainside." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "Moranon makes three attacks with his lance and uses his Pulverize." + ] + }, + { + "name": "Lance", + "entries": [ + "{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}14 ({@damage 2d8 + 5}) piercing damage, and if the target is Large or smaller, it is knocked {@condition prone} and {@condition grappled} (escape {@dc 15}). Until this grapple ends, the target is {@condition restrained}, and Moranon can't attack another target." + ] + }, + { + "name": "Pulverize", + "entries": [ + "Moranon twists his lance into a creature {@condition grappled} by him. That creature takes 41 ({@damage 8d8 + 5}) piercing damage." + ] + }, + { + "name": "Foul Ichor", + "entries": [ + "Black soulblood pours from Moranon's chest, cascading over a creature {@condition grappled} by his lance. That creature must make a {@dc 17} Constitution saving throw, taking 35 ({@damage 10d6}) necrotic damage on a failed save, or half as much damage on a successful one. If this damage reduces a target to 0 hit points, the target dies.", + "A creature that fails the Constitution saving throw also gains the following flaw: \"I won't help anyone unless they do something for me first.\" The creature keeps the flaw for 7 days, but it can be removed early with a {@spell remove curse} spell or similar magic." + ] + }, + { + "name": "Profane Flame", + "entries": [ + "Red lightning bolts descend on two creatures that Moranon can see within 60 feet of him. A target must succeed on a {@dc 17} Dexterity saving throw or take 27 ({@damage 6d8}) lightning damage. A target gains no benefit from cover for this saving throw." + ] + } + ], + "reaction": [ + { + "name": "Disciplined Advance", + "entries": [ + "When an attack misses Moranon, he can move 5 feet and then attack with his lance or use Profane Flame." + ] + } + ], + "legendaryHeader": [ + "Moranon has three villain actions. He can take each action once during an encounter after an enemy creature's turn. He takes villain action 1 during the first round of combat, villain action 2 during the second round, and villain action 3 during the third round." + ], + "legendary": [ + { + "name": "Villain Action 1: Ruthless Attrition", + "entries": [ + "Moranon moves up to his movement speed without provoking opportunity attacks and attacks with his lance, or, if he has a creature {@condition grappled}, uses Pulverize twice." + ] + }, + { + "name": "Villain Action 2: Take Ground", + "entries": [ + "Moranon moves up to his movement speed without provoking opportunity attacks. If he has a creature {@condition grappled}, they are dragged with him and take 13 ({@damage 2d8 + 4}) bludgeoning damage." + ] + }, + { + "name": "Villain Action 3: Soulblood Geyser", + "entries": [ + "Moranon fires a jet of soulblood from his chest in a 60-foot cone. All creatures in this area are knocked {@condition prone}, and must make a {@dc 17} Constitution saving throw, taking 42 ({@damage 12d6}) necrotic damage on a failed save, or half as much damage on a successful one. If this damage leaves the target with 0 hit points, it dies. A creature that fails the Constitution saving throw also gains the following flaw: \"I won't help anyone unless they do something for me first.\" The creature keeps the flaw for 7 days, but it can be removed early with a {@spell remove curse} spell or similar magic. All terrain in this area becomes coated with soublood, as described in the Soulblood Trail trait." + ] + } + ], + "attachedItems": [ + "lance|phb" + ], + "traitTags": [ + "Immutable Form", + "Magic Resistance", + "Magic Weapons" + ], + "senseTags": [ + "U" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "I", + "TP" + ], + "damageTags": [ + "B", + "L", + "N", + "P" + ], + "miscTags": [ + "AOE", + "MLW", + "MW", + "RCH" + ], + "conditionInflict": [ + "grappled", + "prone", + "restrained" + ], + "savingThrowForced": [ + "constitution", + "dexterity" + ] + }, + { + "name": "Steel Devil", + "source": "KaW", + "page": 185, + "size": [ + "L" + ], + "type": { + "type": "fiend", + "tags": [ + "devil" + ] + }, + "alignment": [ + "L", + "E" + ], + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 157, + "formula": "21d10 + 42" + }, + "speed": { + "walk": 45 + }, + "str": 19, + "dex": 20, + "con": 14, + "int": 18, + "wis": 15, + "cha": 17, + "save": { + "dex": "+9", + "int": "+8" + }, + "senses": [ + "truesight 120 ft." + ], + "passive": 12, + "resist": [ + "cold", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "fire", + "poison" + ], + "conditionImmune": [ + "poisoned" + ], + "languages": [ + "Infernal", + "telepathy 120 ft." + ], + "cr": "12", + "trait": [ + { + "name": "Agonizing Visage", + "entries": [ + "When a creature looks at the devil to target it with an attack or spell, the creature takes 9 ({@damage 2d8}) psychic damage.", + "Unless surprised, a creature can avert its eyes at the start of its turn to avoid this damage. If the creature does so, it can't see the devil until the start of its next turn, when it can avert its eyes again. If the creature looks at the devil in the meantime, it immediately takes the damage." + ] + }, + { + "name": "Barbed Mind", + "entries": [ + "When a creature deals psychic damage to the devil, attempts to read its thoughts, or attempts to speak to it telepathically, the creature must make a {@dc 16} Intelligence saving throw, taking 16 ({@damage 3d10}) psychic damage on a failed save, or half as much damage on a successful one." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The devil has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Magic Weapons", + "entries": [ + "The devil's weapon attacks are magical." + ] + }, + { + "name": "Thorns of Pain", + "entries": [ + "When a creature moves within 5 feet of the devil or begins its turn there, the creature takes 15 ({@damage 6d4}) slashing damage. This damage can't be resisted." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The devil makes six attacks with its Eviscerating Strike and uses its Soul Scalpel." + ] + }, + { + "name": "Eviscerating Strike", + "entries": [ + "{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}10 ({@damage 2d4 + 5}) slashing damage." + ] + }, + { + "name": "Soul Scalpel", + "entries": [ + "The devil mentally reaches into the essence of one creature it can see. That creature must make a {@dc 16} Charisma saving throw, taking 16 ({@damage 3d10}) psychic damage on a failed save, or half as much damage on a successful one. On a failed save, the target's Charisma score is reduced by 1. This reduction lasts until the target finishes a short or long rest." + ] + } + ], + "reaction": [ + { + "name": "Parry", + "entries": [ + "The devil adds 4 to its AC against one weapon attack that would hit it. To do so, the devil must be able to see the attacker." + ] + } + ], + "traitTags": [ + "Magic Resistance", + "Magic Weapons" + ], + "senseTags": [ + "U" + ], + "actionTags": [ + "Multiattack", + "Parry" + ], + "languageTags": [ + "I", + "TP" + ], + "damageTags": [ + "S", + "Y" + ], + "miscTags": [ + "MW", + "RCH" + ], + "savingThrowForced": [ + "charisma", + "intelligence" + ] + }, + { + "name": "Sryz, Count of Naraka", + "isNamedCreature": true, + "source": "KaW", + "page": 186, + "size": [ + "L" + ], + "type": { + "type": "fiend", + "tags": [ + "devil" + ] + }, + "alignment": [ + "L", + "E" + ], + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 180, + "formula": "24d10 + 48" + }, + "speed": { + "walk": 45 + }, + "str": 19, + "dex": 21, + "con": 14, + "int": 20, + "wis": 15, + "cha": 17, + "save": { + "dex": "+10", + "int": "+10", + "cha": "+8" + }, + "skill": { + "athletics": "+9", + "intimidation": "+8" + }, + "senses": [ + "truesight 120 ft." + ], + "passive": 12, + "resist": [ + "cold", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "fire", + "poison" + ], + "conditionImmune": [ + "poisoned" + ], + "languages": [ + "Infernal", + "telepathy 120 ft." + ], + "cr": "14", + "trait": [ + { + "name": "Agonizing Visage", + "entries": [ + "When a creature looks at Sryz to target the devil with an attack or spell, the creature takes 9 ({@damage 2d8}) psychic damage.", + "Unless surprised, a creature can avert its eyes at the start of its turn to avoid this damage. If the creature does so, it can't see Sryz until the start of its next turn, when it can avert its eyes again. If the creature looks at Sryz in the meantime, it immediately takes the damage." + ] + }, + { + "name": "Barbed Mind", + "entries": [ + "When a creature deals psychic damage to Sryz, attempts to read the devil's thoughts, or attempts to speak to them telepathically, the creature must make a {@dc 17} Intelligence saving throw, taking 16 ({@damage 3d10}) psychic damage on a failed save, or half as much damage on a successful one." + ] + }, + { + "name": "Lacerating Presence (1/Turn)", + "entries": [ + "When Sryz inflicts damage, the devil can cause that target to start bleeding. A bleeding creature takes {@damage 1d4} slashing damage at the start of its turn, and this damage increases by {@dice 1d4} each round. Creatures stop bleeding if they regain hit points, or if lesser restoration or greater restoration is cast on them." + ] + }, + { + "name": "Lethal Agility", + "entries": [ + "On each of their turns, Sryz can use a bonus action to take the Dash action." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "Sryz has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Magic Weapons", + "entries": [ + "Sryz's weapon attacks are magical." + ] + }, + { + "name": "Thorns of Pain", + "entries": [ + "When a creature moves within 10 feet of Sryz or begins its turn there, the creature takes 15 ({@damage 6d4}) slashing damage. This damage can't be resisted." + ] + }, + { + "name": "True Name", + "entries": [ + "Sryz's true name has been carefully extracted from this existence and can only be retrieved from parallel timelines. It is Viz Incivixii, which translates from an ancient Infernal dialect to The One Who Divides. Anyone who speaks the name aloud takes {@damage 1d4} psychic damage." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "Sryz makes six attacks with their Eviscerating Strike and uses their Soul Scalpel." + ] + }, + { + "name": "Eviscerating Strike", + "entries": [ + "{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}12 ({@damage 3d4 + 5}) slashing damage." + ] + }, + { + "name": "Soul Scalpel", + "entries": [ + "Sryz mentally reaches into the essence of one creature they can see. That creature must make a {@dc 17} Charisma saving throw, taking 16 ({@damage 3d10}) psychic damage on a failed save, or half as much damage on a successful one. On a failed save, the target creature's Charisma score is reduced by" + ] + }, + { + "name": "1", + "entries": [ + "This reduction lasts until the target finishes a short or long rest." + ] + } + ], + "reaction": [ + { + "name": "Parry", + "entries": [ + "Sryz adds 4 to their AC against one weapon attack that would hit them. To do so, Sryz must be able to see the attacker." + ] + } + ], + "legendaryHeader": [ + "Sryz has three villain actions. They can take each action once during an encounter after an enemy creature's turn. Sryz takes villain action 1 during the first round of combat, villain action 2 during the second round, and villain action 3 during the third round." + ], + "legendary": [ + { + "name": "Villain Action 1: Sonic Attack", + "entries": [ + "Sryz emits a high-frequency scream that pierces the minds of their enemies. Each creature of Sryz's choice within 60 feet of the devil that can hear Sryz must succeed on a {@dc 17} Charisma saving throw or be {@condition stunned} until the end of its next turn." + ] + }, + { + "name": "Villain Action 2: Slip between Worlds", + "entries": [ + "Sryz slices through the barriers between planes, and teleports up to 120 feet to an unoccupied space that the devil can see." + ] + }, + { + "name": "Villain Action 3: Howl of Suffering", + "entries": [ + "Sryz shrieks a harrowing scream that deepens existing wounds. Each creature within 120 feet of Sryz that doesn't have all of its hit points must make a {@dc 17} Constitution saving throw. On a failed save, a creature drops to 0 hit points. On a success, a creature begins bleeding as described in Lacerating Presence." + ] + } + ], + "traitTags": [ + "Magic Resistance", + "Magic Weapons" + ], + "senseTags": [ + "U" + ], + "actionTags": [ + "Multiattack", + "Parry" + ], + "languageTags": [ + "I", + "TP" + ], + "damageTags": [ + "S", + "Y" + ], + "miscTags": [ + "AOE", + "MW", + "RCH" + ], + "conditionInflict": [ + "stunned" + ], + "savingThrowForced": [ + "charisma", + "constitution", + "intelligence" + ] + }, + { + "name": "Lore Devil", + "source": "KaW", + "page": 188, + "size": [ + "M" + ], + "type": { + "type": "fiend", + "tags": [ + "devil" + ] + }, + "alignment": [ + "L", + "E" + ], + "ac": [ + 15, + { + "ac": 18, + "condition": "with {@spell mage armor}", + "braces": true + } + ], + "hp": { + "average": 117, + "formula": "18d8 + 36" + }, + "speed": { + "walk": 0, + "fly": { + "number": 60, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 10, + "dex": 20, + "con": 14, + "int": 22, + "wis": 20, + "cha": 19, + "save": { + "int": "+11", + "wis": "+10", + "cha": "+9" + }, + "skill": { + "arcana": "+11", + "history": "+11", + "religion": "+11" + }, + "senses": [ + "truesight 120 ft." + ], + "passive": 15, + "resist": [ + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "force", + "poison", + "psychic" + ], + "vulnerable": [ + "fire" + ], + "conditionImmune": [ + "charmed", + "frightened", + "poisoned", + "prone" + ], + "languages": [ + "any languages written on the lore devil's skin", + "telepathy 120 ft." + ], + "cr": "13", + "spellcasting": [ + { + "type": "spellcasting", + "name": "Innate Spellcasting", + "headerEntries": [ + "The devil's innate spellcasting ability is Intelligence (spell save {@dc 19}, {@hit 11} to hit with spell attacks). The devil can innately cast the following spells, requiring no material components:" + ], + "will": [ + "{@spell mage armor}", + "{@spell misty step}", + "{@spell ray of enfeeblement}" + ], + "daily": { + "3e": [ + "{@spell counterspell}", + "{@spell fireball}", + "{@spell lightning bolt}" + ], + "1e": [ + "{@spell disintegrate}", + "{@spell dominate person}", + "{@spell feeblemind}", + "{@spell plane shift}", + "{@spell reverse gravity}" + ] + }, + "ability": "int" + } + ], + "trait": [ + { + "name": "Cabalistic Remains", + "entries": [ + "When the devil dies, it collapses into a pile of tattered parchment. Creatures that try to read the lore devil's remains must make a {@dc 20} Wisdom saving throw. On a success, they can learn one language, spell, or secret the devil knew in life (chosen by the GM). On a failed save, the creature becomes cursed, driven to try to piece the fragments of the lore devil back together, convinced that they hold some profound, hidden truth. The curse is lifted by a {@spell remove curse} spell or similar magic." + ] + }, + { + "name": "Limited Magic Immunity", + "entries": [ + "The devil can't be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects." + ] + }, + { + "name": "Ward of Arcane Recursion", + "entries": [ + "When the devil successfully casts {@spell counterspell} to thwart a {@spell magic missile} spell, a line spell, or a spell that requires a ranged attack roll, the lore devil is unaffected, and the spell is reflected back at the caster as though it originated from the devil, turning the caster into the target." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The devil makes three attacks. It can cast a spell in place of one of these attacks." + ] + }, + { + "name": "Arcane Bolt", + "entries": [ + "{@atk rs} {@hit 11} to hit, range 60 ft., one target. {@h}18 ({@damage 4d8}) force damage." + ] + }, + { + "name": "Spelldrain", + "entries": [ + "{@atk ms} {@hit 11} to hit, reach 5 ft., one target. {@h}14 ({@damage 4d6}) necrotic damage, and if the target has prepared any spells, it must succeed on a {@dc 19} Constitution saving throw or lose one prepared spell (chosen by the devil). The devil regains hit points equal to 10 × the level of the forgotten spell." + ] + } + ], + "senseTags": [ + "U" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "TP" + ], + "damageTags": [ + "N", + "O" + ], + "damageTagsSpell": [ + "F", + "L", + "O", + "Y" + ], + "spellcastingTags": [ + "I" + ], + "conditionInflictSpell": [ + "charmed" + ], + "savingThrowForced": [ + "constitution", + "wisdom" + ], + "savingThrowForcedSpell": [ + "charisma", + "constitution", + "dexterity", + "intelligence", + "wisdom" + ] + }, + { + "name": "Indix, Earl of Sheol", + "isNamedCreature": true, + "source": "KaW", + "page": 189, + "size": [ + "M" + ], + "type": { + "type": "fiend", + "tags": [ + "devil" + ] + }, + "alignment": [ + "L", + "E" + ], + "ac": [ + 15, + { + "ac": 18, + "condition": "with {@spell mage armor}", + "braces": true + } + ], + "hp": { + "average": 182, + "formula": "28d8 + 56" + }, + "speed": { + "walk": 0, + "fly": { + "number": 60, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 10, + "dex": 20, + "con": 14, + "int": 22, + "wis": 20, + "cha": 19, + "save": { + "int": "+11", + "wis": "+10", + "cha": "+9" + }, + "skill": { + "arcana": "+11", + "history": "+11", + "persuasion": "+9", + "religion": "+11" + }, + "senses": [ + "truesight 120 ft." + ], + "passive": 15, + "resist": [ + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "force", + "poison", + "psychic" + ], + "vulnerable": [ + "fire" + ], + "conditionImmune": [ + "charmed", + "frightened", + "poisoned", + "prone" + ], + "languages": [ + "all", + "telepathy 120 ft." + ], + "cr": "15", + "spellcasting": [ + { + "type": "spellcasting", + "name": "Innate Spellcasting", + "headerEntries": [ + "Indix's innate spellcasting ability is Intelligence (spell save {@dc 19}, {@hit 11} to hit with spell attacks). Indix can innately cast the following spells, requiring no material components:" + ], + "will": [ + "{@spell mage armor}", + "{@spell misty step}", + "{@spell ray of enfeeblement}" + ], + "daily": { + "3e": [ + "{@spell counterspell}", + "{@spell fireball}", + "{@spell lightning bolt}" + ], + "1e": [ + "{@spell disintegrate}", + "{@spell dominate person}", + "{@spell feeblemind}", + "{@spell plane shift}", + "{@spell reverse gravity}" + ] + }, + "ability": "int" + } + ], + "trait": [ + { + "name": "Chromatic Organum", + "entries": [ + "As a bonus action, Indix may choose one damage type. Until the start of their next turn, the devil gains immunity to that damage type, and all spells Indix casts that deal damage inflict the chosen damage type in place of the normal type." + ] + }, + { + "name": "Limited Magic Immunity", + "entries": [ + "Indix can't be affected or detected by spells of 6th level or lower unless they wish to be. Indix has advantage on saving throws against all other spells and magical effects." + ] + }, + { + "name": "True Name", + "entries": [ + "No lore exists on the true name of Indix, but clever players will realize that it is, of course, codex mutabilis." + ] + }, + { + "name": "Untethered Form", + "entries": [ + "Indix can cast the {@spell shapechange} spell at will, without expending a spell slot or using any components." + ] + }, + { + "name": "Ward of Arcane Recursion", + "entries": [ + "When Indix successfully casts {@spell counterspell} to thwart a {@spell magic missile} spell, a line spell, or a spell that requires a ranged attack roll, the devil is unaffected, and the spell is reflected back at the caster as though it originated from Indix, turning the caster into the target." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "Indix makes three attacks. They can cast a spell in place of one of these attacks." + ] + }, + { + "name": "Arcane Bolt", + "entries": [ + "{@atk rs} {@hit 11} to hit, range 60 ft., one target. {@h}18 ({@damage 4d8}) force damage." + ] + }, + { + "name": "Spelldrain", + "entries": [ + "{@atk ms} {@hit 11} to hit, reach 5 ft., one target. {@h}14 ({@damage 4d6}) necrotic damage, and if the target has prepared any spells, it must succeed on a {@dc 19} Constitution saving throw or lose one prepared spell (chosen by Indix). Indix regains hit points equal to 10 × the level of the forgotten spell." + ] + }, + { + "name": "Catastrophe Theory (1/Day)", + "entries": [ + "Indix chooses one creature he can see within 30 feet of him and marks it with an arcane seal. The next time that creature takes damage, the seal disappears and the creature takes an additional 63 ({@damage 14d8}) psychic damage." + ] + } + ], + "reaction": [ + { + "name": "One Space Is the Same as Any Other", + "entries": [ + "When an attack misses Indix, the devil can magically teleport up to 300 feet to an unoccupied space they can see." + ] + } + ], + "legendaryHeader": [ + "Indix has three villain actions. They can take each action once during an encounter after an enemy creature's turn. Indix takes villain action 1 during the first round of combat, villain action 2 during the second round, and villain action 3 during the third round." + ], + "legendary": [ + { + "name": "Villain Action 1: Entanglement Matrix", + "entries": [ + "Indix targets up to six creatures they can see within 60 feet of the devil, fundamentally connecting their quantum essence. Each creature must succeed on a {@dc 19} Wisdom saving throw or enter an entanglement matrix. Until Indix is {@condition incapacitated}, ends the matrix as a bonus action, or 1 hour has passed, whenever a creature in the matrix takes damage or is affected by a condition, all other creatures in the matrix also take that damage or are affected by the same condition. When a condition ends for one creature, it ends for all other affected creatures." + ] + }, + { + "name": "Villain Action 2: Transmogrification Grid", + "entries": [ + "Indix exchanges the atoms of each creature in the entanglement matrix, causing up to three pairs of affected creatures to swap positions." + ] + }, + { + "name": "Villain Action 3: Transmute Aspects", + "entries": [ + "Indix directly alters the abilities of their enemies. Each creature in the entanglement matrix must shift each of their ability scores along one space on their character sheets; Strength becomes Dexterity, Constitution becomes Intelligence, Charisma becomes Strength, and so on. These changes last as long as the matrix lasts." + ] + } + ], + "senseTags": [ + "U" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "TP", + "XX" + ], + "damageTags": [ + "N", + "O", + "Y" + ], + "damageTagsSpell": [ + "F", + "L", + "O", + "Y" + ], + "spellcastingTags": [ + "I" + ], + "conditionInflictSpell": [ + "charmed" + ], + "savingThrowForced": [ + "constitution", + "wisdom" + ], + "savingThrowForcedSpell": [ + "charisma", + "constitution", + "dexterity", + "intelligence", + "wisdom" + ] + }, + { + "name": "Fang Devil", + "source": "KaW", + "page": 191, + "size": [ + "M" + ], + "type": { + "type": "fiend", + "tags": [ + "devil" + ] + }, + "alignment": [ + "L", + "E" + ], + "ac": [ + { + "ac": 18, + "from": [ + "{@item plate armor|PHB|plate}" + ] + } + ], + "hp": { + "average": 285, + "formula": "30d8 + 150" + }, + "speed": { + "walk": 40 + }, + "str": 18, + "dex": 20, + "con": 20, + "int": 16, + "wis": 16, + "cha": 20, + "save": { + "str": "+9", + "dex": "+10", + "con": "+10", + "cha": "+10" + }, + "senses": [ + "truesight 120 ft." + ], + "passive": 13, + "resist": [ + "cold", + "fire", + "lightning", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks that aren't silvered", + "cond": true + } + ], + "immune": [ + "necrotic", + "poison" + ], + "conditionImmune": [ + "charmed", + "poisoned" + ], + "languages": [ + "Common", + "Infernal", + "telepathy 120 ft." + ], + "cr": "16", + "trait": [ + { + "name": "Formless Shape", + "entries": [ + "The devil is immune to any spell or effect that would alter its form." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The devil has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Magic Weapons", + "entries": [ + "The devil's weapon attacks are magical." + ] + }, + { + "name": "Unhallowed Toxin", + "entries": [ + "Poison damage dealt by the devil ignores any damage immunity or resistance the target has." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The devil makes four melee attacks and uses its Twist Flesh." + ] + }, + { + "name": "Mouth Hand", + "entries": [ + "{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}12 ({@damage 2d6 + 5}) piercing damage plus 14 ({@damage 4d6}) poison damage, and if the target is Large or smaller, it is {@condition grappled} (escape {@dc 19}). While {@condition grappled}, the target is {@condition restrained}.", + "Whenever the devil makes this attack, it can grow as many limbs as required to grapple multiple targets at once." + ] + }, + { + "name": "Venomous Bayonet", + "entries": [ + "{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}9 ({@damage 1d8 + 5}) piercing damage plus 18 ({@damage 4d8}) poison damage, and the target must succeed on a {@dc 18} Constitution saving throw or become {@condition poisoned}." + ] + }, + { + "name": "Hail of Teeth {@recharge 5}", + "entries": [ + "A barrage of teeth erupts from the devil in a 60-foot cone. Each creature in that area must make a {@dc 18} Dexterity saving throw, taking 45 ({@damage 18d4}) piercing damage plus 14 ({@damage 4d6}) poison damage on a failed save, or half as much damage on a successful one." + ] + }, + { + "name": "Teleport", + "entries": [ + "The devil magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see." + ] + }, + { + "name": "Twist Flesh", + "entries": [ + "The devil targets a creature it can see within 60 feet of it. That creature must succeed on a {@dc 18} Constitution saving throw or become {@condition poisoned} as it suffers a sudden monstrous transformation that wracks its body with unimaginable pain as bones writhe beneath skin and muscles fill with acid.", + "While {@condition poisoned} in this way, a creature also suffers a random secondary effect:", + { + "type": "list", + "items": [ + "The target's internal temperature skyrockets, boiling its bodily fluids, which hiss from its pores as jets of steam. The target gains a level of {@condition exhaustion}.", + "Horns erupt from the target's skull, curving into its eyes. The target is {@condition blinded}.", + "Pus-filled boils form and pop in the target's ears. The target is {@condition deafened}.", + "The target's muscles burst, weakening it. All the target's weapon attacks deal half damage.", + "The soles of the target's feet fuse with the ground, tearing with every move it makes. The target is {@condition restrained}.", + "The target's skeleton writhes beneath its skin, hardening into stone. The target is {@condition paralyzed}." + ] + }, + "The {@condition poisoned} condition can be ended by a {@spell lesser restoration} spell or by finishing a long rest, but levels of {@condition exhaustion} can only be removed by a {@spell greater restoration} spell or by finishing a long rest." + ] + } + ], + "traitTags": [ + "Magic Resistance", + "Magic Weapons" + ], + "senseTags": [ + "U" + ], + "actionTags": [ + "Multiattack", + "Teleport" + ], + "languageTags": [ + "C", + "I", + "TP" + ], + "damageTags": [ + "I", + "P" + ], + "miscTags": [ + "AOE", + "MW", + "RCH" + ], + "conditionInflict": [ + "blinded", + "deafened", + "grappled", + "paralyzed", + "poisoned", + "restrained" + ], + "savingThrowForced": [ + "constitution", + "dexterity" + ] + }, + { + "name": "Horat, Duke of Kasyrgan", + "isNamedCreature": true, + "source": "KaW", + "page": 192, + "size": [ + "M" + ], + "type": { + "type": "fiend", + "tags": [ + "devil" + ] + }, + "alignment": [ + "L", + "E" + ], + "ac": [ + { + "ac": 18, + "from": [ + "{@item plate armor|PHB|plate}" + ] + } + ], + "hp": { + "average": 323, + "formula": "34d8 + 170" + }, + "speed": { + "walk": 40 + }, + "str": 18, + "dex": 20, + "con": 20, + "int": 16, + "wis": 16, + "cha": 20, + "save": { + "str": "+10", + "dex": "+11", + "con": "+11", + "cha": "+11" + }, + "skill": { + "deception": "+11", + "intimidation": "+11" + }, + "senses": [ + "truesight 120 ft." + ], + "passive": 13, + "resist": [ + "cold", + "fire", + "lightning", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "necrotic", + "poison" + ], + "conditionImmune": [ + "charmed", + "poisoned" + ], + "languages": [ + "Common", + "Infernal", + "telepathy 120 ft." + ], + "cr": "18", + "trait": [ + { + "name": "Formless Shape", + "entries": [ + "Horat is immune to any spell or effect that would alter his form." + ] + }, + { + "name": "Legendary Resistance (3/Day)", + "entries": [ + "If Horat fails a saving throw, he can choose to succeed instead." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "Horat has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Magic Weapons", + "entries": [ + "Horat's weapon attacks are magical." + ] + }, + { + "name": "Mutation Field", + "entries": [ + "Horat emits an unholy aura of distortion. Each creature that starts its turn within 30 feet of him has its speed reduced to 10 feet as its limbs develop extra joints and its feet splay into talons or tentacles until the start of the target's next turn.", + "In addition, as a bonus action, Horat can use Twist Flesh against every hostile creature affected by his Mutation Field." + ] + }, + { + "name": "True Name", + "entries": [ + "The true name of Horat is not fixed. It is made up of the syllables VEN, THU, and ZJA. There are six permutations of the name, depending on how you order the syllables, but only one permutation is correct during a given battle." + ] + }, + { + "name": "Unhallowed Toxin", + "entries": [ + "Poison damage dealt by Horat ignores any damage immunity or resistance the target has." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "Horat makes four melee attacks and uses his Twist Flesh." + ] + }, + { + "name": "Mouth Hand", + "entries": [ + "{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}12 ({@damage 2d6 + 5}) piercing damage plus 14 ({@damage 4d6}) poison damage, and if the target is Large or smaller, it is {@condition grappled} (escape {@dc 19}). While {@condition grappled}, the target is {@condition restrained}.", + "Whenever Horat makes this attack, he can grow as many limbs as required to grapple multiple targets at once." + ] + }, + { + "name": "Venomous Bayonet", + "entries": [ + "{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}9 ({@damage 1d8 + 5}) piercing damage plus 18 ({@damage 4d8}) poison damage, and the target must succeed on a {@dc 18} Constitution saving throw or become {@condition poisoned}." + ] + }, + { + "name": "Hail of Teeth {@recharge 5}", + "entries": [ + "A barrage of teeth erupts from Horat in a 60-foot cone. Each creature in that area must make a {@dc 19} Dexterity saving throw, taking 45 ({@damage 18d4}) piercing damage plus 14 ({@damage 4d6}) poison damage on a failed save, or half as much damage on a successful one." + ] + }, + { + "name": "Teleport", + "entries": [ + "Horat magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see." + ] + }, + { + "name": "Twist Flesh", + "entries": [ + "Horat targets a creature he can see within 60 feet. That creature must succeed on a {@dc 19} Constitution saving throw or become {@condition poisoned} as it suffers a sudden monstrous transformation that wracks its body with unimaginable pain as bones writhe beneath skin and muscles fill with acid.", + "While {@condition poisoned} in this way, a creature also suffers a random secondary effect:", + { + "type": "list", + "items": [ + "The target's internal temperature skyrockets, boiling its bodily fluids, which hiss from its pores as jets of steam. The target gains a level of {@condition exhaustion}.", + "Horns erupt from the target's skull, curving into its eyes. The target is {@condition blinded}.", + "Pus-filled boils form and pop in the target's ears. The target is {@condition deafened}.", + "The target's muscles burst, weakening it. All the target's weapon attacks deal half damage.", + "The soles of the target's feet fuse with the ground, tearing with every move it makes. The target is {@condition restrained}.", + "The target's skeleton writhes beneath its skin, hardening into stone. The target is {@condition paralyzed}." + ] + }, + "The {@condition poisoned} condition can be ended by a {@spell lesser restoration} spell or by finishing a long rest, but levels of {@condition exhaustion} can only be removed by a {@spell greater restoration} spell or by finishing a long rest." + ] + } + ], + "reaction": [ + { + "name": "Allow Me to Improve You", + "entries": [ + "When a creature starts its turn in Horat's Mutation Field, he can use his Twist Flesh on that creature." + ] + } + ], + "legendaryHeader": [ + "Horat has three villain actions. He can take each action once during an encounter after an enemy creature's turn. He takes villain action 1 during the first round of combat, villain action 2 during the second round, and villain action 3 during the third round." + ], + "legendary": [ + { + "name": "Villain Action 1: Spindle-Shanked", + "entries": [ + "Horat moves up to his full movement speed without provoking opportunity attacks, and then makes two melee attacks." + ] + }, + { + "name": "Villain Action 2: Unholy Ground", + "entries": [ + "The range of Horat's Mutation Field becomes 60 feet." + ] + }, + { + "name": "Villain Action 3: Litany of Pain", + "entries": [ + "Horat chants an exaltation of suffering, afflicting enemies within 120 feet of him that can hear him with relentless agony. Enemy spellcasters lose {@status concentration} on any ongoing spells they are casting, and all enemy creatures must succeed on a {@dc 18} Constitution saving throw or become {@condition stunned} until the end of Horat's next turn. Creatures with the {@condition poisoned} condition automatically fail this saving throw." + ] + } + ], + "traitTags": [ + "Legendary Resistances", + "Magic Resistance", + "Magic Weapons" + ], + "senseTags": [ + "U" + ], + "actionTags": [ + "Multiattack", + "Teleport" + ], + "languageTags": [ + "C", + "I", + "TP" + ], + "damageTags": [ + "I", + "P" + ], + "miscTags": [ + "AOE", + "MW", + "RCH" + ], + "conditionInflict": [ + "blinded", + "deafened", + "grappled", + "paralyzed", + "poisoned", + "restrained", + "stunned" + ], + "savingThrowForced": [ + "constitution", + "dexterity" + ] } ] } From 09cf43b4ac19efe4eb940fa0834c6f0d4f5f31d9 Mon Sep 17 00:00:00 2001 From: Billiam9420 Date: Wed, 25 Oct 2023 13:03:23 -0400 Subject: [PATCH 62/65] more monsters, dragons inbound --- .../MCDM Productions; Kingdoms & Warfare.json | 550 ++++++++++++++++++ 1 file changed, 550 insertions(+) diff --git a/book/MCDM Productions; Kingdoms & Warfare.json b/book/MCDM Productions; Kingdoms & Warfare.json index f9d761195a..c1df4d31c6 100644 --- a/book/MCDM Productions; Kingdoms & Warfare.json +++ b/book/MCDM Productions; Kingdoms & Warfare.json @@ -8739,6 +8739,29 @@ ] } ] + }, + { + "type": "entries", + "name": "Eye Devil", + "page": 194, + "entries": [ + "Oracles of the Court of Seven Cities, the eye devils are inward-looking prophets. They speak in riddles, and only the Cult of the Mirrored Eye can decipher the proclamations of the Eyes of Hell.", + "An eye devil attacks from above, casting {@spell dominate monster} to bring the best melee combatant among its foes to its side, followed by {@spell incendiary cloud} on the fiend's second turn. Since the devil's Multiattack action allows it to cast spells and make attacks, it uses Flame Jet and Incinerate to attack enemies that can reach it. The devil uses Malvision on the first turn of combat, hoping to create maximum chaos among its enemies during the battle.", + "After casting its most powerful spells, the eye devil targets flying or ranged characters that can threaten it with the {@spell eyebite} spell. The eye devil concentrates attacks on one at a time, methodically bringing down threats.", + "{@creature Eye Devil|KaW}", + { + "type": "entries", + "name": "Pharyon, Prince of Dis", + "page": 194, + "entries": [ + "Once again, the power of Dis rises and the City of Lies rules over Hell. Dispater dispatches his newest lieutenant, Pharyon the Edictor, Revelator, Lord of Answers, Oracle to the Court.", + "For the first time in the (admittedly now ruined) lists of Hell, an eye devil leads the Court of Seven Cities, and the devil's dark portents guide the unholy court. The eye devils' power to see past, future, and alternate realities makes them rather unpredictable on the battlefield, but Pharyon is even more cryptic and inward-looking than most of his kin.", + "Pharyon carries the {@item Omega Toll|KaW}, the Bell of Light's End. When it sounds its thunderous knell, the old epoch ends. What comes after...even Prince Pharyon can't see.", + "In combat, Pharyon flies to avoid melee and uses Malvision followed by Multiattack to attack with Flame Jet and a spell, typically {@spell dominate monster}, {@spell incendiary cloud}, {@spell delayed blast fireball}, or {@spell eyebite}. When a creature hits Pharyon with an attack, he uses his Look Again reaction, provided the attacker is in a relatively safe spot and not surrounded by the devil's foes.", + "{@creature Pharyon, Prince of Dis}" + ] + } + ] } ] } @@ -18604,6 +18627,533 @@ "constitution", "dexterity" ] + }, + { + "name": "Eye Devil", + "source": "KaW", + "page": 195, + "size": [ + "H" + ], + "type": { + "type": "fiend", + "tags": [ + "devil" + ] + }, + "alignment": [ + "L", + "E" + ], + "ac": [ + { + "ac": 18, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 262, + "formula": "21d12 + 126" + }, + "speed": { + "walk": 0, + "fly": { + "number": 20, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 26, + "dex": 12, + "con": 22, + "int": 25, + "wis": 26, + "cha": 22, + "save": { + "str": "+14", + "con": "+12", + "wis": "+14", + "cha": "+12" + }, + "skill": { + "insight": "+14", + "perception": "+14" + }, + "senses": [ + "truesight 120 ft." + ], + "passive": 24, + "resist": [ + "cold", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "fire", + "poison" + ], + "vulnerable": [ + "lightning" + ], + "conditionImmune": [ + "blinded", + "charmed", + "frightened", + "poisoned", + "prone" + ], + "languages": [ + "Common", + "Infernal", + "telepathy 120 ft." + ], + "cr": "18", + "spellcasting": [ + { + "type": "spellcasting", + "name": "Innate Spellcasting", + "headerEntries": [ + "The devil's innate spellcasting ability is Charisma (spell save {@dc 20}, {@hit 12} to hit with spell attacks). The devil can innately cast the following spells, requiring no material components:" + ], + "will": [ + "{@spell detect magic}", + "{@spell detect thoughts}", + "{@spell telekinesis}" + ], + "daily": { + "3e": [ + "{@spell delayed blast fireball}", + "{@spell eyebite}" + ], + "1e": [ + "{@spell dominate monster}", + "{@spell incendiary cloud}", + "{@spell plane shift}" + ] + }, + "footerEntries": [ + "In addition, the devil can concentrate on two spells at once." + ], + "ability": "cha" + } + ], + "trait": [ + { + "name": "Limited Prescience", + "entries": [ + "The devil can't be surprised, and has advantage on initiative rolls." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The devil has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Malvision (1/Day)", + "entries": [ + "As a bonus action, the devil gazes into the looming horrors of the future and witnesses a vision of doom, imposing it on reality.", + "One creature that the devil can see within 30 feet of it becomes the subject of an ill omen, and they foresee themselves suffering a terrible fate. At the end of the target's next turn, it is inflicted with a curse. It doesn't know the nature, which is decided from the following options at random:", + { + "type": "list", + "items": [ + "The target begins to age rapidly, as each day for them becomes a year.", + "The target's luck runs out; they now automatically fail all saving throws.", + "The target is doomed. If they are reduced to 0 hit points, they instantly die.", + "The target must roll a {@dice d20}. On a roll of 1, they die instantly with no chance of resurrection." + ] + }, + "A creature can't be affected by the same curse twice.", + "To avoid the effects of the impending curse, a target can use their bonus action to pass their fate to an ally they can see within 60 feet. After transferring the curse in this way, the infliction of the curse resets to now take place at the end of the new target's next turn. An impending curse can't be transferred back to a creature who has already been targeted with it. If the devil is destroyed before the curse takes effect, the creature is unaffected by the curse.", + "A curse can only be lifted by a solar's Healing Touch. It can also be suppressed, but not broken permanently, by wearing an amulet featuring the {@condition petrified} eye of an eye devil." + ] + }, + { + "name": "Soul-Scorching", + "entries": [ + "Fire damage dealt by the devil ignores resistance and immunity to fire damage." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The devil makes four attacks. It can cast a spell in place of one of these attacks." + ] + }, + { + "name": "Incinerate", + "entries": [ + "{@atk ms} {@hit 12} to hit, reach 10 ft., one target. {@h}28 ({@damage 8d6}) fire damage." + ] + }, + { + "name": "Flame Jet", + "entries": [ + "{@atk rs} {@hit 12} to hit, range 60 ft., one target. {@h}14 ({@damage 4d6}) fire damage." + ] + }, + { + "name": "Winged Embrace", + "entries": [ + "The devil encloses itself and one other creature within 5 feet of it within its wings. The creature must succeed on a {@dc 20} Dexterity saving throw or become {@condition grappled} (escape {@dc 20}). While {@condition grappled}, the target is {@condition restrained}. The devil can only grapple one creature at a time.", + "While grappling a creature, the devil is guarded from damage by its wings, which can be attacked (AC 18; 50 hit points). When reduced to 0 hit points, the wings fall apart, releasing the trapped creature inside.", + "If the devil's wings are destroyed, it reforms them at the start of its next turn." + ] + }, + { + "name": "Teleport", + "entries": [ + "The devil magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see." + ] + } + ], + "traitTags": [ + "Magic Resistance" + ], + "senseTags": [ + "U" + ], + "actionTags": [ + "Multiattack", + "Teleport" + ], + "languageTags": [ + "C", + "I", + "TP" + ], + "damageTags": [ + "F" + ], + "damageTagsSpell": [ + "F" + ], + "spellcastingTags": [ + "I" + ], + "miscTags": [ + "RCH" + ], + "conditionInflict": [ + "grappled", + "restrained" + ], + "conditionInflictSpell": [ + "charmed", + "frightened", + "restrained", + "unconscious" + ], + "savingThrowForced": [ + "dexterity" + ], + "savingThrowForcedSpell": [ + "dexterity", + "wisdom" + ] + }, + { + "name": "Pharyon, Prince of Dis", + "isNamedCreature": true, + "source": "KaW", + "page": 196, + "size": [ + "H" + ], + "type": { + "type": "fiend", + "tags": [ + "devil" + ] + }, + "alignment": [ + "L", + "E" + ], + "ac": [ + { + "ac": 18, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 325, + "formula": "26d12 + 156" + }, + "speed": { + "walk": 0, + "fly": { + "number": 20, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 26, + "dex": 12, + "con": 22, + "int": 25, + "wis": 26, + "cha": 22, + "save": { + "str": "+14", + "con": "+12", + "wis": "+14", + "cha": "+12" + }, + "skill": { + "deception": "+12", + "insight": "+14", + "perception": "+14", + "persuasion": "+12" + }, + "senses": [ + "truesight 120 ft." + ], + "passive": 24, + "resist": [ + "cold", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "fire", + "poison" + ], + "vulnerable": [ + "lightning" + ], + "conditionImmune": [ + "blinded", + "charmed", + "frightened", + "poisoned", + "prone" + ], + "languages": [ + "Common", + "Infernal", + "telepathy 120 ft." + ], + "cr": "20", + "spellcasting": [ + { + "type": "spellcasting", + "name": "Innate Spellcasting", + "headerEntries": [ + "Pharyon's innate spellcasting ability is Charisma (spell save {@dc 20}, {@hit 12} to hit with spell attacks). Pharyon can innately cast the following spells, requiring no material components:" + ], + "will": [ + "{@spell detect magic}", + "{@spell detect thoughts}", + "{@spell telekinesis}" + ], + "daily": { + "3e": [ + "{@spell delayed blast fireball}", + "{@spell eyebite}" + ], + "1e": [ + "{@spell dominate monster}", + "{@spell incendiary cloud}", + "{@spell plane shift}" + ] + }, + "footerEntries": [ + "In addition, Pharyon can concentrate on up to four spells at once." + ], + "ability": "cha" + } + ], + "trait": [ + { + "name": "Legendary Resistance (3/Day)", + "entries": [ + "If Pharyon fails a saving throw, he can choose to succeed instead." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "Pharyon has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Malvision (3/Day)", + "entries": [ + "As a bonus action, Pharyon gazes into the looming horrors of the future and witnesses a vision of doom.", + "One creature that Pharyon can see within 60 feet of him becomes the subject of an ill omen and they foresee themselves suffering a terrible fate. At the end of the target's next turn, it is inflicted with a curse. It doesn't know the nature, which is decided from the following options at random:", + { + "type": "list", + "items": [ + "The creature begins to age rapidly, as each second for them becomes a year.", + "The target's luck runs out; they now automatically fail all saving throws.", + "The target is doomed. If they are reduced to 0 hit points, they instantly die.", + "The target must roll a {@dice d20}. On a roll of 1, they die instantly with no chance of resurrection." + ] + }, + "A creature can't be affected by the same curse twice.", + "To avoid the effects of the impending curse, a target can use their bonus action to pass their fate to an ally they can see within 60 feet. An impending curse can't be transferred back to a creature who has already been targeted with it. If Pharyon is destroyed before the curse takes effect, the creature is unaffected by the curse.", + "A curse can only be lifted by a solar's Healing Touch. It can also be suppressed, but not broken permanently, by wearing an amulet featuring the {@condition petrified} eye of an eye devil." + ] + }, + { + "name": "Soul-Scorching", + "entries": [ + "Fire damage dealt by Pharyon ignores resistance and immunity to fire damage." + ] + }, + { + "name": "True Name", + "entries": [ + "Pharyon's true name must be hummed, whistled, or played on an instrument at the table for the reading to be legitimate!", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/wymvBoI.png" + } + } + ] + }, + { + "name": "True Prescience", + "entries": [ + "Pharyon can't be surprised, always acts first in the initiative order, and attacks against him can't be made with advantage." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "Pharyon makes four attacks. He can cast a spell in place of one of these attacks." + ] + }, + { + "name": "Flame Jet", + "entries": [ + "{@atk rs} {@hit 12} to hit, range 60 ft., one target. {@h}21 ({@damage 6d6}) fire damage." + ] + }, + { + "name": "Incinerate", + "entries": [ + "{@atk ms} {@hit 12} to hit, reach 10 ft., one target. {@h}28 ({@damage 8d6}) fire damage." + ] + }, + { + "name": "Winged Embrace", + "entries": [ + "Pharyon encloses himself and one other creature within 5 feet of him within his wings. The creature must succeed on a {@dc 20} Dexterity saving throw or become {@condition grappled} (escape {@dc 20}). While {@condition grappled}, the target is {@condition restrained}. Pharyon can only grapple one creature at a time.", + "While grappling a creature, Pharyon is guarded from damage by his wings, which can be attacked (AC 18; 50 hit points). When reduced to 0 hit points, the wings fall apart, releasing the trapped creature inside.", + "If Pharyon's wings are destroyed, he reforms them at the start of his next turn." + ] + }, + { + "name": "Teleport", + "entries": [ + "Pharyon magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see." + ] + } + ], + "reaction": [ + { + "name": "Look Again", + "entries": [ + "When a creature hits Pharyon with an attack, he can swap positions with the attacker. The attacker targets itself and not Pharyon with the attack." + ] + } + ], + "legendaryHeader": [ + "Pharyon has three villain actions. He can take each action once during an encounter after an enemy creature's turn. He takes villain action 1 during the first round of combat, villain action 2 during the second round, and villain action 3 during the third round." + ], + "legendary": [ + { + "name": "Villain Action 1: Time Is But a Loop", + "entries": [ + "Pharyon reverses the effects of the last creature's turn, uses Teleport, and then the last creature's turn plays out again as it did before. Any attacks or spells cast that turn that targeted Pharyon are still made and cast, but simply target the space Pharyon left. If the attack or spell requires a creature as a target, the attack automatically misses and the spell automatically fails." + ] + }, + { + "name": "Villain Action 2: I Have Seen Your End", + "entries": [ + "If Pharyon already has a creature {@condition grappled}, he makes four Incinerate attacks against that creature. Otherwise, Pharyon uses Teleport and then Winged Embrace." + ] + }, + { + "name": "Villain Action 3: Eye of the Inferno", + "entries": [ + "Pharyon opens all of his eyes at once, igniting a swirling firestorm that rages around him. Creatures within 60 feet of Pharyon must make a {@dc 20} Dexterity saving throw, taking 70 ({@damage 20d6}) fire damage on a failed save, or half as much on a successful one. Thereafter, at the start of each of Pharyon's turns, each creature within 60 feet of him takes 10 ({@damage 3d6}) fire damage, and flammable objects in the area that aren't being worn or carried ignite. Creatures and objects within 10 feet of Pharyon stand in the eye of the storm and avoid all damage." + ] + } + ], + "traitTags": [ + "Legendary Resistances", + "Magic Resistance" + ], + "senseTags": [ + "U" + ], + "actionTags": [ + "Multiattack", + "Teleport" + ], + "languageTags": [ + "C", + "I", + "TP" + ], + "damageTags": [ + "F" + ], + "damageTagsSpell": [ + "F" + ], + "spellcastingTags": [ + "I" + ], + "miscTags": [ + "AOE", + "RCH" + ], + "conditionInflict": [ + "grappled", + "restrained" + ], + "conditionInflictSpell": [ + "charmed", + "frightened", + "restrained", + "unconscious" + ], + "savingThrowForced": [ + "dexterity" + ], + "savingThrowForcedSpell": [ + "dexterity", + "wisdom" + ] } ] } From c5dbd8f6ae47060566e369c0a89589da8ac3dcd3 Mon Sep 17 00:00:00 2001 From: Billiam9420 Date: Wed, 25 Oct 2023 13:42:36 -0400 Subject: [PATCH 63/65] gem dragons --- .../MCDM Productions; Kingdoms & Warfare.json | 525 ++++++++++++++++++ 1 file changed, 525 insertions(+) diff --git a/book/MCDM Productions; Kingdoms & Warfare.json b/book/MCDM Productions; Kingdoms & Warfare.json index c1df4d31c6..b1fd7fe609 100644 --- a/book/MCDM Productions; Kingdoms & Warfare.json +++ b/book/MCDM Productions; Kingdoms & Warfare.json @@ -8764,6 +8764,120 @@ ] } ] + }, + { + "type": "section", + "name": "Gemstone Dragons", + "page": 198, + "entries": [ + "A long-forgotten branch of the draco genus, {@i draco crystallus} are primarily hexapods like their more common cousins {@i draco metallus} and {@i draco chromaticus}. They are older than the other draconic genera, which accounts for their wider diversity in body type.", + "You can read more about these psionic dragons in {@book Strongholds & Followers|SaF}. This book presents two unique gemstone dragons: Trudy, a ruby dragon wyrmling, and Cthrion Uroniziir, a mighty onyx dragon.", + { + "type": "entries", + "name": "Psionics", + "page": 198, + "entries": [ + "The gemstone dragons are silico-organic organisms. When hatched, they are almost entirely organic. As they grow, their crystalline structure grows, as does their psionic power.", + "The crystals that grow on and thread through their bodies form a network of psionic filaments that capture, conduct, amplify, and store charges of psionic energies, which the dragons then convert into manifestations.", + "Though manifestations may seem like magic, they are an entirely different discipline and power. Spells such as {@spell antimagic field} and {@spell dispel magic} have no effect on psionic manifestations.", + "Each dragon begins with a number of charges based on their age. They can expend these charges to cast any psionic manifestation. Many of these manifestations have a base cost and can be enhanced by expending more charges.", + "Over time, the dragon's crystals conduct more psionic energies into its body, recharging its power. At the end of each of its turns, roll the recharge die and restore that many charges.", + { + "type": "entries", + "name": "Manifestations", + "page": 198, + "entries": [ + "Psionic charges are used to manifest psionic abilities. These manifestations are the primary source of a gemstone dragon's power. All manifestations have a range of 30 feet, unless noted otherwise.", + "The following manifestations are by no means the only ones the dragons have access to. It is known that the most powerful gemstone dragons can alter their form at will in a manner that defies all inspection. But these are the most welldocumented and commonly used manifestations available to all psionic creatures.", + "The save DC against a dragon's manifestation is 8 plus the dragon's proficiency bonus plus the dragon's Intelligence modifier.", + { + "type": "list", + "columns": 4, + "items": [ + "{@optfeature Amplify|SaF}", + "{@optfeature Another World|SaF}", + "{@optfeature Believe|SaF}", + "{@optfeature Distance|SaF}", + "{@optfeature Elsewhere|SaF}", + "{@optfeature Flay|SaF}", + "{@optfeature Forget|SaF}", + "{@optfeature Mindscape|SaF}", + "{@optfeature The Real|SaF}", + "{@optfeature Reflection|SaF}", + "{@optfeature Sympathy|SaF}", + "{@optfeature Weight|SaF}" + ] + } + ] + }, + { + "type": "entries", + "name": "Auras", + "page": 200, + "entries": [ + "A dragon projects an aura 30 feet around it. The aura persists while the dragon has psionic charges remaining. The aura's effect depends on the dragon's gemstone variety." + ] + }, + { + "type": "entries", + "name": "Crystal Hide", + "page": 200, + "entries": [ + "Normal weapons bounce and spark off the crystals protruding from a gemstone dragon's skin. These dragons have resistance to nonmagical bludgeoning, piercing, and slashing damage." + ] + }, + { + "type": "entries", + "name": "Sympathetic Vibrations", + "page": 200, + "entries": [ + "All gemstone dragons are vulnerable to psychic damage. The same crystalline structure that makes them hard to damage with normal weapons conducts any psionic radiation, causing its latticework to crack and shatter." + ] + }, + { + "type": "entries", + "name": "Mindspeech", + "page": 200, + "entries": [ + "All gemstone dragons develop telepathy as they age. Most acquire it when they are young, but the topaz dragons are born with it." + ] + }, + { + "type": "entries", + "name": "Matrix Mind", + "page": 200, + "entries": [ + "The gemstone dragons can maintain several persistent manifestations simultaneously, but doing so requires spending 1 charge per manifestation at the start of each of its turns. Whenever a dragon takes damage while concentrating on a psionic manifestation, it must make an Intelligence saving throw to maintain concentration as if concentrating on a spell." + ] + } + ] + }, + { + "type": "entries", + "name": "Trudy", + "page": 201, + "entries": [ + "When the great Cthrion Uroniziir rose from her slumber, many {@i draco crystalli} were woken, hatching and crawling forth. One of them, Trudy the ruby wyrmling, is new to the struggle to preserve reality against the onslaught of the Würm of the World's End. But though she is, Trudy knows her duty, eager to join the battle and stop the Time Ender from consuming whole realities.", + "Trudy is still young as the crystal dragons reckon these things, but she is already an expert on the fabric of reality, the many worlds of the timescape, and the people who inhabit them. She talks to herself, constantly analyzes everything and everyone, and is a little oblivious to people's reactions to her. When she gets nervous, she breaks into rhyming couplets, often in Draconic. This can't be helped.", + "{@i Quod est,}", + "{@i Quod licet,}", + "{@i Radix Malorum!