diff --git a/class/Foxfire94; Blood Hunter Re-Balanced.json b/class/Foxfire94; Blood Hunter Re-Balanced.json index 83ce002f7..dfaa8236d 100644 --- a/class/Foxfire94; Blood Hunter Re-Balanced.json +++ b/class/Foxfire94; Blood Hunter Re-Balanced.json @@ -1,3855 +1,3854 @@ -{ - "_meta": { - "sources": [ - { - "json": "BHBB", - "abbreviation": "FFBHBB", - "full": "Blood Hunter but Balanced", - "authors": [ - "Matthew Mercer", - "Foxfire94" - ], - "convertedBy": [ - "Foxfire94" - ], - "url": "https://www.dmsguild.com/product/400231/The-Blood-Hunter-ReBalanced-for-5e-DD?", - "dateReleased": "2022-04-07", - "version": "2", - "color": "940101" - } - ], - "dateAdded": 1647213910, - "dateLastModified": 1729630006, - "_dateLastModifiedHash": "3055d8a83d", - "edition": "classic" - }, - "class": [ - { - "name": "Blood Hunter (Balanced)", - "source": "BHBB", - "hd": { - "number": 1, - "faces": 10 - }, - "proficiency": [ - "con", - "int" - ], - "classTableGroups": [ - { - "colLabels": [ - "Hemocraft Die", - "{@filter Blood Curses Known|optionalfeatures|Feature Type=Blood Curse}" - ], - "rows": [ - [ - { - "type": "dice", - "toRoll": [ - { - "number": 1, - "faces": 4 - } - ] - }, - 1 - ], - [ - { - "type": "dice", - "toRoll": [ - { - "number": 1, - "faces": 4 - } - ] - }, - 1 - ], - [ - { - "type": "dice", - "toRoll": [ - { - "number": 1, - "faces": 4 - } - ] - }, - 1 - ], - [ - { - "type": "dice", - "toRoll": [ - { - "number": 1, - "faces": 4 - } - ] - }, - 1 - ], - [ - { - "type": "dice", - "toRoll": [ - { - "number": 1, - "faces": 6 - } - ] - }, - 1 - ], - [ - { - "type": "dice", - "toRoll": [ - { - "number": 1, - "faces": 6 - } - ] - }, - 2 - ], - [ - { - "type": "dice", - "toRoll": [ - { - "number": 1, - "faces": 6 - } - ] - }, - 2 - ], - [ - { - "type": "dice", - "toRoll": [ - { - "number": 1, - "faces": 6 - } - ] - }, - 2 - ], - [ - { - "type": "dice", - "toRoll": [ - { - "number": 1, - "faces": 6 - } - ] - }, - 2 - ], - [ - { - "type": "dice", - "toRoll": [ - { - "number": 1, - "faces": 6 - } - ] - }, - 3 - ], - [ - { - "type": "dice", - "toRoll": [ - { - "number": 1, - "faces": 8 - } - ] - }, - 3 - ], - [ - { - "type": "dice", - "toRoll": [ - { - "number": 1, - "faces": 8 - } - ] - }, - 3 - ], - [ - { - "type": "dice", - "toRoll": [ - { - "number": 1, - "faces": 8 - } - ] - }, - 3 - ], - [ - { - "type": "dice", - "toRoll": [ - { - "number": 1, - "faces": 8 - } - ] - }, - 4 - ], - [ - { - "type": "dice", - "toRoll": [ - { - "number": 1, - "faces": 8 - } - ] - }, - 4 - ], - [ - { - "type": "dice", - "toRoll": [ - { - "number": 1, - "faces": 8 - } - ] - }, - 4 - ], - [ - { - "type": "dice", - "toRoll": [ - { - "number": 1, - "faces": 10 - } - ] - }, - 4 - ], - [ - { - "type": "dice", - "toRoll": [ - { - "number": 1, - "faces": 10 - } - ] - }, - 5 - ], - [ - { - "type": "dice", - "toRoll": [ - { - "number": 1, - "faces": 10 - } - ] - }, - 5 - ], - [ - { - "type": "dice", - "toRoll": [ - { - "number": 1, - "faces": 10 - } - ] - }, - 5 - ] - ] - } - ], - "startingProficiencies": { - "armor": [ - "light", - "medium", - "shield" - ], - "weapons": [ - "simple", - "martial" - ], - "tools": [ - "alchemist's supplies" - ], - "skills": [ - { - "choose": { - "from": [ - "athletics", - "arcana", - "history", - "insight", - "investigation", - "perception", - "religion", - "stealth", - "survival" - ], - "count": 2 - } - } - ] - }, - "startingEquipment": { - "additionalFromBackground": true, - "default": [ - "(a) a {@filter martial weapon|items|source=phb|category=basic|type=martial weapon} or (b) two {@filter simple weapons|items|type=simple weapon}", - "(a) a {@item light crossbow|phb} and {@item crossbow bolts (20)|phb|20 bolts} or (b) two {@item dagger|phb|daggers}", - "(a) {@item leather armor|phb} or (b) {@item scale mail|phb}", - "(a) a {@item dungeoneer's pack|phb} or (b) an {@item explorer's pack|phb}", - "{@item alchemist's supplies|phb}" - ], - "goldAlternative": "{@dice 4d4×10|4d4 × 10|Starting Gold}", - "defaultData": [ - { - "a": [ - { - "equipmentType": "weaponMartial" - } - ], - "b": [ - { - "equipmentType": "weaponSimple", - "quantity": 2 - } - ] - }, - { - "a": [ - "light crossbow|phb", - "crossbow bolts (20)|phb" - ], - "b": [ - "dagger|phb", - "dagger|phb" - ] - }, - { - "a": [ - "leather armor|phb" - ], - "b": [ - "scale mail|phb" - ] - }, - { - "a": [ - "dungeoneer's pack|phb" - ], - "b": [ - "explorer's pack|phb" - ] - }, - { - "_": [ - "alchemist's supplies|phb" - ] - } - ] - }, - "multiclassing": { - "requirements": { - "or": [ - { - "str": 13, - "dex": 13 - } - ], - "int": 13 - }, - "proficienciesGained": { - "armor": [ - "light", - "medium", - "shield" - ], - "weapons": [ - "simple", - "martial" - ], - "tools": [ - "alchemist's supplies" - ] - } - }, - "classFeatures": [ - "Hunter's Bane|Blood Hunter (Balanced)|BHBB|1", - "Blood Maledict|Blood Hunter (Balanced)|BHBB|1", - "Fighting Style|Blood Hunter (Balanced)|BHBB|2", - "Crimson Rite|Blood Hunter (Balanced)|BHBB|2", - { - "classFeature": "Blood Hunter Order|Blood Hunter (Balanced)|BHBB|3", - "gainSubclassFeature": true - }, - "Ability Score Improvement|Blood Hunter (Balanced)|BHBB|4", - "Extra Attack|Blood Hunter (Balanced)|BHBB|5", - "Brand of Castigation|Blood Hunter (Balanced)|BHBB|6", - "Blood Maledict Improvement|Blood Hunter (Balanced)|BHBB|6", - "Hunter's Bane Improvement|Blood Hunter (Balanced)|BHBB|6", - { - "classFeature": "Order feature|Blood Hunter (Balanced)|BHBB|7", - "gainSubclassFeature": true - }, - "Crimson Rite Improvement|Blood Hunter (Balanced)|BHBB|7", - "Ability Score Improvement|Blood Hunter (Balanced)|BHBB|8", - "Grim Psychometry|Blood Hunter (Balanced)|BHBB|9", - "Dark Augmentation|Blood Hunter (Balanced)|BHBB|10", - { - "classFeature": "Order feature|Blood Hunter (Balanced)|BHBB|11", - "gainSubclassFeature": true - }, - "Crimson Rite Improvement|Blood Hunter (Balanced)|BHBB|11", - "Ability Score Improvement|Blood Hunter (Balanced)|BHBB|12", - "Brand of Tethering|Blood Hunter (Balanced)|BHBB|13", - "Blood Maledict Improvement|Blood Hunter (Balanced)|BHBB|13", - "Hardened Soul|Blood Hunter (Balanced)|BHBB|14", - "Crimson Rite Improvement|Blood Hunter (Balanced)|BHBB|14", - "Hunter's Bane Improvement|Blood Hunter (Balanced)|BHBB|14", - { - "classFeature": "Order feature|Blood Hunter (Balanced)|BHBB|15", - "gainSubclassFeature": true - }, - "Ability Score Improvement|Blood Hunter (Balanced)|BHBB|16", - "Blood Maledict Improvement|Blood Hunter (Balanced)|BHBB|17", - { - "classFeature": "Order feature|Blood Hunter (Balanced)|BHBB|18", - "gainSubclassFeature": true - }, - "Ability Score Improvement|Blood Hunter (Balanced)|BHBB|19", - "Sanguine Mastery|Blood Hunter (Balanced)|BHBB|20" - ], - "subclassTitle": "Blood Hunter Order", - "optionalfeatureProgression": [ - { - "name": "Blood Curse", - "featureType": [ - "Blood Curse" - ], - "progression": [ - 1, - 1, - 1, - 1, - 1, - 2, - 2, - 2, - 2, - 3, - 3, - 3, - 3, - 4, - 4, - 4, - 4, - 5, - 5, - 5 - ] - }, - { - "name": "Crimson Rite", - "featureType": [ - "Crimson Rite" - ], - "progression": { - "2": 1, - "7": 2, - "14": 3 - } - }, - { - "name": "Fighting Style", - "featureType": [ - "FS:F" - ], - "progression": { - "2": 1 - } - } - ], - "hasFluff": true - } - ], - "foundryClass": [ - { - "name": "Blood Hunter (Balanced)", - "source": "BHBB", - "advancement": [ - { - "type": "ScaleValue", - "configuration": { - "identifier": "blood-maledict", - "type": "dice", - "scale": { - "1": { - "number": 1, - "faces": 4 - }, - "5": { - "number": 1, - "faces": 6 - }, - "11": { - "number": 1, - "faces": 8 - }, - "17": { - "number": 1, - "faces": 10 - } - } - }, - "title": "Blood Maledict" - }, - { - "type": "ScaleValue", - "configuration": { - "identifier": "blood-curses", - "type": "dice", - "scale": { - "1": { - "number": 1, - "faces": 4 - }, - "5": { - "number": 1, - "faces": 6 - }, - "11": { - "number": 1, - "faces": 8 - }, - "17": { - "number": 1, - "faces": 10 - } - } - }, - "title": "Blood Curses" - }, - { - "type": "ScaleValue", - "configuration": { - "identifier": "crimson-rite", - "type": "dice", - "scale": { - "1": { - "number": 1, - "faces": 4 - }, - "5": { - "number": 1, - "faces": 6 - }, - "11": { - "number": 1, - "faces": 8 - }, - "17": { - "number": 1, - "faces": 10 - } - } - }, - "title": "Crimson Rite" - } - ] - } - ], - "optionalfeature": [ - { - "name": "Blood Curse of the Anxious", - "source": "BHBB", - "entries": [ - "As a bonus action, you harry the body or mind of a creature within 30ft of you, that you can see or is under the effect of your brand, making them susceptible to forceful influence. The target must make a Wisdom saving throw. On a failed save, Charisma ({@skill Intimidation}) checks made against the cursed creature have advantage until the end of your next turn.", - { - "type": "entries", - "name": "Amplify", - "entries": [ - "Additionally the target has disadvantage on Wisdom saving throws until the end of your next turn." - ] - } - ], - "featureType": [ - "Blood Curse" - ] - }, - { - "name": "Blood Curse of Binding", - "source": "BHBB", - "entries": [ - "As a bonus action, you can attempt to bind a creature you can see within 30 feet of you that is no more than one size larger than you. The target must succeed on a Strength saving throw or have their speed be reduced to 0 and they can't use reactions until the end of your next turn.", - { - "type": "entries", - "name": "Amplify", - "entries": [ - "This curse lasts for 1 minute and can affect a creature regardless of their size category. At the end of each of its turns, the cursed creature can make another Strength saving throw. On a success, this curse ends." - ] - } - ], - "featureType": [ - "Blood Curse" - ] - }, - { - "name": "Blood Curse of Bloated Agony", - "source": "BHBB", - "entries": [ - "As a bonus action, you curse a creature that you can see within 30 feet of you to painfully swell until the end of your next turn. The target must make a Constitution saving throw. On a failed save for the duration of this curse, the creature has disadvantage on Strength and Dexterity ability checks, and suffers {@damage 1d8} necrotic damage for each melee or ranged attack it makes after the first during its turn.", - { - "type": "entries", - "name": "Amplify", - "entries": [ - "This curse lasts for 1 minute. At the end of each of its turns, the cursed creature can make a Constitution saving throw. On a success, this curse ends." - ] - } - ], - "featureType": [ - "Blood Curse" - ] - }, - { - "name": "Blood Curse of Corrosion", - "source": "BHBB", - "prerequisite": [ - { - "level": { - "level": 15, - "class": { - "name": "Blood Hunter (Balanced)" - } - }, - "feature": [ - "Order of the Mutant" - ] - } - ], - "entries": [ - "As a bonus action, choose a creature within 30 feet of you that you can see, they must make a Constitution saving throw or become {@condition poisoned} for 1 minute. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the curse ends.", - { - "type": "entries", - "name": "Amplify", - "entries": [ - "The cursed creature suffers {@damage 4d6} necrotic damage on a failed save, and suffers this damage again every time it fails its Constitution saving throw to end this curse at the end of its turn." - ] - } - ], - "featureType": [ - "Blood Curse" - ] - }, - { - "name": "Blood Curse of the Exorcist", - "source": "BHBB", - "prerequisite": [ - { - "level": { - "level": 15, - "class": { - "name": "Blood Hunter (Balanced)" - } - }, - "feature": [ - "Order of the Ghostslayer" - ] - } - ], - "entries": [ - "As a bonus action, you can choose one creature you can see within 30 feet of you that is {@condition charmed}, {@condition frightened}, or possessed by another creature. The target creature is no longer {@condition charmed}, {@condition frightened}, or possessed by another creature.", - { - "type": "entries", - "name": "Amplify", - "entries": [ - "The creature that {@condition charmed}, {@condition frightened}, or possessed the target of your curse must make a Wisdom saving throw or suffer {@damage 3d6} psychic damage and be {@condition stunned} until the end of your next turn." - ] - } - ], - "featureType": [ - "Blood Curse" - ] - }, - { - "name": "Blood Curse of Exposure", - "source": "BHBB", - "prerequisite": [ - { - "level": { - "level": 10, - "class": { - "name": "Blood Hunter (Balanced)" - } - } - } - ], - "entries": [ - "When a creature you can see within 30 feet is hit with an attack or spell, you can use your reaction to temporarily weaken their resilience against it. Until the end of the turn, the target loses their resistance to the damage types of the triggering attack or spell.", - { - "type": "entries", - "name": "Amplify", - "entries": [ - "The target instead loses immunity to the damage types of the triggering attack or spell, having resistance to them instead until the end of the turn." - ] - } - ], - "featureType": [ - "Blood Curse" - ] - }, - { - "name": "Blood Curse of the Eyeless", - "source": "BHBB", - "entries": [ - "When a creature you can see within 30 feet of you makes an attack roll, you can use your reaction to roll one hemocraft die and subtract the number rolled from the creature's attack roll. You can choose to use this feature after the creature's roll, but before the DM determines whether the attack roll succeeds. The creature is immune if it is immune to the blinded condition.", - { - "type": "entries", - "name": "Amplify", - "entries": [ - "You apply this curse to all of the creature's attack rolls until the end of the turn. You roll a new hemocraft die for each affected attack." - ] - } - ], - "featureType": [ - "Blood Curse" - ] - }, - { - "name": "Blood Curse of the Fallen Puppet", - "source": "BHBB", - "entries": [ - "When a creature you can see within 30 feet of you drops to 0 hit points, you can use your reaction to instil that creature with a final act of aggression. The creature immediately makes one weapon attack against a target of your choice within its range.", - { - "type": "entries", - "name": "Amplify", - "entries": [ - "You can first cause the cursed creature to move up to half its speed, and you grant a bonus to its attack roll equal to your Intelligence modifier (minimum of 1)." - ] - } - ], - "featureType": [ - "Blood Curse" - ] - }, - { - "name": "Blood Curse of the Howl", - "source": "BHBB", - "prerequisite": [ - { - "level": { - "level": 18, - "class": { - "name": "Blood Hunter (Balanced)" - } - }, - "feature": [ - "Order of the Lycan" - ] - } - ], - "entries": [ - "As an action, you unleash a blood-curdling howl. Each creature within 30 feet of you that can hear you must succeed on a Wisdom saving throw or become {@condition frightened} of you until the end of your next turn. A creature that succeeds on its saving throw is immune to this blood curse for the next 24 hours. You can choose any number of creatures you can see to be unaffected by this howl.", - { - "type": "entries", - "name": "Amplify", - "entries": [ - "The range of this curse increases to 60 feet. If a creature fails its saving throw by 5 or more, it is {@condition stunned} while frightened in this way." - ] - } - ], - "featureType": [ - "Blood Curse" - ] - }, - { - "name": "Blood Curse of Igneous Exsanguination", - "source": "BHBB", - "prerequisite": [ - { - "level": { - "level": 15, - "class": { - "name": "Blood Hunter (Balanced)" - } - }, - "feature": [ - "Exiled" - ] - } - ], - "entries": [ - "As an action you can target a creature you can see within 30 feet of you and cause its blood to superheat within its veins, exploding out in jets of searing vermillion ichor. The target must make a Constitution saving throw, taking {@damage 8d8} fire damage on a failed save or half as much on a successful one. This curse treats immunity to fire damage as resistance.", - { - "type": "entries", - "name": "Amplify", - "entries": [ - "Each creature within 10 feet of the target must succeed a Dexterity saving throw, or take half the damage dealt to the original target of the curse." - ] - } - ], - "featureType": [ - "Blood Curse" - ] - }, - { - "name": "Blood Curse of the Marked", - "source": "BHBB", - "prerequisite": [ - { - "level": { - "level": 6, - "class": { - "name": "Blood Hunter (Balanced)" - } - } - } - ], - "entries": [ - "As a bonus action, you mark a creature that you can see within 30 feet of you. Until the end of your turn, whenever you hit the cursed creature with a weapon for which you have an active crimson rite, you roll an additional hemocraft die when determining the extra damage from the rite.", - { - "type": "entries", - "name": "Amplify", - "entries": [ - "The next attack roll you make against the target before the end of your turn has advantage." - ] - } - ], - "featureType": [ - "Blood Curse" - ] - }, - { - "name": "Blood Curse of the Muddled Mind", - "source": "BHBB", - "entries": [ - "As a bonus action, you curse a creature that you can see within 30 feet of you that is concentrating on a spell or using a feature that requires concentration. That creature has disadvantage on the next Constitution saving throw it makes to maintain concentration before the end of your next turn.", - { - "type": "entries", - "name": "Amplify", - "entries": [ - "The cursed creature has disadvantage on all Constitution saving throws made to maintain concentration until the end of your next turn." - ] - } - ], - "featureType": [ - "Blood Curse" - ] - }, - { - "name": "Blood Curse of Mutual Suffering", - "source": "BHBB", - "prerequisite": [ - { - "level": { - "level": 6, - "class": { - "name": "Blood Hunter (Balanced)" - } - } - } - ], - "entries": [ - "As a bonus action you can target a creature you can see within 30 feet of you and attune it to the suffering it afflicts on others. The target must make a Wisdom saving throw. On a failed save, until the end of its next turn whenever the target damages another creature with an attack, spell, or other effect it takes psychic damage, which can't be reduced in any way, equal to half the damage it inflicted.", - { - "type": "entries", - "name": "Amplify", - "entries": [ - "The curse deals damage to the target equal to the damage they inflict instead of half." - ] - } - ], - "featureType": [ - "Blood Curse" - ] - }, - { - "name": "Blood Curse of the Scorpion's Sting", - "source": "BHBB", - "prerequisite": [ - { - "level": { - "level": 6, - "class": { - "name": "Blood Hunter (Balanced)" - } - } - } - ], - "entries": [ - "As an action you can target a creature you can see within 10 feet of you, projecting a burst of foul venomous blood at them. The target must make a Constitution saving throw, taking posion damage equal to your hemocraft die and becoming poisoned for 1 minute on a failed save or taking half as much damage and not becoming poisoned on a successful save.", - { - "type": "entries", - "name": "Amplify", - "entries": [ - "Until the poisoned condition ends, the target is {@condition unconscious}. Another creature can use an action to shake the target awake." - ] - } - ], - "featureType": [ - "Blood Curse" - ] - }, - { - "name": "Blood Curse of the Souleater", - "source": "BHBB", - "prerequisite": [ - { - "level": { - "level": 18, - "class": { - "name": "Blood Hunter (Balanced)" - } - }, - "feature": [ - "Order of the Profane Soul" - ] - } - ], - "entries": [ - "When a creature you can see that isn't a construct or undead with a CR or level equal to half your character level (rounded up) or higher is reduced to 0 hit points within 30 feet of you, you can use your reaction to offer their life energy to your patron in exchange for power. Until the end of your next turn, you make attack rolls with advantage.", - { - "type": "entries", - "name": "Amplify", - "entries": [ - "Additionally, you regain an expended warlock spell slot and you have resistance to all damage until the end of your next turn. Once you've amplified this blood curse, you must finish a long rest before you can amplify it again." - ] - } - ], - "featureType": [ - "Blood Curse" - ] - }, - { - "name": "Blood Curse of the Warding Rite", - "source": "BHBB", - "prerequisite": [ - { - "level": { - "level": 6, - "class": { - "name": "Blood Hunter (Balanced)" - } - } - } - ], - "entries": [ - "When a creature you can see within 30 feet of you casts a spell which targets you and requires you to make an Intelligence, Wisdom or Charisma saving throw, you can use your reaction to repel the spell with your hemocraft. You gain a bonus to the spell's saving throw equal to your Intelligence modifier (minimum of 1). You can wait until after you roll the d20 before deciding to use this curse, but must decide before the DM says whether the roll succeeds or fails.", - { - "type": "entries", - "name": "Amplify", - "entries": [ - "Each friendly creature within 5 feet of you that is also a target of the triggering spell gains a bonus to their saving throw equal to your Intelligence modifier (minimum of 1). A creature can only gain this bonus before the DM says whether their saving throw succeeds or fails." - ] - } - ], - "featureType": [ - "Blood Curse" - ] - }, - { - "name": "Aether", - "source": "BHBB", - "prerequisite": [ - { - "level": { - "level": 11, - "class": { - "name": "Blood Hunter (Balanced)" - }, - "subclass": { - "name": "Order of the Mutant", - "visible": true - } - } - } - ], - "entries": [ - "You gain a flying speed equal to your movement speed. As a side effect, you gain disadvantage on Strength and Dexterity ability checks." - ], - "featureType": [ - "Mutagen" - ] - }, - { - "name": "Cruelty", - "source": "BHBB", - "prerequisite": [ - { - "level": { - "level": 11, - "class": { - "name": "Blood Hunter (Balanced)" - }, - "subclass": { - "name": "Order of the Mutant", - "visible": true - } - } - } - ], - "entries": [ - "You can make a single weapon attack as a bonus action. As a side effect, you gain disadvantage on Intelligence, Wisdom, and Charisma saving throws." - ], - "featureType": [ - "Mutagen" - ] - }, - { - "name": "Precision", - "source": "BHBB", - "prerequisite": [ - { - "level": { - "level": 11, - "class": { - "name": "Blood Hunter (Balanced)" - }, - "subclass": { - "name": "Order of the Mutant", - "visible": true - } - } - } - ], - "entries": [ - "Your weapon attacks score a critical hit on a roll of 19 or 20. As a side effect, you gain disadvantage on Strength saving throws." - ], - "featureType": [ - "Mutagen" - ] - }, - { - "name": "Reconstruction", - "source": "BHBB", - "prerequisite": [ - { - "level": { - "level": 7, - "class": { - "name": "Blood Hunter (Balanced)" - }, - "subclass": { - "name": "Order of the Mutant", - "visible": true - } - } - } - ], - "entries": [ - "At the start of each of your turns, you regain hit points equal to your proficiency bonus if you have at least 1 hit point but no more than half of your hit points left. As a side effect, your speed decreases by 10 feet." - ], - "featureType": [ - "Mutagen" - ] - }, - { - "name": "Alluring", - "source": "BHBB", - "entries": [ - "Your skin and voice become malleable, allowing you to enhance your appearance and presence. You have advantage on Charisma ability checks. As a side effect, you gain disadvantage on initiative rolls." - ], - "featureType": [ - "Mutagen" - ] - }, - { - "name": "Celerity", - "source": "BHBB", - "entries": [ - "Your Dexterity score increases by 2, as does your Dexterity maximum. This bonus increases by 1 at 11th level (+3) and 18th level (+4). As a side effect, you gain disadvantage on Wisdom saving throws." - ], - "featureType": [ - "Mutagen" - ] - }, - { - "name": "Conversant", - "source": "BHBB", - "entries": [ - "You gain advantage on Intelligence ability checks. As a side effect, you gain disadvantage on Wisdom ability checks." - ], - "featureType": [ - "Mutagen" - ] - }, - { - "name": "Deftness", - "source": "BHBB", - "entries": [ - "You gain advantage on Dexterity ability checks. As a side effect, you gain disadvantage on Wisdom ability checks." - ], - "featureType": [ - "Mutagen" - ] - }, - { - "name": "Embers", - "source": "BHBB", - "entries": [ - "You gain resistance to fire damage. As a side effect, you gain vulnerability to cold damage." - ], - "featureType": [ - "Mutagen" - ] - }, - { - "name": "Gelid", - "source": "BHBB", - "entries": [ - "You gain resistance to cold damage. As a side effect, you gain vulnerability to fire damage." - ], - "featureType": [ - "Mutagen" - ] - }, - { - "name": "Impermeable", - "source": "BHBB", - "entries": [ - "You gain resistance to piercing damage. As a side effect, you gain vulnerability to slashing damage." - ], - "featureType": [ - "Mutagen" - ] - }, - { - "name": "Mobile", - "source": "BHBB", - "entries": [ - "You are immune to the {@condition grappled} and {@condition restrained} conditions. At 11th level, you also are immune to the {@condition paralyzed} condition. As a side effect, you gain disadvantage on Constitution saving throws." - ], - "featureType": [ - "Mutagen" - ] - }, - { - "name": "Nighteye", - "source": "BHBB", - "entries": [ - "You gain {@sense darkvision} for up to 60 feet. If you already have {@sense darkvision}, this increases its range by 60 additional feet. As a side effect, you have disadvantage on attack rolls and on Wisdom ({@skill Perception}) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight." - ], - "featureType": [ - "Mutagen" - ] - }, - { - "name": "Percipient", - "source": "BHBB", - "entries": [ - "You gain advantage on Wisdom ability checks. As a side effect, you gain disadvantage on Intelligence ability checks." - ], - "featureType": [ - "Mutagen" - ] - }, - { - "name": "Potency", - "source": "BHBB", - "entries": [ - "Your Strength score increases by 2, as does your Strength maximum. This bonus increases by 1 at 11th level (+3) and 18th level (+4). As a side effect, you have disadvantage on Dexterity saving throws." - ], - "featureType": [ - "Mutagen" - ] - }, - { - "name": "Rapidity", - "source": "BHBB", - "entries": [ - "Your speed increases by 10 feet. At 15th level, your speed increases by 15 feet instead. As a side effect, you gain disadvantage on Intelligence ability checks." - ], - "featureType": [ - "Mutagen" - ] - }, - { - "name": "Sagacity", - "source": "BHBB", - "entries": [ - "Your Intelligence score increases by 2, as does your Intelligence maximum. This bonus increases by 1 at 11th level (+3) and 18th level (+4). As a side effect, you gain disadvantage on Charisma saving throws." - ], - "featureType": [ - "Mutagen" - ] - }, - { - "name": "Shielded", - "source": "BHBB", - "entries": [ - "You gain resistance to slashing damage. As a side effect, you gain vulnerability to bludgeoning damage." - ], - "featureType": [ - "Mutagen" - ] - }, - { - "name": "Unbreakable", - "source": "BHBB", - "entries": [ - "You gain resistance to bludgeoning damage. As a side effect, you gain vulnerability to piercing damage." - ], - "featureType": [ - "Mutagen" - ] - }, - { - "name": "Vermillion", - "source": "BHBB", - "entries": [ - "You gain an additional use of your Blood Maledict feature. As a side effect, you gain disadvantage on death saving throws." - ], - "featureType": [ - "Mutagen" - ] - }, - { - "name": "Amplify", - "source": "BHBB", - "prerequisite": [ - { - "level": { - "level": 11, - "class": { - "name": "Blood Hunter (Balanced)" - }, - "subclass": { - "name": "Exiled", - "visible": true - } - } - } - ], - "entries": [ - "Your size doubles in all dimensions, and your weight is multiplied by eight. This growth increases your size by one category \u2014 from Medium to Large, for example. If there isn't enough room for you to double in size, you attain the maximum possible size in the space available. Additionally your weapon attacks deal {@damage 1d4} extra damage. As a side effect, attack rolls have advantage against you." - ], - "featureType": [ - "Mutagen", - "Exotic Mutagen" - ] - }, - { - "name": "Aquatic", - "source": "BHBB", - "prerequisite": [ - { - "level": { - "level": 11, - "class": { - "name": "Blood Hunter (Balanced)" - }, - "subclass": { - "name": "Exiled", - "visible": true - } - } - } - ], - "entries": [ - "You adapt your body to an aquatic environment, sprouting gills, growing webbing between your fingers and your lower body morphing to be akin to a merfolk's. You can breathe underwater and gain a swimming speed of 40ft. As a side effect your walking speed is reduced by 20 feet (minimum 0 feet) and you are unable to breathe air." - ], - "featureType": [ - "Mutagen", - "Exotic Mutagen" - ] - }, - { - "name": "Bladed", - "source": "BHBB", - "prerequisite": [ - { - "level": { - "level": 11, - "class": { - "name": "Blood Hunter (Balanced)" - }, - "subclass": { - "name": "Exiled", - "visible": true - } - } - } - ], - "entries": [ - "Your arm warps into a sharpened edge. One of your forearms becomes a +1 one-handed melee weapon of your choice. You cannot be disarmed of this weapon and when you take the attack action you may make one additional attack with it as a bonus action. As a side effect you are unable to hold or use objects with that hand." - ], - "featureType": [ - "Mutagen", - "Exotic Mutagen" - ] - }, - { - "name": "Boneless", - "source": "BHBB", - "prerequisite": [ - { - "level": { - "level": 11, - "class": { - "name": "Blood Hunter (Balanced)" - }, - "subclass": { - "name": "Exiled", - "visible": true - } - } - } - ], - "entries": [ - "You are able to compress your body beyond what one might imagine possible, you can squeeze through a space as narrow as 6 inches wide. As a side effect, you gain disadvantage on Constitution saving throws." - ], - "featureType": [ - "Mutagen", - "Exotic Mutagen" - ] - }, - { - "name": "Echolocation", - "source": "BHBB", - "prerequisite": [ - { - "level": { - "level": 11, - "class": { - "name": "Blood Hunter (Balanced)" - }, - "subclass": { - "name": "Exiled", - "visible": true - } - } - } - ], - "entries": [ - "You gain {@sense blindsight}, out to a range of 30 feet, while you are not {@condition deafened}. As a side effect you are blind beyond this radius and have disadvantage on Wisdom ({@skill Perception}) checks that rely on sight, other than your {@sense blindsight}, within this radius." - ], - "featureType": [ - "Mutagen", - "Exotic Mutagen" - ] - }, - { - "name": "Elongate", - "source": "BHBB", - "prerequisite": [ - { - "level": { - "level": 11, - "class": { - "name": "Blood Hunter (Balanced)" - }, - "subclass": { - "name": "Exiled", - "visible": true - } - } - } - ], - "entries": [ - "Your arms extend, practically dragging along the ground; when you make a melee attack on your turn, your reach for it is 5 feet greater than normal. As a side effect, you have disadvantage on ranged attack rolls." - ], - "featureType": [ - "Mutagen", - "Exotic Mutagen" - ] - }, - { - "name": "Envenom", - "source": "BHBB", - "prerequisite": [ - { - "level": { - "level": 11, - "class": { - "name": "Blood Hunter (Balanced)" - }, - "subclass": { - "name": "Exiled", - "visible": true - } - } - } - ], - "entries": [ - "Your saliva becomes highly poisonous. As a bonus action you may spit venom at a creature within 10 feet of you. The creature must make a Constitution saving throw against your hemocraft save DC or take {@damage 1d4} plus your Constitution modifier in poison damage. As a side effect you are unable to speak." - ], - "featureType": [ - "Mutagen", - "Exotic Mutagen" - ] - }, - { - "name": "Hardened", - "source": "BHBB", - "prerequisite": [ - { - "level": { - "level": 11, - "class": { - "name": "Blood Hunter (Balanced)" - }, - "subclass": { - "name": "Exiled", - "visible": true - } - } - } - ], - "entries": [ - "Your skin hardens and thickens, becoming almost stone-like. While you are not wearing heavy armor or wielding a shield, you gain a +2 bonus to your AC. As a side effect, you have disadvantage on Dexterity saving throws and your speed is halved." - ], - "featureType": [ - "Mutagen", - "Exotic Mutagen" - ] - }, - { - "name": "Lightweight", - "source": "BHBB", - "prerequisite": [ - { - "level": { - "level": 11, - "class": { - "name": "Blood Hunter (Balanced)" - }, - "subclass": { - "name": "Exiled", - "visible": true - } - } - } - ], - "entries": [ - "You reduce your mass and density, making yourself almost weightless. You do not set off traps such as pressure plates nor do you leave footprints in surfaces such as mud or snow, and your rate of descent when falling slows to 60 feet per round. As a side effect, your jumping distance is halved and you deal only half damage with weapon attacks that use Strength." - ], - "featureType": [ - "Mutagen", - "Exotic Mutagen" - ] - }, - { - "name": "Panorama", - "source": "BHBB", - "prerequisite": [ - { - "level": { - "level": 11, - "class": { - "name": "Blood Hunter (Balanced)" - }, - "subclass": { - "name": "Exiled", - "visible": true - } - } - } - ], - "entries": [ - "Numerous clusters of eyes are scattered about your body, you gain the effects of {@spell see invisibility|PHB}. As a side effect, you have disadvantage on melee attack rolls." - ], - "featureType": [ - "Mutagen", - "Exotic Mutagen" - ] - }, - { - "name": "Remembrance", - "source": "BHBB", - "prerequisite": [ - { - "level": { - "level": 11, - "class": { - "name": "Blood Hunter (Balanced)" - }, - "subclass": { - "name": "Exiled", - "visible": true - } - } - } - ], - "entries": [ - "It is best left unsaid how you discovered this. You gain advantage on Intelligence checks to learn information known to a creature you have consumed a part of within the last hour. As a side effect, you gain disadvantage on Charisma ability checks." - ], - "featureType": [ - "Mutagen", - "Exotic Mutagen" - ] - }, - { - "name": "Rending", - "source": "BHBB", - "prerequisite": [ - { - "level": { - "level": 11, - "class": { - "name": "Blood Hunter (Balanced)" - }, - "subclass": { - "name": "Exiled", - "visible": true - } - } - } - ], - "entries": [ - "Your fingers extend into vicious talons. Your unarmed strikes deal {@damage 2d4} slashing damage and when you use the Attack action to make an unarmed strike, you can make one additional unarmed strike as a bonus action. As a side effect, you cannot hold any objects in your hands." - ], - "featureType": [ - "Mutagen", - "Exotic Mutagen" - ] - }, - { - "name": "Spined", - "source": "BHBB", - "prerequisite": [ - { - "level": { - "level": 11, - "class": { - "name": "Blood Hunter (Balanced)" - }, - "subclass": { - "name": "Exiled", - "visible": true - } - } - } - ], - "entries": [ - "You gain the ability to shoot out spines in response to danger. When you are hit by a melee attack and are not wearing metal armour, you may use your reaction to cause each creature within 5 feet of you to make a Dexterity saving throw against your hemocraft save DC, or take {@damage 1d8} piercing damage As a side effect any non-magical clothing or armour you are wearing is destroyed when you use this reaction." - ], - "featureType": [ - "Mutagen", - "Exotic Mutagen" - ] - }, - { - "name": "Anathema", - "source": "BHBB", - "prerequisite": [ - { - "level": { - "level": 18, - "class": { - "name": "Blood Hunter (Balanced)" - }, - "subclass": { - "name": "Exiled", - "visible": true - } - } - } - ], - "entries": [ - "You sprout a single colossal extra eye, which you can open and close as a bonus action. While the eye is open, it requires your concentration, you may cast no spells, and the eye creates an area of antimagic, as per the {@spell antimagic field|PHB} spell, in a 15-foot cone. At the start of each of your turns, you may decide which way the cone faces. The eye closes if you lose concentration on the effect." - ], - "featureType": [ - "Mutagen", - "Monstrous Mutagen" - ] - }, - { - "name": "Caustic", - "source": "BHBB", - "prerequisite": [ - { - "level": { - "level": 18, - "class": { - "name": "Blood Hunter (Balanced)" - }, - "subclass": { - "name": "Exiled", - "visible": true - } - } - } - ], - "entries": [ - "Your blood itches and seems to boil in your veins. When a creature hits you with a melee attack, your acidic blood sprays forth with great pressure and they take {@damage 2d8} acid damage. If the creature used a nonmagical weapon as part of the attack that hit you, the weapon is corroded by the acid and destroyed." - ], - "featureType": [ - "Mutagen", - "Monstrous Mutagen" - ] - }, - { - "name": "Devourer", - "source": "BHBB", - "prerequisite": [ - { - "level": { - "level": 18, - "class": { - "name": "Blood Hunter (Balanced)" - }, - "subclass": { - "name": "Exiled", - "visible": true - } - } - } - ], - "entries": [ - "Your face twists and becomes akin to that of an illithid, able to remove and consume the brain of a helpless victim. As an action, you can make an attack against one humanoid that is {@condition grappled} by you. On a hit, the target takes {@damage 6d10} piercing damage. If this damage reduces the target to 0 hit points, it kills the target by extracting and devouring its brain. This ability has no effect on creatures without nervous systems, such as oozes, elementals, and constructs." - ], - "featureType": [ - "Mutagen", - "Monstrous Mutagen" - ] - }, - { - "name": "Horrifying", - "source": "BHBB", - "prerequisite": [ - { - "level": { - "level": 18, - "class": { - "name": "Blood Hunter (Balanced)" - }, - "subclass": { - "name": "Exiled", - "visible": true - } - } - } - ], - "entries": [ - "Your appearance becomes that of an indescribable terror. Each creature within 30 feet that can see you must succeed on a Wisdom saving throw against your hemocraft save DC or drop whatever it is holding and become {@condition frightened} of you. While {@condition frightened} by you, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom saving throw against your hemocraft save DC. On a successful save, the effect ends for that creature." - ], - "featureType": [ - "Mutagen", - "Monstrous Mutagen" - ] - }, - { - "name": "Inferno", - "source": "BHBB", - "prerequisite": [ - { - "level": { - "level": 18, - "class": { - "name": "Blood Hunter (Balanced)" - }, - "subclass": { - "name": "Exiled", - "visible": true - } - } - } - ], - "entries": [ - "Your body sets alight, however the flames are harmless to you. You emit bright light in a 30-foot radius and dim light for an additional 30 feet. You are immune to fire damage and any creature that comes within 5 feet of you for the first time on a turn or ends its turn there takes {@damage 2d8} fire damage. The fire damages objects in the area and ignites flammable objects; additionally the flames ignite any non-magical objects you are wearing or carrying." - ], - "featureType": [ - "Mutagen", - "Monstrous Mutagen" - ] - }, - { - "name": "Mimic", - "source": "BHBB", - "prerequisite": [ - { - "level": { - "level": 18, - "class": { - "name": "Blood Hunter (Balanced)" - }, - "subclass": { - "name": "Exiled", - "visible": true - } - } - } - ], - "entries": [ - "Your form is malleable enough to change appearance entirely, even to appear non-living. As an action you can change your form to an object or another creature you have knowledge of. The new form must be the same size as you or one size smaller than you. Your statistics are the same in each form, you retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However your ability to speak or take any action that requires hands is limited to the capabilities of your new form." - ], - "featureType": [ - "Mutagen", - "Monstrous Mutagen" - ] - }, - { - "name": "Phased", - "source": "BHBB", - "prerequisite": [ - { - "level": { - "level": 18, - "class": { - "name": "Blood Hunter (Balanced)" - }, - "subclass": { - "name": "Exiled", - "visible": true - } - } - } - ], - "entries": [ - "Mastery of your mutations allows you almost magical maneuverability. While this mutagen is in effect you may use your action to shift from being material to being phased, or vice versa. While phased you are unable to speak, or take any other actions other than becoming unphased. You are immune to all nonmagical damage. You can move in any direction however if you move up or down, every foot of movement costs an extra foot; you may move through creatures and objects as if they were difficult terrain.", - "If you occupy the same spot as a solid object or creature when you become material, you are immediately shunted to the nearest unoccupied space that you can occupy with both you and the creature or object taking force damage equal to twice the number of feet you are moved. If you are phased when the effect of this mutagen ends you automatically become material again." - ], - "featureType": [ - "Mutagen", - "Monstrous Mutagen" - ] - }, - { - "name": "Polymelia", - "source": "BHBB", - "prerequisite": [ - { - "level": { - "level": 18, - "class": { - "name": "Blood Hunter (Balanced)" - }, - "subclass": { - "name": "Exiled", - "visible": true - } - } - } - ], - "entries": [ - "You grow two slightly smaller secondary arms below your primary pair of arms. The secondary arms function like your primary arms, with the following exceptions: you can use a secondary arm to wield a weapon that has the light property, but you can't use a secondary arm to wield other kinds of weapons and you can't wield a shield with a secondary arm." - ], - "featureType": [ - "Mutagen", - "Monstrous Mutagen" - ] - }, - { - "name": "Tendrils", - "source": "BHBB", - "prerequisite": [ - { - "level": { - "level": 18, - "class": { - "name": "Blood Hunter (Balanced)" - }, - "subclass": { - "name": "Exiled", - "visible": true - } - } - } - ], - "entries": [ - "Six slick appendages sprout from your flesh. As a bonus action you can attempt to grapple one creature you can see within 30 feet of you with one of your tendrils. On a success you can drag the creature up to 15 feet towards you; while a creature is {@condition grappled} by one of your tendrils it is {@condition restrained} and has disadvantage on Strength checks and Strength saving throws, and you can't use the same tendril on another target. You may only grapple as many creatures as you have tendrils." - ], - "featureType": [ - "Mutagen", - "Monstrous Mutagen" - ] - }, - { - "name": "Rite of the Flame", - "source": "BHBB", - "entries": [ - "The extra damage dealt by your rite is fire damage." - ], - "featureType": [ - "Crimson Rite" - ] - }, - { - "name": "Rite of the Frozen", - "source": "BHBB", - "entries": [ - "The extra damage dealt by your rite is cold damage." - ], - "featureType": [ - "Crimson Rite" - ] - }, - { - "name": "Rite of the Storm", - "source": "BHBB", - "entries": [ - "The extra damage dealt by your rite is lightning damage." - ], - "featureType": [ - "Crimson Rite" - ] - }, - { - "name": "Rite of the Acrid", - "source": "BHBB", - "entries": [ - "The extra damage dealt by your rite is acid damage." - ], - "featureType": [ - "Crimson Rite" - ], - "prerequisite": [ - { - "level": { - "level": 14, - "class": { - "name": "Blood Hunter (Balanced)" - } - } - } - ] - }, - { - "name": "Rite of the Dead", - "source": "BHBB", - "entries": [ - "The extra damage dealt by your rite is necrotic damage." - ], - "prerequisite": [ - { - "level": { - "level": 14, - "class": { - "name": "Blood Hunter (Balanced)" - } - } - } - ], - "featureType": [ - "Crimson Rite" - ] - }, - { - "name": "Rite of the Roar", - "source": "BHBB", - "entries": [ - "The extra damage dealt by your rite is thunder damage." - ], - "prerequisite": [ - { - "level": { - "level": 14, - "class": { - "name": "Blood Hunter (Balanced)" - } - } - } - ], - "featureType": [ - "Crimson Rite" - ] - } - ], - "classFeature": [ - { - "name": "Hunter's Bane", - "source": "BHBB", - "className": "Blood Hunter (Balanced)", - "classSource": "BHBB", - "level": 1, - "entries": [ - "Beginning at 1st level, you have survived the Hunter's Bane, a dangerous, long-guarded ritual that alters your life's blood, forever binding you to the darkness and honing your senses against it. Choose a type of creature: fey, fiends, or undead. You have advantage on Wisdom ({@skill Survival}) checks to track your chosen type of creature, as well as on Intelligence checks to recall information about them.", - "You choose one additional type of creature at 6th and 14th level." - ] - }, - { - "name": "Blood Maledict", - "source": "BHBB", - "className": "Blood Hunter (Balanced)", - "classSource": "BHBB", - "level": 1, - "entries": [ - "Also at 1st level, you gain the ability to channel, or sometimes sacrifice, a part of your vital essence to curse and manipulate creatures through hemocraft magic. You know one blood curse of your choice, detailed in the \"{@filter Blood Curses|optionalfeatures|Feature Type=Blood Curse}\" section on the \"Other Options & Features\" page. You learn one additional blood curse of your choice at 6th, 10th, 14th, and 18th level. Each time you gain a level in this class, you can also choose one of the blood curses you know and replace it with another blood curse.", - "Each time you use your Blood Maledict feature, you choose which curse to invoke from the curses you know and your current and maximum hit points are reduced by an amount equal to one roll of your hemocraft die, as shown in the Hemocraft Die column of the Blood Hunter table. While invoking a blood curse, but before it affects the target, you can choose to amplify the curse and reduce your current and maximum hit points by an amount equal to your hemocraft die's maximum value instead of rolling. The reduction to your hit point maximum lasts until you finish a short or long rest.", - "An amplified curse gains an additional effect, noted in the curse's description. Creatures that do not have blood in their bodies are immune to blood curses, unless you have amplified the curse.", - "Some of your features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:", - { - "type": "abilityDc", - "name": "Hemocraft save DC", - "attributes": [ - "int" - ] - }, - "Once you use this feature, you must finish a short or long rest before you can use it again. You can use Blood Maledict twice starting at 6th level, three times starting at 13th level, and four times starting at 17th level." - ] - }, - { - "name": "Fighting Style", - "source": "BHBB", - "className": "Blood Hunter (Balanced)", - "classSource": "BHBB", - "level": 2, - "entries": [ - "At 2nd level, you adopt a style of fighting as your speciality. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.", - { - "type": "options", - "entries": [ - { - "type": "entries", - "name": "Archery", - "entries": [ - "You gain a +2 bonus to attack rolls you make with ranged weapons." - ] - }, - { - "type": "entries", - "name": "Dueling", - "entries": [ - "When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon." - ] - }, - { - "type": "entries", - "name": "Great Weapon Fighting", - "entries": [ - "When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit." - ] - }, - { - "type": "entries", - "name": "Two-Weapon Fighting", - "entries": [ - "When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack." - ] - } - ] - } - ] - }, - { - "name": "Crimson Rite", - "source": "BHBB", - "className": "Blood Hunter (Balanced)", - "classSource": "BHBB", - "level": 2, - "entries": [ - "At 2nd level, you learn to invoke a rite of hemocraft within your weapon at the cost of your own vitality. Choose one rite from the Primal Rites list below to learn.", - "As a bonus action, you can activate a crimson rite of your choice on a single weapon you are holding. When you activate a rite, your current and maximum hit points are reduced by an amount equal to one roll of your hemocraft die, as shown in the Hemocraft Die column of the Blood Hunter table. The reduction to your hit point maximum lasts until you finish a short or long rest.", - "The rite lasts for 1 minute, or until you aren't holding the weapon at the end of your turn.", - "While the rite is in effect, attacks you make with this weapon are magical, and when you hit a creature with an attack made with the weapon, you can deal extra damage equal to your hemocraft die of the type determined by the chosen rite. You can deal this extra damage only once per turn, but starting at 11th level you may deal the extra damage from this feature more than once a turn. The amount of damage increases as you level up, as shown in the hemocraft die column on Blood Hunter class table. A weapon can hold only one active rite at a time.", - "You learn an additional Rite of your choice at 7th level, and another at 14th.", - { - "type": "entries", - "name": "Primal Rites", - "entries": [ - "Starting at 3rd level you may choose from the following:", - { - "type": "entries", - "name": "Rite of the Flame", - "entries": [ - "Your rite damage is fire damage." - ] - }, - { - "type": "entries", - "name": "Rite of the Frozen", - "entries": [ - "Your rite damage is cold damage." - ] - }, - { - "type": "entries", - "name": "Rite of the Storm", - "entries": [ - "Your rite damage is lightning damage." - ] - } - ] - }, - { - "type": "entries", - "name": "Esoteric Rites", - "entries": [ - "Starting at 14th level you may choose from the following:", - { - "type": "entries", - "name": "Rite of the Acrid", - "entries": [ - "Your rite damage is acid damage." - ] - }, - { - "type": "entries", - "name": "Rite of the Dead", - "entries": [ - "Your rite damage is necrotic damage." - ] - }, - { - "type": "entries", - "name": "Rite of the Roar", - "entries": [ - "Your rite damage is thunder damage." - ] - } - ] - } - ] - }, - { - "name": "Blood Hunter Order", - "source": "BHBB", - "className": "Blood Hunter (Balanced)", - "classSource": "BHBB", - "level": 3, - "entries": [ - "At 3rd level, you commit to an order of blood hunter martial focus. Choose Order of the Ghostslayer, Order of the Profane Soul, Order of the Mutant, or Order of the Lycan, all detailed at the end of the class description. The order you choose grants you features at 3rd level, and again at 7th, 11th, 15th, and 18th level." - ] - }, - { - "name": "Ability Score Improvement", - "source": "BHBB", - "className": "Blood Hunter (Balanced)", - "classSource": "BHBB", - "level": 4, - "entries": [ - "When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", - "If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}." - ] - }, - { - "name": "Extra Attack", - "source": "BHBB", - "className": "Blood Hunter (Balanced)", - "classSource": "BHBB", - "level": 5, - "entries": [ - "Beginning at 5th level, you can attack twice, instead of once, whenever you take the {@action Attack} action on your turn." - ] - }, - { - "name": "Brand of Castigation", - "source": "BHBB", - "className": "Blood Hunter (Balanced)", - "classSource": "BHBB", - "level": 6, - "entries": [ - "At 6th level, whenever you damage a creature with your crimson rite feature, you can choose to sear an arcane brand of hemocraft magic into it as a reaction and your current and maximum hit points are reduced by an amount equal to one roll of your hemocraft die, as shown in the Hemocraft Die column of the Blood Hunter table. The reduction to your hit point maximum lasts until you finish a short or long rest.", - "You always know the direction to the branded creature while it is within 1 mile of you, and each time the branded creature deals damage to you, the branded creature takes psychic damage equal to your Intelligence modifier (minimum of 1).", - "Your brand lasts for 1 hour, or until you apply a brand to another creature. Your brand counts as a spell for the purposes of {@spell dispel magic|phb}, and the spell level is equal to a third of your blood hunter level (rounded down).", - "Once you use this feature, you can't use it again until you finish a short or long rest." - ] - }, - { - "name": "Blood Maledict Improvement", - "source": "BHBB", - "className": "Blood Hunter (Balanced)", - "classSource": "BHBB", - "level": 6, - "entries": [ - "Beginning at 6th level, you can use your Blood Maledict feature twice between rests." - ] - }, - { - "name": "Hunter's Bane Improvement", - "source": "BHBB", - "className": "Blood Hunter (Balanced)", - "classSource": "BHBB", - "level": 6, - "entries": [ - "At 6th level, you can choose one additional type of creature from the options in your Hunter's Bane feature.", - "You choose one additional type of creature at 14th level." - ] - }, - { - "name": "Order feature", - "source": "BHBB", - "className": "Blood Hunter (Balanced)", - "classSource": "BHBB", - "level": 7, - "entries": [ - "At 7th level, you gain a feature granted by your Blood Hunter Order." - ] - }, - { - "name": "Crimson Rite Improvement", - "source": "BHBB", - "className": "Blood Hunter (Balanced)", - "classSource": "BHBB", - "level": 7, - "entries": [ - "At 7th level, you learn an additional Rite of your choice from those available." - ] - }, - { - "name": "Ability Score Improvement", - "source": "BHBB", - "className": "Blood Hunter (Balanced)", - "classSource": "BHBB", - "level": 8, - "entries": [ - "When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", - "If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}." - ] - }, - { - "name": "Grim Psychometry", - "source": "BHBB", - "className": "Blood Hunter (Balanced)", - "classSource": "BHBB", - "level": 9, - "entries": [ - "When you reach 9th level, you can call up visions of the past that relate to an object you hold. You spend at least 10 minutes in meditation, then receive dreamlike, shadowy glimpses of recent events.", - "After meditating for 10 minutes, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that owner. If the object was owned by another creature in the recent past (within a number of days equal to your Intelligence modifier), you can spend 1 additional minute for each owner to learn the same information about that creature.", - "You can continue meditating in this way after the visions begin for a number of minutes equal to your Intelligence modifier and must maintain concentration during that time, as if you were casting a spell.", - "If this feature has been used on the held object within the last 7 days it yields no visions at all.", - "Once you use this feature, you can't use it again until you finish a short or long rest." - ] - }, - { - "name": "Dark Augmentation", - "source": "BHBB", - "className": "Blood Hunter (Balanced)", - "classSource": "BHBB", - "level": 10, - "entries": [ - "Upon reaching 10th level, arcane blood magic suffuses your body, permanently reinforcing your resilience. Your speed increases by 5 feet, and whenever you make a Strength, Dexterity, or Constitution saving throw, you gain a bonus to the saving throw equal to your Intelligence modifier (minimum of 1)." - ] - }, - { - "name": "Order feature", - "source": "BHBB", - "className": "Blood Hunter (Balanced)", - "classSource": "BHBB", - "level": 11, - "entries": [ - "At 11th level, you gain a feature granted by your Blood Hunter Order." - ] - }, - { - "name": "Crimson Rite Improvement", - "source": "BHBB", - "className": "Blood Hunter (Balanced)", - "classSource": "BHBB", - "level": 11, - "entries": [ - "At 11th level, you may deal the extra damage from this feature more than once a turn." - ] - }, - { - "name": "Ability Score Improvement", - "source": "BHBB", - "className": "Blood Hunter (Balanced)", - "classSource": "BHBB", - "level": 12, - "entries": [ - "When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", - "If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}." - ] - }, - { - "name": "Brand of Tethering", - "source": "BHBB", - "className": "Blood Hunter (Balanced)", - "classSource": "BHBB", - "level": 13, - "entries": [ - "Starting at 13th level, the psychic damage from your Brand of Castigation feature increases to twice your Intelligence modifier (minimum of 2).", - "In addition, a branded creature's speed is halved, and if a creature branded by you attempts to teleport or leave their current plane via an ability or spell (such as misty step or plane shift), they must first make a Wisdom saving throw against your hemocraft save DC. On a failed save the feature, trait or spell fails and the creature takes 3d6 psychic damage." - ] - }, - { - "name": "Blood Maledict Improvement", - "source": "BHBB", - "className": "Blood Hunter (Balanced)", - "classSource": "BHBB", - "level": 13, - "entries": [ - "Beginning at 13th level, you can use your Blood Maledict feature three times between rests." - ] - }, - { - "name": "Hardened Soul", - "source": "BHBB", - "className": "Blood Hunter (Balanced)", - "classSource": "BHBB", - "level": 14, - "entries": [ - "When you reach 14th level, you have advantage on saving throws against being {@condition charmed} and {@condition frightened}." - ] - }, - { - "name": "Crimson Rite Improvement", - "source": "BHBB", - "className": "Blood Hunter (Balanced)", - "classSource": "BHBB", - "level": 14, - "entries": [ - "At 14th level, you learn an additional Rite of your choice from those available." - ] - }, - { - "name": "Hunter's Bane Improvement", - "source": "BHBB", - "className": "Blood Hunter (Balanced)", - "classSource": "BHBB", - "level": 14, - "entries": [ - "At 14th level, you can choose one additional type of creature from the options in your Hunter's Bane feature." - ] - }, - { - "name": "Order feature", - "source": "BHBB", - "className": "Blood Hunter (Balanced)", - "classSource": "BHBB", - "level": 15, - "entries": [ - "At 15th level, you gain a feature granted by your Blood Hunter Order." - ] - }, - { - "name": "Ability Score Improvement", - "source": "BHBB", - "className": "Blood Hunter (Balanced)", - "classSource": "BHBB", - "level": 16, - "entries": [ - "When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", - "If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}." - ] - }, - { - "name": "Blood Maledict Improvement", - "source": "BHBB", - "className": "Blood Hunter (Balanced)", - "classSource": "BHBB", - "level": 17, - "entries": [ - "Beginning at 17th level, you can use your Blood Maledict feature four times between rests." - ] - }, - { - "name": "Order feature", - "source": "BHBB", - "className": "Blood Hunter (Balanced)", - "classSource": "BHBB", - "level": 18, - "entries": [ - "At 18th level, you gain a feature granted by your Blood Hunter Order." - ] - }, - { - "name": "Ability Score Improvement", - "source": "BHBB", - "className": "Blood Hunter (Balanced)", - "classSource": "BHBB", - "level": 19, - "entries": [ - "When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", - "If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}." - ] - }, - { - "name": "Sanguine Mastery", - "source": "BHBB", - "className": "Blood Hunter (Balanced)", - "classSource": "BHBB", - "level": 20, - "entries": [ - "Upon becoming 20th level, you honed your control over blood magic, mitigating your sacrifice and empowering your capability. Whenever a blood hunter feature requires you to roll a hemocraft die, you can choose to use half the die's maximum value instead of rolling; this can be applied even when amplifying a blood curse.", - "You can use this feature a number of times equal to your Intelligence modifier and regain all expended uses of this feature when you finish a long rest.", - "In addition, whenever you score a critical hit with a weapon attack empowered by your Crimson Rite, you regain one expended use of your Blood Maledict feature." - ] - } - ], - "subclassFeature": [ - { - "name": "Order of the Ghostslayer", - "source": "BHBB", - "className": "Blood Hunter (Balanced)", - "classSource": "BHBB", - "subclassShortName": "Ghostslayer", - "subclassSource": "BHBB", - "level": 3, - "entries": [ - "The Order of the Ghostslayer is the oldest of the orders, having originally rediscovered the secrets of blood magic and refined them for combat against the scourge of undeath. ghostslayers seek out and study the moment of death, obsessing over the mysteries of the transition and how it can become corrupted by unholy powers to rise once more. Tuning their abilities to annihilate such abominations, these zealous blood hunters seek out the sources of such necromantic energies, intent to destroy them wherever they arise.", - { - "type": "refSubclassFeature", - "subclassFeature": "Rite of the Dawn|Blood Hunter (Balanced)|BHBB|Ghostslayer|BHBB|3" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Curse Specialist|Blood Hunter (Balanced)|BHBB|Ghostslayer|BHBB|3" - } - ] - }, - { - "name": "Rite of the Dawn", - "entries": [ - "When you join this order at 3rd level, you learn the Rite of the Dawn esoteric rite (detailed below).", - { - "type": "entries", - "name": "Rite of the Dawn", - "entries": [ - "Your rite damage is radiant damage. While the rite is active, you gain the following benefits:", - { - "type": "list", - "items": [ - "Your weapon sheds bright light in a 10-foot radius and dim light for an additional 10 feet.", - "Whenever you hit an undead creature with a weapon using this rite, it takes extra radiant damage equal to your Intelligence modifier (minimum of 1)." - ] - } - ] - } - ], - "source": "BHBB", - "className": "Blood Hunter (Balanced)", - "classSource": "BHBB", - "subclassShortName": "Ghostslayer", - "subclassSource": "BHBB", - "level": 3, - "header": 1 - }, - { - "name": "Curse Specialist", - "entries": [ - "Beginning at 3rd level, your ancient order teaches advanced mastery over blood curses. You gain an additional use of your Blood Maledict feature. In addition, your blood curses can target any creature, whether it has blood or not." - ], - "source": "BHBB", - "className": "Blood Hunter (Balanced)", - "classSource": "BHBB", - "subclassShortName": "Ghostslayer", - "subclassSource": "BHBB", - "level": 3, - "header": 1 - }, - { - "name": "Supernal Surge", - "source": "BHBB", - "className": "Blood Hunter (Balanced)", - "classSource": "BHBB", - "subclassShortName": "Ghostslayer", - "subclassSource": "BHBB", - "level": 7, - "entries": [ - "At 7th level, you've learned to briefly step into the spirit world, enabling a swift and deadly strike. When you use the Attack action you can spend a use of this feature to make one additional weapon attack as a bonus action and become temporarily spectral. Until the end of your next turn, you can move through other creatures and objects as if they were difficult terrain. You take {@damage 1d10} force damage if you end your turn inside a creature or an object. If you are inside a creature or an object when you are no longer spectral, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you moved.", - "You can use this feature once. Beginning at 15th level, you can use your Supernal Surge feature twice. You regain all expended uses when you finish a long rest." - ] - }, - { - "name": "Brand of Sundering", - "source": "BHBB", - "className": "Blood Hunter (Balanced)", - "classSource": "BHBB", - "subclassShortName": "Ghostslayer", - "subclassSource": "BHBB", - "level": 11, - "entries": [ - "Beginning at 11th level, your Brand of Castigation now exposes a fragment of your foe's essence, leaving them vulnerable to your Crimson Rite. Whenever you damage a branded creature with your Crimson Rite, your weapon deals one additional hemocraft die of rite damage. In addition, the branded creature can't move through creatures or objects." - ] - }, - { - "name": "Blood Curse of the Exorcist", - "source": "BHBB", - "className": "Blood Hunter (Balanced)", - "classSource": "BHBB", - "subclassShortName": "Ghostslayer", - "subclassSource": "BHBB", - "level": 15, - "entries": [ - "At 15th level, you've honed your hemocraft to tear wicked influence from your allies, punishing those who would infiltrate their body and mind. You gain the {@optfeature Blood Curse of the Exorcist|BHBB} for your Blood Maledict feature. This doesn't count against your number of blood curses known." - ] - }, - { - "name": "Vengeful Spirit", - "source": "BHBB", - "className": "Blood Hunter (Balanced)", - "classSource": "BHBB", - "subclassShortName": "Ghostslayer", - "subclassSource": "BHBB", - "level": 18, - "entries": [ - "Upon reaching 18th level, you learn to project your spirit to continue fighting while on the edge of death. When you are reduced to 0 hit points but not killed outright, you can choose to let your soul emerge from your body to fight on. Your body remains unconscious and you continue to make death saving throws as per normal.", - "At the beginning of your next turn, you manifest a spirit form in your space that picks up your weapons and acts on each of your turns under your control. Your spirit form shares your game statistics, can move through other creatures and objects as if they were difficult terrain, and is immune to cold, necrotic and nonmagical damage.", - "If your spirit form takes any damage, your body dies, your spirit moves more than 30 feet away from your body or you regain at least 1 hit point, your spirit form vanishes and drops your weapons in its space.", - "Once you use this feature, you can't use it again until you finish a long rest." - ] - }, - { - "name": "Order of the Profane Soul", - "source": "BHBB", - "className": "Blood Hunter (Balanced)", - "classSource": "BHBB", - "subclassShortName": "Profane Soul", - "subclassSource": "BHBB", - "level": 3, - "entries": [ - "Those who have taken to the Order of the Profane Soul have seen the limits of hemocraft against some of the most ancient and cruel fiends and terrors of the world. Unable to pursue beings of such power, creatures able to vanish amongst the nobles without a trace, or bend the mind of the most stalwart warrior with but a glance, this order trusted in the irresilience and delved into this same well of corrupting arcane knowledge, making pacts with lesser evils to better combat the greater. While they may have traded a part of themselves, members of this order believe the power gained far outweighs the price, for even devils now quake when they know they've drawn the attention of the Order of the Profane Soul.", - { - "type": "refSubclassFeature", - "subclassFeature": "Otherworldly Patron|Blood Hunter (Balanced)|BHBB|Profane Soul|BHBB|3" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Pact Magic|Blood Hunter (Balanced)|BHBB|Profane Soul|BHBB|3" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Rite Focus|Blood Hunter (Balanced)|BHBB|Profane Soul|BHBB|3" - } - ] - }, - { - "name": "Otherworldly Patron", - "entries": [ - "When you reach 3rd level, you strike a bargain with an otherworldly being of your choice:", - { - "type": "list", - "items": [ - "The Archfey, the Fiend, or the Great Old One, detailed in the {@book Player's Handbook|PHB}", - "The Undying, from {@book Sword Coast Adventurer's Guide|SCAG}", - "The Celestial or the Hexblade, from {@book Xanathar's Guide to Everything|XGE}", - "The Fathomless or the Genie, from {@book Tasha's Cauldron of Everything|TCE}", - "The Undead, from {@book Van Richten's Guide to Ravenloft|VGR}" - ] - }, - "The choice you make augments some of your subclass features, as noted below." - ], - "source": "BHBB", - "className": "Blood Hunter (Balanced)", - "classSource": "BHBB", - "subclassShortName": "Profane Soul", - "subclassSource": "BHBB", - "level": 3, - "header": 1 - }, - { - "name": "Pact Magic", - "entries": [ - "When you reach 3rd level, you can augment your combat techniques with the ability to cast spells. See {@book chapter 10|PHB|10} of the Player's Handbook for the general rules of spell casting and chapter 11 of the Player's Handbook for the {@filter Warlock spell list|spells|class=warlock}.", - { - "type": "entries", - "name": "Cantrips", - "entries": [ - "You learn two cantrips of your choice from the {@filter Warlock spell list|spells|class=warlock}. You learn an additional warlock cantrip of your choice at 10th level." - ] - }, - { - "type": "entries", - "name": "Spell Slots", - "entries": [ - "The Profane Soul Spellcasting table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your {@filter Warlock spells|spells|class=warlock} of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.", - "For example, when you are 8th level, you have two 2nd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 2nd-level spell." - ] - }, - { - "type": "entries", - "name": "Spells Known of 1st Level and Higher", - "entries": [ - "At 3rd level, you know two 1st-level spells of your choice from the {@filter Warlock spell list|spells|class=warlock}.", - "The Spells Known column of the Profane Soul table shows when you learn more {@filter Warlock spells|spells|class=warlock} of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 11th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.", - "Additionally, when you gain a level in this class and order, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots." - ] - }, - { - "type": "entries", - "name": "Spellcasting Ability", - "entries": [ - "Intelligence is your spell casting ability for your warlock spells, so you use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.", - { - "type": "abilityDc", - "name": "Spell save DC", - "attributes": [ - "int" - ] - }, - { - "type": "abilityAttackMod", - "name": "Spell attack modifier", - "attributes": [ - "int" - ] - } - ] - } - ], - "source": "BHBB", - "className": "Blood Hunter (Balanced)", - "classSource": "BHBB", - "subclassShortName": "Profane Soul", - "subclassSource": "BHBB", - "level": 3, - "header": 1 - }, - { - "name": "Rite Focus", - "entries": [ - "Beginning at 3rd level, your weapon becomes a core to your pact with your chosen dark patron. While you have an active Crimson Rite, you can use your weapon as a spellcasting focus (found in {@book chapter 5|PHB|5} of the Player's Handbook) for your warlock spells, and you gain a specific benefit based on your chosen pact (outlined below).", - { - "type": "entries", - "name": "The Archfey", - "entries": [ - "When you damage a creature with a weapon for which you have an active crimson rite, that creature glows with faint light until the end of your next turn. For the duration the creature can't benefit from being {@condition invisible} or from any cover, except for full cover." - ] - }, - { - "type": "entries", - "name": "The Celestial", - "entries": [ - "You can expend a use of your Blood Maledict feature as a bonus action to heal one creature that you can see within 60 feet of you other than yourself. They regain a number of hit points equal to one roll of your hemocraft damage die + your Intelligence modifier (minimum of 1)." - ] - }, - { - "type": "entries", - "name": "The Fathomless", - "entries": [ - "You can breathe underwater. Additionally, once per turn when you damage a creature with a weapon for which you have an active crimson rite, you can reduce that creature's speed by 10 feet until the start of your next turn." - ] - }, - { - "type": "entries", - "name": "The Fiend", - "entries": [ - "When you damage a creature with a weapon for which you have an active crimson rite, if you roll a 1 or 2 on your hemocraft die, you can reroll the die and choose which roll to use." - ] - }, - { - "type": "entries", - "name": "The Genie", - "entries": [ - "As a bonus action, you expend a use of your Blood Maledict feature to give yourself a flying speed of 30 feet, which lasts until the end of your next turn." - ] - }, - { - "type": "entries", - "name": "The Great Old One", - "entries": [ - "When you score a critical hit against a creature, that creature and any other creatures of your choice within 5 feet of it are {@condition frightened} of you until the end of your next turn." - ] - }, - { - "type": "entries", - "name": "The Hexblade", - "entries": [ - "When you successfully target a creature with a blood curse, the next time you hit that creature with an attack while the curse is in effect, the attack deals additional damage equal to your proficiency bonus." - ] - }, - { - "type": "entries", - "name": "The Undead", - "entries": [ - "When you take necrotic damage, you can use your reaction to halve that damage. In addition, your appearance changes to reflect some aspect of your patron while you have any crimson rite active." - ] - }, - { - "type": "entries", - "name": "The Undying", - "entries": [ - "Whenever you reduce a hostile creature with a CR equal to half your character level (rounded up) or higher to 0 hit points, you regain a number of hit points equal to one roll of your hemocraft die." - ] - } - ], - "source": "BHBB", - "className": "Blood Hunter (Balanced)", - "classSource": "BHBB", - "subclassShortName": "Profane Soul", - "subclassSource": "BHBB", - "level": 3, - "header": 1 - }, - { - "name": "Mystic Frenzy", - "source": "BHBB", - "className": "Blood Hunter (Balanced)", - "classSource": "BHBB", - "subclassShortName": "Profane Soul", - "subclassSource": "BHBB", - "level": 7, - "entries": [ - "Starting at 7th level, when you use your action to cast a cantrip, you can immediately make one weapon attack as a bonus action." - ] - }, - { - "name": "Revealed Arcana", - "source": "BHBB", - "className": "Blood Hunter (Balanced)", - "classSource": "BHBB", - "subclassShortName": "Profane Soul", - "subclassSource": "BHBB", - "level": 7, - "entries": [ - "At 7th level, your patron grants you the use of a distinctive spell based on your pact. You can cast this spell without expending a spell slot, and can't do so again until you finish a long rest.", - { - "type": "entries", - "name": "The Archfey", - "entries": [ - "You can cast {@spell blur}." - ] - }, - { - "type": "entries", - "name": "The Celestial", - "entries": [ - "You can cast {@spell lesser restoration}." - ] - }, - { - "type": "entries", - "name": "The Fathomless", - "entries": [ - "You can cast {@spell gust of wind}." - ] - }, - { - "type": "entries", - "name": "The Fiend", - "entries": [ - "You can cast {@spell scorching ray}." - ] - }, - { - "type": "entries", - "name": "The Genie", - "entries": [ - "You can cast {@spell phantasmal force}." - ] - }, - { - "type": "entries", - "name": "The Great Old One", - "entries": [ - "You can cast {@spell detect thoughts}." - ] - }, - { - "type": "entries", - "name": "The Hexblade", - "entries": [ - "You can cast {@spell branding smite}." - ] - }, - { - "type": "entries", - "name": "The Undead", - "entries": [ - "You can cast {@spell blindness/deafness}." - ] - }, - { - "type": "entries", - "name": "The Undying", - "entries": [ - "You can cast {@spell silence}." - ] - } - ] - }, - { - "name": "Brand of the Sapping Scar", - "source": "BHBB", - "className": "Blood Hunter (Balanced)", - "classSource": "BHBB", - "subclassShortName": "Profane Soul", - "subclassSource": "BHBB", - "level": 11, - "entries": [ - "Upon reaching 11th level, your Brand of Castigation feature digs dark arcane scars into your target, leaving them vulnerable to your magic. A creature branded by you has disadvantage on saving throws against your warlock spells." - ] - }, - { - "name": "Unsealed Arcana", - "source": "BHBB", - "className": "Blood Hunter (Balanced)", - "classSource": "BHBB", - "subclassShortName": "Profane Soul", - "subclassSource": "BHBB", - "level": 15, - "entries": [ - "At 15th level, your patron grants you the use of an additional spell based on your pact. You cast this spell without expending a spell slot, and can't do so again until you finish a long rest.", - { - "type": "entries", - "name": "The Archfey", - "entries": [ - "You can cast {@spell slow}." - ] - }, - { - "type": "entries", - "name": "The Celestial", - "entries": [ - "You can cast {@spell revivify}." - ] - }, - { - "type": "entries", - "name": "The Fathomless", - "entries": [ - "You can cast {@spell lightning bolt}." - ] - }, - { - "type": "entries", - "name": "The Fiend", - "entries": [ - "You can cast {@spell fireball}." - ] - }, - { - "type": "entries", - "name": "The Genie", - "entries": [ - "You can cast {@spell protection from energy}." - ] - }, - { - "type": "entries", - "name": "The Great Old One", - "entries": [ - "You can cast {@spell haste}." - ] - }, - { - "type": "entries", - "name": "The Hexblade", - "entries": [ - "You can cast {@spell blink}." - ] - }, - { - "type": "entries", - "name": "The Undead", - "entries": [ - "You can cast {@spell speak with dead}." - ] - }, - { - "type": "entries", - "name": "The Undying", - "entries": [ - "You can cast {@spell bestow curse}." - ] - } - ] - }, - { - "name": "Blood Curse of the Souleater", - "source": "BHBB", - "className": "Blood Hunter (Balanced)", - "classSource": "BHBB", - "subclassShortName": "Profane Soul", - "subclassSource": "BHBB", - "level": 18, - "entries": [ - "Starting at 18th level, you've learned to siphon the soul from your fallen prey. You gain the {@optfeature Blood Curse of the Souleater|BHBB} for your Blood Maledict feature. This does not count against your number of blood curses known." - ] - }, - { - "name": "Order of the Mutant", - "source": "BHBB", - "className": "Blood Hunter (Balanced)", - "classSource": "BHBB", - "subclassShortName": "Mutant", - "subclassSource": "BHBB", - "level": 3, - "entries": [ - "The process of the Hunter's Bane is a painful, scarring, and sometimes fatal experience. Those that survive find themselves irrevocably changed, enhanced. Some found this experience exalting, embracing the ability to alter one's own physiology through a combination of hemocraft and corrupted alchemy. Over generations of experimentation, a splinter order of blood hunters began to emerge, one that focused on brewing toxic elixirs to modify their capabilities in battle, altering their blood and, overtime, become something beyond what they once were. They called themselves the Order of the Mutant. Researching their targets to know their strengths and weaknesses, these blood hunters can