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BREW-683: Mogogol #1911

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2 changes: 1 addition & 1 deletion adventure/Eventyr Games; Kraken's Gamble.json
Original file line number Diff line number Diff line change
Expand Up @@ -1605,7 +1605,7 @@
"name": "Sewer Water",
"page": 9,
"entries": [
"The sewer water is filled with refuse and garbage. The canals are 5 feet deep unless otherwise noted. The water {@quickref Vision and Light|PHB|2||heavily obscures} anything more than 10 feet away. A creature that enters the water for the first time must succeed on a {@dc 11} Constitution saving throw or contract {@disease Sewer Plague|DMG} {@homebrew |(see page 257 of the Dungeon Master's Guide)}."
"The sewer water is filled with refuse and garbage. The canals are 5 feet deep unless otherwise noted. The water {@quickref Vision and Light|PHB|2|0|heavily obscures} anything more than 10 feet away. A creature that enters the water for the first time must succeed on a {@dc 11} Constitution saving throw or contract {@disease Sewer Plague|DMG} {@homebrew |(see page 257 of the Dungeon Master's Guide)}."
],
"id": "035"
},
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Expand Up @@ -1861,7 +1861,7 @@
"page": 8,
"entries": [
"In order to roleplay a Steelmonger, it would make sense to play a {@class fighter|PHB} or a {@class paladin|PHB}. Steelmongers are disciplined and well-trained. They prefer heavy armour and brutal, military tactics to secure victory quickly and decisively.",
"A Paladin of {@subclassFeature Oath of Vengeance|Paladin||Vengeance||3||Vengeance} or {@subclassFeature Oath of Conquest|Paladin||Conquest|XGE|3||Conquest} would work especially well for a Steelmonger, or a {@subclassFeature Battle Master|Fighter||Battle Master||3} or {@subclassFeature Purple Dragon Knight (Banneret)|Fighter||Purple Dragon Knight (Banneret)|SCAG|3||Banneret}. There are no restrictions on what race or gender might become a Steelmonger, but {@race human|phb|humans}, {@race orc|vgm|orcs}, and {@race dwarf|phb|dwarves} are most commonly seen amongst their ranks. They are almost universally lawful and tend towards Lawful Neutral especially, but can be Evil or Good depending on the individual.",
"A Paladin of {@subclassFeature Oath of Vengeance|Paladin|PHB|Vengeance|PHB|3|PHB|Vengeance} or {@subclassFeature Oath of Conquest|Paladin|PHB|Conquest|XGE|3|XGE|Conquest} would work especially well for a Steelmonger, or a {@subclassFeature Battle Master|Fighter|PHB|Battle Master|PHB|3} or {@subclassFeature Purple Dragon Knight (Banneret)|Fighter|PHB|Purple Dragon Knight (Banneret)|SCAG|3|SCAG|Banneret}. There are no restrictions on what race or gender might become a Steelmonger, but {@race human|phb|humans}, {@race orc|vgm|orcs}, and {@race dwarf|phb|dwarves} are most commonly seen amongst their ranks. They are almost universally lawful and tend towards Lawful Neutral especially, but can be Evil or Good depending on the individual.",
"The {@background Soldier} or {@background Noble} background would be appropriate picks for an aspiring or former Steelmonger."
]
},
Expand All @@ -1882,7 +1882,7 @@
"page": 8,
"entries": [
"Tower Agents can be virtually of any origin, but the group prefers to work with more unique individuals. {@race elf|phb|Elves}, {@race half-elf|phb|half-elves}, {@race halfling|phb|halflings}, and {@race gnome|phb|gnomes} would be comfortable as a Tower Agent.",
"A typical Tower Agent might be a {@subclassFeature College of Lore|Bard||Lore||3||lore bard}, an {@subclassFeature Arcane Trickster|Rogue||Arcane Trickster||3||arcane trickster rogue}, or an {@subclassFeature School of Illusion|Wizard||Illusion||2||illusion}, {@subclassFeature School of Divination|Wizard||Divination||2||divination}, or {@subclassFeature School of Enchantment|Wizard||Enchantment||2||enchantment wizard}. They will be proficient in {@skill Deception} in order to keep their identity a secret from as many as possible, since the common folk view them with suspicion... with good reason.",
"A typical Tower Agent might be a {@subclassFeature College of Lore|Bard|PHB|Lore|PHB|3|PHB|lore bard}, an {@subclassFeature Arcane Trickster|Rogue|PHB|Arcane Trickster|PHB|3|PHB|arcane trickster rogue}, or an {@subclassFeature School of Illusion|Wizard|PHB|Illusion|PHB|2|PHB|illusion}, {@subclassFeature School of Divination|Wizard|PHB|Divination|PHB|2|PHB|divination}, or {@subclassFeature School of Enchantment|Wizard|PHB|Enchantment|PHB|2|PHB|enchantment wizard}. They will be proficient in {@skill Deception} in order to keep their identity a secret from as many as possible, since the common folk view them with suspicion... with good reason.",
"Tower Agents are often True Neutral in alignment. The {@background Charlatan} or {@background Variant Criminal (Spy)} background would be appropriate picks for a Tower Agent."