}", + "{@i Ad infinitum, quod erat demonstrandum!}", + "{@creature Trudy|KaW}" + ] + }, + { + "type": "entries", + "name": "Cthrion Uroniziir", + "page": 202, + "entries": [ + "Known to the elves as the Würm of the World's End, Cthrion Uroniziir, Lord of the Neutral Evil Dragons rises from her slumber to collapse the myriad manifolds of the timescape into one partition. If she succeeds, worlds will be annihilated. Collapsed together into one singular {@i universe}.", + "Opposing her, a faction led by the slumbering Ballisantirax whose power is so great, should she wake, it would unmake the Mundane World. So she dreams, and from her dreams projects allies to aid the heroes who oppose Cthrion Uroniziir, the Time Ender.", + "Uroniziir is a world-ending campaign final boss requiring the greatest heroes of the timescape to join forces!", + "{@creature Cthrion Uroniziir|KaW}" + ] + } + ] } ] } @@ -19154,6 +19268,417 @@ "dexterity", "wisdom" ] + }, + { + "name": "Trudy", + "isNamedCreature": true, + "source": "KaW", + "page": 201, + "size": [ + "M" + ], + "type": "dragon", + "alignment": [ + "L", + "N" + ], + "ac": [ + { + "ac": 17, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 49, + "formula": "9d8 + 9" + }, + "speed": { + "walk": 30, + "fly": { + "number": 60, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 15, + "dex": 14, + "con": 12, + "int": 16, + "wis": 14, + "cha": 14, + "save": { + "dex": "+4", + "int": "+5", + "wis": "+4", + "cha": "+4" + }, + "skill": { + "insight": "+4", + "perception": "+4" + }, + "senses": [ + "blindsight 60 ft.", + "darkvision 120 ft." + ], + "passive": 14, + "resist": [ + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "vulnerable": [ + "psychic" + ], + "languages": [ + "Common", + "Draconic" + ], + "cr": "3", + "trait": [ + { + "name": "", + "entries": [ + { + "type": "section", + "entries": [ + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "{@variantrule Gemstone Dragon Psionics|SaF|Psionics}", + "entries": [ + { + "type": "list", + "style": "list-no-bullets", + "columns": 2, + "items": [ + "{@b Charges:} 1", + "{@b Recharge:} {@dice 1d4}" + ] + } + ] + } + ] + } + ] + } + ] + }, + { + "name": "Amplification Aura", + "entries": [ + "When a creature within 30 feet of Trudy casts a spell, she can choose to increase the spell save DC for that spell by 1." + ] + } + ], + "action": [ + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d10 + 2}) piercing damage." + ] + }, + { + "name": "Lift", + "entries": [ + "Trudy chooses up to three allied creatures that she can see within 30 feet of her. Until the end of its next turn, each target can jump a distance equal to its movement speed." + ] + } + ], + "reaction": [ + { + "name": "Psionic Ward", + "entries": [ + "When Trudy or a creature within 30 feet of her that she can see takes damage, she can spend 1 or more psionic charges to reduce the damage by {@dice 1d4} for each charge spent." + ] + } + ], + "senseTags": [ + "B", + "SD" + ], + "languageTags": [ + "C", + "DR" + ], + "damageTags": [ + "P" + ], + "miscTags": [ + "MW" + ] + }, + { + "name": "Cthrion Uroniziir", + "isNamedCreature": true, + "source": "KaW", + "page": 203, + "size": [ + "G" + ], + "type": "dragon", + "alignment": [ + "N", + "E" + ], + "ac": [ + { + "ac": 24, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 585, + "formula": "30d20 + 270" + }, + "speed": { + "walk": 40, + "fly": { + "number": 80, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 25, + "dex": 27, + "con": 28, + "int": 26, + "wis": 20, + "cha": 25, + "save": { + "dex": "+17", + "int": "+17", + "wis": "+14", + "cha": "+16" + }, + "skill": { + "arcana": "+17", + "insight": "+14", + "perception": "+14", + "religion": "+17" + }, + "senses": [ + "truesight 120 ft." + ], + "passive": 24, + "immune": [ + "fire", + "lightning", + "poison", + { + "immune": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "vulnerable": [ + "psychic" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "paralyzed", + "poisoned", + "stunned" + ], + "languages": [ + "Common", + "Draconic", + "telepathy 120 ft." + ], + "cr": "29", + "trait": [ + { + "name": "Legendary Resistance (3/Day)", + "entries": [ + "If Cthrion Uroniziir fails a saving throw, she can choose to succeed instead." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "Cthrion Uroniziir has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Magic Weapons", + "entries": [ + "Cthrion Uroniziir's weapon attacks are magical." + ] + }, + { + "name": "Negentropic Entity", + "entries": [ + "Cthrion Uroniziir is a living plane. Creatures, objects, and worlds consumed by her are forcibly incorporated, melding into a single universe contained within her. Creatures can only leave the universe with magic that enables planar travel, such as the {@spell plane shift} spell, and spells targeting creatures, objects, or locations within Cthrion Uroniziir automatically fail unless their range exceeds the caster's plane of existence.", + "Cthrion Uroniziir can't be harmed from within the universe. If she dies, the universe implodes, destroying everything inside." + ] + }, + { + "name": "Psionics", + "entries": [ + "Cthrion Uroniziir can use a psionic manifestation as a bonus action." + ] + }, + { + "name": "Rift", + "entries": [ + "If Cthrion Uroniziir dies, she creates a swirling 20-foot-diameter spherical rift in spacetime. All objects within 50 feet of the rift that aren't anchored to the ground are pulled into it. Each creature within 50 feet of the rift must succeed on a {@dc 20} Strength saving throw or be pulled into the rift. Creatures and objects pulled into the rift take 39 ({@damage 6d12}) force damage. If this damage reduces a creature to 0 hit points, it is consumed by the void and ceases to exist. The rift then closes, depositing any remaining creatures in unoccupied spaces within 20 feet of it." + ] + }, + { + "name": "Time Aura", + "entries": [ + "When a creature starts its turn within 30 feet of Cthrion Uroniziir, the creature must succeed on a {@dc 25} Wisdom saving throw or be affected by the {@spell slow} spell. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a success, a creature is immune to the Time Aura of all onyx dragons for the next 24 hours. Creatures Cthrion Uroniziir chooses are unaffected by her Time Aura." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "Cthrion Uroniziir uses her Inhale. She then makes four attacks: one with her bite, two with her claws, and one with her tail." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 16} to hit, reach 15 ft., one target. {@h}29 ({@damage 4d10 + 7}) piercing damage." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 16} to hit, reach 10 ft., one target. {@h}21 ({@damage 4d6 + 7}) slashing damage" + ] + }, + { + "name": "Tail", + "entries": [ + "{@atk mw} {@hit 16} to hit, reach 20 ft., one target. {@h}25 ({@damage 4d8 + 7}) bludgeoning damage." + ] + }, + { + "name": "Inhale", + "entries": [ + "Cthrion Uroniziir creates a 90-foot-cone vacuum. Each creature in that area must succeed on a {@dc 24} Strength saving throw or be pulled up to 20 feet toward Cthrion Uroniziir and knocked {@condition prone}. Large or smaller objects not worn or carried are drawn into Cthrion and incorporated into her universe." + ] + }, + { + "name": "Cosmic Breath {@recharge 5}", + "entries": [ + "Cthrion Uroniziir exhales the contents of another world in a 90-foot cone. Each creature in the area must succeed on a {@dc 26} Dexterity throw or take 45 ({@damage 10d8}) bludgeoning damage and 45 ({@damage 10d8}) damage corresponding to the world's composition. Roll a {@dice d6} to determine the damage type: (1) acid, (2) cold, (3) fire, (4) lightning, (5) necrotic, or (6) radiant." + ] + } + ], + "reaction": [ + { + "name": "Delay", + "entries": [ + "When a creature within 30 feet of Cthrion Uroniziir that she can see makes an attack roll or casts a spell, she can attempt to hurl the creature forward in time before the action resolves. The target must make a {@dc 25} Charisma saving throw. On a failed save, the target vanishes, and if it was the target's turn, its turn is over, but the triggering action is unresolved. At the end of Cthrion Uroniziir's next turn, the target reappears in the space it left or in the nearest unoccupied space, and then the action they took resolves. If the target's action targeted a creature or object that is now out range of the attack or spell, the action fails. If a creature fails this saving throw by 5 or more, it also ages {@dice 1d12} years when it returns. Once a creature is targeted with Delay, Cthrion Uroniziir can't target that creature again with Delay for the next 24 hours." + ] + } + ], + "legendaryHeader": [ + "Cthrion Uroniziir has three villain actions. She can take each action once during an encounter after an enemy creature's turn. She takes villain action 1 during the first round of combat, villain action 2 during the second round, and villain action 3 during the third round." + ], + "legendary": [ + { + "name": "Villain Action 1: Terraform", + "entries": [ + "Cthrion Uroniziir conjures an onyx monolith in an unoccupied space she can see within 120 feet of her. The monolith is 5 feet wide and 20 feet tall. It has AC 20, 200 hit points, immunity to fire, lightning, and poison damage, as well as bludgeoning, piercing, and slashing damage from nonmagical attacks, and vulnerability to psychic damage. At initiative count 10 each round until its destruction, the monolith pulses with black lightning. Each creature of Cthrion Uroniziir's choice within 30 feet of the monolith must succeed on a {@dc 20} Dexterity saving throw or take 21 ({@damage 6d6}) lightning damage. If Cthrion Uroniziir is within 30 feet of the monolith when it pulses, she gains 21 ({@dice 6d6}) hit points. Immediately after the first pulse, the ground within 30 feet of the monolith becomes difficult terrain." + ] + }, + { + "name": "Villain Action 2: Pluck", + "entries": [ + "Cthrion Uroniziir summons {@dice 1d4} allies from one or more planes to aid her in battle. Each ally must be a creature with a challenge rating of 9 or lower and can't have lair, legendary, or villain actions. They each appear in an unoccupied space within 10 feet of Cthrion Uroniziir, act on their own initiative count each round, and fight until they are destroyed. They follow Cthrion Uroniziir's commands and disappear if she dies." + ] + }, + { + "name": "Villain Action 3: Freeze", + "entries": [ + "Cthrion Uroniziir uses a special psionic manifestation that costs no charges and mimics the {@spell time stop} spell." + ] + } + ], + "legendaryGroup": { + "name": "Cthrion Uroniziir", + "source": "KaW" + }, + "traitTags": [ + "Legendary Resistances", + "Magic Resistance", + "Magic Weapons" + ], + "senseTags": [ + "U" + ], + "actionTags": [ + "Breath Weapon", + "Multiattack" + ], + "languageTags": [ + "C", + "DR", + "TP" + ], + "damageTags": [ + "B", + "L", + "O", + "P", + "S" + ], + "miscTags": [ + "AOE", + "MW", + "RCH" + ], + "conditionInflict": [ + "prone" + ], + "savingThrowForced": [ + "charisma", + "dexterity", + "strength", + "wisdom" + ] + } + ], + "legendaryGroup": [ + { + "name": "Cthrion Uroniziir", + "source": "KaW", + "lairActions": [ + "On initiative count 20 (losing initiative ties), Cthrion Uroniziir takes a lair action to cause one of the following effects. She can't use the same effect two rounds in a row.", + { + "type": "list", + "items": [ + "Cthrion Uroniziir manifests {@optfeature weight|SaF} at no cost, choosing up to four targets.", + "Cthrion Uroniziir manifests {@optfeature another world|SaF} at no cost. She can't use this action again for 1 week.", + "Cthrion Uroniziir casts the {@spell plane shift} spell (spell save DC 25), which can be used to transport creatures inside of her universe." + ] + } + ], + "regionalEffects": [ + "A region containing Cthrion Uroniziir's lair is warped for those who dare slumber, creating the following effect. The dreams of intelligent creatures who sleep within 12 miles of the lair are melded together in a lucid, overlapping cacophony. In these dreams, they can exchange philosophies about unity, law, and order\u2014when they aren't being plagued by each other's nightmares." + ] } ] } From a6348c9224a90f8c173bcac1cd26611628139a24 Mon Sep 17 00:00:00 2001 From: Billiam9420 Date: Wed, 25 Oct 2023 14:09:06 -0400 Subject: [PATCH 64/65] monsters are done --- .../MCDM Productions; Kingdoms & Warfare.json | 274 ++++++++++++++++++ 1 file changed, 274 insertions(+) diff --git a/book/MCDM Productions; Kingdoms & Warfare.json b/book/MCDM Productions; Kingdoms & Warfare.json index b1fd7fe609..ea28c47c89 100644 --- a/book/MCDM Productions; Kingdoms & Warfare.json +++ b/book/MCDM Productions; Kingdoms & Warfare.json @@ -8878,6 +8878,19 @@ ] } ] + }, + { + "type": "section", + "name": "Relg, the Descender, the Lord in Corpulect", + "page": 205, + "entries": [ + "Before the Wars of Forgetfulness, Relg ruled the Court of the Deep as the King in Lethe. Almost invincible, Relg radiated lethe. No matter the souls they contained, no matter how powerful their will, any demon who opposed Relg fell into the unthinking entropy. He ruled for an eternity.", + "Until the coming of the Bloodheat, the Demon That Does Not Forget. Sylt's immunity to lethe meant she alone could stand against the Descender. Sylt overthrew Relg in a bloody, merciless clash and formed a new court in the foundations of blood left behind.", + "Relg was adrift in the timescape until the coming of Ajax, Invincible, the Iron Saint. Having heard the dark whispers about the Lord in Corpulect, Ajax summoned Relg, bound the once-king to him, and placed Relg at the head of the army of demons he now commands, the Infernium.", + "In combat, Relg positions himself among as many enemies as possible to make the most of his Aura of Lethe. The demon welcomes melee combatants and always tries to maintain a soul count of 3 or higher so his Pus-Filled Soul Boils harm those who threaten him.", + "On his turns, Relg first uses his tentacles to attempt to grab at least one creature so he can use his Reel trait, then uses his axe and horns to threaten other targets he can reach, using Soul Rend early and often to destroy his foes quickly. If a flying creature threatens the demon, he uses Weighted Soul to bring it to the ground.", + "{@creature Relg|KaW}" + ] } ] } @@ -19659,6 +19672,267 @@ "strength", "wisdom" ] + }, + { + "name": "Relg", + "isNamedCreature": true, + "source": "KaW", + "page": 206, + "size": [ + "G" + ], + "type": { + "type": "fiend", + "tags": [ + "demon" + ] + }, + "alignment": [ + "C", + "E" + ], + "ac": [ + { + "ac": 21, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 525, + "formula": "30d20 + 210" + }, + "speed": { + "walk": 40 + }, + "resource": [ + { + "name": "Souls", + "value": 10, + "formula": "4d4" + } + ], + "str": 26, + "dex": 11, + "con": 25, + "int": 20, + "wis": 20, + "cha": 16, + "save": { + "str": "+16", + "con": "+15", + "wis": "+13" + }, + "skill": { + "insight": "+13", + "intimidation": "+11", + "perception": "+13" + }, + "senses": [ + "soulsight 120 ft.", + "truesight 120 ft." + ], + "passive": 23, + "resist": [ + "cold", + "fire", + "lightning", + "necrotic" + ], + "immune": [ + "poison", + { + "immune": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "poisoned" + ], + "languages": [ + "all", + "telepathy 120 ft." + ], + "cr": "25", + "trait": [ + { + "name": "Aura of Lethe", + "entries": [ + "Any creature that starts its turn within 30 feet of Relg must succeed on a {@dc 21} Intelligence saving throw or lose precious memories. On a failed save, the creature must roll a {@dice d8} and subtract the number rolled from all attack rolls, saving throws, and ability checks made until the start of its next turn. If a creature fails this saving throw three times in a row, it suffers the effect of the {@spell feeblemind} spell." + ] + }, + { + "name": "Legendary Resistance (3/Day)", + "entries": [ + "If Relg fails a saving throw, he can choose to succeed instead." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "Relg has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Magic Weapons", + "entries": [ + "Relg's weapon attacks are magical." + ] + }, + { + "name": "Pus-Filled Soul Boils", + "entries": [ + "As long as Relg's soul count is 3 or higher, creatures that touch him or hit him with a melee attack while within 5 feet of him take 10 ({@damage 3d6}) acid damage." + ] + }, + { + "name": "Reel", + "entries": [ + "As a bonus action, Relg pulls one creature of his choice {@condition grappled} by his tentacles to an unoccupied space within 5 feet of him and makes a bite attack against it." + ] + }, + { + "name": "Regeneration", + "entries": [ + "Relg regains 20 hit points at the start of his turn. If he takes radiant damage, this trait doesn't function at the start of his next turn. Relg only dies if he starts his turn with 0 hit points and doesn't regenerate." + ] + }, + { + "name": "Soul Rend (Costs 1-5 Souls)", + "entries": [ + "When Relg makes a successful attack against a creature, he can burn up to 5 souls and deal an extra 14 ({@damage 4d6}) damage for each soul burnt." + ] + }, + { + "name": "Turn Resistance", + "entries": [ + "Relg has advantage on saving throws against effects that turn fiends." + ] + }, + { + "name": "Weighted Soul (Costs 2 Souls)", + "entries": [ + "As a bonus action, Relg chooses a creature within 120 feet of him. The target must succeed on a {@dc 21} Strength saving throw or its speed is reduced to 0 feet until the end of its next turn. If the creature is airborne, it immediately plummets 60 feet toward the ground." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "Relg makes four melee attacks: three with his axe and one with his horns. He can use his tentacles in place of any of these attacks." + ] + }, + { + "name": "Axe", + "entries": [ + "{@atk mw} {@hit 16} to hit, reach 15 ft., one target. {@h}34 ({@damage 4d12 + 8}) slashing damage." + ] + }, + { + "name": "Horns", + "entries": [ + "{@atk mw} {@hit 16} to hit, reach 10 ft., one target. {@h}30 ({@damage 4d10 + 8}) piercing damage, and the target must succeed on a {@dc 24} Strength saving throw or be pushed up to 20 feet away from Relg and knocked {@condition prone}." + ] + }, + { + "name": "Tentacle", + "entries": [ + "{@atk mw} {@hit 16} to hit, reach 30 ft., one target. {@h}26 ({@damage 4d8 + 8}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 24}). Until this grapple ends, the target is {@condition restrained}. Relg has six tentacles, each of which can grapple one target." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 16} to hit, reach 5 ft., one target. {@h}30 ({@damage 4d10 + 8}) piercing damage, and the target is swallowed if it is a Large or smaller creature. A swallowed creature is {@condition blinded} and {@condition restrained}, has total cover against attacks and other effects outside of Relg, and takes 17 ({@damage 5d6}) acid damage and 17 ({@damage 5d6}) necrotic damage at the start of each of Relg's turns. A creature reduced to 0 hit points while swallowed by Relg dies, and its soul is instantly consumed by Relg without a saving throw.", + "If Relg takes 50 damage or more on a single turn from a creature inside him, he must succeed on a {@dc 25} Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall {@condition prone} in a space within 10 feet of Relg. If Relg dies, a swallowed creature is no longer {@condition restrained} by him and can escape from the corpse by using 15 feet of movement, exiting {@condition prone}. A creature that exits Relg is {@condition frightened} of him until the end of their next turn." + ] + } + ], + "reaction": [ + { + "name": "Siphon Arcane", + "entries": [ + "When a creature within 60 feet of Relg that he can see casts a spell, Relg can cause it to make a {@dc 21} Intelligence saving throw. On a failed save, the spell has no effect. In addition, the creature forgets the spell and can't cast it again until they finish a long rest." + ] + } + ], + "legendaryHeader": [ + "Relg has three villain actions. He can take each action once during an encounter after an enemy creature's turn. He takes villain action 1 during the first round of combat, villain action 2 during the second round, and villain action 3 during the third round." + ], + "legendary": [ + { + "name": "Villain Action 1: Birth", + "entries": [ + "Relg regurgitates an allied nalfeshnee in an unoccupied space within 15 feet of him. Each creature within 5 feet of the nalfeshnee when it appears must succeed on a {@dc 15} Dexterity saving throw, taking 21 ({@damage 6d6}) acid damage on a failed save, or half as much on a successful one. The nalfeshnee acts immediately after Relg on the same initiative count." + ] + }, + { + "name": "Villain Action 2: Lake of Oblivion", + "entries": [ + "Relg conjures a shallow lake of steaming liquid lethe in a 50-foot radius centered on himself. When a creature enters the lake for the first time on a turn or starts its turn in the lake, it must succeed on a {@dc 21} Wisdom saving throw or be affected by the {@spell confusion} spell for 1 minute (requiring no {@status concentration} from Relg). The lake is difficult terrain for creatures hostile to Relg." + ] + }, + { + "name": "Villain Action 3: Wails of the Damned", + "entries": [ + "Each creature within 30 feet of Relg that can hear the screams emanating from his open gut must succeed on a {@dc 21} Constitution saving throw or drop to 0 hit points." + ] + } + ], + "traitTags": [ + "Legendary Resistances", + "Magic Resistance", + "Magic Weapons", + "Regeneration", + "Turn Resistance" + ], + "senseTags": [ + "U" + ], + "actionTags": [ + "Multiattack", + "Swallow", + "Tentacles" + ], + "languageTags": [ + "TP", + "XX" + ], + "damageTags": [ + "A", + "B", + "N", + "P", + "S" + ], + "miscTags": [ + "AOE", + "MW", + "RCH" + ], + "conditionInflict": [ + "blinded", + "grappled", + "prone", + "restrained" + ], + "savingThrowForced": [ + "constitution", + "dexterity", + "intelligence", + "strength", + "wisdom" + ] } ], "legendaryGroup": [ From 63498fdb84ef89aaf6ea7501821be9d8880b1ebe Mon Sep 17 00:00:00 2001 From: Billiam9420 Date: Fri, 27 Oct 2023 11:38:17 -0400 Subject: [PATCH 65/65] items. taking a break because VSCode hates me --- .../MCDM Productions; Kingdoms & Warfare.json | 663 ++++++++++++++++++ 1 file changed, 663 insertions(+) diff --git a/book/MCDM Productions; Kingdoms & Warfare.json b/book/MCDM Productions; Kingdoms & Warfare.json index ea28c47c89..f8529caedf 100644 --- a/book/MCDM Productions; Kingdoms & Warfare.json +++ b/book/MCDM Productions; Kingdoms & Warfare.json @@ -8893,6 +8893,69 @@ ] } ] + }, + { + "type": "section", + "name": "Magic Items", + "page": 208, + "entries": [ + "Whenever we present an entirely new system (and this book contains two of them: intrigue and warfare), it seems like a good idea to present new magic items that support these systems. If organizations can act the way heroes do, and if characters can command units, then surely wizards and priests have developed magic to enhance these things!", + "This section presents new items that help officers better manage their domain and commanders better lead their troops. In addition, we include nine new codices, artifact-level magical tomes that bend the fabric of the timescape.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 3, + "items": [ + "{@item Coat of the Crimson Guard|KaW}", + "{@item Counterpoint|KaW}", + "{@item Fate's Needle|KaW}", + "{@item Grandmaster's Quiver|KaW}", + "{@item Helmet of Dual Fates|KaW}", + "{@item Heroic Soul's Chasuble|KaW}", + "{@item Maethelgas|KaW}", + "{@item Omega Toll|KaW}", + "{@item Staff of Providence|KaW}", + "{@item Tellac Oranic|KaW}", + "{@item Zealcleaver|KaW}" + ] + } + ] + }, + { + "type": "section", + "name": "New Codices", + "page": 216, + "entries": [ + "Because they were popular in {@book Strongholds & Followers|SaF}, we present nine new reality-bending codices. Each codex is an artifact-level item, written when the world was young and magic not yet tamed. Many codices grant their users incredible power, including the power to raise new units. They should not be looked at as rewards, but rather immense burdens. Threats to the natural order. These tomes are best found locked away in some obscure vault, guarded by a powerful entity who rightly fears what might happen should the codex fall into the wrong hands. Or any hands! Mortals, certainly, can’t be trusted with this power. A high-level NPC might ask the heroes to retrieve one after a powerful enemy has wrested it from the bowels of obscurity. For a time, the heroes can use the power within—but this should always be temporary.", + { + "type": "section", + "name": "Encountering a Codex", + "page": 216, + "entries": [ + "Each codex grants whoever attunes to it enormous power. Before the players ever encounter a codex in the hands of a formidable enemy or sealed away for protection, you should make sure they have some idea what these books can do. Many of these abilities are dramatic and even over-the-top, but not wholly useful in most adventure scenarios. Even still, it becomes unfair, even unsportsmanlike, to surprise your players by making them the target of one of these abilities without warning them what the codices can do first.", + "These warnings could be presented as in-game knowledge conferred by an NPC or discovered through the heroes’ own research.", + "{@i Example: If you attempt to read the mind of a character attuned to the {@item astral codex|KaW}, your head explodes. No saving throw. In one sense, this is an enormously powerful ability and conveys the severe stakes at hand. But the players should know before they encounter an NPC attuned to the Book of Stars that anyone who wields it has learned the mind mastery technique of the star elves, and what this means. It doesn’t need to be specific: “Their minds can’t be read. Anyone who attempts it winds up with their brain scrambled ...or worse!” When the heroes are forewarned, this alarming ability is much less ridiculous and startling and much more dramatic and foreboding.