alter their biology to be best prepared for the coming conflict.", - { - "type": "refSubclassFeature", - "subclassFeature": "Formulas|Blood Hunter (Balanced)|BHBB|Mutant|BHBB|3" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Mutagencraft|Blood Hunter (Balanced)|BHBB|Mutant|BHBB|3" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Mutagens|Blood Hunter (Balanced)|BHBB|Mutant|BHBB|3" - } - ] - }, - { - "name": "Formulas", - "entries": [ - "You begin to uncover forbidden alchemical formulas that temporarily alter your mental and physical abilities.", - "Beginning at 3rd level, you choose to learn four mutagen formulas. Your {@filter formula options|optionalfeatures|Feature Type=Mutagen} are detailed on the \"Other Options & Features\" page. You gain an additional formula at 7th level, 11th level, 15th level, and 18th level.", - "Additionally, when you gain a new mutagen formula, you can choose one of the formulas you already know and replace it with a new mutagen formula." - ], - "source": "BHBB", - "className": "Blood Hunter (Balanced)", - "classSource": "BHBB", - "subclassShortName": "Mutant", - "subclassSource": "BHBB", - "level": 3, - "header": 1 - }, - { - "name": "Mutagencraft", - "entries": [ - "At 3rd level, you can concoct a two mutagens when you finish a long rest. Starting at 7th level, the number of mutagens you can create when you finish a long rest increases to three, and you can create four mutagens at 15th level.", - "As a bonus action you can consume a single mutagen, and the effects and side effects last for 1 hour. While one or more mutagens are affecting you, you can use an action to focus and flush the toxins from your system, ending the effects and side effects of all mutagens.", - "Mutagens are designed for your biology and have no effect on other creatures. They are also unstable by nature, losing their potency over time and becoming inert if not used within 24 hours." - ], - "source": "BHBB", - "className": "Blood Hunter (Balanced)", - "classSource": "BHBB", - "subclassShortName": "Mutant", - "subclassSource": "BHBB", - "level": 3, - "header": 1 - }, - { - "name": "Mutagens", - "entries": [ - "You can find the descriptions for each {@filter mutagen|optionalfeatures|Feature Type=Mutagen} on the \"Other Options & Features\" page." - ], - "source": "BHBB", - "className": "Blood Hunter (Balanced)", - "classSource": "BHBB", - "subclassShortName": "Mutant", - "subclassSource": "BHBB", - "level": 3, - "header": 1 - }, - { - "name": "Strange Metabolism", - "source": "BHBB", - "className": "Blood Hunter (Balanced)", - "classSource": "BHBB", - "subclassShortName": "Mutant", - "subclassSource": "BHBB", - "level": 7, - "entries": [ - "Beginning at 7th level, your body has begun to adapt to toxins and venoms, ignoring their corroding effects. You gain advantage on saving throws against poison, and you have resistance against poison damage.", - "In addition, you can instill a burst of adrenaline to temporarily resist the negative effects of a mutagen. As an action, you can choose to ignore the side effect of a mutagen affecting you for 1 minute.", - "Once you use this feature to resist side effects, you can't do so again until you finish a long rest." - ] - }, - { - "name": "Brand of Axiom", - "source": "BHBB", - "className": "Blood Hunter (Balanced)", - "classSource": "BHBB", - "subclassShortName": "Mutant", - "subclassSource": "BHBB", - "level": 11, - "entries": [ - "At 11th level, your mutagenic hemocraft lets your Brand of Castigation reveal a foe's true nature.", - "If a creature branded by you is under the effect of any illusion spell, the {@spell polymorph|PHB} spell, the Change Shape action, the Shapechanger trait, the Wild Shape feature, or a similar effect, it must succeed on a Wisdom saving throw. On a failed save the illusion spell (if any) ends, it reverts to its true form (if changed) and is {@condition stunned} until the end of your next turn.", - "If a creature's saving throw is successful, the creature is immune to the Brand of Axiom for the next 10 minutes." - ] - }, - { - "name": "Blood Curse of Corrosion", - "source": "BHBB", - "className": "Blood Hunter (Balanced)", - "classSource": "BHBB", - "subclassShortName": "Mutant", - "subclassSource": "BHBB", - "level": 15, - "entries": [ - "Starting at 15th level, your blood curse can wrack a creature's body with terrible toxins. You gain the {@optfeature Blood Curse of Corrosion|BHBB} for your Blood Maledict feature. This does not count against your number of blood curses known." - ] - }, - { - "name": "Exalted Mutation", - "source": "BHBB", - "className": "Blood Hunter (Balanced)", - "classSource": "BHBB", - "subclassShortName": "Mutant", - "subclassSource": "BHBB", - "level": 18, - "entries": [ - "At 18th level, your body has adapted to produce mutagens naturally in a moment of need. As a bonus action, choose one mutagen currently affecting you. Its effects and side effects end, and you can immediately have a mutagen you know the formula for take effect in its place.", - "Or instead you can spend two uses of this feature to gain the effects and side effects of one mutagen you know the formula for, as if you had consumed the mutagen normally.", - "You can use this feature a number of times equal to your Intelligence modifier (minimum of 1). You regain all uses of this feature after you finish a long rest." - ] - }, - { - "name": "Order of the Lycan", - "source": "BHBB", - "className": "Blood Hunter (Balanced)", - "classSource": "BHBB", - "subclassShortName": "Lycan", - "subclassSource": "BHBB", - "level": 3, - "entries": [ - "Of the many terrible curses that plague the realm, few are as ancient or as feared as Lycanthropy. Passed through blood, this affliction seeds a host with the savage strength and hunger for violence of a wicked beast. The Order of the Lycan is a proud order of blood hunters who undergo \"The Taming,\" a ceremonial inflicting of lycanthropy from a senior member. These hunters then use their abilities to harness the power of the monster they harbor without losing themselves to it. Through intense honing of one's own willpower, combined with the secrets of the order's blood magic rituals, members learn to control and unleash their hybrid form for short periods of time. Enhanced physical prowess, unnatural resilience, and razor sharp claws make these warriors a terrible foe to any evil that crosses their path. Yet, no training is perfect, and without care and complete focus, even the greatest of blood hunters can temporarily lose themselves to the bloodlust.", - { - "type": "refSubclassFeature", - "subclassFeature": "Heightened Senses|Blood Hunter (Balanced)|BHBB|Lycan|BHBB|3" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Hybrid Transformation|Blood Hunter (Balanced)|BHBB|Lycan|BHBB|3" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "The Onus of Lycanthropy|Blood Hunter (Balanced)|BHBB|Lycan|BHBB|3" - } - ] - }, - { - "name": "Heightened Senses", - "entries": [ - "Starting when you choose this archetype at 3rd level, you begin to adopt the improved abilities of a natural predator. You have advantage on Wisdom ({@skill Perception}) checks that rely on hearing or smell." - ], - "source": "BHBB", - "className": "Blood Hunter (Balanced)", - "classSource": "BHBB", - "subclassShortName": "Lycan", - "subclassSource": "BHBB", - "level": 3, - "header": 1 - }, - { - "name": "Hybrid Transformation", - "entries": [ - "Upon choosing this archetype at 3rd level, you begin to control the lycanthropic curse that now flows through your blood. As an action, you can transform into your Hybrid form for 10 minutes. You can speak, use equipment, and wear armor in this form. You can revert to your normal form earlier by using an action on your turn. You automatically revert to your normal form if you fall {@condition unconscious}, drop to 0 Hit Points, or die. Once you use this feature, you must finish a short or long rest before you can use it again.", - "While you are transformed, you gain the following features:", - { - "type": "entries", - "name": "Feral Might", - "entries": [ - "You have advantage on Strength checks and Strength saving throws. When you make a melee weapon attack using Strength, you gain a +1 bonus to the damage roll. This bonus increases to +2 at 11th level and to +3 at 18th level." - ] - }, - { - "type": "entries", - "name": "Resilient Hide", - "entries": [ - "You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't silvered. While you are not wearing heavy armor or wielding a shield, you gain a +1 bonus to your AC." - ] - }, - { - "type": "entries", - "name": "Predatory Strikes", - "entries": [ - "You can apply your Crimson Rite feature to your unarmed strikes, which you treat as one weapon. Your unarmed strikes deal {@damage 1d4} bludgeoning or slashing damage (your choice). This damage increases to {@damage 1d6} at 7th level and {@damage 1d8} at 11th level.", - "Additionally, when you use the Attack action to make an unarmed strike, you can make one additional unarmed strike as a bonus action." - ] - }, - { - "type": "entries", - "name": "Cursed Weakness", - "entries": [ - "You have vulnerability to damage from silvered weapons." - ] - }, - { - "type": "entries", - "name": "Bloodlust", - "entries": [ - "If you've taken damage since the start of your last turn, you must make a Wisdom saving throw to maintain control of yourself at the start of your turn. The DC equals 10, or half of the total damage you've taken since the start of your previous turn, whichever number is higher.", - "On a failed save, you must move directly towards the nearest creature to you and use the {@action Attack} action against that creature; if you can make extra attacks as part of the Attack action, you use those extra attacks. If there is more than one possible target, the DM chooses between the targets. You then regain control of your character for the remainder of your turn.", - "If you are under an effect that prevents you from concentrating (like the barbarian's {@classFeature Rage|Barbarian||1} feature), you automatically fail this saving throw." - ] - }, - "The benefits of this feature replace the rules for Lycanthropy within the Monster Manual." - ], - "source": "BHBB", - "className": "Blood Hunter (Balanced)", - "classSource": "BHBB", - "subclassShortName": "Lycan", - "subclassSource": "BHBB", - "level": 3, - "header": 1 - }, - { - "type": "inset", - "name": "The Onus of Lycanthropy", - "entries": [ - "Those inducted into the Order of the Lycan choose this path with conviction, understanding the terrible burden it is and the challenges it brings. Where most who embrace this curse grow wicked, mad, even murderous, these blood hunters accept the gifts of the beast while maintaining control through intense training and blood magic. These factors enable a member of the Order of the Lycan to prevent the spread of their curse through blood, should they wish to. One of the most sacred oaths of this order is to never infect another without the order's sanction.", - "Should a member of the Order of the Lycan be cured of the lycanthropic curse, it is a terrible shame on their name, the order, and those who carry the curse still. There have been passages written about members being cleansed against their will, but those brothers and sisters readily return to the order to undergo a renewed initiation of The Taming, reintroducing the curse to their bodies and restoring their honor.", - "Lycanthropy comes in many forms. Each version of the curse is bound to a specific beast: wolf, bear, tiger, boar, and rat are a few of the more well-known variations. The strain of the curse defines the beast a hybrid form will share, but the features the curse bestows remain relatively uniform across strains." - ], - "source": "BHBB", - "className": "Blood Hunter (Balanced)", - "classSource": "BHBB", - "subclassShortName": "Lycan", - "subclassSource": "BHBB", - "level": 3, - "header": 1 - }, - { - "name": "Stalker's Prowess", - "source": "BHBB", - "className": "Blood Hunter (Balanced)", - "classSource": "BHBB", - "subclassShortName": "Lycan", - "subclassSource": "BHBB", - "level": 7, - "entries": [ - "At 7th level, your speed increases by 10 feet while you aren't wearing heavy armor. You also can add 10 feet to your long jump distance and 3 feet to your high jump distance. In addition, your hybrid form gains the Improved Predatory Strikes feature.", - { - "type": "entries", - "name": "Improved Predatory Strikes", - "entries": [ - "While in your hybrid form, your unarmed strikes are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage." - ] - } - ] - }, - { - "name": "Advanced Transformation", - "source": "BHBB", - "className": "Blood Hunter (Balanced)", - "classSource": "BHBB", - "subclassShortName": "Lycan", - "subclassSource": "BHBB", - "level": 11, - "entries": [ - "Starting at 11th level, you learn to unleash and control more of the beast within. You can use your Hybrid Transformation feature twice, regaining all expended uses when you finish a short or long rest. In addition, your hybrid form gains the Lycan Regeneration feature.", - { - "type": "entries", - "name": "Lycan Regeneration", - "entries": [ - "At the start of each of your turns, you regain hit points equal to 1 + your Constitution modifier (minimum of 1) if you have at least 1 hit point and no more than half of your hit points left." - ] - } - ] - }, - { - "name": "Iron Volition", - "source": "BHBB", - "className": "Blood Hunter (Balanced)", - "classSource": "BHBB", - "subclassShortName": "Lycan", - "subclassSource": "BHBB", - "level": 15, - "entries": [ - "At 15th level, you have advantage on your Wisdom saving throws to maintain control of your bloodlust in hybrid form." - ] - }, - { - "name": "Brand of the Voracious", - "source": "BHBB", - "className": "Blood Hunter (Balanced)", - "classSource": "BHBB", - "subclassShortName": "Lycan", - "subclassSource": "BHBB", - "level": 15, - "entries": [ - "Also at 15th level, your {@classFeature Brand of Castigation|Blood Hunter (Balanced)|BHBB|6} now binds your foe to your hunter's thirst for savagery. While in your hybrid form, your attacks have advantage against a creature branded by you." - ] - }, - { - "name": "Hybrid Transformation Mastery", - "source": "BHBB", - "className": "Blood Hunter (Balanced)", - "classSource": "BHBB", - "subclassShortName": "Lycan", - "subclassSource": "BHBB", - "level": 18, - "entries": [ - "At 18th level, you have wrestled your inner predator and mastered it. You can now use your hybrid form feature three times instead of two, and your hybrid form now lasts for up to 1 hour." - ] - }, - { - "name": "Blood Curse of the Howl", - "source": "BHBB", - "className": "Blood Hunter (Balanced)", - "classSource": "BHBB", - "subclassShortName": "Lycan", - "subclassSource": "BHBB", - "level": 18, - "entries": [ - "Also at 18th level you gain the {@optfeature Blood Curse of the Howl|BHBB} for your Blood Maledict feature. This does not count against your number of blood curses known." - ] - }, - { - "name": "Exiled", - "source": "BHBB", - "className": "Blood Hunter (Balanced)", - "classSource": "BHBB", - "subclassShortName": "Exiled", - "subclassSource": "BHBB", - "level": 3, - "entries": [ - "Perhaps they had begun to use their powers for their own ends, maybe there was no cost too high to pay for the destruction of their quarry or they simply learnt something the Orders would rather keep hidden...", - "Called 'selfish', 'deviants' or even 'evil' by both their specific order and the order as a whole the Exiled find themselves cast out and alone against the world.", - "However having survived the Hunter's Bane and the various trials of Blood Hunter training they remain unfaltering in their ambitions and desires, continuing to hone their bloody craft without the strict guidance of their peers no matter what dark path it may ultimately lead them down.", - { - "type": "refSubclassFeature", - "subclassFeature": "Stolen Secrets|Blood Hunter (Balanced)|BHBB|Exiled|BHBB|3" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Ravenous Rite|Blood Hunter (Balanced)|BHBB|Exiled|BHBB|3" - } - ] - }, - { - "name": "Stolen Secrets", - "entries": [ - "At 3rd level you begin to use the secrets you studied from the order that ousted you, wielding their knowledge for your own gains. Choose one of the following to represent your old Blood Hunter order:", - { - "type": "entries", - "name": "Ghostslayer", - "entries": [ - "You gain the {@subclassFeature Rite of the Dawn|Blood Hunter (Balanced)|BHBB|Ghostslayer|BHBB|3} and {@subclassFeature Curse Specialist|Blood Hunter (Balanced)|BHBB|Ghostslayer|BHBB|3} features from the Order of the Ghostslayer subclass." - ] - }, - { - "type": "entries", - "name": "Profane Soul", - "entries": [ - "You gain the {@subclassFeature Pact Magic|Blood Hunter (Balanced)|BHBB|Profane Soul|BHBB|3} feature from the Order of the Profane Soul subclass.", - "Additionally while you have an active Crimson Rite, you can use your weapon as a spellcasting focus (found in chapter 5 of the Player's Handbook) for your warlock spells." - ] - }, - { - "type": "entries", - "name": "Mutant", - "entries": [ - "You learn four mutagen formulas of your choice; formula options are detailed at the end of the Mutant Order's description. Additionally gain the {@subclassFeature Mutagencraft|Blood Hunter (Balanced)|BHBB|Mutant|BHBB|3} feature from the Order of the Mutant subclass." - ] - }, - { - "type": "entries", - "name": "Lycan", - "entries": [ - "You gain the {@subclassFeature Hybrid Transformation|Blood Hunter (Balanced)|BHBB|Lycan|BHBB|3} and {@subclassFeature Heightened Senses|Blood Hunter (Balanced)|BHBB|Lycan|BHBB|3} features from the Order of the Lycan subclass." - ] - }, - "The choice you make determines some of your other subclass features, as noted below." - ], - "source": "BHBB", - "className": "Blood Hunter (Balanced)", - "classSource": "BHBB", - "subclassShortName": "Exiled", - "subclassSource": "BHBB", - "level": 3, - "header": 1 - }, - { - "name": "Ravenous Rite", - "source": "BHBB", - "className": "Blood Hunter (Balanced)", - "classSource": "BHBB", - "subclassShortName": "Exiled", - "subclassSource": "BHBB", - "level": 3, - "entries": [ - "Additionally at 3rd level your own studies have borne fruit, having discovered a way to bolster yourself as your hemocraft causes harm to your foes.", - "Whenever you hit a creature with a weapon for which you have an active crimson rite, you gain temporary hit points equal to the roll of your hemocraft die." - ] - }, - { - "name": "Forbidden Lore", - "source": "BHBB", - "className": "Blood Hunter (Balanced)", - "classSource": "BHBB", - "subclassShortName": "Exiled", - "subclassSource": "BHBB", - "level": 7, - "entries": [ - "At 7th level your continued delving into the secrets you gleaned during your time in your previous order have yielded new means to exercise your powers. Depending on which order you chose for your stolen secrets feature, you gain one of the following:", - { - "type": "entries", - "name": "Ghostslayer \u2014 Cursed Control", - "entries": [ - "Rather than simply destroying undead, you considered the possibility of bending them to your will through your hemocraft. As an action you may spend a use of your blood maledict feature to target one undead creature you can see within 30 feet of you. The target must make a Charisma saving throw. On a failed save, the target obeys your commands for the next 24 hours, or until you use this feature again. A creature whose challenge rating is equal to or greater than your level is immune to this effect.", - "Additionally at 11th level you may spend a use of your blood maledict feature to reduce your current and maximum hit points by an amount equal to your hemocraft die's maximum value and cast the spell {@spell danse macabre|XGE}; when you do so, you must finish a long rest before you can do so again." - ] - }, - { - "type": "entries", - "name": "Profane Soul \u2014 Dark Bargain", - "entries": [ - "You have learned how to use your own life force to power your spells; you are able to cast a Warlock spell you know of 1st level or higher by reducing your current and maximum hit points by an amount of your hemocraft dice equal to the level of the spell. The reduction to your hit point maximum lasts until you finish a long rest. You die if this reduces your hit point maximum to 0." - ] - }, - { - "type": "entries", - "name": "Mutant \u2014 Malleable Physiology", - "entries": [ - "Absent of the strictures of the order your experimentation with more exotic mutagens has given you abilities beyond those of your rule-bound peers. You learn one {@filter exotic mutagen|optionalfeatures|Feature Type=Exotic Mutagen} formula of your choice from the options listed at the end of this subclass. You gain an additional {@filter exotic mutagen|optionalfeatures|Feature Type=Exotic Mutagen} formula at 11th level, and 15th level.", - "Additionally, when you gain a level in this class, you can choose one of the {@filter mutagen|optionalfeatures|Feature Type=Mutagen} or {@filter exotic mutagen|optionalfeatures|Feature Type=Exotic Mutagen} formulas you already know and replace it with a new {@filter exotic mutagen|optionalfeatures|Feature Type=Exotic Mutagen} formula." - ] - }, - { - "type": "entries", - "name": "Lycan \u2014 Hunter's Boon", - "entries": [ - "While you are in your hybrid form you gain a formidable bite attack. When making a melee attack with your bite, you have a reach of 5 feet and deal {@damage 1d10} piercing damage on a hit. You add your Strength modifier to the attack and damage rolls. A creature hit by your bite must succeed on a Constitution saving throw with a DC of 8 + your proficiency bonus + your Constitution modifier or be cursed with lycanthropy. When you apply your Crimson Rite to your unarmed strikes, this includes your bite.", - "Additionally at 11th level you gain the {@subclassFeature Advanced Transformation|Blood Hunter (Balanced)|BHBB|Lycan|BHBB|11} feature from the Order of the Lycan subclass." - ] - } - ] - }, - { - "name": "Brand of Vital Hunger", - "source": "BHBB", - "className": "Blood Hunter (Balanced)", - "classSource": "BHBB", - "subclassShortName": "Exiled", - "subclassSource": "BHBB", - "level": 11, - "entries": [ - "At 11th level your delving into dark lore allows your brand to drain the very life from your foes and feed your own.", - "When a creature is branded by you it must make a Constitution saving throw against your hemocraft save DC. On a failed save the branded creature gains 1 level of {@condition exhaustion} and takes necrotic damage, which can't be reduced in any way, equal to your Blood Hunter level while you gain temporary hit points equal to the same amount.", - "The creature repeats the Constitution saving throw every 10 minutes for the duration of the Brand, if a creature's saving throw is successful, the creature is immune to the Brand of Vital Hunger for the next 10 minutes. All levels of {@condition exhaustion} gained from this brand are removed at the end of the brand's duration." - ] - }, - { - "name": "Blood Curse of Igneous Exsanguination", - "source": "BHBB", - "className": "Blood Hunter (Balanced)", - "classSource": "BHBB", - "subclassShortName": "Exiled", - "subclassSource": "BHBB", - "level": 15, - "entries": [ - "At 15th level you've unlocked the secret to simply manipulating the blood within other's veins to your needs, something you use to violent and visceral effect. You gain the {@optfeature Blood Curse of Igneous Exsanguination|BHBB} for your Blood Maledict feature. This does not count against your number of blood curses known." - ] - }, - { - "name": "Twisted Teachings", - "source": "BHBB", - "className": "Blood Hunter (Balanced)", - "classSource": "BHBB", - "subclassShortName": "Exiled", - "subclassSource": "BHBB", - "level": 18, - "entries": [ - "Starting at 18th level your pursuit for forbidden knowledge leads finally, to your enlightenment; the true realisation of your bloody power unfolds before you as easily as you might turn pages in a book. Depending on which order you chose for your stolen secrets feature, you gain one of the following:", - { - "type": "entries", - "name": "Ghostslayer \u2014 Sinister Siphon", - "entries": [ - "A terrible thought has plagued but broadened your mind as you've grown in power, what are the living but undead-in-waiting? Even you will one day perish and become nought but a plaything of some foul necromancer, unless...", - "As a bonus action you may choose one creature under your control and deal necrotic damage to it, which can't be reduced in any way, equal to your Blood Hunter level; you then regain hit points equal to the damage dealt. If the targeted creature is reduced to 0 hit points by this feature it dies instantly and turns to dust. Each time you use this feature you extend your life by 1 month, however your appearance becomes subtly more gaunt and pallid.", - "Additionally your cursed control feature can now affect any type of creature, not only undead." - ] - }, - { - "type": "entries", - "name": "Profane Soul \u2014 Soul Stealer", - "entries": [ - "You learn how to use the souls of other creatures to power your magic, instead of just your own. You may use your action to touch a creature within your reach, the target must make a Charisma saving throw. If it fails, it takes {@damage 10d10} necrotic damage and you regain all your expended warlock spell slots. If it succeeds, it takes half as much necrotic damage and you regain one expended warlock spell slot. If a creature is reduced to 0 hit points by this damage it dies instantly as its soul is consumed. Once you use this feature, you can't use it again until you finish a short or long rest." - ] - }, - { - "type": "entries", - "name": "Mutant \u2014 Monstrous Mutagens", - "entries": [ - "Continued and eager experimentation has unlocked the keys to mold your flesh like clay, allowing you to take on truly terrfying new forms. You learn one {@filter monstrous mutagen|optionalfeatures|Feature Type=Monstrous Mutagen} formula of your choice from the options listed at the end of this subclass; additionally you can choose one of the {@filter mutagen|optionalfeatures|Feature Type=Mutagen} or {@filter exotic mutagen|optionalfeatures|Feature Type=Exotic Mutagen} formulas you already know and replace it with a new {@filter monstrous mutagen|optionalfeatures|Feature Type=Monstrous Mutagen} formula.", - "When the effect of one of these mutagens ends roll {@dice 1d100}, on a 1 you are permanently transformed into a {@creature Mutated Spawn|BHBB}. Your game statistics, including mental ability scores, are replaced by the statistics of the mutated spawn. You assume the hit points of your new form, and you are limited in the actions you can perform by the nature of your new form. Your gear falls to the ground.", - "This change can only be reverted by a spell such as {@spell reincarnate|PHB}, {@spell true resurrection|PHB}, or {@spell wish|PHB}." - ] - }, - { - "type": "entries", - "name": "Lycan \u2014 Unstoppable Beast", - "entries": [ - "You've felt the call of the wild growing inside you since you were first afflicted with lycanthropy, although no longer do you call it a curse but a blessing; your very soul becoming as feral as your countenance, surrendering control almost completely. While you are in your hybrid form you have immunity to bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't silvered, and when you use the attack action to make an unarmed strike or an attack with your bite you can make two additional unarmed strikes as a bonus action rather than just one.", - "Additionally the bloodlust feature of your hybrid form is replaced entirely with the following: whenever a hostile creature damages you while you are in your hybrid form, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear." - ] - } - ] - } - ], - "subclass": [ - { - "name": "Order of the Ghostslayer", - "source": "BHBB", - "subclassFeatures": [ - "Order of the Ghostslayer|Blood Hunter (Balanced)|BHBB|Ghostslayer|BHBB|3", - "Supernal Surge|Blood Hunter (Balanced)|BHBB|Ghostslayer|BHBB|7", - "Brand of Sundering|Blood Hunter (Balanced)|BHBB|Ghostslayer|BHBB|11", - "Blood Curse of the Exorcist|Blood Hunter (Balanced)|BHBB|Ghostslayer|BHBB|15", - "Vengeful Spirit|Blood Hunter (Balanced)|BHBB|Ghostslayer|BHBB|18" - ], - "shortName": "Ghostslayer", - "className": "Blood Hunter (Balanced)", - "classSource": "BHBB" - }, - { - "name": "Order of the Profane Soul", - "source": "BHBB", - "spellcastingAbility": "int", - "casterProgression": "pact", - "subclassSpells": [ - { - "className": "Warlock", - "classSource": "PHB" - } - ], - "subclassTableGroups": [ - { - "subclasses": [ - { - "name": "Order of the Profane Soul", - "source": "BHBB" - } - ], - "colLabels": [ - "{@filter Cantrips Known|spells|level=0|subclass=Blood Hunter (Balanced): Profane Soul (FFBHBB)}", - "{@filter Spells Known|spells|subclass=Blood Hunter (Balanced): Profane Soul (FFBHBB)}", - "Spell Slots", - "Spell Level" - ], - "rows": [ - [ - 0, - 0, - 0, - 0 - ], - [ - 0, - 0, - 0, - 0 - ], - [ - 2, - 2, - 1, - "{@filter 1st|spells|level=1|subclass=Blood Hunter (Balanced): Profane Soul (FFBHBB)}" - ], - [ - 2, - 2, - 1, - "{@filter 1st|spells|level=1|subclass=Blood Hunter (Balanced): Profane Soul (FFBHBB)}" - ], - [ - 2, - 3, - 1, - "{@filter 1st|spells|level=1|subclass=Blood Hunter (Balanced): Profane Soul (FFBHBB)}" - ], - [ - 2, - 3, - 2, - "{@filter 1st|spells|level=1|subclass=Blood Hunter (Balanced): Profane Soul (FFBHBB)}" - ], - [ - 2, - 4, - 2, - "{@filter 2nd|spells|level=2|subclass=Blood Hunter (Balanced): Profane Soul (FFBHBB)}" - ], - [ - 2, - 4, - 2, - "{@filter 2nd|spells|level=2|subclass=Blood Hunter (Balanced): Profane Soul (FFBHBB)}" - ], - [ - 2, - 5, - 2, - "{@filter 2nd|spells|level=2|subclass=Blood Hunter (Balanced): Profane Soul (FFBHBB)}" - ], - [ - 3, - 5, - 2, - "{@filter 2nd|spells|level=2|subclass=Blood Hunter (Balanced): Profane Soul (FFBHBB)}" - ], - [ - 3, - 6, - 2, - "{@filter 2nd|spells|level=2|subclass=Blood Hunter (Balanced): Profane Soul (FFBHBB)}" - ], - [ - 3, - 6, - 2, - "{@filter 2nd|spells|level=2|subclass=Blood Hunter (Balanced): Profane Soul (FFBHBB)}" - ], - [ - 3, - 7, - 2, - "{@filter 3rd|spells|level=3|subclass=Blood Hunter (Balanced): Profane Soul (FFBHBB)}" - ], - [ - 3, - 7, - 2, - "{@filter 3rd|spells|level=3|subclass=Blood Hunter (Balanced): Profane Soul (FFBHBB)}" - ], - [ - 3, - 8, - 2, - "{@filter 3rd|spells|level=3|subclass=Blood Hunter (Balanced): Profane Soul (FFBHBB)}" - ], - [ - 3, - 8, - 2, - "{@filter 3rd|spells|level=3|subclass=Blood Hunter (Balanced): Profane Soul (FFBHBB)}" - ], - [ - 3, - 9, - 2, - "{@filter 3rd|spells|level=3|subclass=Blood Hunter (Balanced): Profane Soul (FFBHBB)}" - ], - [ - 3, - 9, - 2, - "{@filter 3rd|spells|level=3|subclass=Blood Hunter (Balanced): Profane Soul (FFBHBB)}" - ], - [ - 3, - 10, - 2, - "{@filter 4th|spells|level=4|subclass=Blood Hunter (Balanced): Profane Soul (FFBHBB)}" - ], - [ - 3, - 11, - 2, - "{@filter 4th|spells|level=4|subclass=Blood Hunter (Balanced): Profane Soul (FFBHBB)}" - ] - ] - } - ], - "subclassFeatures": [ - "Order of the Profane Soul|Blood Hunter (Balanced)|BHBB|Profane Soul|BHBB|3", - "Mystic Frenzy|Blood Hunter (Balanced)|BHBB|Profane Soul|BHBB|7", - "Revealed Arcana|Blood Hunter (Balanced)|BHBB|Profane Soul|BHBB|7", - "Brand of the Sapping Scar|Blood Hunter (Balanced)|BHBB|Profane Soul|BHBB|11", - "Unsealed Arcana|Blood Hunter (Balanced)|BHBB|Profane Soul|BHBB|15", - "Blood Curse of the Souleater|Blood Hunter (Balanced)|BHBB|Profane Soul|BHBB|18" - ], - "shortName": "Profane Soul", - "cantripProgression": [ - 0, - 0, - 2, - 2, - 2, - 2, - 2, - 2, - 2, - 3, - 3, - 3, - 3, - 3, - 3, - 3, - 3, - 3, - 3, - 3 - ], - "spellsKnownProgression": [ - 0, - 0, - 2, - 2, - 3, - 3, - 4, - 4, - 5, - 5, - 6, - 6, - 7, - 7, - 8, - 8, - 9, - 9, - 10, - 11 - ], - "className": "Blood Hunter (Balanced)", - "classSource": "BHBB" - }, - { - "name": "Order of the Mutant", - "source": "BHBB", - "subclassFeatures": [ - "Order of the Mutant|Blood Hunter (Balanced)|BHBB|Mutant|BHBB|3", - "Strange Metabolism|Blood Hunter (Balanced)|BHBB|Mutant|BHBB|7", - "Brand of Axiom|Blood Hunter (Balanced)|BHBB|Mutant|BHBB|11", - "Blood Curse of Corrosion|Blood Hunter (Balanced)|BHBB|Mutant|BHBB|15", - "Exalted Mutation|Blood Hunter (Balanced)|BHBB|Mutant|BHBB|18" - ], - "shortName": "Mutant", - "className": "Blood Hunter (Balanced)", - "classSource": "BHBB" - }, - { - "name": "Order of the Lycan", - "source": "BHBB", - "subclassFeatures": [ - "Order of the Lycan|Blood Hunter (Balanced)|BHBB|Lycan|BHBB|3", - "Stalker's Prowess|Blood Hunter (Balanced)|BHBB|Lycan|BHBB|7", - "Advanced Transformation|Blood Hunter (Balanced)|BHBB|Lycan|BHBB|11", - "Iron Volition|Blood Hunter (Balanced)|BHBB|Lycan|BHBB|15", - "Brand of the Voracious|Blood Hunter (Balanced)|BHBB|Lycan|BHBB|15", - "Hybrid Transformation Mastery|Blood Hunter (Balanced)|BHBB|Lycan|BHBB|18", - "Blood Curse of the Howl|Blood Hunter (Balanced)|BHBB|Lycan|BHBB|18" - ], - "shortName": "Lycan", - "className": "Blood Hunter (Balanced)", - "classSource": "BHBB" - }, - { - "name": "Exiled", - "source": "BHBB", - "subclassFeatures": [ - "Exiled|Blood Hunter (Balanced)|BHBB|Exiled|BHBB|3", - "Forbidden Lore|Blood Hunter (Balanced)|BHBB|Exiled|BHBB|7", - "Brand of Vital Hunger|Blood Hunter (Balanced)|BHBB|Exiled|BHBB|11", - "Blood Curse of Igneous Exsanguination|Blood Hunter (Balanced)|BHBB|Exiled|BHBB|15", - "Twisted Teachings|Blood Hunter (Balanced)|BHBB|Exiled|BHBB|18" - ], - "shortName": "Exiled", - "className": "Blood Hunter (Balanced)", - "classSource": "BHBB" - } - ], - "monster": [ - { - "name": "Mutated Spawn", - "source": "BHBB", - "size": [ - "L" - ], - "type": "monstrosity", - "alignment": [ - "U" - ], - "ac": [ - 13, - { - "ac": 18, - "condition": "with subcutaneous armour", - "braces": true - } - ], - "hp": { - "formula": "11d10 + 66", - "average": 126 - }, - "speed": { - "walk": 45 - }, - "str": 22, - "dex": 16, - "con": 22, - "int": 2, - "wis": 14, - "cha": 6, - "save": { - "con": "+10", - "str": "+10" - }, - "senses": [ - "darkvision 60 ft." - ], - "passive": 12, - "resist": [ - { - "resist": [ - "bludgeoning", - "piercing", - "slashing" - ], - "note": "from nonmagical attacks" - } - ], - "conditionImmune": [ - "charmed", - "frightened" - ], - "languages": [ - "Can't speak but understands the languages it knew previously" - ], - "cr": "10", - "trait": [ - { - "name": "Mutated Beyond Reason", - "entries": [ - "At the start of each of the mutated spawn's turns roll a {@dice d6}, the mutated spawn gains the corresponding effect from the following table until the start of its next turn:", - { - "type": "table", - "colLabels": [ - "{@dice d6}", - "Result" - ], - "colStyles": [ - "col-1 text-center no-wrap", - "col-11" - ], - "rows": [ - [ - { - "type": "cell", - "roll": { - "min": 1, - "max": 2 - } - }, - { - "type": "entries", - "name": "Subcutaneous Armour", - "entries": [ - "The mutated spawn's flesh under its skin hardens into thick armoured plates. Its AC increases to 18." - ] - } - ], - [ - { - "type": "cell", - "roll": { - "min": 3, - "max": 4 - } - }, - { - "type": "entries", - "name": "Grasping Pseudopods", - "entries": [ - "The mutated spawn's limbs melt into grasping tentacles; it makes all its melee attacks with its tentacles instead of its unnatural claws when it takes the multiattack action." - ] - } - ], - [ - { - "type": "cell", - "roll": { - "min": 5, - "max": 6 - } - }, - { - "type": "entries", - "name": "Toxic Haemorrhage", - "entries": [ - "The mutated spawn's limbs drip deadly venom from sharp barbs in its skin; it makes all its melee attacks with its venom barbs instead of its unnatural claws when it takes the multiattack action." - ] - } - ] - ] - } - ] - }, - { - "name": "Aggressive", - "entries": [ - "As a bonus action, the mutated spawn can move up to its speed toward a hostile creature that it can see." - ] - }, - { - "name": "Mostly Mindless", - "entries": [ - "Due to the mutated spawn's physical instability and maddened nature it is incapable of using objects.", - "Additionally if the mutated spawn has taken damage since the end of its last turn, it must make a Wisdom saving throw at the start of its turn. The DC equals 10, or half of the total damage its taken since the end of its previous turn, whichever number is higher. On a failed save, the mutated spawn must move directly towards the nearest creature and use the multiattack action against that creature. If there is more than one possible target, it attacks one at random. The mutated spawn then regains control of itself for the remainder of its turn." - ] - } - ], - "action": [ - { - "name": "Multiattack", - "entries": [ - "The mutated spawn makes {@dice 1d6} attacks with its unnatural claws." - ] - }, - { - "name": "Unnatural Claws", - "entries": [ - "{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}9 ({@damage 1d6 + 6}) slashing damage. This attack ignores both resistance & immunity to slashing damage" - ] - }, - { - "name": "Tentacles", - "entries": [ - "{@atk mw} {@hit 10} to hit, reach 15 ft., one target. {@h}10 ({@damage 1d8 + 6}) bludgeoning damage and the target is {@condition grappled} (escape {@dc 18}). Until the grapple ends, the target is {@condition restrained} and has disadvantage on Strength checks and Strength saving throws; the target remains {@condition grappled} even if the mutated spawn's limbs change." - ] - }, - { - "name": "Venom Barbs", - "entries": [ - "{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}8 ({@damage 1d4 + 6}) piercing damage, plus 3 ({@damage 1d6}) poison damage, and the target must succeed on a {@dc 18} Constitution saving throw or be {@condition poisoned} for 1 minute." - ] - } - ], - "traitTags": [ - "Aggressive" - ], - "senseTags": [ - "D" - ], - "actionTags": [ - "Multiattack", - "Tentacles" - ], - "damageTags": [ - "S", - "B", - "P", - "I" - ], - "miscTags": [ - "MW", - "RCH" - ], - "conditionInflict": [ - "grappled", - "poisoned", - "restrained" - ], - "savingThrowForced": [ - "constitution" - ] - } - ], - "classFluff": [ - { - "name": "Blood Hunter (Balanced)", - "source": "BHBB", - "entries": [ - { - "entries": [ - "Marred but resolute, his grimacing face dripping with sweat, a half-orc reddens a finger across his wounds to draw a glowing, ruby glyph in the air. He grips the weightless, completed sigil, twisting it to unleash dark magical energies that fire forward, cursing the stalking behemoth from within its own veins to better even the odds.", - "A mysterious half-elf swathed in a worn cloak and rugged leather armor carefully investigates a grizzly scene off the roadway, her eyes flashing with recognition as she meditates on the remnants of the massacre. The survivor who warily hired her withdraws with a jump as the half-elf suddenly shoots to her feet, sure in the knowledge of the culprit, where it calls home, and how little time there is to find it.", - "Stepping into the lightless chambers of ancient dust and lingering whispers, the halfling's nose picks up the pungent smell of imminent danger as she hears the scraping of bone and claw on nearby stone. She winces as she runs her blade across her palm, the steel transmuting her blood into glowing runes of powerful magic, her sword suddenly engulfed in arcane flames, eager to brand and burn the flesh of her enemies.", - "Often feared or misunderstood, and driven by an unending drive to destroy the wicked, blood hunters are clever, arcane warriors who have bound their essence to the dark creatures they hunt to better stalk and survive their prey. Armed with the rites of forbidden blood magic and a willingness to sacrifice their own vitality and humanity for the cause, they protect the realms from the shadows, ever vigilant to avoid becoming the same monsters they choose to hunt.", - { - "type": "inset", - "name": "Foreword", - "entries": [ - "\"I've always found the Blood Hunter an interesting beast, full of strong themes and even stronger mechanics. The class' initial iteration was rough but flavourful, akin to most homebrew around but with its own unique little gimmick of using your hit points to fuel some of your core class abilities; it has its power spikes for sure, however...", - "The subsequent 2020 release and updates on D&D beyond, while fixing some of the more 'loose' wording of the original, created many more problems than they solved. From more muddled wording being introduced to features that go against 5e's own design philosophy these updates made the class horribly balanced by adding features with potentially infinite ranges and durations that, if found in any other brew, would be called what they are: 'broken'.", - "After having broken down this class in a thorough review a few years ago I always intended to give it an overhaul to fix the many glaring issues of both balance and sloppy writing evident within it. The product of likely too many hours that could've been better spent elsewhere, we have the Blood Hunter Re-Balanced.", - "While this document may be quite divisive, the work done here stems from wanting to see a neat concept fit more cleanly into D&D's roster of classes rather than have it outdo many of them in almost every regard, as is the case in the 'official' version of the Blood Hunter.", - "If a Dungeon Master has ever stopped you from playing this class in the past, or you yourself have denied a player due to its wonky balance then give this document a look and, love it or hate it, let me know what you think.