]
}
Expand All @@ -1901,7 +1901,7 @@
"name": "Roleplaying a Helviti Comanda",
"page": 9,
"entries": [
"The Helviti are primarily {@class fighter|PHB|fighters}, {@class barbarian|PHB|barbarians}, and {@class ranger|PHB|rangers}. They rely on martial skill and weapons. Virtually any fighter would be an appropriate class pick for a Helviti; the wide range in strategies they employ make the fighter class in general a natural pick. A Ranger with the {@subclassFeature Hunter|Ranger||Hunter||3||Hunter} subclass would also be a suitable choice for a more independent Helviti Comanda or a {@subclassFeature Path of the Berserker|Barbarian||Berserker||3||Berserker} Barbarian.",
"The Helviti are primarily {@class fighter|PHB|fighters}, {@class barbarian|PHB|barbarians}, and {@class ranger|PHB|rangers}. They rely on martial skill and weapons. Virtually any fighter would be an appropriate class pick for a Helviti; the wide range in strategies they employ make the fighter class in general a natural pick. A Ranger with the {@subclassFeature Hunter|Ranger|PHB|Hunter|PHB|3|PHB|Hunter} subclass would also be a suitable choice for a more independent Helviti Comanda or a {@subclassFeature Path of the Berserker|Barbarian|PHB|Berserker|PHB|3|PHB|Berserker} Barbarian.",
"A Helviti Comanda would likely have the {@background Soldier} background, and they have no restriction on alignment."
]
},
Expand Down Expand Up @@ -1939,7 +1939,7 @@
"page": 9,
"entries": [
"A Grover will be more likely to be an {@race elf}, {@race tiefling}, or {@race gnome}, but this is not an all-encompassing restriction. Many {@race human|phb|humans}, {@race orc|vgm|orcs}, and other inhabitants of the Pevic Continent still find their way to groves and learn the ways of the inhabitants there.",
"For a grover, appropriate class picks would be {@class ranger}, {@class druid}, or {@class sorcerer}. Particularly {@subclassFeature Beast Master|Ranger||Beast Master||3||beastmaster} rangers and {@subclassFeature Wild Magic|Sorcerer||Wild||1||wild magic} {@class sorcerer|PHB|sorcerers} would be strong picks. A {@class druid} of virtually any subclass would also make sense. A {@background hermit} or {@background outlander} background would be sensible selections as well.",
"For a grover, appropriate class picks would be {@class ranger}, {@class druid}, or {@class sorcerer}. Particularly {@subclassFeature Beast Master|Ranger|PHB|Beast Master|PHB|3|PHB|beastmaster} rangers and {@subclassFeature Wild Magic|Sorcerer|PHB|Wild|PHB|1|PHB|wild magic} {@class sorcerer|PHB|sorcerers} would be strong picks. A {@class druid} of virtually any subclass would also make sense. A {@background hermit} or {@background outlander} background would be sensible selections as well.",
"Grovers tend towards chaotic neutral alignments, and are on average more likely to be good than evil."