}" + ] + }, + { + "type": "section", + "name": "Attuning to a Codex", + "page": 216, + "entries": [ + "To attune to a codex, the reader must spend a month in uninterrupted study of no less than 8 hours per day, six days per week.", + "Once attuned, the owner of the codex need not take the book with them. They can leave it in a secure location with no limits to distance, but must refresh their knowledge through 8 hours of uninterrupted study once per month or lose its benefits." + ] + }, + { + "type": "section", + "name": "Sacrifice", + "page": 216, + "entries": [ + "Some of these books require the attuned owner to surrender some of their life essence to satiate the fell powers constrained or described in the texts. Sacrificing requires rolling some number of Hit Dice, losing that many hit points and the Hit Dice immediately, and reducing your hit point maximum by the same amount. While the effect powered by the sacrifice persists, the lost hit points and Hit Dice can’t be regained. When the effect ends, you can heal the damage, restore your hit point maximum to normal, and recover the Hit Dice normally.", + "If sacrificing Hit Dice causes you to drop to 0 hit points, you fall unconscious and all effects you created end. You can’t sacrifice more Hit Dice than you have. If you must sacrifice a Hit Die to sustain an effect but you have none, the effect ends." + ] + } + ] } ] } @@ -19954,5 +20017,605 @@ "A region containing Cthrion Uroniziir's lair is warped for those who dare slumber, creating the following effect. The dreams of intelligent creatures who sleep within 12 miles of the lair are melded together in a lucid, overlapping cacophony. In these dreams, they can exchange philosophies about unity, law, and order\u2014when they aren't being plagued by each other's nightmares." ] } + ], + "item": [ + { + "name": "Coat of the Crimson Guard", + "source": "KaW", + "page": 208, + "baseItem": "studded leather armor|PHB", + "type": "LA", + "rarity": "very rare", + "reqAttune": true, + "weight": 13, + "ac": 12, + "bonusAc": "+2", + "recharge": "dawn", + "rechargeAmount": 3, + "charges": 3, + "entries": [ + "This ornate leather coat is a pristine white until its powers are used. You have a +2 bonus to AC while wearing this armor.", + "The coat has 3 charges. During a warfare battle, you can expend 1 charge as a reaction when one of your units would suffer casualties. When you expend a charge, you take damage equal to 5 times the number of casualties your unit would suffer and your unit does not suffer any casualties. You must be conscious to use this reaction. Taking damage from this reaction changes the coat to a deep crimson color for 24 hours. The coat regains all expended charges daily at dawn." + ] + }, + { + "name": "Counterpoint", + "source": "KaW", + "page": 208, + "baseItem": "morningstar|PHB", + "type": "M", + "rarity": "very rare", + "reqAttune": true, + "weight": 4, + "weaponCategory": "martial", + "dmg1": "1d8", + "dmgType": "P", + "bonusWeapon": "+2", + "recharge": "dawn", + "rechargeAmount": 25, + "charges": 1, + "entries": [ + "The first of these morningstars, known as {@i Ysgwyd y Ddaear} or the {@i Falling Star of Soraya}, left a trail of destruction through history, breaking sieges, crushing armies, and leveling cities. The true origin of the morningstar is lost to myth.", + "You gain a +2 bonus to attack and damage rolls made with this morningstar. An enemy struck by an opportunity attack with this weapon stops moving, falls {@condition prone}, and has its speed reduced to 0 until the end of its turn.", + "When you use the {@action Attack} action to make an attack with this weapon, the target is marked. The mark lasts until the end of your next turn. You can only mark one creature this way at a time, and if you use the {@action Attack} action to attack multiple creatures, the last creature you attack with the weapon is marked. If a marked target within 5 feet of you attempts to attack another creature, you can immediately attack the marked creature once with the weapon without using an action or reaction.", + { + "type": "entries", + "name": "Seismic Blast", + "entries": [ + "This weapon has a maximum of 3 charges, but only has 1 charge remaining when it is found. As an action, you can expend 1 charge to cast the {@spell earthquake} spell from the weapon. The morningstar has a {@chance 25|25 percent} chance of gaining 1 charge daily at dawn." + ] + }, + { + "type": "entries", + "name": "Intrigue", + "entries": [ + "You have advantage on Diplomacy tests to influence domains that know about the weapon's existence.", + "Additionally, once per intrigue, you can turn a failed Diplomacy test into a success, but the target NPC realm's attitude toward your domain is reduced by one step." + ] + }, + { + "type": "inset", + "name": "Counterpoint's Limitation", + "entries": [ + "At the GM's discretion when the characters first obtain a counterpoint, it can't be recharged at dawn, and charges can't be added to the weapon from any other source. This means the weapon only has one use of Seismic Blast left, making the final charge much more valuable. Do you use it now, or save it for a pivotal moment?", + "As the GM, you can decide what, if anything, can allow the weapon to begin regaining charges. Perhaps the characters need to soak a counterpoint in the blood of an ancient blue dragon, destroy the other copies of the weapon, or achieve some other heroic deed." + ] + } + ], + "attachedSpells": [ + "earthquake" + ] + }, + { + "name": "Fate's Needle", + "source": "KaW", + "page": 209, + "baseItem": "dagger|PHB", + "type": "M", + "rarity": "uncommon", + "reqAttune": true, + "weight": 1, + "weaponCategory": "simple", + "property": [ + "F", + "L", + "T" + ], + "range": "20/60", + "dmg1": "1d4", + "dmgType": "P", + "entries": [ + "The hilt of this thin ivory dagger is wrapped with a single piece of golden thread, which shimmers with divination energy.", + "While wielding a fate's needle, you can use your bonus action to choose a target you can see within 60 feet of you and tug on the golden thread. You gain advantage on your next attack roll against the target, as the thread's magic affords you a brief glimpse into one possible future. You can use your bonus action in this way a number of times equal to your proficiency bonus, and you regain all uses after finishing a long rest.", + "In addition, the golden thread grants insight into the sprawling arcane tapestry that spans the universe. An officer attuned to a fate's needle gains a +1 bonus to Lore tests for their domain." + ] + }, + { + "name": "Grandmaster's Quiver", + "source": "KaW", + "page": 209, + "rarity": "rare", + "wondrous": true, + "entries": [ + "This checkered quiver contains 16 magical arrows with heads that resemble chess pieces. A complete quiver includes eight pawns, two bishops, two knights, two rooks, one queen, and one king. When the quiver is found, there is a {@chance 60|60 percent} chance that {@dice 1d8} randomly selected arrows are missing.", + "Each type of arrow has a unique magical effect in addition to dealing damage like a nonmagical arrow. Once an arrow hits a target, it becomes a nonmagical arrow.", + { + "type": "entries", + "name": "Pawn", + "entries": [ + "Immediately after this arrow hits a creature, the target and one other creature of your choice within 5 feet of it take {@damage 2d6} piercing damage.", + "Alternatively, as a reaction to one of your units being diminished, you can expend this arrow to grant that unit advantage on its next Power test." + ] + }, + { + "type": "entries", + "name": "Bishop", + "entries": [ + "Immediately after this arrow hits a creature, a 5-foot-wide line of celestial light extends out from you to the target. The target and each creature in the line excluding you must make a DC 15 Constitution saving throw, taking {@damage 4d8} radiant damage on a failed save, or half as much damage on a successful one.", + "Alternatively, during the deployment phase of warfare, you can expend this arrow to give one of your units advantage on Power tests to resist battle magic during that battle." + ] + }, + { + "type": "entries", + "name": "Rook", + "entries": [ + "Immediately after this arrow hits a creature, the target must make a DC 15 Charisma saving throw. On a failed save, you and the target switch places. You can shoot this arrow at a creature that willingly wants to switch places with you. A willing target takes no damage from this arrow and can automatically fail the saving throw.", + "Alternatively, during deployment, you can fire this arrow to any unoccupied space you can see within range, instantly creating a guard tower fortification at that location." + ] + }, + { + "type": "entries", + "name": "Knight", + "entries": [ + "When you hit a target with this +1 arrow, you gain the benefits of the jump spell for 1 minute.", + "Alternatively, as a reaction to one of your units making a successful Power test, you can expend this arrow to inflict an equal number of casualties to one additional adjacent opposed unit." + ] + }, + { + "type": "entries", + "name": "Queen", + "entries": [ + "Immediately after this arrow hits a creature, a creature of your choice within 30 feet of the target gains the following benefits for 1 minute:", + { + "type": "list", + "items": [ + "Their movement speed increases by 10 feet.", + "They do not provoke opportunity attacks.", + "They have advantage on Dexterity saving throws." + ] + }, + "Alternatively, when your domain fails a Diplomacy test, you can expend this arrow as a domain reaction to turn it into a success." + ] + }, + { + "type": "entries", + "name": "King", + "entries": [ + "Immediately after this arrow hits a creature, one ally of your choice within 5 feet of the target can use their reaction to make one melee weapon attack against the target with advantage.", + "Alternatively, as a reaction to making a Command test, you can expend this arrow to gain advantage on all Command tests during that battle." + ] + } + ] + }, + { + "name": "Helmet of Dual Fates", + "source": "KaW", + "page": 210, + "rarity": "uncommon", + "reqAttune": true, + "wondrous": true, + "entries": [ + "If another domain makes a domain skill test while you are wearing this helmet, you can use a domain reaction to give that domain disadvantage on that test. Once you use the helmet in this way, the next domain skill test an officer in your domain (including you) makes is also made with disadvantage.", + "In addition, while wearing this helmet you can use your reaction to gain advantage on a saving throw, but all attacks you make before the end of your next turn are made with disadvantage. The helmet can't be used this way again until the next dawn." + ] + }, + { + "name": "Heroic Soul's Chasuble", + "source": "KaW", + "page": 211, + "rarity": "uncommon", + "reqAttune": true, + "wondrous": true, + "recharge": "dawn", + "rechargeAmount": 2, + "charges": 2, + "entries": [ + "The high elves have a tradition: whenever a knight or priest from another domain who served as an ally to the elves dies in their service, the elves inter their body in a special garment over which prayers and rituals are performed. On the next solstice, the tomb is opened and the garment removed. It now carries the knowledge of the dead hero, ensuring that their wisdom does not pass from the world.", + "The chasuble has 2 charges. When you make an attack roll, ability check, or domain skill test while wearing this chasuble, you can expend 1 charge to roll {@dice 1d8} and add it to the total, possibly changing the outcome. You can wait until after you roll the {@dice d20} before deciding to expend the charge, but must decide before the GM says whether the roll succeeds or fails.", + "The chasuble regains both charges daily at dawn." + ] + }, + { + "name": "Maethelgas", + "source": "KaW", + "page": 211, + "baseItem": "greatsword|PHB", + "type": "M", + "rarity": "legendary", + "reqAttune": true, + "curse": true, + "weight": 6, + "weaponCategory": "martial", + "property": [ + "H", + "2H" + ], + "dmg1": "2d6", + "dmgType": "S", + "bonusWeapon": "+3", + "entries": [ + "You gain a +3 bonus to attack and damage rolls made with this greatsword. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit a creature with a ranged attack using this weapon, the target takes an extra {@damage 2d8} necrotic damage. Immediately after the attack, the weapon flies back to your hand.", + { + "type": "entries", + "name": "Catch the Scent", + "entries": [ + "When you hit a creature with a melee weapon attack using Maethelgas, you can use your reaction to mark the target.", + "You have advantage on all melee weapon attacks against a marked target. The target remains marked until it dies, until you mark a different target, or until you are no longer attuned to Maethelgas." + ] + }, + { + "type": "entries", + "name": "Empowered Leader", + "entries": [ + "When a unit you control makes a Power test, Maethelgas can consume a soul inside it (see {@b Curse} below) to grant advantage on the check." + ] + }, + { + "type": "entries", + "name": "Hunger Sight", + "entries": [ + "While attuned to Maethelgas, you are aware of the presence and location of creatures within 60 feet of you that aren't constructs, devils, or undead." + ] + }, + { + "type": "entries", + "name": "Pact of Power", + "entries": [ + "Maethelgas protects its wielder from all but the greatest of harm. While attuned to the sword, if you take 15 or less damage from an attack or spell, you instead take no damage." + ] + }, + { + "type": "entries", + "name": "Ravenous Will", + "entries": [ + "Maethelgas can inspire bloodlust in those who have sworn service to you. During deployment, you can infect one unit you control with brutal fury. While infected in this way, a unit inflicts {@dice 1d6} additional casualties on a successful Power test. At the start of each round of battle, you can designate a different unit you control as the target of this feature." + ] + }, + { + "type": "entries", + "name": "Curse", + "entries": [ + "This sword is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one.", + "Every time Maethelgas kills a creature of challenge rating 5 or higher with a soul, the creature's soul is stored in the sword. A creature that dies this way can't be restored to life by any means short of a wish spell. When you find Maethelgas, it contains {@dice 2d6} souls.", + "Each day at dawn, Maethelgas consumes {@dice 1d4} souls inside it. If Maethelgas has no souls to consume, the sword loses all its magical properties save for its curse, and you must succeed on a DC 18 Constitution saving throw or gain a level of {@condition exhaustion} as the sword saps your vitality. When the sword gains a new soul, you lose any levels of {@condition exhaustion} gained from the curse and the sword regains all its magical properties. Levels of {@condition exhaustion} accrued from the curse can't be removed by any other means. If you die from this {@condition exhaustion}, your soul is consumed by Maethelgas.", + "Only a {@spell wish} spell is capable of ending attunement to the sword. Lesser magics can't end attunement or suppress the curse." + ] + } + ] + }, + { + "name": "Omega Toll", + "source": "KaW", + "page": 212, + "rarity": "artifact", + "reqAttune": "by a creature of true neutral alignment", + "reqAttuneTags": [ + { + "alignment": [ + "N" + ] + } + ], + "wondrous": true, + "bonusSpellAttack": "+3", + "entries": [ + "Pharyon of the Court of the Seven Cities carries an artifact with the capacity to end reality, a bell that exudes so much power that even Pharyon himself is loath to use it. When it rings, no one knows the destruction it will wreak...or what will follow.", + "A creature of any alignment other than true neutral is unable to attune to the bell, but a creature of any alignment can ring it.", + { + "type": "entries", + "name": "Epicenter of Time", + "entries": [ + "The bell is a primordial talisman. If you are a true neutral cleric, druid, paladin, or ranger, you can use it as a spellcasting focus, and you gain a +3 bonus to spell attack rolls and your spell save