\"", - "\u2013 Foxfire94" - ] - }, - { - "type": "entries", - "name": "Sacrifice to Preserve Life", - "entries": [ - "While most of the classic schools of magical study are well known and widely respected, the less refined and macabre incantations of Hemocraft have long been forbidden and lost to most of the civilized world. Blood Hunters have reclaimed these techniques away from the judging eyes of society, finding blood magic's esoteric nature effective against the evils that often defy the divine powers that historically hold the line.", - "Through careful study and practice, blood hunters have honed the rites of hemocraft into their combat prowess, forfeiting a facet of their health to infuse their weapons with powerful blood magic and summoning the elements to envelop their strikes.", - "They can sear an arcane brand into the body of their quarry that hinders their foe's abilities and punishes their aggression, or call blood curses upon their enemies, manipulating their bodies from the inside. Willing to suffer whatever it takes to achieve victory, these adept warriors have forged themselves into a potent force against the terrors that threaten the innocent." - ] - }, - { - "type": "entries", - "name": "A Monster to Fight Monsters", - "entries": [ - "Whether driven by the wish to make a difference in a dangerous world, the need to take vengeance for a great wrong they have suffered, being inspired by witnessing the strange and powerful techniques of another blood hunter in person, or just seeking a place to belong in an uncaring world, the reasons one may take up the Hunter's Bane and choose this life are many and varied. In joining an order of blood hunters, one is also joining a tight family bound by service to each other and the common cause. For many, this is the only family they have known or have left, so the kinship felt between members of an order is a bond nigh unbreakable.", - "Beyond the boundaries of the order, however, the life of a blood hunter is often not an easy one. The rituals of the Hunter's Bane regularly leave one visibly changed and prone to unsettle common folk, and the witnessing of hemocraft can invoke a superstitious fear from even the most learned scholar. While some societies have come to accept the good deeds of the orders, many blood hunters publicly hide their nature unless absolutely necessary, feeling more comfortable in the wilds and wastes of the world where the Orders commonly train. Even so, the best work a blood hunter can do usually involves the poor and defenseless on the outskirts of society, those prone to the corrupting touch of fiends and dark intention. Braving the threat of vilification, these dark protectors wade through civilization, earning coin as mercenaries or bounty hunters, ever watching for the signs of something more nefarious beneath the surface.", - "In choosing this path, a blood hunter has irrevocably given a part of themselves to their cause, physically, emotionally, and sometimes morally. The orders of blood hunters practice their own unique ideals and methods, often employing techniques with dark origins that test the strength and will of these guardians. Many wrestle with the fear of losing this struggle, so a life of discipline and vigilance drives their travels as they wander the country side in search of like-minded adventurers and whispers of dark deeds afoot." - ] - }, - { - "type": "entries", - "name": "Creating a Blood Hunter", - "entries": [ - "As you create a blood hunter, the most important aspects of your character are why you were driven to this lifestyle, and why do you seek to give up everything to wallow in the dark with the evils you hunt? Did you lose a loved one to a fiendish beast and now wish to prevent others from suffering the same fate? Do you seek a sense of purpose and security, and found this among the order that has taken you in? Have you always carried a seed of darkness within you, and seek kin to watch over you and prevent you succumbing to it? Were you once a holy warrior who strayed from his faith and was cast out, but still seek to give yourself to the cause of protecting the innocent? Or are you a criminal with a dark past seeking to make amends, taking this life as a path of penance?", - "What is your relationship with the powers of hemocraft and the abilities it promises to grant you as you step closer to its mastery? Do you respect and fear the ancient power that surges through your veins, using them only when necessary? Do you relish in the strength it offers you, embracing your gifts and using them freely? Are you worried the superstitions are right, and this power will eventually turn you into one of the monsters you hunt? Or has your study instilled you with the confident control of mind over matter, certain you can bend these gifts to bring a brighter dawn?", - "Consider too that while a blood hunter belongs to an order, many strike out on their own to do their best work. What made you leave the comfort of your order? Do you intend to return, or have you decided you have more to learn in the world beyond? What do you seek in other adventurers that can help you meet your goals?", - "While most blood hunters follow a path of good or neutrality in their pursuits, some have fallen to the dark, seductive side of hemocraft and use their abilities for selfish and evil purposes. These deviants are always thrown from the order, and often hunted along with the creatures they once trained to fell." - ] - }, - { - "type": "entries", - "name": "Quick Build", - "entries": [ - "You can make a blood hunter quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, depending on whether you want to focus on melee weapons, or archery (or finesse weapons). Make Intelligence your next highest if you plan to focus on the potency of blood curses and mystical power. Choose a higher Constitution next, as you want to have extra hit points to burn on your crimson rite or blood curses. Then, select the {@background soldier} or {@background urchin} background." - ] - }, - { - "type": "inset", - "entries": [ - "\"You'll only get killed if you're stupid. Bad luck might get you hurt; but if you fight with your head and don't get greedy, even bad luck won't stop you.\"", - "\u2013 A veteran Blood Hunter, to a group of novitiates." - ] - }, - { - "type": "entries", - "name": "Blood Hunter Multiclassing", - "entries": [ - "Should you wish to multiclass into a blood hunter, the prerequisites and proficiencies gained are listed below.", - { - "type": "entries", - "name": "Blood Hunter Multiclassing Prerequisites", - "entries": [ - { - "type": "entries", - "name": "Ability Score Minimum", - "entries": [ - "Strength 13 or Dexterity 13, and Intelligence 13" - ] - } - ] - }, - { - "type": "entries", - "name": "Blood Hunter Multiclassing Proficiencies", - "entries": [ - { - "type": "entries", - "name": "Proficiencies Gained", - "entries": [ - "Light armor, medium armor, shields, simple weapons, martial weapons, alchemist's supplies." - ] - } - ] - }, - { - "type": "entries", - "name": "Blood Hunter Multiclassing with Warlock", - "entries": [ - { - "type": "entries", - "name": "Proficiencies Gained", - "entries": [ - "If multiclassing Order of the Profane Soul with Warlock levels, add a third of your blood hunter levels (rounded down) to your Warlock level and consult the Warlock progression table in the Player's Hand book for total Spell Slots, Cantrips known, and Spell Slot Level." - ] - } - ] - } - ] - } - ], - "name": "Blood Hunter (Balanced)", - "source": "BHBB", - "type": "section", - "page": 1 - } - ] - } - ] -} +{ + "_meta": { + "sources": [ + { + "json": "BHBB", + "abbreviation": "FFBHBB", + "full": "Blood Hunter but Balanced", + "authors": [ + "Matthew Mercer", + "Foxfire94" + ], + "convertedBy": [ + "Foxfire94" + ], + "url": "https://www.dmsguild.com/product/400231/The-Blood-Hunter-ReBalanced-for-5e-DD?", + "dateReleased": "2022-04-07", + "version": "2", + "color": "940101" + } + ], + "dateAdded": 1647213910, + "dateLastModified": 1734655188, + "edition": "classic" + }, + "class": [ + { + "name": "Blood Hunter 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"faces": 6 + } + ] + }, + 2 + ], + [ + { + "type": "dice", + "toRoll": [ + { + "number": 1, + "faces": 6 + } + ] + }, + 2 + ], + [ + { + "type": "dice", + "toRoll": [ + { + "number": 1, + "faces": 6 + } + ] + }, + 3 + ], + [ + { + "type": "dice", + "toRoll": [ + { + "number": 1, + "faces": 8 + } + ] + }, + 3 + ], + [ + { + "type": "dice", + "toRoll": [ + { + "number": 1, + "faces": 8 + } + ] + }, + 3 + ], + [ + { + "type": "dice", + "toRoll": [ + { + "number": 1, + "faces": 8 + } + ] + }, + 3 + ], + [ + { + "type": "dice", + "toRoll": [ + { + "number": 1, + "faces": 8 + } + ] + }, + 4 + ], + [ + { + "type": "dice", + "toRoll": [ + { + "number": 1, + "faces": 8 + } + ] + }, + 4 + ], + [ + { + "type": "dice", + "toRoll": [ + { + "number": 1, + "faces": 8 + } + ] + }, + 4 + ], + [ + { + "type": "dice", + "toRoll": [ + { + "number": 1, + "faces": 10 + } + ] + }, + 4 + ], + [ + { + "type": "dice", + "toRoll": [ + { + "number": 1, + "faces": 10 + } + ] + }, + 5 + ], + [ + { + "type": "dice", + "toRoll": [ + { + "number": 1, + "faces": 10 + } + ] + }, + 5 + ], + [ + { + "type": "dice", + "toRoll": [ + { + "number": 1, + "faces": 10 + } + ] + }, + 5 + ] + ] + } + ], + "startingProficiencies": { + "armor": [ + "light", + "medium", + "shield" + ], + "weapons": [ + "simple", + "martial" + ], + "tools": [ + "alchemist's supplies" + ], + "skills": [ + { + "choose": { + "from": [ + "athletics", + "arcana", + "history", + "insight", + "investigation", + "perception", + "religion", + "stealth", + "survival" + ], + "count": 2 + } + } + ] + }, + "startingEquipment": { + "additionalFromBackground": true, + "default": [ + "(a) a {@filter martial weapon|items|source=phb|category=basic|type=martial weapon} or (b) two {@filter simple weapons|items|type=simple weapon}", + "(a) a {@item light crossbow|phb} and {@item crossbow bolts (20)|phb|20 bolts} or (b) two {@item dagger|phb|daggers}", + "(a) {@item leather armor|phb} or (b) {@item scale mail|phb}", + "(a) a {@item dungeoneer's pack|phb} or (b) an {@item explorer's pack|phb}", + "{@item alchemist's supplies|phb}" + ], + "goldAlternative": "{@dice 4d4×10|4d4 × 10|Starting Gold}", + "defaultData": [ + { + "a": [ + { + "equipmentType": "weaponMartial" + } + ], + "b": [ + { + "equipmentType": "weaponSimple", + "quantity": 2 + } + ] + }, + { + "a": [ + "light crossbow|phb", + "crossbow bolts (20)|phb" + ], + "b": [ + "dagger|phb", + "dagger|phb" + ] + }, + { + "a": [ + "leather armor|phb" + ], + "b": [ + "scale mail|phb" + ] + }, + { + "a": [ + "dungeoneer's pack|phb" + ], + "b": [ + "explorer's pack|phb" + ] + }, + { + "_": [ + "alchemist's supplies|phb" + ] + } + ] + }, + "multiclassing": { + "requirements": { + "or": [ + { + "str": 13, + "dex": 13 + } + ], + "int": 13 + }, + "proficienciesGained": { + "armor": [ + "light", + "medium", + "shield" + ], + "weapons": [ + "simple", + "martial" + ], + "tools": [ + "alchemist's supplies" + ] + } + }, + "classFeatures": [ + "Hunter's Bane|Blood Hunter (Balanced)|BHBB|1", + "Blood Maledict|Blood Hunter (Balanced)|BHBB|1", + "Fighting Style|Blood Hunter (Balanced)|BHBB|2", + "Crimson Rite|Blood Hunter (Balanced)|BHBB|2", + { + "classFeature": "Blood Hunter Order|Blood Hunter (Balanced)|BHBB|3", + "gainSubclassFeature": true + }, + "Ability Score Improvement|Blood Hunter (Balanced)|BHBB|4", + "Extra Attack|Blood Hunter (Balanced)|BHBB|5", + "Brand of Castigation|Blood Hunter (Balanced)|BHBB|6", + "Blood Maledict Improvement|Blood Hunter (Balanced)|BHBB|6", + "Hunter's Bane Improvement|Blood Hunter (Balanced)|BHBB|6", + { + "classFeature": "Order feature|Blood Hunter (Balanced)|BHBB|7", + "gainSubclassFeature": true + }, + "Crimson Rite Improvement|Blood Hunter (Balanced)|BHBB|7", + "Ability Score Improvement|Blood Hunter (Balanced)|BHBB|8", + "Grim Psychometry|Blood Hunter (Balanced)|BHBB|9", + "Dark Augmentation|Blood Hunter (Balanced)|BHBB|10", + { + "classFeature": "Order feature|Blood Hunter (Balanced)|BHBB|11", + "gainSubclassFeature": true + }, + "Crimson Rite Improvement|Blood Hunter (Balanced)|BHBB|11", + "Ability Score Improvement|Blood Hunter (Balanced)|BHBB|12", + "Brand of Tethering|Blood Hunter (Balanced)|BHBB|13", + "Blood Maledict Improvement|Blood Hunter (Balanced)|BHBB|13", + "Hardened Soul|Blood Hunter (Balanced)|BHBB|14", + "Crimson Rite Improvement|Blood Hunter (Balanced)|BHBB|14", + "Hunter's Bane Improvement|Blood Hunter (Balanced)|BHBB|14", + { + "classFeature": "Order feature|Blood Hunter (Balanced)|BHBB|15", + "gainSubclassFeature": true + }, + "Ability Score Improvement|Blood Hunter (Balanced)|BHBB|16", + "Blood Maledict Improvement|Blood Hunter (Balanced)|BHBB|17", + { + "classFeature": "Order feature|Blood Hunter (Balanced)|BHBB|18", + "gainSubclassFeature": true + }, + "Ability Score Improvement|Blood Hunter (Balanced)|BHBB|19", + "Sanguine Mastery|Blood Hunter (Balanced)|BHBB|20" + ], + "subclassTitle": "Blood Hunter Order", + "optionalfeatureProgression": [ + { + "name": "Blood Curse", + "featureType": [ + "Blood Curse" + ], + "progression": [ + 1, + 1, + 1, + 1, + 1, + 2, + 2, + 2, + 2, + 3, + 3, + 3, + 3, + 4, + 4, + 4, + 4, + 5, + 5, + 5 + ] + }, + { + "name": "Crimson Rite", + "featureType": [ + "Crimson Rite" + ], + "progression": { + "2": 1, + "7": 2, + "14": 3 + } + }, + { + "name": "Fighting Style", + "featureType": [ + "FS:F" + ], + "progression": { + "2": 1 + } + } + ], + "hasFluff": true + } + ], + "foundryClass": [ + { + "name": "Blood Hunter (Balanced)", + "source": "BHBB", + "advancement": [ + { + "type": "ScaleValue", + "configuration": { + "identifier": "blood-maledict", + "type": "dice", + "scale": { + "1": { + "number": 1, + "faces": 4 + }, + "5": { + "number": 1, + "faces": 6 + }, + "11": { + "number": 1, + "faces": 8 + }, + "17": { + "number": 1, + "faces": 10 + } + } + }, + "title": "Blood Maledict" + }, + { + "type": "ScaleValue", + "configuration": { + "identifier": "blood-curses", + "type": "dice", + "scale": { + "1": { + "number": 1, + "faces": 4 + }, + "5": { + "number": 1, + "faces": 6 + }, + "11": { + "number": 1, + "faces": 8 + }, + "17": { + "number": 1, + "faces": 10 + } + } + }, + "title": "Blood Curses" + }, + { + "type": "ScaleValue", + "configuration": { + "identifier": "crimson-rite", + "type": "dice", + "scale": { + "1": { + "number": 1, + "faces": 4 + }, + "5": { + "number": 1, + "faces": 6 + }, + "11": { + "number": 1, + "faces": 8 + }, + "17": { + "number": 1, + "faces": 10 + } + } + }, + "title": "Crimson Rite" + } + ] + } + ], + "optionalfeature": [ + { + "name": "Blood Curse of the Anxious", + "source": "BHBB", + "entries": [ + "As a bonus action, you harry the body or mind of a creature within 30ft of you, that you can see or is under the effect of your brand, making them susceptible to forceful influence. The target must make a Wisdom saving throw. On a failed save, Charisma ({@skill Intimidation}) checks made against the cursed creature have advantage until the end of your next turn.", + { + "type": "entries", + "name": "Amplify", + "entries": [ + "Additionally the target has disadvantage on Wisdom saving throws until the end of your next turn." + ] + } + ], + "featureType": [ + "Blood Curse" + ] + }, + { + "name": "Blood Curse of Binding", + "source": "BHBB", + "entries": [ + "As a bonus action, you can attempt to bind a creature you can see within 30 feet of you that is no more than one size larger than you. The target must succeed on a Strength saving throw or have their speed be reduced to 0 and they can't use reactions until the end of your next turn.", + { + "type": "entries", + "name": "Amplify", + "entries": [ + "This curse lasts for 1 minute and can affect a creature regardless of their size category. At the end of each of its turns, the cursed creature can make another Strength saving throw. On a success, this curse ends." + ] + } + ], + "featureType": [ + "Blood Curse" + ] + }, + { + "name": "Blood Curse of Bloated Agony", + "source": "BHBB", + "entries": [ + "As a bonus action, you curse a creature that you can see within 30 feet of you to painfully swell until the end of your next turn. The target must make a Constitution saving throw. On a failed save for the duration of this curse, the creature has disadvantage on Strength and Dexterity ability checks, and suffers {@damage 1d8} necrotic damage for each melee or ranged attack it makes after the first during its turn.", + { + "type": "entries", + "name": "Amplify", + "entries": [ + "This curse lasts for 1 minute. At the end of each of its turns, the cursed creature can make a Constitution saving throw. On a success, this curse ends." + ] + } + ], + "featureType": [ + "Blood Curse" + ] + }, + { + "name": "Blood Curse of Corrosion", + "source": "BHBB", + "prerequisite": [ + { + "level": { + "level": 15, + "class": { + "name": "Blood Hunter (Balanced)" + } + }, + "feature": [ + "Order of the Mutant" + ] + } + ], + "entries": [ + "As a bonus action, choose a creature within 30 feet of you that you can see, they must make a Constitution saving throw or become {@condition poisoned} for 1 minute. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the curse ends.", + { + "type": "entries", + "name": "Amplify", + "entries": [ + "The cursed creature suffers {@damage 4d6} necrotic damage on a failed save, and suffers this damage again every time it fails its Constitution saving throw to end this curse at the end of its turn." + ] + } + ], + "featureType": [ + "Blood Curse" + ] + }, + { + "name": "Blood Curse of the Exorcist", + "source": "BHBB", + "prerequisite": [ + { + "level": { + "level": 15, + "class": { + "name": "Blood Hunter (Balanced)" + } + }, + "feature": [ + "Order of the Ghostslayer" + ] + } + ], + "entries": [ + "As a bonus action, you can choose one creature you can see within 30 feet of you that is {@condition charmed}, {@condition frightened}, or possessed by another creature. The target creature is no longer {@condition charmed}, {@condition frightened}, or possessed by another creature.", + { + "type": "entries", + "name": "Amplify", + "entries": [ + "The creature that {@condition charmed}, {@condition frightened}, or possessed the target of your curse must make a Wisdom saving throw or suffer {@damage 3d6} psychic damage and be {@condition stunned} until the end of your next turn." + ] + } + ], + "featureType": [ + "Blood Curse" + ] + }, + { + "name": "Blood Curse of Exposure", + "source": "BHBB", + "prerequisite": [ + { + "level": { + "level": 10, + "class": { + "name": "Blood Hunter (Balanced)" + } + } + } + ], + "entries": [ + "When a creature you can see within 30 feet is hit with an attack or spell, you can use your reaction to temporarily weaken their resilience against it. Until the end of the turn, the target loses their resistance to the damage types of the triggering attack or spell.", + { + "type": "entries", + "name": "Amplify", + "entries": [ + "The target instead loses immunity to the damage types of the triggering attack or spell, having resistance to them instead until the end of the turn." + ] + } + ], + "featureType": [ + "Blood Curse" + ] + }, + { + "name": "Blood Curse of the Eyeless", + "source": "BHBB", + "entries": [ + "When a creature you can see within 30 feet of you makes an attack roll, you can use your reaction to roll one hemocraft die and subtract the number rolled from the creature's attack roll. You can choose to use this feature after the creature's roll, but before the DM determines whether the attack roll succeeds. The creature is immune if it is immune to the blinded condition.", + { + "type": "entries", + "name": "Amplify", + "entries": [ + "You apply this curse to all of the creature's attack rolls until the end of the turn. You roll a new hemocraft die for each affected attack." + ] + } + ], + "featureType": [ + "Blood Curse" + ] + }, + { + "name": "Blood Curse of the Fallen Puppet", + "source": "BHBB", + "entries": [ + "When a creature you can see within 30 feet of you drops to 0 hit points, you can use your reaction to instil that creature with a final act of aggression. The creature immediately makes one weapon attack against a target of your choice within its range.", + { + "type": "entries", + "name": "Amplify", + "entries": [ + "You can first cause the cursed creature to move up to half its speed, and you grant a bonus to its attack roll equal to your Intelligence modifier (minimum of 1)." + ] + } + ], + "featureType": [ + "Blood Curse" + ] + }, + { + "name": "Blood Curse of the Howl", + "source": "BHBB", + "prerequisite": [ + { + "level": { + "level": 18, + "class": { + "name": "Blood Hunter (Balanced)" + } + }, + "feature": [ + "Order of the Lycan" + ] + } + ], + "entries": [ + "As an action, you unleash a blood-curdling howl. Each creature within 30 feet of you that can hear you must succeed on a Wisdom saving throw or become {@condition frightened} of you until the end of your next turn. A creature that succeeds on its saving throw is immune to this blood curse for the next 24 hours. You can choose any number of creatures you can see to be unaffected by this howl.", + { + "type": "entries", + "name": "Amplify", + "entries": [ + "The range of this curse increases to 60 feet. If a creature fails its saving throw by 5 or more, it is {@condition stunned} while frightened in this way." + ] + } + ], + "featureType": [ + "Blood Curse" + ] + }, + { + "name": "Blood Curse of Igneous Exsanguination", + "source": "BHBB", + "prerequisite": [ + { + "level": { + "level": 15, + "class": { + "name": "Blood Hunter (Balanced)" + } + }, + "feature": [ + "Exiled" + ] + } + ], + "entries": [ + "As an action you can target a creature you can see within 30 feet of you and cause its blood to superheat within its veins, exploding out in jets of searing vermillion ichor. The target must make a Constitution saving throw, taking {@damage 8d8} fire damage on a failed save or half as much on a successful one. This curse treats immunity to fire damage as resistance.", + { + "type": "entries", + "name": "Amplify", + "entries": [ + "Each creature within 10 feet of the target must succeed a Dexterity saving throw, or take half the damage dealt to the original target of the curse." + ] + } + ], + "featureType": [ + "Blood Curse" + ] + }, + { + "name": "Blood Curse of the Marked", + "source": "BHBB", + "prerequisite": [ + { + "level": { + "level": 6, + "class": { + "name": "Blood Hunter (Balanced)" + } + } + } + ], + "entries": [ + "As a bonus action, you mark a creature that you can see within 30 feet of you. Until the end of your turn, whenever you hit the cursed creature with a weapon for which you have an active crimson rite, you roll an additional hemocraft die when determining the extra damage from the rite.", + { + "type": "entries", + "name": "Amplify", + "entries": [ + "The next attack roll you make against the target before the end of your turn has advantage." + ] + } + ], + "featureType": [ + "Blood Curse" + ] + }, + { + "name": "Blood Curse of the Muddled Mind", + "source": "BHBB", + "entries": [ + "As a bonus action, you curse a creature that you can see within 30 feet of you that is concentrating on a spell or using a feature that requires concentration. That creature has disadvantage on the next Constitution saving throw it makes to maintain concentration before the end of your next turn.", + { + "type": "entries", + "name": "Amplify", + "entries": [ + "The cursed creature has disadvantage on all Constitution saving throws made to maintain concentration until the end of your next turn." + ] + } + ], + "featureType": [ + "Blood Curse" + ] + }, + { + "name": "Blood Curse of Mutual Suffering", + "source": "BHBB", + "prerequisite": [ + { + "level": { + "level": 6, + "class": { + "name": "Blood Hunter (Balanced)" + } + } + } + ], + "entries": [ + "As a bonus action you can target a creature you can see within 30 feet of you and attune it to the suffering it afflicts on others. The target must make a Wisdom saving throw. On a failed save, until the end of its next turn whenever the target damages another creature with an attack, spell, or other effect it takes psychic damage, which can't be reduced in any way, equal to half the damage it inflicted.", + { + "type": "entries", + "name": "Amplify", + "entries": [ + "The curse deals damage to the target equal to the damage they inflict instead of half." + ] + } + ], + "featureType": [ + "Blood Curse" + ] + }, + { + "name": "Blood Curse of the Scorpion's Sting", + "source": "BHBB", + "prerequisite": [ + { + "level": { + "level": 6, + "class": { + "name": "Blood Hunter (Balanced)" + } + } + } + ], + "entries": [ + "As an action you can target a creature you can see within 10 feet of you, projecting a burst of foul venomous blood at them. The target must make a Constitution saving throw, taking posion damage equal to your hemocraft die and becoming poisoned for 1 minute on a failed save or taking half as much damage and not becoming poisoned on a successful save.", + { + "type": "entries", + "name": "Amplify", + "entries": [ + "Until the poisoned condition ends, the target is {@condition unconscious}. Another creature can use an action to shake the target awake." + ] + } + ], + "featureType": [ + "Blood Curse" + ] + }, + { + "name": "Blood Curse of the Souleater", + "source": "BHBB", + "prerequisite": [ + { + "level": { + "level": 18, + "class": { + "name": "Blood Hunter (Balanced)" + } + }, + "feature": [ + "Order of the Profane Soul" + ] + } + ], + "entries": [ + "When a creature you can see that isn't a construct or undead with a CR or level equal to half your character level (rounded up) or higher is reduced to 0 hit points within 30 feet of you, you can use your reaction to offer their life energy to your patron in exchange for power. Until the end of your next turn, you make attack rolls with advantage.", + { + "type": "entries", + "name": "Amplify", + "entries": [ + "Additionally, you regain an expended warlock spell slot and you have resistance to all damage until the end of your next turn. Once you've amplified this blood curse, you must finish a long rest before you can amplify it again." + ] + } + ], + "featureType": [ + "Blood Curse" + ] + }, + { + "name": "Blood Curse of the Warding Rite", + "source": "BHBB", + "prerequisite": [ + { + "level": { + "level": 6, + "class": { + "name": "Blood Hunter (Balanced)" + } + } + } + ], + "entries": [ + "When a creature you can see within 30 feet of you casts a spell which targets you and requires you to make an Intelligence, Wisdom or Charisma saving throw, you can use your reaction to repel the spell with your hemocraft. You gain a bonus to the spell's saving throw equal to your Intelligence modifier (minimum of 1). You can wait until after you roll the d20 before deciding to use this curse, but must decide before the DM says whether the roll succeeds or fails.", + { + "type": "entries", + "name": "Amplify", + "entries": [ + "Each friendly creature within 5 feet of you that is also a target of the triggering spell gains a bonus to their saving throw equal to your Intelligence modifier (minimum of 1). A creature can only gain this bonus before the DM says whether their saving throw succeeds or fails." + ] + } + ], + "featureType": [ + "Blood Curse" + ] + }, + { + "name": "Aether", + "source": "BHBB", + "prerequisite": [ + { + "level": { + "level": 11, + "class": { + "name": "Blood Hunter (Balanced)" + }, + "subclass": { + "name": "Order of the Mutant", + "visible": true + } + } + } + ], + "entries": [ + "You gain a flying speed equal to your movement speed. As a side effect, you gain disadvantage on Strength and Dexterity ability checks." + ], + "featureType": [ + "Mutagen" + ] + }, + { + "name": "Cruelty", + "source": "BHBB", + "prerequisite": [ + { + "level": { + "level": 11, + "class": { + "name": "Blood Hunter (Balanced)" + }, + "subclass": { + "name": "Order of the Mutant", + "visible": true + } + } + } + ], + "entries": [ + "You can make a single weapon attack as a bonus action. As a side effect, you gain disadvantage on Intelligence, Wisdom, and Charisma saving throws." + ], + "featureType": [ + "Mutagen" + ] + }, + { + "name": "Precision", + "source": "BHBB", + "prerequisite": [ + { + "level": { + "level": 11, + "class": { + "name": "Blood Hunter (Balanced)" + }, + "subclass": { + "name": "Order of the Mutant", + "visible": true + } + } + } + ], + "entries": [ + "Your weapon attacks score a critical hit on a roll of 19 or 20. As a side effect, you gain disadvantage on Strength saving throws." + ], + "featureType": [ + "Mutagen" + ] + }, + { + "name": "Reconstruction", + "source": "BHBB", + "prerequisite": [ + { + "level": { + "level": 7, + "class": { + "name": "Blood Hunter (Balanced)" + }, + "subclass": { + "name": "Order of the Mutant", + "visible": true + } + } + } + ], + "entries": [ + "At the start of each of your turns, you regain hit points equal to your proficiency bonus if you have at least 1 hit point but no more than half of your hit points left. As a side effect, your speed decreases by 10 feet." + ], + "featureType": [ + "Mutagen" + ] + }, + { + "name": "Alluring", + "source": "BHBB", + "entries": [ + "Your skin and voice become malleable, allowing you to enhance your appearance and presence. You have advantage on Charisma ability checks. As a side effect, you gain disadvantage on initiative rolls." + ], + "featureType": [ + "Mutagen" + ] + }, + { + "name": "Celerity", + "source": "BHBB", + "entries": [ + "Your Dexterity score increases by 2, as does your Dexterity maximum. This bonus increases by 1 at 11th level (+3) and 18th level (+4). As a side effect, you gain disadvantage on Wisdom saving throws." + ], + "featureType": [ + "Mutagen" + ] + }, + { + "name": "Conversant", + "source": "BHBB", + "entries": [ + "You gain advantage on Intelligence ability checks. As a side effect, you gain disadvantage on Wisdom ability checks." + ], + "featureType": [ + "Mutagen" + ] + }, + { + "name": "Deftness", + "source": "BHBB", + "entries": [ + "You gain advantage on Dexterity ability checks. As a side effect, you gain disadvantage on Wisdom ability checks." + ], + "featureType": [ + "Mutagen" + ] + }, + { + "name": "Embers", + "source": "BHBB", + "entries": [ + "You gain resistance to fire damage. As a side effect, you gain vulnerability to cold damage." + ], + "featureType": [ + "Mutagen" + ] + }, + { + "name": "Gelid", + "source": "BHBB", + "entries": [ + "You gain resistance to cold damage. As a side effect, you gain vulnerability to fire damage." + ], + "featureType": [ + "Mutagen" + ] + }, + { + "name": "Impermeable", + "source": "BHBB", + "entries": [ + "You gain resistance to piercing damage. As a side effect, you gain vulnerability to slashing damage." + ], + "featureType": [ + "Mutagen" + ] + }, + { + "name": "Mobile", + "source": "BHBB", + "entries": [ + "You are immune to the {@condition grappled} and {@condition restrained} conditions. At 11th level, you also are immune to the {@condition paralyzed} condition. As a side effect, you gain disadvantage on Constitution saving throws." + ], + "featureType": [ + "Mutagen" + ] + }, + { + "name": "Nighteye", + "source": "BHBB", + "entries": [ + "You gain {@sense darkvision} for up to 60 feet. If you already have {@sense darkvision}, this increases its range by 60 additional feet. As a side effect, you have disadvantage on attack rolls and on Wisdom ({@skill Perception}) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight." + ], + "featureType": [ + "Mutagen" + ] + }, + { + "name": "Percipient", + "source": "BHBB", + "entries": [ + "You gain advantage on Wisdom ability checks. As a side effect, you gain disadvantage on Intelligence ability checks." + ], + "featureType": [ + "Mutagen" + ] + }, + { + "name": "Potency", + "source": "BHBB", + "entries": [ + "Your Strength score increases by 2, as does your Strength maximum. This bonus increases by 1 at 11th level (+3) and 18th level (+4). As a side effect, you have disadvantage on Dexterity saving throws." + ], + "featureType": [ + "Mutagen" + ] + }, + { + "name": "Rapidity", + "source": "BHBB", + "entries": [ + "Your speed increases by 10 feet. At 15th level, your speed increases by 15 feet instead. As a side effect, you gain disadvantage on Intelligence ability checks." + ], + "featureType": [ + "Mutagen" + ] + }, + { + "name": "Sagacity", + "source": "BHBB", + "entries": [ + "Your Intelligence score increases by 2, as does your Intelligence maximum. This bonus increases by 1 at 11th level (+3) and 18th level (+4). As a side effect, you gain disadvantage on Charisma saving throws." + ], + "featureType": [ + "Mutagen" + ] + }, + { + "name": "Shielded", + "source": "BHBB", + "entries": [ + "You gain resistance to slashing damage. As a side effect, you gain vulnerability to bludgeoning damage." + ], + "featureType": [ + "Mutagen" + ] + }, + { + "name": "Unbreakable", + "source": "BHBB", + "entries": [ + "You gain resistance to bludgeoning damage. As a side effect, you gain vulnerability to piercing damage." + ], + "featureType": [ + "Mutagen" + ] + }, + { + "name": "Vermillion", + "source": "BHBB", + "entries": [ + "You gain an additional use of your Blood Maledict feature. As a side effect, you gain disadvantage on death saving throws." + ], + "featureType": [ + "Mutagen" + ] + }, + { + "name": "Amplify", + "source": "BHBB", + "prerequisite": [ + { + "level": { + "level": 11, + "class": { + "name": "Blood Hunter (Balanced)" + }, + "subclass": { + "name": "Exiled", + "visible": true + } + } + } + ], + "entries": [ + "Your size doubles in all dimensions, and your weight is multiplied by eight. This growth increases your size by one category — from Medium to Large, for example. If there isn't enough room for you to double in size, you attain the maximum possible size in the space available. Additionally your weapon attacks deal {@damage 1d4} extra damage. As a side effect, attack rolls have advantage against you." + ], + "featureType": [ + "Mutagen", + "Exotic Mutagen" + ] + }, + { + "name": "Aquatic", + "source": "BHBB", + "prerequisite": [ + { + "level": { + "level": 11, + "class": { + "name": "Blood Hunter (Balanced)" + }, + "subclass": { + "name": "Exiled", + "visible": true + } + } + } + ], + "entries": [ + "You adapt your body to an aquatic environment, sprouting gills, growing webbing between your fingers and your lower body morphing to be akin to a merfolk's. You can breathe underwater and gain a swimming speed of 40ft. As a side effect your walking speed is reduced by 20 feet (minimum 0 feet) and you are unable to breathe air." + ], + "featureType": [ + "Mutagen", + "Exotic Mutagen" + ] + }, + { + "name": "Bladed", + "source": "BHBB", + "prerequisite": [ + { + "level": { + "level": 11, + "class": { + "name": "Blood Hunter (Balanced)" + }, + "subclass": { + "name": "Exiled", + "visible": true + } + } + } + ], + "entries": [ + "Your arm warps into a sharpened edge. One of your forearms becomes a +1 one-handed melee weapon of your choice. You cannot be disarmed of this weapon and when you take the attack action you may make one additional attack with it as a bonus action. As a side effect you are unable to hold or use objects with that hand." + ], + "featureType": [ + "Mutagen", + "Exotic Mutagen" + ] + }, + { + "name": "Boneless", + "source": "BHBB", + "prerequisite": [ + { + "level": { + "level": 11, + "class": { + "name": "Blood Hunter (Balanced)" + }, + "subclass": { + "name": "Exiled", + "visible": true + } + } + } + ], + "entries": [ + "You are able to compress your body beyond what one might imagine