]
}
Expand All @@ -1958,7 +1958,7 @@
"name": "Roleplaying an Inquisitor",
"page": 10,
"entries": [
"Inquisitors are usually either {@class monk|PHB|monks} or {@class ranger|PHB|rangers}. A {@subclassFeature Hunter|Ranger||Hunter||3||hunter} type ranger would be a suitable pick for an Inquisitor, with a focus on hunting fiends and abberrations. Virtually any {@class monk} subclass would be a sensible pick for an Inquisitor, reflecting the broad range of martial arts schools present in the world that originate from the {@book Helviti Wastes|BITCEH|1|The Helviti Wastes}. Consider investing in the {@feat Mage Slayer} feat as well for an Inquisitor, and they would most likely have proficiency in {@skill Investigation} and/or {@skill Insight}.",
"Inquisitors are usually either {@class monk|PHB|monks} or {@class ranger|PHB|rangers}. A {@subclassFeature Hunter|Ranger|PHB|Hunter|PHB|3|PHB|hunter} type ranger would be a suitable pick for an Inquisitor, with a focus on hunting fiends and abberrations. Virtually any {@class monk} subclass would be a sensible pick for an Inquisitor, reflecting the broad range of martial arts schools present in the world that originate from the {@book Helviti Wastes|BITCEH|1|The Helviti Wastes}. Consider investing in the {@feat Mage Slayer} feat as well for an Inquisitor, and they would most likely have proficiency in {@skill Investigation} and/or {@skill Insight}.",
"Inquisitors have a broad recruiting strategy, and draw from all races, even rarer races such as goblinoids, {@race tiefling|PHB|tieflings}, and {@race kobold|VGM|kobolds}. The capacity to cast spells inherently does not make one less valuable to the Inquisition; rather it makes one more valuable. They tend towards lawful in alignment and prefer to work with the ruling governments they operate in.",
"An inquisitor would be comfortable with either the {@background Variant Criminal (Spy)}, {@background Acolyte}, or {@background Outlander} background if they were directly from a nomadic tribe in the Wastes."
]
Expand Down Expand Up @@ -2195,7 +2195,7 @@
"page": 15,
"entries": [
"Whilst worship of the gods is widespread, divine spellcasters are still rare. They are not as uncommon as arcane spellcasters, but as the power of the gods is weakened, they are far more selective about which of their followers might gain spells and magical aid.",
"Often there is a single {@class cleric} per community, and these clerics range in power depending on what tasks they are meant to accomplish by their gods. A local cleric of the {@deity Lifegiver|Gol|BloodInTheCompany} whose main task is to keep the villagers healthy may only have a few healing spells, whereas a great champion of {@deity The Protector|Gol|BloodInTheCompany} who is tasked to bring peace to an entire nation may be granted amazing spells and magical powers.",
"Often there is a single {@class cleric|PHB} per community, and these clerics range in power depending on what tasks they are meant to accomplish by their gods. A local cleric of the {@deity Lifegiver|Gol|BloodInTheCompany} whose main task is to keep the villagers healthy may only have a few healing spells, whereas a great champion of {@deity The Protector|Gol|BloodInTheCompany} who is tasked to bring peace to an entire nation may be granted amazing spells and magical powers.",
"It is not unheard of for the abilities of clerics to wax and wane as their tasks are completed. Most conventional clerics try to exercise discretion as to when to use their powers, knowing well that their gods have given them their spells for a reason; it is up to them to ensure that their trust is not misplaced.",
{
"type": "image",
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14 changes: 7 additions & 7 deletions book/MCDM Productions; Arcadia Issue 7.json
Original file line number Diff line number Diff line change
Expand Up @@ -39,7 +39,7 @@
"page": 24,
"type": "Boon",
"entries": [
"Moving through nonmagical {@quickref difficult terrain||3} in a forest doesn't cost you extra movement. While in a forest, you can cast the {@spell spike growth} spell, requiring no material components. Wisdom is your spellcasting ability for this spell. You can cast the spell twice in this way without expending a spell slot, and you regain all expended uses when you finish a long rest."
"Moving through nonmagical {@quickref difficult terrain|PHB|3} in a forest doesn't cost you extra movement. While in a forest, you can cast the {@spell spike growth} spell, requiring no material components. Wisdom is your spellcasting ability for this spell. You can cast the spell twice in this way without expending a spell slot, and you regain all expended uses when you finish a long rest."
]
}
],
Expand Down Expand Up @@ -249,7 +249,7 @@
"entries": [
"A sheet of gleaming ice spreads across the ground in a location you choose within range. The area of the ice sheet consists of up to ten 10-foot squares, which you can arrange as you wish. Each square must have at least one side adjacent to the side of another square. Each creature in the area when it appears must succeed on a Dexterity saving throw or fall {@condition prone} and take {@damage 2d6} cold damage.",
"In addition, a creature who moves more than 5 feet on a turn in the area must succeed on a Dexterity saving throw when it stops moving, or fall {@condition prone} and take {@damage 2d6} cold damage.",
"Each 10-foot-square section of the ice has AC 12, 15 hit points, vulnerability to fire damage, and immunity to cold, poison, and psychic damage. Reducing a 10-foot section of ice to 0 hit points destroys it and leaves behind a puddle that is {@quickref difficult terrain||3} until it dries."