DC." + ] + }, + { + "type": "entries", + "name": "Spells", + "entries": [ + "While attuned to the bell, you can cast the {@spell time stop} spell at will. Additionally, once per year, you can cast {@spell wish}." + ] + }, + { + "type": "entries", + "name": "Random Properties", + "entries": [ + "The Omega Toll has the following random properties:", + { + "type": "list", + "items": [ + "2 {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial} properties", + "2 {@table Artifact Properties; Major Beneficial Properties|dmg|major beneficial} properties", + "2 {@table Artifact Properties; Minor Detrimental Properties|dmg|minor detrimental} properties", + "2 {@table Artifact Properties; Major Detrimental Properties|dmg|major detrimental} properties" + ] + } + ] + }, + { + "type": "entries", + "name": "Ringing the Bell", + "entries": [ + "When the bell is rung, it tolls for {@dice 1d4 + 1} rounds. On each round that the bell rings, it casts a different spell, centered on itself. Spells cast by the bell have a spell save DC of 20, and each one continues indefinitely as though being concentrated on. The bell can concentrate on multiple spells at once.", + { + "type": "table", + "colLabels": [ + "d4", + "Spell", + "" + ], + "colStyles": [ + "col-1 text-center", + "col-3 text-left", + "col-6 text-left" + ], + "rows": [ + [ + "1", + "{@spell Storm of vengeance}" + ], + [ + "2", + "{@spell Meteor swarm}" + ], + [ + "3", + "{@spell Earthquake}" + ], + [ + "4", + "{@spell Fire storm}" + ] + ] + }, + "Once the bell ceases ringing, the world as you know it ends. Roll on the following table to decide the fate of existence:", + { + "type": "table", + "colLabels": [ + "d6", + "Apocalypse", + "" + ], + "colStyles": [ + "col-1 text-center", + "col-3 text-left", + "col-6 text-left" + ], + "rows": [ + [ + "1", + "All creatures in the timescape that were not within 300 feet of the bell when it rang fall into a deep, dreamless sleep, from which they seemingly cannot wake." + ], + [ + "2", + "All player characters are instantly transported 2,000 years into the future." + ], + [ + "3", + "The bell alters the outcome of an ancient battle, shifting the timeline of the characters' world and plunging it into endless war and chaos." + ], + [ + "4", + "The barriers between worlds are obliterated, allowing fey, fiends, and elementals to wreak havoc across the Material Plane." + ], + [ + "5", + "The gods become mortal." + ], + [ + "6", + "The passage of time halts across all worlds for all creatures that were not within 300 feet of the bell when it rang." + ] + ] + } + ] + }, + { + "type": "entries", + "name": "Destroying the Bell", + "entries": [ + "The bell can't be destroyed forever, but its knell can be attacked and quieted, delaying the doom that it heralds. It has AC 20, 10 hit points, and immunity to all damage types except radiant. If struck by a {@item holy avenger}, the bell instantly breaks. When broken, the bell melts into liquid metal and dissolves, reforming in one of the Seven Cities {@dice 1d6 × 100} years later. Casting the {@spell silence} spell on the bell also ceases its ringing, but only if the spell lasts until the bell falls still." + ] + } + ], + "attachedSpells": [ + "earthquake", + "fire storm", + "meteor swarm", + "storm of vengeance", + "time stop", + "wish" + ] + }, + { + "name": "Staff of Providence", + "source": "KaW", + "page": 213, + "type": "M", + "rarity": "legendary", + "reqAttune": "by a cleric, sorcerer, warlock, or wizard", + "reqAttuneTags": [ + { + "class": "cleric" + }, + { + "class": "sorcerer" + }, + { + "class": "warlock" + }, + { + "class": "wizard" + } + ], + "weight": 4, + "weaponCategory": "simple", + "property": [ + "V" + ], + "dmg1": "1d6", + "dmgType": "B", + "dmg2": "1d8", + "bonusWeapon": "+3", + "recharge": "midnight", + "rechargeAmount": "{@dice 1d10 + 5}", + "charges": 15, + "staff": true, + "entries": [ + "This staff is carved from stone and topped by a statue of an angel. It can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it and deals an extra {@damage 3d6} radiant damage on a hit.", + "This staff has 15 charges. It regains {@dice 1d10 + 5} expended charges daily at midnight. If you expend the last charge, roll a {@dice d20}. On a 1, the staff bursts into flames then crumbles into ash.", + { + "type": "entries", + "name": "Spells", + "entries": [ + "While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability modifier: {@spell guiding bolt} (1 charge), {@spell spirit guardians} (3 charges), or {@spell flame strike} (4 charges)." + ] + }, + { + "type": "entries", + "name": "Destiny Foretold", + "entries": [ + "Wielding the staff of providence allows you to read the tapestry of your destiny and grants insight into how to change the destiny of your opponents. Once per intrigue, you can use a domain bonus action to make a DC 13 Espionage test. On a failed test, your domain's Communications level increases by 1. On a success, your domain's Communications level increases by 2." + ] + } + ], + "attachedSpells": [ + "guiding bolt", + "spirit guardians", + "flame strike" + ] + }, + { + "name": "Tellac Oranic", + "source": "KaW", + "page": 213, + "rarity": "artifact", + "reqAttune": true, + "wondrous": true, + "curse": true, + "entries": [ + "This green gemstone gleams with sickening radiance. The Tellac Oranic lay dormant in the heart of the world until a desperate dwarven king named Zaar Q'or unearthed it. Zaar quickly fell to the stone's corruption and turned its might upon his people. He now wanders the Last City, deathless, a slave to the stone's appetite for souls.", + { + "type": "entries", + "name": "Hunger Unending", + "entries": [ + "The Tellac Oranic converts the souls of creatures it slays into charges. The Tellac Oranic's charge level equals the total challenge rating of all the creatures whose souls it has consumed. When the Tellac Oranic consumes a new soul, add the challenge rating or level of the creature you killed to its charge level. The souls of creatures with a challenge rating of lower than 1 are not great enough to charge the Tellac Oranic. If you die while attuned to the Tellac Oranic, the item loses all charges.", + "As the Tellac Oranic acquires charges, the attuned wielder gains the following abilities:" + ] + }, + { + "type": "entries", + "name": "1-25 Charges", + "entries": [ + "You regain 10 hit points at the start of your turn if you have at least 1 hit point but fewer hit points than half your hit point maximum." + ] + }, + { + "type": "entries", + "name": "26-50 Charges", + "entries": [ + "You can call forth the souls from within the Tellac Oranic to serve you. As an action, you can summon {@dice 1d6} {@creature will-o'-wisp}s, {@dice 1d4} {@creature ghost}s, or one {@creature wraith}. The summoned creatures appear in unoccupied spaces you can see within 30 feet of you, share all the languages you know, and are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The undead disappear when they drop to 0 hit points or after 1 hour, whichever comes first. You can't use the Tellac Oranic this way again until you finish a long rest." + ] + }, + { + "type": "entries", + "name": "51-100 Charges", + "entries": [ + "While holding the Tellac Oranic, you can use an action to emit a deadly pulse. Each creature within 30 feet of you must succeed on a DC 18 Wisdom saving throw or gain a level of {@condition exhaustion}. If a target is within 5 feet of you when you use this feature, it makes this saving throw with disadvantage." + ] + }, + { + "type": "entries", + "name": "Soul Feast", + "entries": [ + "While holding the Tellac Oranic, you can use an action to make a ranged weapon attack against a creature you can see within 30 feet of you. On a hit, the creature takes {@damage 4d6} necrotic damage and its Strength score is reduced by {@dice 1d4}. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a humanoid dies from this attack, two shadows controlled by you rise from the corpse." + ] + }, + { + "type": "entries", + "name": "Serve in Death", + "entries": [ + "During battle, all units you control automatically suffer 1 casualty at the end of each activation and gain a +1 bonus to Power and Toughness. When the casualty die of a unit you control reaches 0, its casualty die resets to its original size, its type becomes undead, and it continues to fight until it loses its last casualty again." + ] + }, + { + "type": "entries", + "name": "Curse", + "entries": [ + "The Tellac Oranic is cursed and seeks to drain the will of all who possess it. Attuning to the Tellac Oranic extends the curse to you. As long as you remain cursed, you are unwilling to part with the gemstone, keeping it on your person at all times.", + "Each midnight you remain attuned to the Tellac Oranic, you must succeed on a DC 18 Constitution saving throw or reduce your Constitution score by 1. This reduction can't be restored by any means short of a wish spell. If your Constitution score is reduced to 0, you become an undead thrall to the gemstone and the GM assumes control of your character. Once you have transformed, there is no way to reverse the condition.", + "There is no known way to break this curse." + ] + } + ] + }, + { + "name": "Zealcleaver", + "source": "KaW", + "page": 214, + "baseItem": "greatsword|PHB", + "type": "M", + "rarity": "legendary", + "reqAttune": true, + "curse": true, + "weight": 6, + "weaponCategory": "martial", + "property": [ + "H", + "2H" + ], + "dmg1": "2d6", + "dmgType": "S", + "bonusWeapon": "+3", + "entries": [ + "Forged from an ancient holy tablet and twisted into a tool of evil, Zealcleaver now serves the hate devil Rakat, Baron of Styx and member of the Court of Seven Cities.", + "The {@i Tablet of Zeal} was created by Saint Fanw the Ardent, leader of the Holy Order of the Lodestar, a group of knights serving Cavall. When Fanw became the Saint of Faithfulness, she created the tablet and its axioms to guide her order in her absence, and from it the knights drew their incredible power.", + "But as the cornerstone of their strength, the tablet became their weakness. Its theft by a cult of Sutekh stripped the knights of their power, and the order crumbled as the tablet fell into the hands of the forces of darkness, where it has remained ever since.", + "The tablet still bears the wisdom of Saint Fanw the Ardent, but its powers have been perverted. No longer does it strengthen the courage of mortals; as a weapon, Zealcleaver breaks their spirit instead.", + { + "type": "entries", + "name": "Using Zealcleaver", + "entries": [ + "If you are a good-aligned cleric or paladin, attuning to this weapon burns you for {@damage 2d8} necrotic damage. The sword can magically change in size to better conform to the grip of its user. Zealcleaver is a magic weapon that grants a +3 bonus to attack and damage rolls made with it, and Zealcleaver always deals maximum damage to paladins.", + "When you strike a creature with the weapon, you can choose to end one spell or magical effect on the target creature. While attuned to Zealcleaver, your eyes glow with burning green light, granting you advantage on Charisma ({@skill Intimidation}) checks." + ] + }, + { + "type": "entries", + "name": "Intrigue", + "entries": [ + "Zealcleaver can be used to impart some of the lost power of the Holy Order of the Lodestar to a single unit. Once per intrigue, you can use a domain bonus action to make a DC 12 Lore test to decipher the axioms written on the blade. On a success, one of your units gains the following traits until the end of the next battle fought before the end of the intrigue:", + { + "type": "entries", + "name": "Forward unto Victory!", + "entries": [ + "This unit automatically succeeds on all Morale and Power tests." + ] + }, + { + "type": "entries", + "name": "Driven by Hate!", + "entries": [ + "Rakat's fell energy clings to the blade, baleful and wicked. This unit can't use the Retreat maneuver." + ] + } + ] + }, + { + "type": "entries", + "name": "Curse", + "entries": [ + "In its corrupted form, the blade boils with Rakat's pernicious influence, bearing a curse laid by the hate devil that affects any nonfiend who attunes to the sword. As long as you remain cursed, you are unwilling to part with the blade, keeping it within reach at all times. If you lose the blade while cursed, you stop at nothing to get it back.", + "Even if the attunement ends, the curse remains. No spell can remove the curse. With each passing day, your physical appearance becomes more infernal\u2014horns sprout from your head, you grow a barbed tail, and your tongue splits in two, becoming forked. After 666 hours of being cursed, the transformation completes and you become a devilish version of yourself. Other characters may assume you are a fiend native to Hell. These physical changes aren't considered magical in nature and therefore can't be dispelled. Tieflings do not undergo any physical changes when attuned to this weapon.", + "In addition, you develop a burning hatred for all mortal creatures, seeing them as disgusting insects unaware of their own insignificance. After 666 hours, you gain the following flaw: \"All mortals deserve nothing but annihilation, but those who put their faith in other mortals deserve it doubly so.\"", + "You can end the curse by restoring Zealcleaver." + ] + }, + { + "type": "entries", + "name": "Restoring Zealcleaver", + "entries": [ + "Zealcleaver can be restored to its former glory. Using the weapon to kill five named devils from the Court of Seven Cities removes the curse Rakat placed on the blade, returning it to its ancient splendor as an instrument for good.", + "Whether it remains a blade or transforms back into the {@i Tablet of Zeal} is up to the GM." + ] + }, + { + "type": "inset", + "name": "Tablet of Zeal", + "entries": [ + "Though we don't provide the statistics for the {@i Tablet of Zeal}, it is a holy artifact that should have powers that {@condition blind} and deal radiant damage to enemies; destroy undead and fiends; and heal and buff good-aligned heroes. It might also bring forth a special unit of your choice!" + ] + } + ] + } ] }