possible, you can squeeze through a space as narrow as 6 inches wide. As a side effect, you gain disadvantage on Constitution saving throws." + ], + "featureType": [ + "Mutagen", + "Exotic Mutagen" + ] + }, + { + "name": "Echolocation", + "source": "BHBB", + "prerequisite": [ + { + "level": { + "level": 11, + "class": { + "name": "Blood Hunter (Balanced)" + }, + "subclass": { + "name": "Exiled", + "visible": true + } + } + } + ], + "entries": [ + "You gain {@sense blindsight}, out to a range of 30 feet, while you are not {@condition deafened}. As a side effect you are blind beyond this radius and have disadvantage on Wisdom ({@skill Perception}) checks that rely on sight, other than your {@sense blindsight}, within this radius." + ], + "featureType": [ + "Mutagen", + "Exotic Mutagen" + ] + }, + { + "name": "Elongate", + "source": "BHBB", + "prerequisite": [ + { + "level": { + "level": 11, + "class": { + "name": "Blood Hunter (Balanced)" + }, + "subclass": { + "name": "Exiled", + "visible": true + } + } + } + ], + "entries": [ + "Your arms extend, practically dragging along the ground; when you make a melee attack on your turn, your reach for it is 5 feet greater than normal. As a side effect, you have disadvantage on ranged attack rolls." + ], + "featureType": [ + "Mutagen", + "Exotic Mutagen" + ] + }, + { + "name": "Envenom", + "source": "BHBB", + "prerequisite": [ + { + "level": { + "level": 11, + "class": { + "name": "Blood Hunter (Balanced)" + }, + "subclass": { + "name": "Exiled", + "visible": true + } + } + } + ], + "entries": [ + "Your saliva becomes highly poisonous. As a bonus action you may spit venom at a creature within 10 feet of you. The creature must make a Constitution saving throw against your hemocraft save DC or take {@damage 1d4} plus your Constitution modifier in poison damage. As a side effect you are unable to speak." + ], + "featureType": [ + "Mutagen", + "Exotic Mutagen" + ] + }, + { + "name": "Hardened", + "source": "BHBB", + "prerequisite": [ + { + "level": { + "level": 11, + "class": { + "name": "Blood Hunter (Balanced)" + }, + "subclass": { + "name": "Exiled", + "visible": true + } + } + } + ], + "entries": [ + "Your skin hardens and thickens, becoming almost stone-like. While you are not wearing heavy armor or wielding a shield, you gain a +2 bonus to your AC. As a side effect, you have disadvantage on Dexterity saving throws and your speed is halved." + ], + "featureType": [ + "Mutagen", + "Exotic Mutagen" + ] + }, + { + "name": "Lightweight", + "source": "BHBB", + "prerequisite": [ + { + "level": { + "level": 11, + "class": { + "name": "Blood Hunter (Balanced)" + }, + "subclass": { + "name": "Exiled", + "visible": true + } + } + } + ], + "entries": [ + "You reduce your mass and density, making yourself almost weightless. You do not set off traps such as pressure plates nor do you leave footprints in surfaces such as mud or snow, and your rate of descent when falling slows to 60 feet per round. As a side effect, your jumping distance is halved and you deal only half damage with weapon attacks that use Strength." + ], + "featureType": [ + "Mutagen", + "Exotic Mutagen" + ] + }, + { + "name": "Panorama", + "source": "BHBB", + "prerequisite": [ + { + "level": { + "level": 11, + "class": { + "name": "Blood Hunter (Balanced)" + }, + "subclass": { + "name": "Exiled", + "visible": true + } + } + } + ], + "entries": [ + "Numerous clusters of eyes are scattered about your body, you gain the effects of {@spell see invisibility|PHB}. As a side effect, you have disadvantage on melee attack rolls." + ], + "featureType": [ + "Mutagen", + "Exotic Mutagen" + ] + }, + { + "name": "Remembrance", + "source": "BHBB", + "prerequisite": [ + { + "level": { + "level": 11, + "class": { + "name": "Blood Hunter (Balanced)" + }, + "subclass": { + "name": "Exiled", + "visible": true + } + } + } + ], + "entries": [ + "It is best left unsaid how you discovered this. You gain advantage on Intelligence checks to learn information known to a creature you have consumed a part of within the last hour. As a side effect, you gain disadvantage on Charisma ability checks." + ], + "featureType": [ + "Mutagen", + "Exotic Mutagen" + ] + }, + { + "name": "Rending", + "source": "BHBB", + "prerequisite": [ + { + "level": { + "level": 11, + "class": { + "name": "Blood Hunter (Balanced)" + }, + "subclass": { + "name": "Exiled", + "visible": true + } + } + } + ], + "entries": [ + "Your fingers extend into vicious talons. Your unarmed strikes deal {@damage 2d4} slashing damage and when you use the Attack action to make an unarmed strike, you can make one additional unarmed strike as a bonus action. As a side effect, you cannot hold any objects in your hands." + ], + "featureType": [ + "Mutagen", + "Exotic Mutagen" + ] + }, + { + "name": "Spined", + "source": "BHBB", + "prerequisite": [ + { + "level": { + "level": 11, + "class": { + "name": "Blood Hunter (Balanced)" + }, + "subclass": { + "name": "Exiled", + "visible": true + } + } + } + ], + "entries": [ + "You gain the ability to shoot out spines in response to danger. When you are hit by a melee attack and are not wearing metal armour, you may use your reaction to cause each creature within 5 feet of you to make a Dexterity saving throw against your hemocraft save DC, or take {@damage 1d8} piercing damage As a side effect any non-magical clothing or armour you are wearing is destroyed when you use this reaction." + ], + "featureType": [ + "Mutagen", + "Exotic Mutagen" + ] + }, + { + "name": "Anathema", + "source": "BHBB", + "prerequisite": [ + { + "level": { + "level": 18, + "class": { + "name": "Blood Hunter (Balanced)" + }, + "subclass": { + "name": "Exiled", + "visible": true + } + } + } + ], + "entries": [ + "You sprout a single colossal extra eye, which you can open and close as a bonus action. While the eye is open, it requires your concentration, you may cast no spells, and the eye creates an area of antimagic, as per the {@spell antimagic field|PHB} spell, in a 15-foot cone. At the start of each of your turns, you may decide which way the cone faces. The eye closes if you lose concentration on the effect." + ], + "featureType": [ + "Mutagen", + "Monstrous Mutagen" + ] + }, + { + "name": "Caustic", + "source": "BHBB", + "prerequisite": [ + { + "level": { + "level": 18, + "class": { + "name": "Blood Hunter (Balanced)" + }, + "subclass": { + "name": "Exiled", + "visible": true + } + } + } + ], + "entries": [ + "Your blood itches and seems to boil in your veins. When a creature hits you with a melee attack, your acidic blood sprays forth with great pressure and they take {@damage 2d8} acid damage. If the creature used a nonmagical weapon as part of the attack that hit you, the weapon is corroded by the acid and destroyed." + ], + "featureType": [ + "Mutagen", + "Monstrous Mutagen" + ] + }, + { + "name": "Devourer", + "source": "BHBB", + "prerequisite": [ + { + "level": { + "level": 18, + "class": { + "name": "Blood Hunter (Balanced)" + }, + "subclass": { + "name": "Exiled", + "visible": true + } + } + } + ], + "entries": [ + "Your face twists and becomes akin to that of an illithid, able to remove and consume the brain of a helpless victim. As an action, you can make an attack against one humanoid that is {@condition grappled} by you. On a hit, the target takes {@damage 6d10} piercing damage. If this damage reduces the target to 0 hit points, it kills the target by extracting and devouring its brain. This ability has no effect on creatures without nervous systems, such as oozes, elementals, and constructs." + ], + "featureType": [ + "Mutagen", + "Monstrous Mutagen" + ] + }, + { + "name": "Horrifying", + "source": "BHBB", + "prerequisite": [ + { + "level": { + "level": 18, + "class": { + "name": "Blood Hunter (Balanced)" + }, + "subclass": { + "name": "Exiled", + "visible": true + } + } + } + ], + "entries": [ + "Your appearance becomes that of an indescribable terror. Each creature within 30 feet that can see you must succeed on a Wisdom saving throw against your hemocraft save DC or drop whatever it is holding and become {@condition frightened} of you. While {@condition frightened} by you, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom saving throw against your hemocraft save DC. On a successful save, the effect ends for that creature." + ], + "featureType": [ + "Mutagen", + "Monstrous Mutagen" + ] + }, + { + "name": "Inferno", + "source": "BHBB", + "prerequisite": [ + { + "level": { + "level": 18, + "class": { + "name": "Blood Hunter (Balanced)" + }, + "subclass": { + "name": "Exiled", + "visible": true + } + } + } + ], + "entries": [ + "Your body sets alight, however the flames are harmless to you. You emit bright light in a 30-foot radius and dim light for an additional 30 feet. You are immune to fire damage and any creature that comes within 5 feet of you for the first time on a turn or ends its turn there takes {@damage 2d8} fire damage. The fire damages objects in the area and ignites flammable objects; additionally the flames ignite any non-magical objects you are wearing or carrying." + ], + "featureType": [ + "Mutagen", + "Monstrous Mutagen" + ] + }, + { + "name": "Mimic", + "source": "BHBB", + "prerequisite": [ + { + "level": { + "level": 18, + "class": { + "name": "Blood Hunter (Balanced)" + }, + "subclass": { + "name": "Exiled", + "visible": true + } + } + } + ], + "entries": [ + "Your form is malleable enough to change appearance entirely, even to appear non-living. As an action you can change your form to an object or another creature you have knowledge of. The new form must be the same size as you or one size smaller than you. Your statistics are the same in each form, you retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However your ability to speak or take any action that requires hands is limited to the capabilities of your new form." + ], + "featureType": [ + "Mutagen", + "Monstrous Mutagen" + ] + }, + { + "name": "Phased", + "source": "BHBB", + "prerequisite": [ + { + "level": { + "level": 18, + "class": { + "name": "Blood Hunter (Balanced)" + }, + "subclass": { + "name": "Exiled", + "visible": true + } + } + } + ], + "entries": [ + "Mastery of your mutations allows you almost magical maneuverability. While this mutagen is in effect you may use your action to shift from being material to being phased, or vice versa. While phased you are unable to speak, or take any other actions other than becoming unphased. You are immune to all nonmagical damage. You can move in any direction however if you move up or down, every foot of movement costs an extra foot; you may move through creatures and objects as if they were difficult terrain.", + "If you occupy the same spot as a solid object or creature when you become material, you are immediately shunted to the nearest unoccupied space that you can occupy with both you and the creature or object taking force damage equal to twice the number of feet you are moved. If you are phased when the effect of this mutagen ends you automatically become material again." + ], + "featureType": [ + "Mutagen", + "Monstrous Mutagen" + ] + }, + { + "name": "Polymelia", + "source": "BHBB", + "prerequisite": [ + { + "level": { + "level": 18, + "class": { + "name": "Blood Hunter (Balanced)" + }, + "subclass": { + "name": "Exiled", + "visible": true + } + } + } + ], + "entries": [ + "You grow two slightly smaller secondary arms below your primary pair of arms. The secondary arms function like your primary arms, with the following exceptions: you can use a secondary arm to wield a weapon that has the light property, but you can't use a secondary arm to wield other kinds of weapons and you can't wield a shield with a secondary arm." + ], + "featureType": [ + "Mutagen", + "Monstrous Mutagen" + ] + }, + { + "name": "Tendrils", + "source": "BHBB", + "prerequisite": [ + { + "level": { + "level": 18, + "class": { + "name": "Blood Hunter (Balanced)" + }, + "subclass": { + "name": "Exiled", + "visible": true + } + } + } + ], + "entries": [ + "Six slick appendages sprout from your flesh. As a bonus action you can attempt to grapple one creature you can see within 30 feet of you with one of your tendrils. On a success you can drag the creature up to 15 feet towards you; while a creature is {@condition grappled} by one of your tendrils it is {@condition restrained} and has disadvantage on Strength checks and Strength saving throws, and you can't use the same tendril on another target. You may only grapple as many creatures as you have tendrils." + ], + "featureType": [ + "Mutagen", + "Monstrous Mutagen" + ] + }, + { + "name": "Rite of the Flame", + "source": "BHBB", + "entries": [ + "The extra damage dealt by your rite is fire damage." + ], + "featureType": [ + "Crimson Rite" + ] + }, + { + "name": "Rite of the Frozen", + "source": "BHBB", + "entries": [ + "The extra damage dealt by your rite is cold damage." + ], + "featureType": [ + "Crimson Rite" + ] + }, + { + "name": "Rite of the Storm", + "source": "BHBB", + "entries": [ + "The extra damage dealt by your rite is lightning damage." + ], + "featureType": [ + "Crimson Rite" + ] + }, + { + "name": "Rite of the Acrid", + "source": "BHBB", + "entries": [ + "The extra damage dealt by your rite is acid damage." + ], + "featureType": [ + "Crimson Rite" + ], + "prerequisite": [ + { + "level": { + "level": 14, + "class": { + "name": "Blood Hunter (Balanced)" + } + } + } + ] + }, + { + "name": "Rite of the Dead", + "source": "BHBB", + "entries": [ + "The extra damage dealt by your rite is necrotic damage." + ], + "prerequisite": [ + { + "level": { + "level": 14, + "class": { + "name": "Blood Hunter (Balanced)" + } + } + } + ], + "featureType": [ + "Crimson Rite" + ] + }, + { + "name": "Rite of the Roar", + "source": "BHBB", + "entries": [ + "The extra damage dealt by your rite is thunder damage." + ], + "prerequisite": [ + { + "level": { + "level": 14, + "class": { + "name": "Blood Hunter (Balanced)" + } + } + } + ], + "featureType": [ + "Crimson Rite" + ] + } + ], + "classFeature": [ + { + "name": "Hunter's Bane", + "source": "BHBB", + "className": "Blood Hunter (Balanced)", + "classSource": "BHBB", + "level": 1, + "entries": [ + "Beginning at 1st level, you have survived the Hunter's Bane, a dangerous, long-guarded ritual that alters your life's blood, forever binding you to the darkness and honing your senses against it. Choose a type of creature: fey, fiends, or undead. You have advantage on Wisdom ({@skill Survival}) checks to track your chosen type of creature, as well as on Intelligence checks to recall information about them.", + "You choose one additional type of creature at 6th and 14th level." + ] + }, + { + "name": "Blood Maledict", + "source": "BHBB", + "className": "Blood Hunter (Balanced)", + "classSource": "BHBB", + "level": 1, + "entries": [ + "Also at 1st level, you gain the ability to channel, or sometimes sacrifice, a part of your vital essence to curse and manipulate creatures through hemocraft magic. You know one blood curse of your choice, detailed in the \"{@filter Blood Curses|optionalfeatures|Feature Type=Blood Curse}\" section on the \"Other Options & Features\" page. You learn one additional blood curse of your choice at 6th, 10th, 14th, and 18th level. Each time you gain a level in this class, you can also choose one of the blood curses you know and replace it with another blood curse.", + "Each time you use your Blood Maledict feature, you choose which curse to invoke from the curses you know and your current and maximum hit points are reduced by an amount equal to one roll of your hemocraft die, as shown in the Hemocraft Die column of the Blood Hunter table. While invoking a blood curse, but before it affects the target, you can choose to amplify the curse and reduce your current and maximum hit points by an amount equal to your hemocraft die's maximum value instead of rolling. The reduction to your hit point maximum lasts until you finish a short or long rest.", + "An amplified curse gains an additional effect, noted in the curse's description. Creatures that do not have blood in their bodies are immune to blood curses, unless you have amplified the curse.", + "Some of your features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:", + { + "type": "abilityDc", + "name": "Hemocraft save DC", + "attributes": [ + "int" + ] + }, + "Once you use this feature, you must finish a short or long rest before you can use it again. You can use Blood Maledict twice starting at 6th level, three times starting at 13th level, and four times starting at 17th level." + ] + }, + { + "name": "Fighting Style", + "source": "BHBB", + "className": "Blood Hunter (Balanced)", + "classSource": "BHBB", + "level": 2, + "entries": [ + "At 2nd level, you adopt a style of fighting as your speciality. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.", + { + "type": "options", + "entries": [ + { + "type": "entries", + "name": "Archery", + "entries": [ + "You gain a +2 bonus to attack rolls you make with ranged weapons." + ] + }, + { + "type": "entries", + "name": "Dueling", + "entries": [ + "When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon." + ] + }, + { + "type": "entries", + "name": "Great Weapon Fighting", + "entries": [ + "When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit." + ] + }, + { + "type": "entries", + "name": "Two-Weapon Fighting", + "entries": [ + "When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack." + ] + } + ] + } + ] + }, + { + "name": "Crimson Rite", + "source": "BHBB", + "className": "Blood Hunter (Balanced)", + "classSource": "BHBB", + "level": 2, + "entries": [ + "At 2nd level, you learn to invoke a rite of hemocraft within your weapon at the cost of your own vitality. Choose one rite from the Primal Rites list below to learn.", + "As a bonus action, you can activate a crimson rite of your choice on a single weapon you are holding. When you activate a rite, your current and maximum hit points are reduced by an amount equal to one roll of your hemocraft die, as shown in the Hemocraft Die column of the Blood Hunter table. The reduction to your hit point maximum lasts until you finish a short or long rest.", + "The rite lasts for 1 minute, or until you aren't holding the weapon at the end of your turn.", + "While the rite is in effect, attacks you make with this weapon are magical, and when you hit a creature with an attack made with the weapon, you can deal extra damage equal to your hemocraft die of the type determined by the chosen rite. You can deal this extra damage only once per turn, but starting at 11th level you may deal the extra damage from this feature more than once a turn. The amount of damage increases as you level up, as shown in the hemocraft die column on Blood Hunter class table. A weapon can hold only one active rite at a time.", + "You learn an additional Rite of your choice at 7th level, and another at 14th.", + { + "type": "entries", + "name": "Primal Rites", + "entries": [ + "Starting at 3rd level you may choose from the following:", + { + "type": "entries", + "name": "Rite of the Flame", + "entries": [ + "Your rite damage is fire damage." + ] + }, + { + "type": "entries", + "name": "Rite of the Frozen", + "entries": [ + "Your rite damage is cold damage." + ] + }, + { + "type": "entries", + "name": "Rite of the Storm", + "entries": [ + "Your rite damage is lightning damage." + ] + } + ] + }, + { + "type": "entries", + "name": "Esoteric Rites", + "entries": [ + "Starting at 14th level you may choose from the following:", + { + "type": "entries", + "name": "Rite of the Acrid", + "entries": [ + "Your rite damage is acid damage." + ] + }, + { + "type": "entries", + "name": "Rite of the Dead", + "entries": [ + "Your rite damage is necrotic damage." + ] + }, + { + "type": "entries", + "name": "Rite of the Roar", + "entries": [ + "Your rite damage is thunder damage." + ] + } + ] + } + ] + }, + { + "name": "Blood Hunter Order", + "source": "BHBB", + "className": "Blood Hunter (Balanced)", + "classSource": "BHBB", + "level": 3, + "entries": [ + "At 3rd level, you commit to an order of blood hunter martial focus. Choose Order of the Ghostslayer, Order of the Profane Soul, Order of the Mutant, or Order of the Lycan, all detailed at the end of the class description. The order you choose grants you features at 3rd level, and again at 7th, 11th, 15th, and 18th level." + ] + }, + { + "name": "Ability Score Improvement", + "source": "BHBB", + "className": "Blood Hunter (Balanced)", + "classSource": "BHBB", + "level": 4, + "entries": [ + "When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Extra Attack", + "source": "BHBB", + "className": "Blood Hunter (Balanced)", + "classSource": "BHBB", + "level": 5, + "entries": [ + "Beginning at 5th level, you can attack twice, instead of once, whenever you take the {@action Attack} action on your turn." + ] + }, + { + "name": "Brand of Castigation", + "source": "BHBB", + "className": "Blood Hunter (Balanced)", + "classSource": "BHBB", + "level": 6, + "entries": [ + "At 6th level, whenever you damage a creature with your crimson rite feature, you can choose to sear an arcane brand of hemocraft magic into it as a reaction and your current and maximum hit points are reduced by an amount equal to one roll of your hemocraft die, as shown in the Hemocraft Die column of the Blood Hunter table. The reduction to your hit point maximum lasts until you finish a short or long rest.", + "You always know the direction to the branded creature while it is within 1 mile of you, and each time the branded creature deals damage to you, the branded creature takes psychic damage equal to your Intelligence modifier (minimum of 1).", + "Your brand lasts for 1 hour, or until you apply a brand to another creature. Your brand counts as a spell for the purposes of {@spell dispel magic|phb}, and the spell level is equal to a third of your blood hunter level (rounded down).", + "Once you use this feature, you can't use it again until you finish a short or long rest." + ] + }, + { + "name": "Blood Maledict Improvement", + "source": "BHBB", + "className": "Blood Hunter (Balanced)", + "classSource": "BHBB", + "level": 6, + "entries": [ + "Beginning at 6th level, you can use your Blood Maledict feature twice between rests." + ] + }, + { + "name": "Hunter's Bane Improvement", + "source": "BHBB", + "className": "Blood Hunter (Balanced)", + "classSource": "BHBB", + "level": 6, + "entries": [ + "At 6th level, you can choose one additional type of creature from the options in your Hunter's Bane feature.", + "You choose one additional type of creature at 14th level." + ] + }, + { + "name": "Order feature", + "source": "BHBB", + "className": "Blood Hunter (Balanced)", + "classSource": "BHBB", + "level": 7, + "entries": [ + "At 7th level, you gain a feature granted by your Blood Hunter Order." + ] + }, + { + "name": "Crimson Rite Improvement", + "source": "BHBB", + "className": "Blood Hunter (Balanced)", + "classSource": "BHBB", + "level": 7, + "entries": [ + "At 7th level, you learn an additional Rite of your choice from those available." + ] + }, + { + "name": "Ability Score Improvement", + "source": "BHBB", + "className": "Blood Hunter (Balanced)", + "classSource": "BHBB", + "level": 8, + "entries": [ + "When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Grim Psychometry", + "source": "BHBB", + "className": "Blood Hunter (Balanced)", + "classSource": "BHBB", + "level": 9, + "entries": [ + "When you reach 9th level, you can call up visions of the past that relate to an object you hold. You spend at least 10 minutes in meditation, then receive dreamlike, shadowy glimpses of recent events.", + "After meditating for 10 minutes, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that owner. If the object was owned by another creature in the recent past (within a number of days equal to your Intelligence modifier), you can spend 1 additional minute for each owner to learn the same information about that creature.", + "You can continue meditating in this way after the visions begin for a number of minutes equal to your Intelligence modifier and must maintain concentration during that time, as if you were casting a spell.", + "If this feature has been used on the held object within the last 7 days it yields no visions at all.", + "Once you use this feature, you can't use it again until you finish a short or long rest." + ] + }, + { + "name": "Dark Augmentation", + "source": "BHBB", + "className": "Blood Hunter (Balanced)", + "classSource": "BHBB", + "level": 10, + "entries": [ + "Upon reaching 10th level, arcane blood magic suffuses your body, permanently reinforcing your resilience. Your speed increases by 5 feet, and whenever you make a Strength, Dexterity, or Constitution saving throw, you gain a bonus to the saving throw equal to your Intelligence modifier (minimum of 1)." + ] + }, + { + "name": "Order feature", + "source": "BHBB", + "className": "Blood Hunter (Balanced)", + "classSource": "BHBB", + "level": 11, + "entries": [ + "At 11th level, you gain a feature granted by your Blood Hunter Order." + ] + }, + { + "name": "Crimson Rite Improvement", + "source": "BHBB", + "className": "Blood Hunter (Balanced)", + "classSource": "BHBB", + "level": 11, + "entries": [ + "At 11th level, you may deal the extra damage from this feature more than once a turn." + ] + }, + { + "name": "Ability Score Improvement", + "source": "BHBB", + "className": "Blood Hunter (Balanced)", + "classSource": "BHBB", + "level": 12, + "entries": [ + "When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Brand of Tethering", + "source": "BHBB", + "className": "Blood Hunter (Balanced)", + "classSource": "BHBB", + "level": 13, + "entries": [ + "Starting at 13th level, the psychic damage from your Brand of Castigation feature increases to twice your Intelligence modifier (minimum of 2).", + "In addition, a branded creature's speed is halved, and if a creature branded by you attempts to teleport or leave their current plane via an ability or spell (such as misty step or plane shift), they must first make a Wisdom saving throw against your hemocraft save DC. On a failed save the feature, trait or spell fails and the creature takes 3d6 psychic damage." + ] + }, + { + "name": "Blood Maledict Improvement", + "source": "BHBB", + "className": "Blood Hunter (Balanced)", + "classSource": "BHBB", + "level": 13, + "entries": [ + "Beginning at 13th level, you can use your Blood Maledict feature three times between rests." + ] + }, + { + "name": "Hardened Soul", + "source": "BHBB", + "className": "Blood Hunter (Balanced)", + "classSource": "BHBB", + "level": 14, + "entries": [ + "When you reach 14th level, you have advantage on saving throws against being {@condition charmed} and {@condition frightened}." + ] + }, + { + "name": "Crimson Rite Improvement", + "source": "BHBB", + "className": "Blood Hunter (Balanced)", + "classSource": "BHBB", + "level": 14, + "entries": [ + "At 14th level, you learn an additional Rite of your choice from those available." + ] + }, + { + "name": "Hunter's Bane Improvement", + "source": "BHBB", + "className": "Blood Hunter (Balanced)", + "classSource": "BHBB", + "level": 14, + "entries": [ + "At 14th level, you can choose one additional type of creature from the options in your Hunter's Bane feature." + ] + }, + { + "name": "Order feature", + "source": "BHBB", + "className": "Blood Hunter (Balanced)", + "classSource": "BHBB", + "level": 15, + "entries": [ + "At 15th level, you gain a feature granted by your Blood Hunter Order." + ] + }, + { + "name": "Ability Score Improvement", + "source": "BHBB", + "className": "Blood Hunter (Balanced)", + "classSource": "BHBB", + "level": 16, + "entries": [ + "When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Blood Maledict Improvement", + "source": "BHBB", + "className": "Blood Hunter (Balanced)", + "classSource": "BHBB", + "level": 17, + "entries": [ + "Beginning at 17th level, you can use your Blood Maledict feature four times between rests." + ] + }, + { + "name": "Order feature", + "source": "BHBB", + "className": "Blood Hunter (Balanced)", + "classSource": "BHBB", + "level": 18, + "entries": [ + "At 18th level, you gain a feature granted by your Blood Hunter Order." + ] + }, + { + "name": "Ability Score Improvement", + "source": "BHBB", + "className": "Blood Hunter (Balanced)", + "classSource": "BHBB", + "level": 19, + "entries": [ + "When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Sanguine Mastery", + "source": "BHBB", + "className": "Blood Hunter (Balanced)", + "classSource": "BHBB", + "level": 20, + "entries": [ + "Upon becoming 20th level, you honed your control over blood magic, mitigating your sacrifice and empowering your capability. Whenever a blood hunter feature requires you to roll a hemocraft die, you can choose to use half the die's maximum value instead of rolling; this can be applied even when amplifying a blood curse.", + "You can use this feature a number of times equal to your Intelligence modifier and regain all expended uses of this feature when you finish a long rest.", + "In addition, whenever you score a critical hit with a weapon attack empowered by your Crimson Rite, you regain one expended use of your Blood Maledict feature." + ] + } + ], + "subclassFeature": [ + { + "name": "Order of the Ghostslayer", + "source": "BHBB", + "className": "Blood Hunter (Balanced)", + "classSource": "BHBB", + "subclassShortName": "Ghostslayer", + "subclassSource": "BHBB", + "level": 3, + "entries": [ + "The Order of the Ghostslayer is the oldest of the orders, having originally rediscovered the secrets of blood magic and refined them for combat against the scourge of undeath. ghostslayers seek out and study the moment of death, obsessing over the mysteries of the transition and how it can become corrupted by unholy powers to rise once more. Tuning their abilities to annihilate such abominations, these zealous blood hunters seek out the sources of such necromantic energies, intent to destroy them wherever they arise.", + { + "type": "refSubclassFeature", + "subclassFeature": "Rite of the Dawn|Blood Hunter (Balanced)|BHBB|Ghostslayer|BHBB|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Curse Specialist|Blood Hunter (Balanced)|BHBB|Ghostslayer|BHBB|3" + } + ] + }, + { + "name": "Rite of the Dawn", + "entries": [ + "When you join this order at 3rd level, you learn the Rite of the Dawn esoteric rite (detailed below).", + { + "type": "entries", + "name": "Rite of the Dawn", + "entries": [ + "Your rite damage is radiant damage. While the rite is active, you gain the following benefits:", + { + "type": "list", + "items": [ + "Your weapon sheds bright light in a 10-foot radius and dim light for an additional 10 feet.", + "Whenever you hit an undead creature with a weapon using this rite, it takes extra radiant damage equal to your Intelligence modifier (minimum of 1)." + ] + } + ] + } + ], + "source": "BHBB", + "className": "Blood Hunter (Balanced)", + "classSource": "BHBB", + "subclassShortName": "Ghostslayer", + "subclassSource": "BHBB", + "level": 3, + "header": 1 + }, + { + "name": "Curse Specialist", + "entries": [ + "Beginning at 3rd level, your ancient order teaches advanced mastery over blood curses. You gain an additional use of your Blood Maledict feature. In addition, your blood curses can target any creature, whether it has blood or not." + ], + "source": "BHBB", + "className": "Blood Hunter (Balanced)", + "classSource": "BHBB", + "subclassShortName": "Ghostslayer", + "subclassSource": "BHBB", + "level": 3, + "header": 1 + }, + { + "name": "Supernal Surge", + "source": "BHBB", + "className": "Blood Hunter (Balanced)", + "classSource": "BHBB", + "subclassShortName": "Ghostslayer", + "subclassSource": "BHBB", + "level": 7, + "entries": [ + "At 7th level, you've learned to briefly step into the spirit world, enabling a swift and deadly strike. When you use the Attack action you can spend a use of this feature to make one additional weapon attack as a bonus action and become temporarily spectral. Until the end of your next turn, you can move through other creatures and objects as if they were difficult terrain. You take {@damage 1d10} force damage if you end your turn inside a creature or an object. If you are inside a creature or an object when you are no longer spectral, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you moved.", + "You can use this feature once. Beginning at 15th level, you can use your Supernal Surge feature twice. You regain all expended uses when you finish a long rest." + ] + }, + { + "name": "Brand of Sundering", + "source": "BHBB", + "className": "Blood Hunter (Balanced)", + "classSource": "BHBB", + "subclassShortName": "Ghostslayer", + "subclassSource": "BHBB", + "level": 11, + "entries": [ + "Beginning at 11th level, your Brand of Castigation now exposes a fragment of your foe's essence, leaving them vulnerable to your Crimson Rite. Whenever you damage a branded creature with your Crimson Rite, your weapon deals one additional hemocraft die of rite damage. In addition, the branded creature can't move through creatures or objects." + ] + }, + { + "name": "Blood Curse of the Exorcist", + "source": "BHBB", + "className": "Blood Hunter (Balanced)", + "classSource": "BHBB", + "subclassShortName": "Ghostslayer", + "subclassSource": "BHBB", + "level": 15, + "entries": [ + "At 15th level, you've honed your hemocraft to tear wicked influence from your allies, punishing those who would infiltrate their body and mind. You gain the {@optfeature Blood Curse of the Exorcist|BHBB} for your Blood Maledict feature. This doesn't count against your number of blood curses known." + ] + }, + { + "name": "Vengeful Spirit", + "source": "BHBB", + "className": "Blood Hunter (Balanced)", + "classSource": "BHBB", + "subclassShortName": "Ghostslayer", + "subclassSource": "BHBB", + "level": 18, + "entries": [ + "Upon reaching 18th level, you learn to project your spirit to continue fighting while on the edge of death. When you are reduced to 0 hit points but not killed outright, you can choose to let your soul emerge from your body to fight on. Your body remains unconscious and you continue to make death saving throws as per normal.", + "At the beginning of your next turn, you manifest a spirit form in your space that picks up your weapons and acts on each of your turns under your control. Your spirit form shares your game statistics, can move through other creatures and objects as if they were difficult terrain, and is immune to cold, necrotic and nonmagical damage.", + "If your spirit form takes any damage, your body dies, your spirit moves more than 30 feet away from your body or you regain at least 1 hit point, your spirit form vanishes and drops your weapons in its space.", + "Once you use this feature, you can't use it again until you finish a long rest." + ] + }, + { + "name": "Order of the Profane Soul", + "source": "BHBB", + "className": "Blood Hunter (Balanced)", + "classSource": "BHBB", + "subclassShortName": "Profane Soul", + "subclassSource": "BHBB", + "level": 3, + "entries": [ + "Those who have taken to the Order of the Profane Soul have seen the limits of hemocraft against some of the most ancient and cruel fiends and terrors of the world. Unable to pursue beings of such power, creatures able to vanish amongst the nobles without a trace, or bend the mind of the most stalwart warrior with but a glance, this order trusted in the irresilience and delved into this same well of corrupting arcane knowledge, making pacts with lesser evils to better combat the greater. While they may have traded a part of themselves, members of this order believe the power gained far outweighs the price, for even devils now quake when they know they've drawn the attention of the Order of the Profane Soul.", + { + "type": "refSubclassFeature", + "subclassFeature": "Otherworldly Patron|Blood Hunter (Balanced)|BHBB|Profane Soul|BHBB|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Pact Magic|Blood Hunter (Balanced)|BHBB|Profane Soul|BHBB|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Rite Focus|Blood Hunter (Balanced)|BHBB|Profane Soul|BHBB|3" + } + ] + }, + { + "name": "Otherworldly Patron", + "entries": [ + "When you reach 3rd level, you strike a bargain with an otherworldly being of your choice:", + { + "type": "list", + "items": [ + "The Archfey, the Fiend, or the Great Old One, detailed in the {@book Player's Handbook|PHB}", + "The Undying, from {@book Sword Coast Adventurer's Guide|SCAG}", + "The Celestial or the Hexblade, from {@book Xanathar's Guide to Everything|XGE}", + "The Fathomless or the Genie, from {@book Tasha's Cauldron of Everything|TCE}", + "The Undead, from {@book Van Richten's Guide to Ravenloft|VGR}" + ] + }, + "The choice you make augments some of your subclass features, as noted below." + ], + "source": "BHBB", + "className": "Blood Hunter (Balanced)", + "classSource": "BHBB", + "subclassShortName": "Profane Soul", + "subclassSource": "BHBB", + "level": 3, + "header": 1 + }, + { + "name": "Pact Magic", + "entries": [ + "When you reach 3rd level, you can augment your combat techniques with the ability to cast spells. See {@book chapter 10|PHB|10} of the Player's Handbook for the general rules of spell casting and chapter 11 of the Player's Handbook for the {@filter Warlock spell list|spells|class=warlock}.", + { + "type": "entries", + "name": "Cantrips", + "entries": [ + "You learn two cantrips of your choice from the {@filter Warlock spell list|spells|class=warlock}. You learn an additional warlock cantrip of your choice at 10th level." + ] + }, + { + "type": "entries", + "name": "Spell Slots", + "entries": [ + "The Profane Soul Spellcasting table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your {@filter Warlock spells|spells|class=warlock} of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.", + "For example, when you are 8th level, you have two 2nd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 2nd-level spell." + ] + }, + { + "type": "entries", + "name": "Spells Known of 1st Level and Higher", + "entries": [ + "At 3rd level, you know two 1st-level spells of your choice from the {@filter Warlock spell list|spells|class=warlock}.", + "The Spells Known column of the Profane Soul table shows when you learn more {@filter Warlock spells|spells|class=warlock} of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 11th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.", + "Additionally, when you gain a level in this class and order, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots." + ] + }, + { + "type": "entries", + "name": "Spellcasting