"Each 10-foot-square section of the ice has AC 12, 15 hit points, vulnerability to fire damage, and immunity to cold, poison, and psychic damage. Reducing a 10-foot section of ice to 0 hit points destroys it and leaves behind a puddle that is {@quickref difficult terrain|PHB|3} until it dries."
],
"classes": {
"fromClassList": [
Expand Down Expand Up @@ -465,7 +465,7 @@
"items": [
"Attacks against you have disadvantage.",
"You make Strength and Dexterity saving throws with advantage.",
"Moving through nonmagical {@quickref difficult terrain||3} doesn't cost you extra movement."
"Moving through nonmagical {@quickref difficult terrain|PHB|3} doesn't cost you extra movement."
]
},
"When you hit a creature with a melee attack, you can choose to channel a final surge of tempestuous might to deal an extra {@damage 2d8} lightning or thunder damage (your choice). The spell then ends."
Expand Down Expand Up @@ -686,7 +686,7 @@
],
"wondrous": true,
"entries": [
"This belt of intricately woven vines twists and tightens as you wrap it around your waist, entwining its tendrils to grasp you snugly. While wearing this belt, you can use your {@classFeature Wild Shape|Druid||2} to transform into a plant, choosing from {@note the {@creature Krakenvine|Ar7} and the {@creature Thornbush|Ar7}.} {@homebrew |the forms on page 14.}"
"This belt of intricately woven vines twists and tightens as you wrap it around your waist, entwining its tendrils to grasp you snugly. While wearing this belt, you can use your {@classFeature Wild Shape|Druid|PHB|2} to transform into a plant, choosing from {@note the {@creature Krakenvine|Ar7} and the {@creature Thornbush|Ar7}.} {@homebrew |the forms on page 14.}"
]
},
{
Expand All @@ -696,7 +696,7 @@
"rarity": "uncommon",
"wondrous": true,
"entries": [
"This ceramic pendant bears the indent of a feline paw print. While transformed into a beast by the {@classFeature Wild Shape|Druid||2} feature, the {@spell polymorph} spell, or similar magic, you can communicate telepathically with any beast or humanoid you can see within 30 feet of you."
"This ceramic pendant bears the indent of a feline paw print. While transformed into a beast by the {@classFeature Wild Shape|Druid|PHB|2} feature, the {@spell polymorph} spell, or similar magic, you can communicate telepathically with any beast or humanoid you can see within 30 feet of you."
],
"fluff": {
"entries": [
Expand Down Expand Up @@ -862,7 +862,7 @@
],
"wondrous": true,
"entries": [
"This shimmering halo floats slightly above the wearer's head, illuminating their features in a golden glow. While wearing this halo, you can expend a use of your {@classFeature Wild Shape|Druid||2} feature to transform into a {@creature pegasus|MM}, or expend two uses of your {@classFeature Wild Shape|Druid||2} feature to transform into a {@creature unicorn|MM} {@homebrew |(see the core rules for these stat blocks)}. Additionally, while wearing this halo, you have advantage on Charisma checks made to interact with celestials."
"This shimmering halo floats slightly above the wearer's head, illuminating their features in a golden glow. While wearing this halo, you can expend a use of your {@classFeature Wild Shape|Druid|PHB|2} feature to transform into a {@creature pegasus|MM}, or expend two uses of your {@classFeature Wild Shape|Druid|PHB|2} feature to transform into a {@creature unicorn|MM} {@homebrew |(see the core rules for these stat blocks)}. Additionally, while wearing this halo, you have advantage on Charisma checks made to interact with celestials."
],
"fluff": {
"entries": [
Expand Down Expand Up @@ -1364,7 +1364,7 @@
"type": "entries",
"name": "Bog",
"entries": [
"You can use an action to plant one end of the staff in the ground and expend 1 charge to create a bog in a 60-foot radius around the staff. This area is {@quickref difficult terrain||3} for creatures other than you. Another creature that starts its turn in the bog must make a Strength saving throw against your spell save DC or have its speed reduced to 0 until the start of its next turn. The bog lasts for {@dice 1d4 + 2} rounds or until you pull the staff out of the ground, at which point the bog is sucked into the ground and vanishes."
"You can use an action to plant one end of the staff in the ground and expend 1 charge to create a bog in a 60-foot radius around the staff. This area is {@quickref difficult terrain|PHB|3} for creatures other than you. Another creature that starts its turn in the bog must make a Strength saving throw against your spell save DC or have its speed reduced to 0 until the start of its next turn. The bog lasts for {@dice 1d4 + 2} rounds or until you pull the staff out of the ground, at which point the bog is sucked into the ground and vanishes."
]
}
],
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