Ability", + "entries": [ + "Intelligence is your spell casting ability for your warlock spells, so you use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.", + { + "type": "abilityDc", + "name": "Spell save DC", + "attributes": [ + "int" + ] + }, + { + "type": "abilityAttackMod", + "name": "Spell attack modifier", + "attributes": [ + "int" + ] + } + ] + } + ], + "source": "BHBB", + "className": "Blood Hunter (Balanced)", + "classSource": "BHBB", + "subclassShortName": "Profane Soul", + "subclassSource": "BHBB", + "level": 3, + "header": 1 + }, + { + "name": "Rite Focus", + "entries": [ + "Beginning at 3rd level, your weapon becomes a core to your pact with your chosen dark patron. While you have an active Crimson Rite, you can use your weapon as a spellcasting focus (found in {@book chapter 5|PHB|5} of the Player's Handbook) for your warlock spells, and you gain a specific benefit based on your chosen pact (outlined below).", + { + "type": "entries", + "name": "The Archfey", + "entries": [ + "When you damage a creature with a weapon for which you have an active crimson rite, that creature glows with faint light until the end of your next turn. For the duration the creature can't benefit from being {@condition invisible} or from any cover, except for full cover." + ] + }, + { + "type": "entries", + "name": "The Celestial", + "entries": [ + "You can expend a use of your Blood Maledict feature as a bonus action to heal one creature that you can see within 60 feet of you other than yourself. They regain a number of hit points equal to one roll of your hemocraft damage die + your Intelligence modifier (minimum of 1)." + ] + }, + { + "type": "entries", + "name": "The Fathomless", + "entries": [ + "You can breathe underwater. Additionally, once per turn when you damage a creature with a weapon for which you have an active crimson rite, you can reduce that creature's speed by 10 feet until the start of your next turn." + ] + }, + { + "type": "entries", + "name": "The Fiend", + "entries": [ + "When you damage a creature with a weapon for which you have an active crimson rite, if you roll a 1 or 2 on your hemocraft die, you can reroll the die and choose which roll to use." + ] + }, + { + "type": "entries", + "name": "The Genie", + "entries": [ + "As a bonus action, you expend a use of your Blood Maledict feature to give yourself a flying speed of 30 feet, which lasts until the end of your next turn." + ] + }, + { + "type": "entries", + "name": "The Great Old One", + "entries": [ + "When you score a critical hit against a creature, that creature and any other creatures of your choice within 5 feet of it are {@condition frightened} of you until the end of your next turn." + ] + }, + { + "type": "entries", + "name": "The Hexblade", + "entries": [ + "When you successfully target a creature with a blood curse, the next time you hit that creature with an attack while the curse is in effect, the attack deals additional damage equal to your proficiency bonus." + ] + }, + { + "type": "entries", + "name": "The Undead", + "entries": [ + "When you take necrotic damage, you can use your reaction to halve that damage. In addition, your appearance changes to reflect some aspect of your patron while you have any crimson rite active." + ] + }, + { + "type": "entries", + "name": "The Undying", + "entries": [ + "Whenever you reduce a hostile creature with a CR equal to half your character level (rounded up) or higher to 0 hit points, you regain a number of hit points equal to one roll of your hemocraft die." + ] + } + ], + "source": "BHBB", + "className": "Blood Hunter (Balanced)", + "classSource": "BHBB", + "subclassShortName": "Profane Soul", + "subclassSource": "BHBB", + "level": 3, + "header": 1 + }, + { + "name": "Mystic Frenzy", + "source": "BHBB", + "className": "Blood Hunter (Balanced)", + "classSource": "BHBB", + "subclassShortName": "Profane Soul", + "subclassSource": "BHBB", + "level": 7, + "entries": [ + "Starting at 7th level, when you use your action to cast a cantrip, you can immediately make one weapon attack as a bonus action." + ] + }, + { + "name": "Revealed Arcana", + "source": "BHBB", + "className": "Blood Hunter (Balanced)", + "classSource": "BHBB", + "subclassShortName": "Profane Soul", + "subclassSource": "BHBB", + "level": 7, + "entries": [ + "At 7th level, your patron grants you the use of a distinctive spell based on your pact. You can cast this spell without expending a spell slot, and can't do so again until you finish a long rest.", + { + "type": "entries", + "name": "The Archfey", + "entries": [ + "You can cast {@spell blur}." + ] + }, + { + "type": "entries", + "name": "The Celestial", + "entries": [ + "You can cast {@spell lesser restoration}." + ] + }, + { + "type": "entries", + "name": "The Fathomless", + "entries": [ + "You can cast {@spell gust of wind}." + ] + }, + { + "type": "entries", + "name": "The Fiend", + "entries": [ + "You can cast {@spell scorching ray}." + ] + }, + { + "type": "entries", + "name": "The Genie", + "entries": [ + "You can cast {@spell phantasmal force}." + ] + }, + { + "type": "entries", + "name": "The Great Old One", + "entries": [ + "You can cast {@spell detect thoughts}." + ] + }, + { + "type": "entries", + "name": "The Hexblade", + "entries": [ + "You can cast {@spell branding smite}." + ] + }, + { + "type": "entries", + "name": "The Undead", + "entries": [ + "You can cast {@spell blindness/deafness}." + ] + }, + { + "type": "entries", + "name": "The Undying", + "entries": [ + "You can cast {@spell silence}." + ] + } + ] + }, + { + "name": "Brand of the Sapping Scar", + "source": "BHBB", + "className": "Blood Hunter (Balanced)", + "classSource": "BHBB", + "subclassShortName": "Profane Soul", + "subclassSource": "BHBB", + "level": 11, + "entries": [ + "Upon reaching 11th level, your Brand of Castigation feature digs dark arcane scars into your target, leaving them vulnerable to your magic. A creature branded by you has disadvantage on saving throws against your warlock spells." + ] + }, + { + "name": "Unsealed Arcana", + "source": "BHBB", + "className": "Blood Hunter (Balanced)", + "classSource": "BHBB", + "subclassShortName": "Profane Soul", + "subclassSource": "BHBB", + "level": 15, + "entries": [ + "At 15th level, your patron grants you the use of an additional spell based on your pact. You cast this spell without expending a spell slot, and can't do so again until you finish a long rest.", + { + "type": "entries", + "name": "The Archfey", + "entries": [ + "You can cast {@spell slow}." + ] + }, + { + "type": "entries", + "name": "The Celestial", + "entries": [ + "You can cast {@spell revivify}." + ] + }, + { + "type": "entries", + "name": "The Fathomless", + "entries": [ + "You can cast {@spell lightning bolt}." + ] + }, + { + "type": "entries", + "name": "The Fiend", + "entries": [ + "You can cast {@spell fireball}." + ] + }, + { + "type": "entries", + "name": "The Genie", + "entries": [ + "You can cast {@spell protection from energy}." + ] + }, + { + "type": "entries", + "name": "The Great Old One", + "entries": [ + "You can cast {@spell haste}." + ] + }, + { + "type": "entries", + "name": "The Hexblade", + "entries": [ + "You can cast {@spell blink}." + ] + }, + { + "type": "entries", + "name": "The Undead", + "entries": [ + "You can cast {@spell speak with dead}." + ] + }, + { + "type": "entries", + "name": "The Undying", + "entries": [ + "You can cast {@spell bestow curse}." + ] + } + ] + }, + { + "name": "Blood Curse of the Souleater", + "source": "BHBB", + "className": "Blood Hunter (Balanced)", + "classSource": "BHBB", + "subclassShortName": "Profane Soul", + "subclassSource": "BHBB", + "level": 18, + "entries": [ + "Starting at 18th level, you've learned to siphon the soul from your fallen prey. You gain the {@optfeature Blood Curse of the Souleater|BHBB} for your Blood Maledict feature. This does not count against your number of blood curses known." + ] + }, + { + "name": "Order of the Mutant", + "source": "BHBB", + "className": "Blood Hunter (Balanced)", + "classSource": "BHBB", + "subclassShortName": "Mutant", + "subclassSource": "BHBB", + "level": 3, + "entries": [ + "The process of the Hunter's Bane is a painful, scarring, and sometimes fatal experience. Those that survive find themselves irrevocably changed, enhanced. Some found this experience exalting, embracing the ability to alter one's own physiology through a combination of hemocraft and corrupted alchemy. Over generations of experimentation, a splinter order of blood hunters began to emerge, one that focused on brewing toxic elixirs to modify their capabilities in battle, altering their blood and, overtime, become something beyond what they once were. They called themselves the Order of the Mutant. Researching their targets to know their strengths and weaknesses, these blood hunters can alter their biology to be best prepared for the coming conflict.", + { + "type": "refSubclassFeature", + "subclassFeature": "Formulas|Blood Hunter (Balanced)|BHBB|Mutant|BHBB|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Mutagencraft|Blood Hunter (Balanced)|BHBB|Mutant|BHBB|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Mutagens|Blood Hunter (Balanced)|BHBB|Mutant|BHBB|3" + } + ] + }, + { + "name": "Formulas", + "entries": [ + "You begin to uncover forbidden alchemical formulas that temporarily alter your mental and physical abilities.", + "Beginning at 3rd level, you choose to learn four mutagen formulas. Your {@filter formula options|optionalfeatures|Feature Type=Mutagen} are detailed on the \"Other Options & Features\" page. You gain an additional formula at 7th level, 11th level, 15th level, and 18th level.", + "Additionally, when you gain a new mutagen formula, you can choose one of the formulas you already know and replace it with a new mutagen formula." + ], + "source": "BHBB", + "className": "Blood Hunter (Balanced)", + "classSource": "BHBB", + "subclassShortName": "Mutant", + "subclassSource": "BHBB", + "level": 3, + "header": 1 + }, + { + "name": "Mutagencraft", + "entries": [ + "At 3rd level, you can concoct a two mutagens when you finish a long rest. Starting at 7th level, the number of mutagens you can create when you finish a long rest increases to three, and you can create four mutagens at 15th level.", + "As a bonus action you can consume a single mutagen, and the effects and side effects last for 1 hour. While one or more mutagens are affecting you, you can use an action to focus and flush the toxins from your system, ending the effects and side effects of all mutagens.", + "Mutagens are designed for your biology and have no effect on other creatures. They are also unstable by nature, losing their potency over time and becoming inert if not used within 24 hours." + ], + "source": "BHBB", + "className": "Blood Hunter (Balanced)", + "classSource": "BHBB", + "subclassShortName": "Mutant", + "subclassSource": "BHBB", + "level": 3, + "header": 1 + }, + { + "name": "Mutagens", + "entries": [ + "You can find the descriptions for each {@filter mutagen|optionalfeatures|Feature Type=Mutagen} on the \"Other Options & Features\" page." + ], + "source": "BHBB", + "className": "Blood Hunter (Balanced)", + "classSource": "BHBB", + "subclassShortName": "Mutant", + "subclassSource": "BHBB", + "level": 3, + "header": 1 + }, + { + "name": "Strange Metabolism", + "source": "BHBB", + "className": "Blood Hunter (Balanced)", + "classSource": "BHBB", + "subclassShortName": "Mutant", + "subclassSource": "BHBB", + "level": 7, + "entries": [ + "Beginning at 7th level, your body has begun to adapt to toxins and venoms, ignoring their corroding effects. You gain advantage on saving throws against poison, and you have resistance against poison damage.", + "In addition, you can instill a burst of adrenaline to temporarily resist the negative effects of a mutagen. As an action, you can choose to ignore the side effect of a mutagen affecting you for 1 minute.", + "Once you use this feature to resist side effects, you can't do so again until you finish a long rest." + ] + }, + { + "name": "Brand of Axiom", + "source": "BHBB", + "className": "Blood Hunter (Balanced)", + "classSource": "BHBB", + "subclassShortName": "Mutant", + "subclassSource": "BHBB", + "level": 11, + "entries": [ + "At 11th level, your mutagenic hemocraft lets your Brand of Castigation reveal a foe's true nature.", + "If a creature branded by you is under the effect of any illusion spell, the {@spell polymorph|PHB} spell, the Change Shape action, the Shapechanger trait, the Wild Shape feature, or a similar effect, it must succeed on a Wisdom saving throw. On a failed save the illusion spell (if any) ends, it reverts to its true form (if changed) and is {@condition stunned} until the end of your next turn.", + "If a creature's saving throw is successful, the creature is immune to the Brand of Axiom for the next 10 minutes." + ] + }, + { + "name": "Blood Curse of Corrosion", + "source": "BHBB", + "className": "Blood Hunter (Balanced)", + "classSource": "BHBB", + "subclassShortName": "Mutant", + "subclassSource": "BHBB", + "level": 15, + "entries": [ + "Starting at 15th level, your blood curse can wrack a creature's body with terrible toxins. You gain the {@optfeature Blood Curse of Corrosion|BHBB} for your Blood Maledict feature. This does not count against your number of blood curses known." + ] + }, + { + "name": "Exalted Mutation", + "source": "BHBB", + "className": "Blood Hunter (Balanced)", + "classSource": "BHBB", + "subclassShortName": "Mutant", + "subclassSource": "BHBB", + "level": 18, + "entries": [ + "At 18th level, your body has adapted to produce mutagens naturally in a moment of need. As a bonus action, choose one mutagen currently affecting you. Its effects and side effects end, and you can immediately have a mutagen you know the formula for take effect in its place.", + "Or instead you can spend two uses of this feature to gain the effects and side effects of one mutagen you know the formula for, as if you had consumed the mutagen normally.", + "You can use this feature a number of times equal to your Intelligence modifier (minimum of 1). You regain all uses of this feature after you finish a long rest." + ] + }, + { + "name": "Order of the Lycan", + "source": "BHBB", + "className": "Blood Hunter (Balanced)", + "classSource": "BHBB", + "subclassShortName": "Lycan", + "subclassSource": "BHBB", + "level": 3, + "entries": [ + "Of the many terrible curses that plague the realm, few are as ancient or as feared as Lycanthropy. Passed through blood, this affliction seeds a host with the savage strength and hunger for violence of a wicked beast. The Order of the Lycan is a proud order of blood hunters who undergo \"The Taming,\" a ceremonial inflicting of lycanthropy from a senior member. These hunters then use their abilities to harness the power of the monster they harbor without losing themselves to it. Through intense honing of one's own willpower, combined with the secrets of the order's blood magic rituals, members learn to control and unleash their hybrid form for short periods of time. Enhanced physical prowess, unnatural resilience, and razor sharp claws make these warriors a terrible foe to any evil that crosses their path. Yet, no training is perfect, and without care and complete focus, even the greatest of blood hunters can temporarily lose themselves to the bloodlust.", + { + "type": "refSubclassFeature", + "subclassFeature": "Heightened Senses|Blood Hunter (Balanced)|BHBB|Lycan|BHBB|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Hybrid Transformation|Blood Hunter (Balanced)|BHBB|Lycan|BHBB|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "The Onus of Lycanthropy|Blood Hunter (Balanced)|BHBB|Lycan|BHBB|3" + } + ] + }, + { + "name": "Heightened Senses", + "entries": [ + "Starting when you choose this archetype at 3rd level, you begin to adopt the improved abilities of a natural predator. You have advantage on Wisdom ({@skill Perception}) checks that rely on hearing or smell." + ], + "source": "BHBB", + "className": "Blood Hunter (Balanced)", + "classSource": "BHBB", + "subclassShortName": "Lycan", + "subclassSource": "BHBB", + "level": 3, + "header": 1 + }, + { + "name": "Hybrid Transformation", + "entries": [ + "Upon choosing this archetype at 3rd level, you begin to control the lycanthropic curse that now flows through your blood. As an action, you can transform into your Hybrid form for 10 minutes. You can speak, use equipment, and wear armor in this form. You can revert to your normal form earlier by using an action on your turn. You automatically revert to your normal form if you fall {@condition unconscious}, drop to 0 Hit Points, or die. Once you use this feature, you must finish a short or long rest before you can use it again.", + "While you are transformed, you gain the following features:", + { + "type": "entries", + "name": "Feral Might", + "entries": [ + "You have advantage on Strength checks and Strength saving throws. When you make a melee weapon attack using Strength, you gain a +1 bonus to the damage roll. This bonus increases to +2 at 11th level and to +3 at 18th level." + ] + }, + { + "type": "entries", + "name": "Resilient Hide", + "entries": [ + "You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't silvered. While you are not wearing heavy armor or wielding a shield, you gain a +1 bonus to your AC." + ] + }, + { + "type": "entries", + "name": "Predatory Strikes", + "entries": [ + "You can apply your Crimson Rite feature to your unarmed strikes, which you treat as one weapon. Your unarmed strikes deal {@damage 1d4} bludgeoning or slashing damage (your choice). This damage increases to {@damage 1d6} at 7th level and {@damage 1d8} at 11th level.", + "Additionally, when you transform into your hybrid form and whenever you use the {@action Attack} action to make an unarmed strike, you can make one unarmed strike as a bonus action." + ] + }, + { + "type": "entries", + "name": "Cursed Weakness", + "entries": [ + "You have vulnerability to damage from silvered weapons." + ] + }, + { + "type": "entries", + "name": "Bloodlust", + "entries": [ + "If you've taken damage since the start of your last turn, you must make a Wisdom saving throw to maintain control of yourself at the start of your turn. The DC equals 10, or half of the total damage you've taken since the start of your previous turn, whichever number is higher.", + "On a failed save, you must move directly towards the nearest creature to you and use the {@action Attack} action against that creature; if you can make extra attacks as part of the Attack action, you use those extra attacks. If there is more than one possible target, the DM chooses between the targets. You then regain control of your character for the remainder of your turn.", + "If you are under an effect that prevents you from concentrating (like the barbarian's {@classFeature Rage|Barbarian||1} feature), you automatically fail this saving throw." + ] + }, + "The benefits of this feature replace the rules for Lycanthropy within the Monster Manual." + ], + "source": "BHBB", + "className": "Blood Hunter (Balanced)", + "classSource": "BHBB", + "subclassShortName": "Lycan", + "subclassSource": "BHBB", + "level": 3, + "header": 1 + }, + { + "type": "inset", + "name": "The Onus of Lycanthropy", + "entries": [ + "Those inducted into the Order of the Lycan choose this path with conviction, understanding the terrible burden it is and the challenges it brings. Where most who embrace this curse grow wicked, mad, even murderous, these blood hunters accept the gifts of the beast while maintaining control through intense training and blood magic. These factors enable a member of the Order of the Lycan to prevent the spread of their curse through blood, should they wish to. One of the most sacred oaths of this order is to never infect another without the order's sanction.", + "Should a member of the Order of the Lycan be cured of the lycanthropic curse, it is a terrible shame on their name, the order, and those who carry the curse still. There have been passages written about members being cleansed against their will, but those brothers and sisters readily return to the order to undergo a renewed initiation of The Taming, reintroducing the curse to their bodies and restoring their honor.", + "Lycanthropy comes in many forms. Each version of the curse is bound to a specific beast: wolf, bear, tiger, boar, and rat are a few of the more well-known variations. The strain of the curse defines the beast a hybrid form will share, but the features the curse bestows remain relatively uniform across strains." + ], + "source": "BHBB", + "className": "Blood Hunter (Balanced)", + "classSource": "BHBB", + "subclassShortName": "Lycan", + "subclassSource": "BHBB", + "level": 3, + "header": 1 + }, + { + "name": "Stalker's Prowess", + "source": "BHBB", + "className": "Blood Hunter (Balanced)", + "classSource": "BHBB", + "subclassShortName": "Lycan", + "subclassSource": "BHBB", + "level": 7, + "entries": [ + "At 7th level, your speed increases by 10 feet while you aren't wearing heavy armor. You also can add 10 feet to your long jump distance and 3 feet to your high jump distance. In addition, your hybrid form gains the Improved Predatory Strikes feature.", + { + "type": "entries", + "name": "Improved Predatory Strikes", + "entries": [ + "While in your hybrid form, your unarmed strikes are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage." + ] + } + ] + }, + { + "name": "Advanced Transformation", + "source": "BHBB", + "className": "Blood Hunter (Balanced)", + "classSource": "BHBB", + "subclassShortName": "Lycan", + "subclassSource": "BHBB", + "level": 11, + "entries": [ + "Starting at 11th level, you learn to unleash and control more of the beast within. You can now transform into your hybrid form as a bonus action, and can use your Hybrid Transformation feature twice, regaining all expended uses when you finish a short or long rest. In addition, your hybrid form gains the Lycan Regeneration feature.", + { + "type": "entries", + "name": "Lycan Regeneration", + "entries": [ + "At the start of each of your turns, you regain hit points equal to 1 + your Constitution modifier (minimum of 1) if you have at least 1 hit point and no more than half of your hit points left." + ] + } + ] + }, + { + "name": "Iron Volition", + "source": "BHBB", + "className": "Blood Hunter (Balanced)", + "classSource": "BHBB", + "subclassShortName": "Lycan", + "subclassSource": "BHBB", + "level": 15, + "entries": [ + "At 15th level, you have advantage on your Wisdom saving throws to maintain control of your bloodlust in hybrid form." + ] + }, + { + "name": "Brand of the Voracious", + "source": "BHBB", + "className": "Blood Hunter (Balanced)", + "classSource": "BHBB", + "subclassShortName": "Lycan", + "subclassSource": "BHBB", + "level": 15, + "entries": [ + "Also at 15th level, your {@classFeature Brand of Castigation|Blood Hunter (Balanced)|BHBB|6} now binds your foe to your hunter's thirst for savagery. While in your hybrid form, your attacks have advantage against a creature branded by you." + ] + }, + { + "name": "Hybrid Transformation Mastery", + "source": "BHBB", + "className": "Blood Hunter (Balanced)", + "classSource": "BHBB", + "subclassShortName": "Lycan", + "subclassSource": "BHBB", + "level": 18, + "entries": [ + "At 18th level, you have wrestled your inner predator and mastered it. You can now use your hybrid form feature three times instead of two, and your hybrid form now lasts for up to 1 hour." + ] + }, + { + "name": "Blood Curse of the Howl", + "source": "BHBB", + "className": "Blood Hunter (Balanced)", + "classSource": "BHBB", + "subclassShortName": "Lycan", + "subclassSource": "BHBB", + "level": 18, + "entries": [ + "Also at 18th level you gain the {@optfeature Blood Curse of the Howl|BHBB} for your Blood Maledict feature. This does not count against your number of blood curses known." + ] + }, + { + "name": "Exiled", + "source": "BHBB", + "className": "Blood Hunter (Balanced)", + "classSource": "BHBB", + "subclassShortName": "Exiled", + "subclassSource": "BHBB", + "level": 3, + "entries": [ + "Perhaps they had begun to use their powers for their own ends, maybe there was no cost too high to pay for the destruction of their quarry or they simply learnt something the Orders would rather keep hidden...", + "Called 'selfish', 'deviants' or even 'evil' by both their specific order and the order as a whole the Exiled find themselves cast out and alone against the world.", + "However having survived the Hunter's Bane and the various trials of Blood Hunter training they remain unfaltering in their ambitions and desires, continuing to hone their bloody craft without the strict guidance of their peers no matter what dark path it may ultimately lead them down.", + { + "type": "refSubclassFeature", + "subclassFeature": "Stolen Secrets|Blood Hunter (Balanced)|BHBB|Exiled|BHBB|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Ravenous Rite|Blood Hunter (Balanced)|BHBB|Exiled|BHBB|3" + } + ] + }, + { + "name": "Stolen Secrets", + "entries": [ + "At 3rd level you begin to use the secrets you studied from the order that ousted you, wielding their knowledge for your own gains. Choose one of the following to represent your old Blood Hunter order:", + { + "type": "entries", + "name": "Ghostslayer", + "entries": [ + "You gain the {@subclassFeature Rite of the Dawn|Blood Hunter (Balanced)|BHBB|Ghostslayer|BHBB|3} and {@subclassFeature Curse Specialist|Blood Hunter (Balanced)|BHBB|Ghostslayer|BHBB|3} features from the Order of the Ghostslayer subclass." + ] + }, + { + "type": "entries", + "name": "Profane Soul", + "entries": [ + "You gain the {@subclassFeature Pact Magic|Blood Hunter (Balanced)|BHBB|Profane Soul|BHBB|3} feature from the Order of the Profane Soul subclass.", + "Additionally while you have an active Crimson Rite, you can use your weapon as a spellcasting focus (found in chapter 5 of the Player's Handbook) for your warlock spells." + ] + }, + { + "type": "entries", + "name": "Mutant", + "entries": [ + "You learn four mutagen formulas of your choice; formula options are detailed at the end of the Mutant Order's description. Additionally gain the {@subclassFeature Mutagencraft|Blood Hunter (Balanced)|BHBB|Mutant|BHBB|3} feature from the Order of the Mutant subclass." + ] + }, + { + "type": "entries", + "name": "Lycan", + "entries": [ + "You gain the {@subclassFeature Hybrid Transformation|Blood Hunter (Balanced)|BHBB|Lycan|BHBB|3} and {@subclassFeature Heightened Senses|Blood Hunter (Balanced)|BHBB|Lycan|BHBB|3} features from the Order of the Lycan subclass." + ] + }, + "The choice you make determines some of your other subclass features, as noted below." + ], + "source": "BHBB", + "className": "Blood Hunter (Balanced)", + "classSource": "BHBB", + "subclassShortName": "Exiled", + "subclassSource": "BHBB", + "level": 3, + "header": 1 + }, + { + "name": "Ravenous Rite", + "source": "BHBB", + "className": "Blood Hunter (Balanced)", + "classSource": "BHBB", + "subclassShortName": "Exiled", + "subclassSource": "BHBB", + "level": 3, + "entries": [ + "Additionally at 3rd level your own studies have borne fruit, having discovered a way to bolster yourself as your hemocraft causes harm to your foes.", + "Whenever you hit a creature with a weapon for which you have an active crimson rite, you gain temporary hit points equal to the roll of your hemocraft die." + ] + }, + { + "name": "Forbidden Lore", + "source": "BHBB", + "className": "Blood Hunter (Balanced)", + "classSource": "BHBB", + "subclassShortName": "Exiled", + "subclassSource": "BHBB", + "level": 7, + "entries": [ + "At 7th level your continued delving into the secrets you gleaned during your time in your previous order have yielded new means to exercise your powers. Depending on which order you chose for your stolen secrets feature, you gain one of the following:", + { + "type": "entries", + "name": "Ghostslayer — Cursed Control", + "entries": [ + "Rather than simply destroying undead, you considered the possibility of bending them to your will through your hemocraft. As an action you may spend a use of your blood maledict feature to target one undead creature you can see within 30 feet of you. The target must make a Charisma saving throw. On a failed save, the target obeys your commands for the next 24 hours, or until you use this feature again. A creature whose challenge rating is equal to or greater than your level is immune to this effect.", + "Additionally at 11th level you may spend a use of your blood maledict feature to reduce your current and maximum hit points by an amount equal to your hemocraft die's maximum value and cast the spell {@spell danse macabre|XGE}; when you do so, you must finish a long rest before you can do so again." + ] + }, + { + "type": "entries", + "name": "Profane Soul — Dark Bargain", + "entries": [ + "You have learned how to use your own life force to power your spells; you are able to cast a Warlock spell you know of 1st level or higher by reducing your current and maximum hit points by an amount of your hemocraft dice equal to the level of the spell. The reduction to your hit point maximum lasts until you finish a long rest. You die if this reduces your hit point maximum to 0." + ] + }, + { + "type": "entries", + "name": "Mutant — Malleable Physiology", + "entries": [ + "Absent of the strictures of the order your experimentation with more exotic mutagens has given you abilities beyond those of your rule-bound peers. You learn one {@filter exotic mutagen|optionalfeatures|Feature Type=Exotic Mutagen} formula of your choice from the options listed at the end of this subclass. You gain an additional {@filter exotic mutagen|optionalfeatures|Feature Type=Exotic Mutagen} formula at 11th level, and 15th level.", + "Additionally, when you gain a level in this class, you can choose one of the {@filter mutagen|optionalfeatures|Feature Type=Mutagen} or {@filter exotic mutagen|optionalfeatures|Feature Type=Exotic Mutagen} formulas you already know and replace it with a new {@filter exotic mutagen|optionalfeatures|Feature Type=Exotic Mutagen} formula." + ] + }, + { + "type": "entries", + "name": "Lycan — Hunter's Boon", + "entries": [ + "While you are in your hybrid form you gain a formidable bite attack. When making a melee attack with your bite, you have a reach of 5 feet and deal {@damage 1d10} piercing damage on a hit. You add your Strength modifier to the attack and damage rolls. A creature hit by your bite must succeed on a Constitution saving throw with a DC of 8 + your proficiency bonus + your Constitution modifier or be cursed with lycanthropy. When you apply your Crimson Rite to your unarmed strikes, this includes your bite.", + "Additionally at 11th level you gain the {@subclassFeature Advanced Transformation|Blood Hunter (Balanced)|BHBB|Lycan|BHBB|11} feature from the Order of the Lycan subclass." + ] + } + ] + }, + { + "name": "Brand of Vital Hunger", + "source": "BHBB", + "className": "Blood Hunter (Balanced)", + "classSource": "BHBB", + "subclassShortName": "Exiled", + "subclassSource": "BHBB", + "level": 11, + "entries": [ + "At 11th level your delving into dark lore allows your brand to drain the very life from your foes and feed your own.", + "When a creature is branded by you it must make a Constitution saving throw against your hemocraft save DC. On a failed save the branded creature gains 1 level of {@condition exhaustion} and takes necrotic damage, which can't be reduced in any way, equal to your Blood Hunter level while you gain temporary hit points equal to the same amount.", + "The creature repeats the Constitution saving throw every 10 minutes for the duration of the Brand, if a creature's saving throw is successful, the creature is immune to the Brand of Vital Hunger for the next 10 minutes. All levels of {@condition exhaustion} gained from this brand are removed at the end of the brand's duration." + ] + }, + { + "name": "Blood Curse of Igneous Exsanguination", + "source": "BHBB", + "className": "Blood Hunter (Balanced)", + "classSource": "BHBB", + "subclassShortName": "Exiled", + "subclassSource": "BHBB", + "level": 15, + "entries": [ + "At 15th level you've unlocked the secret to simply manipulating the blood within other's veins to your needs, something you use to violent and visceral effect. You gain the {@optfeature Blood Curse of Igneous Exsanguination|BHBB} for your Blood Maledict feature. This does not count against your number of blood curses known." + ] + }, + { + "name": "Twisted Teachings", + "source": "BHBB", + "className": "Blood Hunter (Balanced)", + "classSource": "BHBB", + "subclassShortName": "Exiled", + "subclassSource": "BHBB", + "level": 18, + "entries": [ + "Starting at 18th level your pursuit for forbidden knowledge leads finally, to your enlightenment; the true realisation of your bloody power unfolds before you as easily as you might turn pages in a book. Depending on which order you chose for your stolen secrets feature, you gain one of the following:", + { + "type": "entries", + "name": "Ghostslayer — Sinister Siphon", + "entries": [ + "A terrible thought has plagued but broadened your mind as you've grown in power, what are the living but undead-in-waiting? Even you will one day perish and become nought but a plaything of some foul necromancer, unless...", + "As a bonus action you may choose one creature under your control and deal necrotic damage to it, which can't be reduced in any way, equal to your Blood Hunter level; you then regain hit points equal to the damage dealt. If the targeted creature is reduced to 0 hit points by this feature it dies instantly and turns to dust. Each time you use this feature you extend your life by 1 month, however your appearance becomes subtly more gaunt and pallid.", + "Additionally your cursed control feature can now affect any type of creature, not only undead." + ] + }, + { + "type": "entries", + "name": "Profane Soul — Soul Stealer", + "entries": [ + "You learn how to use the souls of other creatures to power your magic, instead of just your own. You may use your action to touch a creature within your reach, the target must make a Charisma saving throw. If it fails, it takes {@damage 10d10} necrotic damage and you regain all your expended warlock spell slots. If it succeeds, it takes half as much necrotic damage and you regain one expended warlock spell slot. If a creature is reduced to 0 hit points by this damage it dies instantly as its soul is consumed. Once you use this feature, you can't use it again until you finish a short or long rest." + ] + }, + { + "type": "entries", + "name": "Mutant — Monstrous Mutagens", + "entries": [ + "Continued and eager experimentation has unlocked the keys to mold your flesh like clay, allowing you to take on truly terrfying new forms. You learn one {@filter monstrous mutagen|optionalfeatures|Feature Type=Monstrous Mutagen} formula of your choice from the options listed at the end of this subclass; additionally you can choose one of the {@filter mutagen|optionalfeatures|Feature Type=Mutagen} or {@filter exotic mutagen|optionalfeatures|Feature Type=Exotic Mutagen} formulas you already know and replace it with a new {@filter monstrous mutagen|optionalfeatures|Feature Type=Monstrous Mutagen} formula.", + "When the effect of one of these mutagens ends roll {@dice 1d100}, on a 1 you are permanently transformed into a {@creature Mutated Spawn|BHBB}. Your game statistics, including mental ability scores, are replaced by the statistics of the mutated spawn. You assume the hit points of your new form, and you are limited in the actions you can perform by the nature of your new form. Your gear falls to the ground.", + "This change can only be reverted by a spell such as {@spell reincarnate|PHB}, {@spell true resurrection|PHB}, or {@spell wish|PHB}." + ] + }, + { + "type": "entries", + "name": "Lycan — Unstoppable Beast", + "entries": [ + "You've felt the call of the wild growing inside you since you were first afflicted with lycanthropy, although no longer do you call it a curse but a blessing; your very soul becoming as feral as your countenance, surrendering control almost completely. While you are in your hybrid form you have immunity to bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't silvered, and when you use the attack action to make an unarmed strike or an attack with your bite you can make two additional unarmed strikes as a bonus action rather than just one.", + "Additionally the bloodlust feature of your hybrid form is replaced entirely with the following: whenever a hostile creature damages you while you are in your hybrid form, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear." + ] + } + ] + } + ], + "subclass": [ + { + "name": "Order of the Ghostslayer", + "source": "BHBB", + "subclassFeatures": [ + "Order of the Ghostslayer|Blood Hunter (Balanced)|BHBB|Ghostslayer|BHBB|3", + "Supernal Surge|Blood Hunter (Balanced)|BHBB|Ghostslayer|BHBB|7", + "Brand of Sundering|Blood Hunter (Balanced)|BHBB|Ghostslayer|BHBB|11", + "Blood Curse of the Exorcist|Blood Hunter (Balanced)|BHBB|Ghostslayer|BHBB|15", + "Vengeful Spirit|Blood Hunter (Balanced)|BHBB|Ghostslayer|BHBB|18" + ], + "shortName": "Ghostslayer", + "className": "Blood Hunter (Balanced)", + "classSource": "BHBB" + }, + { + "name": "Order of the Profane Soul", + "source": "BHBB", + "spellcastingAbility": "int", + "casterProgression": "pact", + "subclassSpells": [ + { + "className": "Warlock", + "classSource": "PHB" + } + ], + "subclassTableGroups": [ + { + "subclasses": [ + { + "name": "Order of the 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3rd|spells|level=3|subclass=Blood Hunter (Balanced): Profane Soul (FFBHBB)}" + ], + [ + 3, + 9, + 2, + "{@filter 3rd|spells|level=3|subclass=Blood Hunter (Balanced): Profane Soul (FFBHBB)}" + ], + [ + 3, + 10, + 2, + "{@filter 4th|spells|level=4|subclass=Blood Hunter (Balanced): Profane Soul (FFBHBB)}" + ], + [ + 3, + 11, + 2, + "{@filter 4th|spells|level=4|subclass=Blood Hunter (Balanced): Profane Soul (FFBHBB)}" + ] + ] + } + ], + "subclassFeatures": [ + "Order of the Profane Soul|Blood Hunter (Balanced)|BHBB|Profane Soul|BHBB|3", + "Mystic Frenzy|Blood Hunter (Balanced)|BHBB|Profane Soul|BHBB|7", + "Revealed Arcana|Blood Hunter (Balanced)|BHBB|Profane Soul|BHBB|7", + "Brand of the Sapping Scar|Blood Hunter (Balanced)|BHBB|Profane Soul|BHBB|11", + "Unsealed Arcana|Blood Hunter (Balanced)|BHBB|Profane Soul|BHBB|15", + "Blood Curse of the Souleater|Blood Hunter (Balanced)|BHBB|Profane Soul|BHBB|18" + ], + "shortName": "Profane Soul", + "cantripProgression": [ + 0, + 0, + 2, + 2, + 2, + 2, + 2, + 2, + 2, + 3, + 3, + 3, + 3, + 3, + 3, + 3, + 3, + 3, + 3, + 3 + ], + "spellsKnownProgression": [ + 0, + 0, + 2, + 2, + 3, + 3, + 4, + 4, + 5, + 5, + 6, + 6, + 7, + 7, + 8, + 8, + 9, + 9, + 10, + 11 + ], + "className": "Blood Hunter (Balanced)", + "classSource": "BHBB" + }, + { + "name": "Order of the Mutant", + "source": "BHBB", + "subclassFeatures": [ + "Order of the Mutant|Blood Hunter (Balanced)|BHBB|Mutant|BHBB|3", + "Strange Metabolism|Blood Hunter (Balanced)|BHBB|Mutant|BHBB|7", + "Brand of Axiom|Blood Hunter (Balanced)|BHBB|Mutant|BHBB|11", + "Blood Curse of Corrosion|Blood Hunter (Balanced)|BHBB|Mutant|BHBB|15", + "Exalted Mutation|Blood Hunter (Balanced)|BHBB|Mutant|BHBB|18" + ], + "shortName": "Mutant", + "className": "Blood Hunter (Balanced)", + "classSource": "BHBB" + }, + { + "name": "Order of the Lycan", + "source": "BHBB", + "subclassFeatures": [ + "Order of the Lycan|Blood Hunter (Balanced)|BHBB|Lycan|BHBB|3", + "Stalker's Prowess|Blood Hunter (Balanced)|BHBB|Lycan|BHBB|7", + "Advanced Transformation|Blood Hunter (Balanced)|BHBB|Lycan|BHBB|11", + "Iron Volition|Blood Hunter (Balanced)|BHBB|Lycan|BHBB|15", + "Brand of the Voracious|Blood Hunter (Balanced)|BHBB|Lycan|BHBB|15", + "Hybrid Transformation Mastery|Blood Hunter (Balanced)|BHBB|Lycan|BHBB|18", + "Blood Curse of the Howl|Blood Hunter (Balanced)|BHBB|Lycan|BHBB|18" + ], + "shortName": "Lycan", + "className": "Blood Hunter (Balanced)", + "classSource": "BHBB" + }, + { + "name": "Exiled", + "source": "BHBB", + "subclassFeatures": [ + "Exiled|Blood Hunter (Balanced)|BHBB|Exiled|BHBB|3", + "Forbidden Lore|Blood Hunter (Balanced)|BHBB|Exiled|BHBB|7", + "Brand of Vital Hunger|Blood Hunter (Balanced)|BHBB|Exiled|BHBB|11", + "Blood Curse of Igneous Exsanguination|Blood Hunter (Balanced)|BHBB|Exiled|BHBB|15", + "Twisted Teachings|Blood Hunter (Balanced)|BHBB|Exiled|BHBB|18" + ], + "shortName": "Exiled", + "className": "Blood Hunter (Balanced)", + "classSource": "BHBB" + } + ], + "monster": [ + { + "name": "Mutated Spawn", + "source": "BHBB", + "size": [ + "L" + ], + "type": "monstrosity", + "alignment": [ + "U" + ], + "ac": [ + 13, + { + "ac": 18, + "condition": "with subcutaneous armour", + "braces": true + } + ], + "hp": { + "formula": "11d10 + 66", + "average": 126 + }, + "speed": { + "walk": 45 + }, + "str": 22, + "dex": 16, + "con": 22, + "int": 2, + "wis": 14, + "cha": 6, + "save": { + "con": "+10", + "str": "+10" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 12, + "resist": [ + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks" + } + ], + "conditionImmune": [ + "charmed", + "frightened" + ], + "languages": [ + "Can't speak but understands the languages it knew previously" + ], + "cr": "10", + "trait": [ + { + "name": "Mutated Beyond Reason", + "entries": [ + "At the start of each of the mutated spawn's turns roll a {@dice d6}, the mutated spawn gains the corresponding effect from the following table until the start of its next turn:", + { + "type": "table", + "colLabels": [ + "{@dice d6}", + "Result" + ], + "colStyles": [ + "col-1 text-center no-wrap", + "col-11" + ], + "rows": [ + [ + { + "type": "cell", + "roll": { + "min": 1, + "max": 2 + } + }, + { + "type": "entries", + "name": "Subcutaneous Armour", + "entries": [ + "The mutated spawn's flesh under its skin hardens into thick armoured plates. Its AC increases to 18." + ] + } + ], + [ + { + "type": "cell", + "roll": { + "min": 3, + "max": 4 + } + }, + { + "type": "entries", + "name": "Grasping Pseudopods", + "entries": [ + "The mutated spawn's limbs melt into grasping tentacles; it makes all its melee attacks with its tentacles instead of its unnatural claws when it takes the multiattack action." + ] + } + ], + [ + { + "type": "cell", + "roll": { + "min": 5, + "max": 6 + } + }, + { + "type": "entries", + "name": "Toxic Haemorrhage", + "entries": [ + "The mutated spawn's limbs drip deadly venom from sharp barbs in its skin; it makes all its melee attacks with its venom barbs instead of its unnatural claws when it takes the multiattack action." + ] + } + ] + ] + } + ] + }, + { + "name": "Aggressive", + "entries": [ + "As a bonus action, the mutated spawn can move up to its speed toward a hostile creature that it can see." + ] + }, + { + "name": "Mostly Mindless", + "entries": [ + "Due to the mutated spawn's physical instability and maddened nature it is incapable of using objects.", + "Additionally if the mutated spawn has taken damage since the end of its last turn, it must make a Wisdom saving throw at the start of its turn. The DC equals 10, or half of the total damage its taken since the end of its previous turn, whichever number is higher. On a failed save, the mutated spawn must move directly towards the nearest creature and use the multiattack action against that creature. If there is more than one possible target, it attacks one at random. The mutated spawn then regains control of itself for the remainder of its turn." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The mutated spawn makes {@dice 1d6} attacks with its unnatural claws." + ] + }, + { + "name": "Unnatural Claws", + "entries": [ + "{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}9 ({@damage 1d6 + 6}) slashing damage. This attack ignores both resistance & immunity to slashing damage" + ] + }, + { + "name": "Tentacles", + "entries": [ + "{@atk mw} {@hit 10} to hit, reach 15 ft., one target. {@h}10 ({@damage 1d8 + 6}) bludgeoning damage and the target is {@condition grappled} (escape {@dc 18}). Until the grapple ends, the target is {@condition restrained} and has disadvantage on Strength checks and Strength saving throws; the target remains {@condition grappled} even if the mutated spawn's limbs change." + ] + }, + { + "name": "Venom Barbs", + "entries": [ + "{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}8 ({@damage 1d4 + 6}) piercing damage, plus 3 ({@damage 1d6}) poison damage, and the target must succeed on a {@dc 18} Constitution saving throw or be {@condition poisoned} for 1 minute." + ] + } + ], + "traitTags": [ + "Aggressive" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack", + "Tentacles" + ], + "damageTags": [ + "S", + "B", + "P", + "I" + ], + "miscTags": [ + "MW", + "RCH" + ], + "conditionInflict": [ + "grappled", + "poisoned", + "restrained" + ], + "savingThrowForced": [ + "constitution" + ] + } + ], + "classFluff": [ + { + "name": "Blood Hunter (Balanced)", + "source": "BHBB", + "entries": [ + { + "entries": [ + "Marred but resolute, his grimacing face dripping with sweat, a half-orc reddens a finger across his wounds to draw a glowing, ruby glyph in the air. He grips the weightless, completed sigil, twisting it to unleash dark magical energies that fire forward, cursing the stalking behemoth from within its own veins to better even the odds.", + "A mysterious half-elf swathed in a worn cloak and rugged leather armor carefully investigates a grizzly scene off the roadway, her eyes flashing with recognition as she meditates on the remnants of the massacre. The survivor who warily hired her withdraws with a jump as the half-elf suddenly shoots to her feet, sure in the knowledge of the culprit, where it calls home, and how little time there is to find it.", + "Stepping into the lightless chambers of ancient dust and lingering whispers, the halfling's nose picks up the pungent smell of imminent danger as she hears the scraping of bone and claw on nearby stone. She winces as she runs her blade across her palm, the steel transmuting her blood into glowing runes of powerful magic, her sword suddenly engulfed in arcane flames, eager to brand and burn the flesh of her enemies.", + "Often feared or misunderstood, and driven by an unending drive to destroy the wicked, blood hunters are clever, arcane warriors who have bound their essence to the dark creatures they hunt to better stalk and survive their prey. Armed with the rites of forbidden blood magic and a willingness to sacrifice their own vitality and humanity for the cause, they protect the realms from the shadows, ever vigilant to avoid becoming the same monsters they choose to hunt.", + { + "type": "inset", + "name": "Foreword", + "entries": [ + "\"I've always found the Blood Hunter an interesting beast, full of strong themes and even stronger mechanics. The class' initial iteration was rough but flavourful, akin to most homebrew around but with its own unique little gimmick of using your hit points to fuel some of your core class abilities; it has its power spikes for sure, however...", + "The subsequent 2020 release and updates on D&D beyond, while fixing some of the more 'loose' wording of the original, created many more problems than they solved. From more muddled wording being introduced to features that go against 5e's own design philosophy these updates made the class horribly balanced by adding features with potentially infinite ranges and durations that, if found in any other brew, would be called what they are: 'broken'.", + "After having broken down this class in a thorough review a few years ago I always intended to give it an overhaul to fix the many glaring issues of both balance and sloppy writing evident within it. The product of likely too many hours that could've been better spent elsewhere, we have the Blood Hunter Re-Balanced.", + "While this document may be quite divisive, the work done here stems from wanting to see a neat concept fit more cleanly into D&D's roster of classes rather than have it outdo many of them in almost every regard, as is the case in the 'official' version of the Blood Hunter.", + "If a Dungeon Master has ever stopped you from playing this class in the past, or you yourself have denied a player due to its wonky balance then give this document a look and, love it or hate it, let me know what you think.\"", + "– Foxfire94" + ] + }, + { + "type": "entries", + "name": "Sacrifice to Preserve Life", + "entries": [ + "While most of the classic schools of magical study are well known and widely respected, the less refined and macabre incantations of Hemocraft have long been forbidden and lost to most of the civilized world. Blood Hunters have reclaimed these techniques away from the judging eyes of society, finding blood magic's esoteric nature effective against the evils that often defy the divine powers that historically hold the line.", + "Through careful study and practice, blood hunters have honed the rites of hemocraft into their combat prowess, forfeiting a facet of their health to infuse their weapons with powerful blood magic and summoning the elements to envelop their strikes.", + "They can sear an arcane brand into the body of their quarry that hinders their foe's abilities and punishes their aggression, or call blood curses upon their enemies, manipulating their bodies from the inside. Willing to suffer whatever it takes to achieve victory, these adept warriors have forged themselves into a potent force against the terrors that threaten the innocent." + ] + }, + { + "type": "entries", + "name": "A Monster to Fight Monsters", + "entries": [ + "Whether driven by the wish to make a difference in a dangerous world, the need to take vengeance for a great wrong they have suffered, being inspired by witnessing the strange and powerful techniques of another blood hunter in person, or just seeking a place to belong in an uncaring world, the reasons one may take up the Hunter's Bane and choose this life are many and varied. In joining an order of blood hunters, one is also joining a tight family bound by service to each other and the common cause. For many, this is the only family they have known or have left, so the kinship felt between members of an order is a bond nigh unbreakable.", + "Beyond the boundaries of the order, however, the life of a blood hunter is often not an easy one. The rituals of the Hunter's Bane regularly leave one visibly changed and prone to unsettle common folk, and the witnessing of hemocraft can invoke a superstitious fear from even the most learned scholar. While some societies have come to accept the good deeds of the orders, many blood hunters publicly hide their nature unless absolutely necessary, feeling more comfortable in the wilds and wastes of the world where the Orders commonly train. Even so, the best work a blood hunter can do usually involves the poor and defenseless on the outskirts of society, those prone to the corrupting touch of fiends and dark intention. Braving the threat of vilification, these dark protectors wade through civilization, earning coin as mercenaries or bounty hunters, ever watching for the signs of something more nefarious beneath the surface.", + "In choosing this path, a blood hunter has irrevocably given a part of themselves to their cause, physically, emotionally, and sometimes morally. The orders of blood hunters practice their own unique ideals and methods, often employing techniques with dark origins that test the strength and will of these guardians. Many wrestle with the fear of losing this struggle, so a life of discipline and vigilance drives their travels as they wander the country side in search of like-minded adventurers and whispers of dark deeds afoot." + ] + }, + { + "type": "entries", + "name": "Creating a Blood Hunter", + "entries": [ + "As you create a blood hunter, the most important aspects of your character are why you were driven to this lifestyle, and why do you seek to give up everything to wallow in the dark with the evils you hunt? Did you lose a loved one to a fiendish beast and now wish to prevent others from suffering the same fate? Do you seek a sense of purpose and security, and found this among the order that has taken you in? Have you always carried a seed of darkness within you, and seek kin to watch over you and prevent you succumbing to it? Were you once a holy warrior who strayed from his faith and was cast out, but still seek to give yourself to the cause of protecting the innocent? Or are you a criminal with a dark past seeking to make amends, taking this life as a path of penance?", + "What is your relationship with the powers of hemocraft and the abilities it promises to grant you as you step closer to its mastery? Do you respect and fear the ancient power that surges through your veins, using them only when necessary? Do you relish in the strength it offers you, embracing your gifts and using them freely? Are you worried the superstitions are right, and this power will eventually turn you into one of the monsters you hunt? Or has your study instilled you with the confident control of mind over matter, certain you can bend these gifts to bring a brighter dawn?", + "Consider too that while a blood hunter belongs to an order, many strike out on their own to do their best work. What made you leave the comfort of your order? Do you intend to return, or have you decided you have more to learn in the world beyond? What do you seek in other adventurers that can help you meet your goals?", + "While most blood hunters follow a path of good or neutrality in their pursuits, some have fallen to the dark, seductive side of hemocraft and use their abilities for selfish and evil purposes. These deviants are always thrown from the order, and often hunted along with the creatures they once trained to fell." + ] + }, + { + "type": "entries", + "name": "Quick Build", + "entries": [ + "You can make a blood hunter quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, depending on whether you want to focus on melee weapons, or archery (or finesse weapons). Make Intelligence your next highest if you plan to focus on the potency of blood curses and mystical power. Choose a higher Constitution next, as you want to have extra hit points to burn on your crimson rite or blood curses. Then, select the {@background soldier} or {@background urchin} background." + ] + }, + { + "type": "inset", + "entries": [ + "\"You'll only get killed if you're stupid. Bad luck might get you hurt; but if you fight with your head and don't get greedy, even bad luck won't stop you.\"", + "– A veteran Blood Hunter, to a group of novitiates." + ] + }, + { + "type": "entries", + "name": "Blood Hunter Multiclassing", + "entries": [ + "Should you wish to multiclass into a blood hunter, the prerequisites and proficiencies gained are listed below.", + { + "type": "entries", + "name": "Blood Hunter Multiclassing Prerequisites", + "entries": [ + { + "type": "entries", + "name": "Ability Score Minimum", + "entries": [ + "Strength 13 or Dexterity 13, and Intelligence 13" + ] + } + ] + }, + { + "type": "entries", + "name": "Blood Hunter Multiclassing Proficiencies", + "entries": [ + { + "type": "entries", + "name": "Proficiencies Gained", + "entries": [ + "Light armor, medium armor, shields, simple weapons, martial weapons, alchemist's supplies." + ] + } + ] + }, + { + "type": "entries", + "name": "Blood Hunter Multiclassing with Warlock", + "entries": [ + { + "type": "entries", + "name": "Proficiencies Gained", + "entries": [ + "If multiclassing Order of the Profane Soul with Warlock levels, add a third of your blood hunter levels (rounded down) to your Warlock level and consult the Warlock progression table in the Player's Hand book for total Spell Slots, Cantrips known, and Spell Slot Level." + ] + } + ] + } + ] + } + ], + "name": "Blood Hunter (Balanced)", + "source": "BHBB", + "type": "section", + "page": 1 + } + ] + } + ] +} \ No newline at end of file diff --git a/class/Foxfire94; Inquisitor.json b/class/Foxfire94; Inquisitor.json index 81f9aee34..9180719b2 100644 --- a/class/Foxfire94; Inquisitor.json +++ b/class/Foxfire94; Inquisitor.json @@ -17,8 +17,7 @@ } ], "dateAdded": 1585472488, - "dateLastModified": 1729630006, - "_dateLastModifiedHash": "40495a06c6", + "dateLastModified": 1734655188, "edition": "classic" }, "class": [ @@ -590,7 +589,7 @@ }, { "type": "entries", - "name": "Spell Slots", + "name": "Preparing and Casting Spells", "entries": [ "The Inquisitor table shows how many spell slots you have to cast your inquisitor spells. To cast one of your inquisitor spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.", "You prepare the list of inquisitor spells that are available for you to cast, choosing from the inquisitor spell list. When you do so, choose a number of inquisitor spells equal to your Wisdom modifier + half your inquisitor level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.", @@ -1087,7 +1086,7 @@ "subclassSource": "FoxfireInquisitor", "level": 1, "entries": [ - "An order of inquisitors dedicated to hunting errant \"daemons\"\u2014their collective term for celestials, fey, and fiends\u2014the members of this order track down and slay any such daemon that dabbles maliciously in mortal affairs.", + "An order of inquisitors dedicated to hunting errant \"daemons\"—their collective term for celestials, fey, and fiends—the members of this order track down and slay any such daemon that dabbles maliciously in mortal affairs.", "At each indicated inquisitor level, add the listed spells to your spells prepared.", { "type": "table", @@ -1769,7 +1768,7 @@ "header": 2, "entries": [ "At 15th level you are able to prevent undead from returning or new undead being created with your killing blows.", - "Whenever you reduce a creature to 0 hit points with a melee attack, ranged attack or a spell, the creature can't become undead by any means short of a wish spell for the next 7 days.", + "Whenever you reduce a creature to 0 hit points with a melee attack, ranged attack or a spell, the creature can't become undead by any means short of a {@spell wish} spell for the next 7 days.", "If the creature is already undead and of CR 15 or lower, it is instantly destroyed instead." ] }, @@ -1884,15 +1883,15 @@ ], "rows": [ [ - "1\u20135", + "1–5", "Nothing learned." ], [ - "6\u201310", + "6–10", "You learn one piece of local lore." ], [ - "11\u201320", + "11–20", "You learn two pieces of local lore." ], [ @@ -1916,13 +1915,13 @@ "header": 2, "entries": [ "At 3rd level, you learn to use your magic to create a powerful bond with a spirit known as a {@creature Watcher|FoxfireInquisitor}.", - "You magically call forth a spirit known as a {@creature Watcher|FoxfireInquisitor} that is friendly to you and your companions and obeys your commands. The spirit's corporeal form uses the {@creature Watcher|FoxfireInquisitor} stat block, which uses your proficiency bonus (PB) in several places. You determine which form it takes\u2014Crow or Hound\u2014and its overall animal appearance, a kind appropriate for the chosen form. For example a Hound {@creature Watcher|FoxfireInquisitor} could appear akin to a Mastiff or a Wolf, while a Crow {@creature Watcher|FoxfireInquisitor} could look like a Raven or an Owl.", + "You magically call forth a spirit known as a {@creature Watcher|FoxfireInquisitor} that is friendly to you and your companions and obeys your commands. The spirit's corporeal form uses the {@creature Watcher|FoxfireInquisitor} stat block, which uses your proficiency bonus (PB) in several places. You determine which form it takes—Crow or Hound—and its overall animal appearance, a kind appropriate for the chosen form. For example a Hound {@creature Watcher|FoxfireInquisitor} could appear akin to a Mastiff or a Wolf, while a Crow {@creature Watcher|FoxfireInquisitor} could look like a Raven or an Owl.", "The {@creature Watcher|FoxfireInquisitor} obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, the {@creature Watcher|FoxfireInquisitor} acts on its own.", "For each level you gain after 3rd, the {@creature Watcher|FoxfireInquisitor} gains an additional hit die and increases its hit points accordingly.", "Whenever you gain the Ability Score Improvement class feature, the {@creature Watcher|FoxfireInquisitor}'s abilities also improve. The {@creature Watcher|FoxfireInquisitor} can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1; the {@creature Watcher|FoxfireInquisitor} can't increase an ability score above 20 using this feature.", "While the {@creature Watcher|FoxfireInquisitor} is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through the {@creature Watcher|FoxfireInquisitor}'s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the {@creature Watcher|FoxfireInquisitor} has. During this time, you are deaf and blind with regard to your own senses.", "If the {@creature Watcher|FoxfireInquisitor} has died within the last hour, you can use your action to touch it and expend a spell slot of 1st level or higher. The {@creature Watcher|FoxfireInquisitor} returns to life after 1 minute with all its hit points restored.", - "When you finish a long rest, you can change the form of the {@creature Watcher|FoxfireInquisitor}\u2014from Crow to Hound, or vice-versa\u2014or resummon the {@creature Watcher|FoxfireInquisitor} if it has died. The {@creature Watcher|FoxfireInquisitor} vanishes if you die." + "When you finish a long rest, you can change the form of the {@creature Watcher|FoxfireInquisitor}—from Crow to Hound, or vice-versa—or resummon the {@creature Watcher|FoxfireInquisitor} if it has died. The {@creature Watcher|FoxfireInquisitor} vanishes if you die." ] }, { @@ -2340,7 +2339,7 @@ "level": 1, "header": 2, "entries": [ - "Starting when you join this order you're rigiously drilled to expect treachery and trouble at every turn, keeping a watchful eye out at all times.", + "Starting when you join this order you're rigorously drilled to expect treachery and trouble at every turn, keeping a watchful eye out at all times.", "You can't be surprised while you are conscious and other creatures don't gain advantage on attack rolls against you as a result of being unseen by you.", "Additionally you gain proficiency in the {@skill Perception} skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it." ] @@ -2390,7 +2389,7 @@ { "name": "Hold the line!", "entries": [ - "Choose up to 3 friendly creatures you can see within 30 feet of you which may include yourself; they may use their reaction to make a single melee attack against another creature that enters their weapon's reach." + "Choose up to 3 friendly creatures you can see within 30 feet of you which may include yourself; they may use their reaction to make a single melee attack against another creature that enters their weapon's reach before the end of your next turn." ], "type": "entries" } @@ -2423,7 +2422,7 @@ "level": 10, "header": 2, "entries": [ - "Starting at 10th level you inspire your allies during times of rest, granting them greater vigour. Whenever you finish a long rest you can choose a number of creatures\u2014which may include yourself\u2014up to your Wisdom modifier (minimum of 1), each creature gains temporary hit points equal to your level." + "Starting at 10th level you inspire your allies during times of rest, granting them greater vigour. Whenever you finish a long rest you can choose a number of creatures—which may include yourself—up to your Wisdom modifier (minimum of 1), each creature gains temporary hit points equal to your level." ] }, { @@ -2462,8 +2461,8 @@ "level": 15, "header": 2, "entries": [ - "At 15th level when you and any creatures of your choice within 15 feet of you roll initiative, you all gain a bonus to initiative equal to your Wisdom modifier.", - "Additionally friendly creatures within 10 feet of you gain a bonus to their passive Wisdom ({@skill Perception}) and passive Intelligence ({@skill Investigation}) scores equal to your Wisdom modifier." + "At 15th level when you and any creatures of your choice within 15 feet of you roll initiative, they gain a bonus to their initiative equal to your Wisdom modifier (minimum of 1).", + "Additionally friendly creatures within 10 feet of you gain a bonus to their passive Wisdom ({@skill Perception}) and passive Intelligence ({@skill Investigation}) scores equal to your Wisdom modifier (minimum of 1)." ] }, { @@ -2476,7 +2475,7 @@ "level": 18, "header": 2, "entries": [ - "At 18th level no enemies can escape the watchful eyes of you or break the resolve of your allies. As an action, you present your holy symbol, and eyes aglow you eminate a bulwark of alertness, gaining the following benefits for 1 minute or until you are incapacitated or die:", + "At 18th level no enemies can escape the watchful eyes of you or break the resolve of your allies. As an action, you present your holy symbol, and eyes aglow you emanate a bulwark of alertness, gaining the following benefits for 1 minute or until you are incapacitated or die:", { "type": "list", "items": [ @@ -2662,7 +2661,7 @@ "header": 2, "entries": [ "{@i 1st-level hereticus inquisitor {@variantrule optional class features|tce|optional feature}}", - "If your DM allows it, starting at 1st level you may choose additional options for your retinue. You may also choose from the following in addition to the previous options in the list: {@creature Bandit|MM}, {@creature Bandit Captain|MM}, {@creature Berserker|MM}, {@creature Cult Fanatic|MM}, {@creature Cultist|MM} and {@creature Daemonhost|FoxfireInquisitor}.", + "If your DM allows it, starting at 1st level you may choose additional options for your {@classFeature Inquisitorial Retinue|Inquisitor|FoxfireInquisitor|1}. You may also choose from the following in addition to the previous options in the list: {@creature Bandit|MM}, {@creature Bandit Captain|MM}, {@creature Berserker|MM}, {@creature Cult Fanatic|MM}, {@creature Cultist|MM} and {@creature Daemonhost|FoxfireInquisitor}.", "Summoning a Daemonhost involves binding a celestial, fey, or fiend to a living humanoid host during a long blood-fueled ritual that requires the following:", { "type": "list", @@ -2728,7 +2727,7 @@ "entries": [ "{@i 3rd-level hereticus inquisitor {@variantrule optional class features|tce|optional feature}}", "All power demands sacrifice, and forbidden power is pricier still. Such knowledge comes at a cost, but not one that might be immediately apparent.", - "If your DM allows it, from 3rd level whenever you gain a feature from the Hereticus subclass you also gain one level of corruption.", + "If your DM allows it, from 3rd level whenever you gain a non-optional feature from the Hereticus subclass you also gain one level of corruption.", { "type": "table", "colLabels": [ @@ -2750,11 +2749,11 @@ ], [ "3", - "You gain some sort of physical change: from sprouting curved black horns or your eyes becoming black to your skin turning to scales or your teeth becoming jagged." + "Your voice begins to take on a sibilant rasp." ], [ "4", - "Your voice begins to take on a sibilant rasp." + "You gain some sort of physical change: from sprouting curved black horns or your eyes becoming black to your skin turning to scales or your teeth becoming jagged." ], [ "5", @@ -2788,7 +2787,7 @@ "level": 10, "header": 2, "entries": [ - "At 10th level you perfect the rites learned from forbidden lore to bind a Daemon within a weapon, granting it\u2014and by extension you\u2014a modicum of its power.", + "At 10th level you perfect the rites learned from forbidden lore to bind a Daemon within a weapon, granting it—and by extension you—a modicum of its power.", "You can transform one non-magical weapon into your daemonic weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. When you do so, choose one of the options from the list available on the {@filter Other Options & Features|optionalfeatures|Feature Type=Daemonic Entity} page.", "Additionally it counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage and you have a +2 bonus to attack and damage rolls made with the weapon. However whenever you roll a natural 1 you must make a DC 10 Constitution saving throw. On a failed save your current and maximum hit points are reduced by {@damage 1d10}. The reduction to your hit point maximum lasts until you finish a short or long rest.", "The weapon ceases being your daemonic weapon if you perform the 1-hour ritual on a different weapon, or if you cast remove curse on the weapon; either way the weapon becomes mundane once again." @@ -4710,4 +4709,4 @@ ] } ] -} +} \ No newline at end of file diff --git a/class/Foxfire94; Lycanthrope.json b/class/Foxfire94; Lycanthrope.json index 835ba02cb..7dcb9e342 100644 --- a/class/Foxfire94; Lycanthrope.json +++ b/class/Foxfire94; Lycanthrope.json @@ -17,8 +17,7 @@ } ], "dateAdded": 1584380044, - "dateLastModified": 1729630006, - "_dateLastModifiedHash": "2c7d9edfa4", + "dateLastModified": 1734655188, "edition": "classic" }, "class": [ @@ -1429,7 +1428,7 @@ "type": "entries", "name": "Predatory Strikes", "entries": [ - "Your unarmed strikes are considered a melee weapon. When you transform into your hybrid form and whenever you make an unarmed strike as part of the {@action Attack} action, you can make another unarmed strike as a bonus action.", + "Your unarmed strikes are considered a melee weapon. When you transform into your hybrid form and whenever you make an unarmed strike as part of the {@action Attack} action, you can make one unarmed strike as a bonus action.", "Your unarmed strikes deal {@damage 1d4} slashing damage. The damage of your unarmed strikes increases as you gain lycanthrope levels, as shown in the Predatory Strikes column of the Lycanthrope Table." ] }, @@ -1468,7 +1467,7 @@ "classSource": "FoxfireLycan", "level": 2, "entries": [ - "At 2nd level, you gain two totem power of your choice. A list of the available options can be found on the {@filter Optional Features|optionalfeatures|Feature Type=Totem Power} page. When you gain certain lycanthrope levels, you gain additional powers of your choice, as shown in the Totem Powers column of the Lycanthrope Table.", + "At 2nd level, you gain two totem powers of your choice. A list of the available options can be found on the {@filter Optional Features|optionalfeatures|Feature Type=Totem Power} page. When you gain certain lycanthrope levels, you gain additional powers of your choice, as shown in the Totem Powers column of the Lycanthrope Table.", "Additionally, when you gain a level in this class, you can choose one of the powers you know and replace it with another power that you could learn at that level.", "A level prerequisite in a totem power refers to your lycanthrope level, not character level." ] @@ -1607,7 +1606,7 @@ "classSource": "FoxfireLycan", "level": 15, "entries": [ - "Beginning at 15th level, you've honed your willpower to better resist the violent urges of your lycanthropic curse. Whenever you make a Wisdom saving throw to maintain control of your hybrid form, you do so with advantage. Additionally in the event of a more than one possible nearest target after a failed save you, not the DM, now choose between the targets." + "Beginning at 15th level, you've honed your willpower to better resist the violent urges of your lycanthropic curse. Whenever you make a Wisdom saving throw to maintain control of your hybrid form, you do so with advantage. Additionally in the event of there being more than one possible nearest target after a failed save you, not the DM, now choose between the targets." ] }, { @@ -3112,7 +3111,7 @@ ] }, "¹ When you choose the Dragon origin you also gain the {@subclassFeature Draconic Ancestry|Lycanthrope|FoxfireLycan|Were-Dragon|FoxfireLycan|1} feature from that subclass.", - "Additionally if a Totem Power requires a specific origin that you have chosen as part of this feature or you choose as part of the Chimeric Mutation feature, you may choose that totem power as if you were that origin; for Call Animal Allies you may one option to summon from any of origins you have chosen." + "Additionally if a Totem Power requires a specific origin that you have chosen as part of this feature or you choose as part of the Chimeric Mutation feature, you may choose that totem power as if you were that origin; for Call Animal Allies you may choose one option to summon from any of origins you have chosen." ], "source": "FoxfireLycan", "className": "Lycanthrope", diff --git a/class/Foxfire94; Spellblade.json b/class/Foxfire94; Spellblade.json index 7925562e2..266ad731a 100644 --- a/class/Foxfire94; Spellblade.json +++ b/class/Foxfire94; Spellblade.json @@ -13,13 +13,11 @@ "Foxfire94" ], "url": "https://www.dmsguild.com/product/321402/Spellblade-class-for-DD-5e", - "targetSchema": "1.0.0", "color": "bfeaf7" } ], "dateAdded": 1594524520, - "dateLastModified": 1729630006, - "_dateLastModifiedHash": "903ecf2623", + "dateLastModified": 1734655188, "edition": "classic" }, "class": [ @@ -390,8 +388,8 @@ "startingEquipment": { "additionalFromBackground": true, "default": [ - "(a) a {@filter martial melee weapons|items|source=phb|category=basic|type=martial weapon;melee weapon=sand} or (b) two {@filter simple melee weapons|items|source=phb|category=basic|type=simple weapon;melee weapon=sand} or (c) a {@item shortbow|phb} and 20 arrows or (d) a {@item light crossbow|phb} and 20 bolts", - "(a) {@item leather armor|phb} or (b) a {@item chain shirt|phb}", + "(a) a {@filter martial melee weapons|items|source=phb|category=basic|type=martial weapon;melee weapon=u~u~sand} or (b) two {@filter simple melee weapons|items|source=phb|category=basic|type=simple weapon;melee weapon=u~u~sand} or (c) a {@item shortbow|phb} and 20 arrows or (d) a {@item light crossbow|phb} and 20 bolts", + "(a) {@item leather armor|phb} or (b) a {@item scale mail|phb}", "(a) {@item component pouch|phb} or (b) an {@item arcane focus|phb}", "(a) a {@item dungeoneer's pack|phb} or (b) an {@item explorer's pack|phb}", "a {@item dagger|phb|dagger}" @@ -424,7 +422,7 @@ "leather armor|phb" ], "b": [ - "chain shirt|phb" + "scale mail|phb" ] }, { @@ -724,7 +722,7 @@ "classSource": "FoxfireSpellblade", "level": 5, "entries": [ - "Beginning at 5th level you can attack twice, instead of once, whenever you take the Attack action on your turn." + "Beginning at 5th level, you can attack twice, instead of once, whenever you take the {@action Attack} action on your turn. Moreover, you can cast a cantrip in place of one of those attacks." ] }, { @@ -1178,4 +1176,4 @@ ] } ] -} +} \ No newline at end of file diff --git a/class/Foxfire94; Vampire.json b/class/Foxfire94; Vampire.json index 12fa11e20..2cf62ca32 100644 --- a/class/Foxfire94; Vampire.json +++ b/class/Foxfire94; Vampire.json @@ -1,11710 +1,11709 @@ -{ - "_meta": { - "sources": [ - { - "json": "FoxfireVamp", - "abbreviation": "FFVamp", - "full": "Vampire Class", - "url": "https://homebrewery.naturalcrit.com/share/1mKyx-0GIeXAUkrKQAJWGSplXuI9bHL1cB89uNUbAA10P", - "authors": [ - "Foxfire94" - ], - "convertedBy": [ - "Foxfire94" - ], - "version": "2.0", - "color": "b90000" - } - ], - "dateAdded": 1638501610, - "dateLastModified": 1729630006, - "spellSchools": { - "ANI": { - "full": "Animalism", - "short": "Anim.", - "color": "b90000" - }, - "AUS": { - "full": "Auspex", - "short": "Ausp.", - "color": "992f2f" - }, - "CEL": { - "full": "Celerity", - "short": "Cele.", - "color": "c92a2a" - }, - "DOM": { - "full": "Dominate", - "short": "Domi.", - "color": "b80d0d" - }, - "FOR": { - "full": "Fortitude", - "short": "Fort.", - "color": "960000" - }, - "OBF": { - "full": "Obfuscate", - "short": "Obfu.", - "color": "402020" - }, - "POT": { - "full": "Potence", - "short": "Pote.", - "color": "c90000" - }, - "PRE": { - "full": "Presence", - "short": "Pres.", - "color": "ff0000" - }, - "PRO": { - "full": "Protean", - "short": "Prot.", - "color": "992020" - }, - "BLO": { - "full": "Blood Sorcery", - "short": "Bloo.", - "color": "d61515" - }, - "OBL": { - "full": "Oblivion", - "short": "Obli.", - "color": "210000" - } - }, - "_dateLastModifiedHash": "4163db3820", - "edition": "classic" - }, - "class": [ - { - "name": "Vampire", - "source": "FoxfireVamp", - "hd": { - "number": 1, - "faces": 8 - }, - "proficiency": [ - "con", - "cha" - ], - "classTableGroups": [ - { - "colLabels": [ - "Blood Potency", - "Blood Pool Limit" - ], - "rows": [ - [ - { - "type": "dice", - "toRoll": [ - { - "number": 1, - "faces": 4 - } - ] - }, - 1 - ], - [ - { - "type": "dice", - "toRoll": [ - { - "number": 1, - "faces": 4 - } - ] - }, - 2 - ], - [ - { - "type": "dice", - "toRoll": [ - { - "number": 1, - "faces": 4 - } - ] - }, - 3 - ], - [ - { - "type": "dice", - "toRoll": [ - { - "number": 1, - "faces": 4 - } - ] - }, - 4 - ], - [ - { - "type": "dice", - "toRoll": [ - { - "number": 1, - "faces": 4 - } - ] - }, - 5 - ], - [ - { - "type": "dice", - "toRoll": [ - { - "number": 1, - "faces": 4 - } - ] - }, - 6 - ], - [ - { - "type": "dice", - "toRoll": [ - { - "number": 1, - "faces": 6 - } - ] - }, - 7 - ], - [ - { - "type": "dice", - "toRoll": [ - { - "number": 1, - "faces": 6 - } - ] - }, - 8 - ], - [ - { - "type": "dice", - "toRoll": [ - { - "number": 1, - "faces": 6 - } - ] - }, - 9 - ], - [ - { - "type": "dice", - "toRoll": [ - { - "number": 1, - "faces": 6 - } - ] - }, - 10 - ], - [ - { - "type": "dice", - "toRoll": [ - { - "number": 1, - "faces": 6 - } - ] - }, - 11 - ], - [ - { - "type": "dice", - "toRoll": [ - { - "number": 1, - "faces": 6 - } - ] - }, - 12 - ], - [ - { - "type": "dice", - "toRoll": [ - { - "number": 1, - "faces": 6 - } - ] - }, - 13 - ], - [ - { - "type": "dice", - "toRoll": [ - { - "number": 1, - "faces": 6 - } - ] - }, - 14 - ], - [ - { - "type": "dice", - "toRoll": [ - { - "number": 1, - "faces": 8 - } - ] - }, - 15 - ], - [ - { - "type": "dice", - "toRoll": [ - { - "number": 1, - "faces": 8 - } - ] - }, - 16 - ], - [ - { - "type": "dice", - "toRoll": [ - { - "number": 1, - "faces": 8 - } - ] - }, - 17 - ], - [ - { - "type": "dice", - "toRoll": [ - { - "number": 1, - "faces": 8 - } - ] - }, - 18 - ], - [ - { - "type": "dice", - "toRoll": [ - { - "number": 1, - "faces": 8 - } - ] - }, - 19 - ], - [ - { - "type": "dice", - "toRoll": [ - { - "number": 1, - "faces": 8 - } - ] - }, - 20 - ] - ] - } - ], - "startingProficiencies": { - "weapons": [ - "simple" - ], - "skills": [ - { - "choose": { - "from": [ - "athletics", - "acrobatics", - "sleight of hand", - "stealth", - "arcana", - "history", - "investigation", - "nature", - "religion", - "animal handling", - "insight", - "medicine", - "perception", - "survival", - "deception", - "intimidation", - "performance", - "persuasion" - ], - "count": 2 - } - } - ] - }, - "startingEquipment": { - "additionalFromBackground": true, - "default": [ - "(a) a {@item rapier|PHB|rapier (if proficient)}, (b) a {@item longsword|PHB|longsword (if proficient)}, or (c) any {@filter simple weapon|items|source=phb|category=basic|type=simple weapon}", - "(a) one set of {@item artisan's tools|PHB}, (b) one {@filter musical instrument|items|miscellaneous=mundane|type=instrument}, or (c) any {@filter simple weapon|items|source=phb|category=basic|type=simple weapon}", - "(a) {@item leather armor|phb|leather armor (if proficient)} or (b) {@item fine clothes|phb}", - "(a) a {@item diplomat's pack|phb}, (b) an {@item dungeoneer's pack|phb}, or (c) a {@item scholar's pack|phb}", - "a {@item dagger|phb}" - ], - "goldAlternative": "{@dice 5d4×10|5d4 × 10|Starting Gold}" - }, - "multiclassing": { - "requirements": { - "str": 17, - "dex": 17, - "con": 17 - }, - "requirementsSpecial": "Curse of Vampirism" - }, - "classFeatures": [ - "Vampiric Nature|Vampire|FoxfireVamp|1", - { - "classFeature": "Vampiric Bloodline|Vampire|FoxfireVamp|1", - "gainSubclassFeature": true - }, - "Misty Escape|Vampire|FoxfireVamp|3", - "Ability Score Improvement|Vampire|FoxfireVamp|4", - "Extra Attack|Vampire|FoxfireVamp|5", - "Ability Score Improvement|Vampire|FoxfireVamp|6", - "Ability Score Improvement|Vampire|FoxfireVamp|8", - { - "classFeature": "Bloodline Feature|Vampire|FoxfireVamp|9", - "gainSubclassFeature": true - }, - "Improved Resistances|Vampire|FoxfireVamp|11", - "Ability Score Improvement|Vampire|FoxfireVamp|12", - "Ability Score Improvement|Vampire|FoxfireVamp|14", - "Ability Score Improvement|Vampire|FoxfireVamp|16", - { - "classFeature": "Bloodline Feature|Vampire|FoxfireVamp|17", - "gainSubclassFeature": true - }, - "Ability Score Improvement|Vampire|FoxfireVamp|19", - "Vampiric Mastery|Vampire|FoxfireVamp|20" - ], - "subclassTitle": "Vampire Bloodlines", - "hasFluff": true - } - ], - "classFeature": [ - { - "name": "Vampiric Nature", - "source": "FoxfireVamp", - "className": "Vampire", - "classSource": "FoxfireVamp", - "level": 1, - "entries": [ - "Starting at 1st level your very nature changes as the curse of your vampirism manifests.", - { - "name": "Vampire Strengths", - "entries": [ - "You gain the following benefits:", - { - "type": "entries", - "entries": [ - { - "name": "Eyes of Night", - "entries": [ - "You gain darkvision with a range of 60 feet. If you already have darkvision it is increased by 60 feet up to a maximum of 120 feet." - ], - "type": "entries" - }, - { - "name": "Hungering Bite", - "entries": [ - "You may use your action to bite a creature within 5 feet that you are grappling, that is incapacitated, restrained, or willing. Make a melee attack, adding either your Strength or Dexterity modifier to the attack and damage rolls. If the creature is willing, the attack automatically hits.", - "On a hit the creature takes {@damage 1d4} piercing damage plus {@damage 1d4} necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and you regain hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.", - "From 11th level, a humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under your control.", - "The necrotic damage dealt by the bite increases to {@damage 2d4} at 5th level, {@damage 3d4} at 9th level, {@damage 4d4} at 13th level and {@damage 5d4} at 17th level." - ], - "type": "entries" - }, - { - "name": "Regeneration", - "entries": [ - "At the start of each of your turns, while you have no more than half of your hit points left, you regain hit points equal to your blood potency die plus your Constitution modifier (minimum of 1).", - "You don't gain this benefit if you have 0 hit points, start your turn in direct sunlight or in running water.", - "If you take radiant damage or damage from holy water you don't gain this benefit at the start of your next turn." - ], - "type": "entries" - }, - { - "name": "Resistances", - "entries": [ - "You have resistance to necrotic damage." - ], - "type": "entries" - }, - { - "name": "Undead Nature", - "entries": [ - "Your creature type changes to Undead, you no longer age, cast shadows, or reflections, and you don't need to eat, drink or breathe.", - "Unlike most undead however, you do need to sleep. When you take a long rest, you must spend at least two hours in an inactive, motionless state, rather than sleeping. Some vampires prefer to stand up straight or to hang vertically. In this state, you appear asleep, but it doesn't render you unconscious, and you can perceive as normal. Additionally if any part of your body has been severed it regrows after 2 minutes in this state." - ], - "type": "entries" - } - ] - } - ], - "type": "entries" - }, - { - "name": "Vampire Weaknesses", - "entries": [ - "You gain the following flaws:", - { - "type": "entries", - "entries": [ - { - "name": "Forbiddance", - "entries": [ - "You can't enter a residence without an invitation from one of the occupants." - ], - "type": "entries" - }, - { - "name": "Harmed by Running Water", - "entries": [ - "You take acid damage equal to your level in this class if you end your turn in running water." - ], - "type": "entries" - }, - { - "name": "Stake to the Heart", - "entries": [ - "If a piercing weapon made of wood is driven into your heart while you are incapacitated, you are paralyzed until the stake is removed." - ], - "type": "entries" - }, - { - "name": "Sunlight Hypersensitivity", - "entries": [ - "You take radiant damage, which can't be reduced in any way, equal to your level in this class when you start your turn in direct sunlight. While in direct sunlight, you have disadvantage on attack rolls and ability checks." - ], - "type": "entries" - } - ] - } - ], - "type": "entries" - }, - { - "name": "Bloodhunger", - "entries": [ - "Your curse instils in your an insatiable hunger that you need to sate to survive:", - { - "type": "entries", - "entries": [ - { - "name": "Blood Pool", - "entries": [ - "Your blood pool describes both your appetite and the well of vigour you tap into when using your powers. Your blood pool may contain a number of points up to your blood pool limit as shown on the vampire class table." - ], - "type": "entries" - }, - { - "name": "Feeding", - "entries": [ - "When you successfully hit with your hungering bite action on a humanoid creature, you may choose to spend 1 minute drinking the blood of the target creature. The creature is charmed and stunned by you for the duration, and its hit point maximum is reduced by an amount equal to five times your vampire level at the end of the duration. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.", - "If you or the target take any damage during the process you must make a Constitution saving throw as if concentrating on a spell; on a failed save the feeding is interrupted, and the target is no longer stunned or charmed by you.", - "If you successfully feed on a creature uninterrupted, you gain one point in your blood pool. If the creature you are feeding on dies, you gain an additional blood point." - ], - "type": "entries" - }, - { - "name": "Insatiable Hunger", - "entries": [ - "Immediately after finishing a long rest, you lose one point from your blood pool. If you have no points in your blood pool, you instead gain one level of exhaustion.", - "You only lose levels of exhaustion from Insatiable Hunger if you have points in your blood pool when you finish a long rest." - ], - "type": "entries" - } - ] - } - ], - "type": "entries" - } - ] - }, - { - "name": "Vampiric Bloodline", - "source": "FoxfireVamp", - "className": "Vampire", - "classSource": "FoxfireVamp", - "level": 1, - "entries": [ - "Each vampire gains their curse from someone, passed down from the original vampire to the next and all the way to you. As the curse passed to each new vampire particular perculiarities appeared: unique powers and quirks exhibiting by certain lines that differentiated them from others.", - "Choose a bloodline, which describes the lineage of the curse in your veins.", - "Your choice grants you features at 1st level, and again at 9th and 17th levels." - ] - }, - { - "name": "Misty Escape", - "source": "FoxfireVamp", - "className": "Vampire", - "classSource": "FoxfireVamp", - "level": 3, - "entries": [ - "At 3rd level, as part of taking a long rest, you may create a resting place over 1 hour; something akin to a formal burial, the resting place may resemble a coffin, crypt or grave site. When you drop to 0 hit points outside your resting place, you transform into a cloud of mist instead of falling unconscious, provided that it you aren't in sunlight or running water.", - "If you can't transform you die, your flesh turning to ash and leaving only a skeleton behind.", - "While in mist form, you can't take any actions, speak, or manipulate objects. You are weightless, gain a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, your mist form can do so without squeezing, and you can't pass through water. You have advantage on Strength, Dexterity, and Constitution saving throws, and you are immune to all nonmagical damage, except the damage you take from sunlight.", - "While you have 0 hit points in mist form, you can't revert to your vampire form, and you must reach your resting place within 2 hours or be destroyed. Once you are in a resting place, you revert to your vampire form. You are then paralyzed until you regain at least 1 hit point. After spending 1 hour in your resting place with 0 hit points, you regain 1 hit point." - ] - }, - { - "name": "Ability Score Improvement", - "source": "FoxfireVamp", - "className": "Vampire", - "classSource": "FoxfireVamp", - "level": 4, - "entries": [ - "When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", - "If your DM allows the use of feats, you may instead take a feat." - ] - }, - { - "name": "Extra Attack", - "source": "FoxfireVamp", - "className": "Vampire", - "classSource": "FoxfireVamp", - "level": 5, - "entries": [ - "Beginning at 5th level you can attack twice, instead of once, whenever you take the Attack action on your turn." - ] - }, - { - "name": "Ability Score Improvement", - "source": "FoxfireVamp", - "className": "Vampire", - "classSource": "FoxfireVamp", - "level": 6, - "entries": [ - "When you reach 6th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", - "If your DM allows the use of feats, you may instead take a feat." - ] - }, - { - "name": "Ability Score Improvement", - "source": "FoxfireVamp", - "className": "Vampire", - "classSource": "FoxfireVamp", - "level": 8, - "entries": [ - "When you reach 8th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", - "If your DM allows the use of feats, you may instead take a feat." - ] - }, - { - "name": "Bloodline Feature", - "source": "FoxfireVamp", - "className": "Vampire", - "classSource": "FoxfireVamp", - "level": 9, - "entries": [ - "At 9th level, you gain a feature granted by your Vampiric Bloodline." - ] - }, - { - "name": "Improved Resistances", - "source": "FoxfireVamp", - "className": "Vampire", - "classSource": "FoxfireVamp", - "level": 11, - "entries": [ - "At 11th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks." - ] - }, - { - "name": "Ability Score Improvement", - "source": "FoxfireVamp", - "className": "Vampire", - "classSource": "FoxfireVamp", - "level": 12, - "entries": [ - "When you reach 12th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", - "If your DM allows the use of feats, you may instead take a feat." - ] - }, - { - "name": "Ability Score Improvement", - "source": "FoxfireVamp", - "className": "Vampire", - "classSource": "FoxfireVamp", - "level": 14, - "entries": [ - "When you reach 14th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", - "If your DM allows the use of feats, you may instead take a feat." - ] - }, - { - "name": "Ability Score Improvement", - "source": "FoxfireVamp", - "className": "Vampire", - "classSource": "FoxfireVamp", - "level": 16, - "entries": [ - "When you reach 16th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", - "If your DM allows the use of feats, you may instead take a feat." - ] - }, - { - "name": "Bloodline Feature", - "source": "FoxfireVamp", - "className": "Vampire", - "classSource": "FoxfireVamp", - "level": 17, - "entries": [ - "At 17th level, you gain a feature granted by your Vampiric Bloodline." - ] - }, - { - "name": "Ability Score Improvement", - "source": "FoxfireVamp", - "className": "Vampire", - "classSource": "FoxfireVamp", - "level": 19, - "entries": [ - "When you reach 19th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", - "If your DM allows the use of feats, you may instead take a feat." - ] - }, - { - "name": "Vampiric Mastery", - "source": "FoxfireVamp", - "className": "Vampire", - "classSource": "FoxfireVamp", - "level": 20, - "entries": [ - "At 20th level, you can assume the form of a horrific creature of the night. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:", - { - "type": "list", - "items": [ - { - "entries": [ - "Leathery wings sprout from your back and grant you a flying speed of 60 feet." - ], - "type": "entries" - }, - { - "entries": [ - "You are immune to the effects that turn undead." - ], - "type": "entries" - }, - { - "entries": [ - "Your blood potency die increases to 1d10." - ], - "type": "entries" - }, - { - "entries": [ - "To look upon your new form is to invite terror. Each creature of your choice that is within 60 feet of you and aware of you must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or become frightened of you 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 the effect for the next 24 hours." - ], - "type": "entries" - } - ] - }, - "Once you use this feature, you can't use it again until you finish a long rest." - ] - } - ], - "subclassFeature": [ - { - "name": "Bloodmage", - "source": "FoxfireVamp", - "className": "Vampire", - "classSource": "FoxfireVamp", - "subclassShortName": "Bloodmage", - "subclassSource": "FoxfireVamp", - "level": 1, - "entries": [ - "Often perceived as mad occultists, Bloodmages are privy to an ancient and powerful type of magic fuelled by blood, be it theirs or some unfortunate mortal.", - "Prone to working in the shadows to conduct their mystic rituals, such vampires are also capable of great perceptive feats alongside their terrifying brand of foul sorcery.", - { - "type": "refSubclassFeature", - "subclassFeature": "Vampiric Power Disciplines|Vampire|FoxfireVamp|Bloodmage|FoxfireVamp|1" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Bonus Proficiencies|Vampire|FoxfireVamp|Bloodmage|FoxfireVamp|1" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Bane|Vampire|FoxfireVamp|Bloodmage|FoxfireVamp|1" - } - ] - }, - { - "name": "Vampiric Power Disciplines", - "entries": [ - "Starting at 1st level, you have access to one of the following vampiric power disciplines: {@b {@i Auspex}}, {@b {@i Blood Sorcery}}, {@b {@i Dominate}}, or {@b {@i Obfuscate}}.", - "You gain access to one additional discipline at 6th level, 9th level and 14th level.", - "At 1st level you may only choose vampiric powers from the first level of your chosen discipline; you may also choose from second level powers in your disciplines at 6th level, from third level powers at 9th level, from fourth level powers at 14th level, and from fifth level powers at 17th level.", - { - "type": "entries", - "entries": [ - { - "name": "Preparing Vampiric Powers", - "entries": [ - "You prepare the list of vampiric powers that are available for you to cast, choosing from the discplines you have access to. When you do so, choose a number of vampiric powers equal to half your blood pool limit, rounded down (minimum of 1). The vampiric powers must be of a level you are able to choose, as per your vampiric power disciplines feature.", - "You can change your list of prepared vampiric powers when you finish a long rest. Preparing a new list of vampiric powers requires time spent in meditation: at least 1 minute per level for each vampiric power on your list." - ], - "type": "entries" - }, - { - "name": "Power Usage Ability", - "entries": [ - "Unlike spells, vampiric powers use different ability modifiers, as shown in their descriptions when relevant, to set the saving throw DC for their effects.", - { - "type": "abilityDc", - "name": "Power", - "attributes": [ - "Power Ability" - ] - } - ], - "type": "entries" - }, - { - "name": "Rituals", - "entries": [ - "Some powers have the ritual tag, such a power can be cast using the normal rules for powers or can be cast as a ritual. The ritual version of the power takes 10 minutes longer to cast than normal, however it consumes one fewer blood point." - ], - "type": "entries" - }, - { - "name": "Requirements", - "entries": [ - "Some powers require you to have another power of a certain discipline and level prepared, which will be noted below the power's description." - ], - "type": "entries" - } - ] - } - ], - "source": "FoxfireVamp", - "className": "Vampire", - "classSource": "FoxfireVamp", - "subclassShortName": "Bloodmage", - "subclassSource": "FoxfireVamp", - "level": 1, - "header": 1 - }, - { - "name": "Bonus Proficiencies", - "entries": [ - "At 1st level, you gain proficiency in the Arcana and Medicine skills." - ], - "source": "FoxfireVamp", - "className": "Vampire", - "classSource": "FoxfireVamp", - "subclassShortName": "Bloodmage", - "subclassSource": "FoxfireVamp", - "level": 1, - "header": 1 - }, - { - "name": "Bane", - "entries": [ - "As a bloodmage vampire you gain the following additional flaw:", - { - "type": "entries", - "entries": [ - { - "name": "Tenuous Bonds", - "entries": [ - "Creatures targeted by your Dominate powers or by spells you cast that inflict the charmed condition have advantage on any saving throws they are required to make." - ], - "type": "entries" - } - ] - } - ], - "source": "FoxfireVamp", - "className": "Vampire", - "classSource": "FoxfireVamp", - "subclassShortName": "Bloodmage", - "subclassSource": "FoxfireVamp", - "level": 1, - "header": 1 - }, - { - "name": "Blood Rituals", - "source": "FoxfireVamp", - "className": "Vampire", - "classSource": "FoxfireVamp", - "subclassShortName": "Bloodmage", - "subclassSource": "FoxfireVamp", - "level": 9, - "header": 2, - "entries": [ - "At 9th level you have learnt how to use your esoteric knowledge to perform ritual magic.", - "Choose one spell from the bard, cleric, druid, sorcerer, warlock, or wizard spell list of 4th level or lower that has the ritual tag. The class you choose also determines your spellcasting ability for these spells: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard. You are able to cast that spell as a ritual at its lowest level.", - "When you finish a long rest you may replace the spell you know with a different spell from the choices available." - ] - }, - { - "name": "Sanguis Magus", - "source": "FoxfireVamp", - "className": "Vampire", - "classSource": "FoxfireVamp", - "subclassShortName": "Bloodmage", - "subclassSource": "FoxfireVamp", - "level": 17, - "header": 2, - "entries": [ - "At 17th level you are able to use your vampiric blood to fuel the casting of spells.", - "Choose two spells from the bard, cleric, druid, sorcerer, warlock, or wizard spell list of 3rd level or lower.", - "The class you choose also determines your spellcasting ability for these spells: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.", - "You are able to cast a 1st or 2nd level spell by expending one point from your blood pool, or a 3rd level spell by expending two points from your blood pool.", - "When you finish a long rest you may replace one or both spells you know with a different spell from the choices available." - ] - }, - { - "name": "Feral", - "source": "FoxfireVamp", - "className": "Vampire", - "classSource": "FoxfireVamp", - "subclassShortName": "Feral", - "subclassSource": "FoxfireVamp", - "level": 1, - "entries": [ - "Not all vampires are what you might imagine, the suave and sophisticated aristocrat in their ancient castle, some embrace the inner hungering beast the curse imbues them with, becoming like feral animals.", - "Don't let their animalistic lust for blood fool you however, for all their impulsiveness they still posess the sharp wits and cunning of their more civilised kindred.", - { - "type": "refSubclassFeature", - "subclassFeature": "Vampiric Power Disciplines|Vampire|FoxfireVamp|Feral|FoxfireVamp|1" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Bonus Proficiencies|Vampire|FoxfireVamp|Feral|FoxfireVamp|1" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Bane|Vampire|FoxfireVamp|Feral|FoxfireVamp|1" - } - ] - }, - { - "name": "Vampiric Power Disciplines", - "entries": [ - "Starting at 1st level, you have access to one of the following vampiric power disciplines: {@b {@i Animalism}}, {@b {@i Fortitude}}, {@b {@i Potence}}, or {@b {@i Protean}}.", - "You gain access to one additional discipline at 6th level, 9th level and 14th level.", - "At 1st level you may only choose vampiric powers from the first level of your chosen discipline; you may also choose from second level powers in your disciplines at 6th level, from third level powers at 9th level, from fourth level powers at 14th level, and from fifth level powers at 17th level.", - { - "type": "entries", - "entries": [ - { - "name": "Preparing Vampiric Powers", - "entries": [ - "You prepare the list of vampiric powers that are available for you to cast, choosing from the discplines you have access to. When you do so, choose a number of vampiric powers equal to half your blood pool limit, rounded down (minimum of 1). The vampiric powers must be of a level you are able to choose, as per your vampiric power disciplines feature.", - "You can change your list of prepared vampiric powers when you finish a long rest. Preparing a new list of vampiric powers requires time spent in meditation: at least 1 minute per level for each vampiric power on your list." - ], - "type": "entries" - }, - { - "name": "Power Usage Ability", - "entries": [ - "Unlike spells, vampiric powers use different ability modifiers, as shown in their descriptions when relevant, to set the saving throw DC for their effects.", - { - "type": "abilityDc", - "name": "Power", - "attributes": [ - "Power Ability" - ] - } - ], - "type": "entries" - }, - { - "name": "Rituals", - "entries": [ - "Some powers have the ritual tag, such a power can be cast using the normal rules for powers or can be cast as a ritual. The ritual version of the power takes 10 minutes longer to cast than normal, however it consumes one fewer blood point." - ], - "type": "entries" - }, - { - "name": "Requirements", - "entries": [ - "Some powers require you to have another power of a certain discipline and level prepared, which will be noted below the power's description." - ], - "type": "entries" - } - ] - } - ], - "source": "FoxfireVamp", - "className": "Vampire", - "classSource": "FoxfireVamp", - "subclassShortName": "Feral", - "subclassSource": "FoxfireVamp", - "level": 1, - "header": 1 - }, - { - "name": "Bonus Proficiencies", - "entries": [ - "At 1st level, you gain proficiency with light armour and proficiency in the Survival skill." - ], - "source": "FoxfireVamp", - "className": "Vampire", - "classSource": "FoxfireVamp", - "subclassShortName": "Feral", - "subclassSource": "FoxfireVamp", - "level": 1, - "header": 1 - }, - { - "name": "Bane", - "entries": [ - "As a feral vampire you gain the following additional flaw:", - { - "type": "entries", - "entries": [ - { - "name": "The Red Thirst", - "entries": [ - "When you reduce a creature to 0 hit points with a melee attack, make a DC 5 Wisdom saving throw. On a failed save you temporarily lose control of your senses, until the start of your next turn you are incapacitated as you consume the flesh and blood of the slain creature as if you were feeding. While feeding in this manner you do not make Constitution saving throws to maintain concentration, counting the feeding as successful as long as you are not paralyzed or unconscious at the start of your next turn.", - "The DC for the Wisdom saving throw increases by 1 for each creature you reduce to 0 hit points after the first; this increase resets when you fail the saving throw or when you finish a long rest." - ], - "type": "entries" - } - ] - } - ], - "source": "FoxfireVamp", - "className": "Vampire", - "classSource": "FoxfireVamp", - "subclassShortName": "Feral", - "subclassSource": "FoxfireVamp", - "level": 1, - "header": 1 - }, - { - "name": "Bestial Hunger", - "source": "FoxfireVamp", - "className": "Vampire", - "classSource": "FoxfireVamp", - "subclassShortName": "Feral", - "subclassSource": "FoxfireVamp", - "level": 9, - "header": 2, - "entries": [ - "Starting at 9th level, once per turn when you take the attack action you can make an attack with your hungering bite against a creature even if it isn't grappled by you, incapacitated, restrained, or willing. When you do so you have advantage on the attack roll, however attack rolls against you have advantage until the start of your next turn." - ] - }, - { - "name": "Frenzy", - "source": "FoxfireVamp", - "className": "Vampire", - "classSource": "FoxfireVamp", - "subclassShortName": "Feral", - "subclassSource": "FoxfireVamp", - "level": 17, - "header": 2, - "entries": [ - "Beginning at 17th level, whenever you take the Attack action on your turn you may make one additional attack as a bonus action." - ] - }, - { - "name": "Highborne", - "source": "FoxfireVamp", - "className": "Vampire", - "classSource": "FoxfireVamp", - "subclassShortName": "Highborne", - "subclassSource": "FoxfireVamp", - "level": 1, - "entries": [ - "The archetypical vampire, Highbornes are more often born of noble blood, or claim to be, and hold an air of elitism with their bloodline.", - "Believing themselves to have refined their blood-bound curse to it's finest, they are able to dazzle mortals and bend them to their whims while being blindingly quick and no less hardy than their feral cousins.", - { - "type": "refSubclassFeature", - "subclassFeature": "Vampiric Power Disciplines|Vampire|FoxfireVamp|Highborne|FoxfireVamp|1" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Bonus Proficiencies|Vampire|FoxfireVamp|Highborne|FoxfireVamp|1" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Bane|Vampire|FoxfireVamp|Highborne|FoxfireVamp|1" - } - ] - }, - { - "name": "Vampiric Power Disciplines", - "entries": [ - "Starting at 1st level, you have access to one of the following vampiric power disciplines: {@b {@i Celerity}}, {@b {@i Dominate}}, {@b {@i Fortitude}}, or {@b {@i Presence}}.", - "You gain access to one additional discipline at 6th level, 9th level and 14th level.", - "At 1st level you may only choose vampiric powers from the first level of your chosen discipline; you may also choose from second level powers in your disciplines at 6th level, from third level powers at 9th level, from fourth level powers at 14th level, and from fifth level powers at 17th level.", - { - "type": "entries", - "entries": [ - { - "name": "Preparing Vampiric Powers", - "entries": [ - "You prepare the list of vampiric powers that are available for you to cast, choosing from the discplines you have access to. When you do so, choose a number of vampiric powers equal to half your blood pool limit, rounded down (minimum of 1). The vampiric powers must be of a level you are able to choose, as per your vampiric power disciplines feature.", - "You can change your list of prepared vampiric powers when you finish a long rest. Preparing a new list of vampiric powers requires time spent in meditation: at least 1 minute per level for each vampiric power on your list." - ], - "type": "entries" - }, - { - "name": "Power Usage Ability", - "entries": [ - "Unlike spells, vampiric powers use different ability modifiers, as shown in their descriptions when relevant, to set the saving throw DC for their effects.", - { - "type": "abilityDc", - "name": "Power", - "attributes": [ - "Power Ability" - ] - } - ], - "type": "entries" - }, - { - "name": "Rituals", - "entries": [ - "Some powers have the ritual tag, such a power can be cast using the normal rules for powers or can be cast as a ritual. The ritual version of the power takes 10 minutes longer to cast than normal, however it consumes one fewer blood point." - ], - "type": "entries" - }, - { - "name": "Requirements", - "entries": [ - "Some powers require you to have another power of a certain discipline and level prepared, which will be noted below the power's description." - ], - "type": "entries" - } - ] - } - ], - "source": "FoxfireVamp", - "className": "Vampire", - "classSource": "FoxfireVamp", - "subclassShortName": "Highborne", - "subclassSource": "FoxfireVamp", - "level": 1, - "header": 1 - }, - { - "name": "Bonus Proficiencies", - "entries": [ - "At 1st level, you gain proficiency with light armour, medium armour and four martial weapons of your choice." - ], - "source": "FoxfireVamp", - "className": "Vampire", - "classSource": "FoxfireVamp", - "subclassShortName": "Highborne", - "subclassSource": "FoxfireVamp", - "level": 1, - "header": 1 - }, - { - "name": "Bane", - "entries": [ - "As a highborne vampire you gain the following additional flaw:", - { - "type": "entries", - "entries": [ - { - "name": "Refined Tastes", - "entries": [ - "Unlike other vampires, not just any blood will do. Choose two races of humanoids (such as humans and elves) for your refined tastes. Feeding on anything other than your chosen refined tastes requires you to make a Constitution saving throw with a DC equal to 5 plus your vampire level. On a failed save, you add no points to your blood pool as you regurgitate the blood immediately after the feeding ends." - ], - "type": "entries" - } - ] - } - ], - "source": "FoxfireVamp", - "className": "Vampire", - "classSource": "FoxfireVamp", - "subclassShortName": "Highborne", - "subclassSource": "FoxfireVamp", - "level": 1, - "header": 1 - }, - { - "name": "Vampiric Glamour", - "source": "FoxfireVamp", - "className": "Vampire", - "classSource": "FoxfireVamp", - "subclassShortName": "Highborne", - "subclassSource": "FoxfireVamp", - "level": 9, - "header": 2, - "entries": [ - "Starting at 9th level you can use your action to obscure your form with mind-affecting magic that makes others perceive you as a beautiful member of your race the same size and shape as you. The illusion ends if use your bonus action to end it or if you die. A creature that can see you can take an action to visually inspect you, ending the mental effect on itself and seeing your true form with a successful Wisdom (Perception) check against a DC of 8 + your proficiency bonus + your Charisma modifier." - ] - }, - { - "name": "Noble Dilettante", - "source": "FoxfireVamp", - "className": "Vampire", - "classSource": "FoxfireVamp", - "subclassShortName": "Highborne", - "subclassSource": "FoxfireVamp", - "level": 17, - "header": 2, - "entries": [ - "At 17th level your long years of life have lead you to dabble in a variety of subjects as they took you fancy or you followed your whim. You may choose one bonus from the following list:", - { - "type": "list", - "items": [ - { - "entries": [ - "You gain a +2 bonus to damage rolls with weapons that you are proficient with." - ], - "type": "entries" - }, - { - "entries": [ - "You gain proficiency in a saving throw you are not already proficient in." - ], - "type": "entries" - }, - { - "entries": [ - "You gain proficiency in two skills you are not already proficient in." - ], - "type": "entries" - } - ] - }, - "You may change your selection when you finish a long rest." - ] - }, - { - "name": "Orphaned", - "source": "FoxfireVamp", - "className": "Vampire", - "classSource": "FoxfireVamp", - "subclassShortName": "Orphaned", - "subclassSource": "FoxfireVamp", - "level": 1, - "entries": [ - "A rare breed of vampire, the orphaned are those who have either no particularly strong connection to their predecessors or have no knowledge of their lineage's origin.", - "As such they are often shunned by bloodline families or are highly individualistic, their capabilities knowing few bounds as they explore all they can with the power of their curse, all without the bane of the more purebred bloodlines.", - { - "type": "refSubclassFeature", - "subclassFeature": "Vampiric Power Disciplines|Vampire|FoxfireVamp|Orphaned|FoxfireVamp|1" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Bonus Proficiencies|Vampire|FoxfireVamp|Orphaned|FoxfireVamp|1" - } - ] - }, - { - "name": "Vampiric Power Disciplines", - "entries": [ - "Starting at 1st level, you have access to one vampiric power discipline of your choice and you may only choose vampiric powers from the first level of your chosen discipline.", - "At 6th, 9th, 14th, and and 17th level you may choose one of the following:", - { - "type": "list", - "items": [ - { - "entries": [ - "You may now prepare powers from the next level up of your known disciplines, for example; choosing from second level or lower, third level or lower when choosing this twice, etc." - ], - "type": "entries" - }, - { - "entries": [ - "You may now prepare powers from two new disciplines of your choice." - ], - "type": "entries" - } - ] - }, - { - "type": "entries", - "entries": [ - { - "name": "Preparing Vampiric Powers", - "entries": [ - "You prepare the list of vampiric powers that are available for you to cast, choosing from the discplines you have access to. When you do so, choose a number of vampiric powers equal to half your blood pool limit, rounded down (minimum of 1). The vampiric powers must be of a level you are able to choose, as per your vampiric power disciplines feature.", - "You can change your list of prepared vampiric powers when you finish a long rest. Preparing a new list of vampiric powers requires time spent in meditation: at least 1 minute per level for each vampiric power on your list." - ], - "type": "entries" - }, - { - "name": "Power Usage Ability", - "entries": [ - "Unlike spells, vampiric powers use different ability modifiers, as shown in their descriptions when relevant, to set the saving throw DC for their effects.", - { - "type": "abilityDc", - "name": "Power", - "attributes": [ - "Power Ability" - ] - } - ], - "type": "entries" - }, - { - "name": "Rituals", - "entries": [ - "Some powers have the ritual tag, such a power can be cast using the normal rules for powers or can be cast as a ritual. The ritual version of the power takes 10 minutes longer to cast than normal, however it consumes one fewer blood point." - ], - "type": "entries" - }, - { - "name": "Requirements", - "entries": [ - "Some powers require you to have another power of a certain discipline and level prepared, which will be noted below the power's description." - ], - "type": "entries" - } - ] - } - ], - "source": "FoxfireVamp", - "className": "Vampire", - "classSource": "FoxfireVamp", - "subclassShortName": "Orphaned", - "subclassSource": "FoxfireVamp", - "level": 1, - "header": 1 - }, - { - "name": "Bonus Proficiencies", - "entries": [ - "At 1st level you may choose to gain two of the following:", - { - "type": "list", - "items": [ - { - "entries": [ - "Proficiency in light armour, medium armour (if proficient in light armour), or in heavy armour (if proficient in medium armour)" - ], - "type": "entries" - }, - { - "entries": [ - "Proficiency with two martial weapons of your choice" - ], - "type": "entries" - }, - { - "entries": [ - "Proficiency with two skills of your choice" - ], - "type": "entries" - } - ] - }, - "You may choose the same option more than once.", - "At 9th level you may choose another two options from the above list; or if your DM allows you may choose a feat instead." - ], - "source": "FoxfireVamp", - "className": "Vampire", - "classSource": "FoxfireVamp", - "subclassShortName": "Orphaned", - "subclassSource": "FoxfireVamp", - "level": 1, - "header": 1 - }, - { - "name": "Bonus Proficiencies", - "source": "FoxfireVamp", - "className": "Vampire", - "classSource": "FoxfireVamp", - "subclassShortName": "Orphaned", - "subclassSource": "FoxfireVamp", - "level": 9, - "header": 2, - "entries": [ - "At 9th level you may choose another two options from the prior list of bonus proficiencies; or if your DM allows you may choose a feat instead." - ] - }, - { - "name": "Uncanny Resilience", - "source": "FoxfireVamp", - "className": "Vampire", - "classSource": "FoxfireVamp", - "subclassShortName": "Orphaned", - "subclassSource": "FoxfireVamp", - "level": 17, - "header": 2, - "entries": [ - "Starting at 17th level, you are able to resist the bane of all vampires longer than most. As a reaction to entering sunlight you can ignore the effects of your sunlight hypersensitivity weakness for 1 minute.", - "You can use this feature a number of times equal to your Constitution modifier (minimum of 1). You regain all expended uses when you finish a long rest." - ] - }, - { - "name": "Shadowed", - "source": "FoxfireVamp", - "className": "Vampire", - "classSource": "FoxfireVamp", - "subclassShortName": "Shadowed", - "subclassSource": "FoxfireVamp", - "level": 1, - "entries": [ - "Spoken of in hushed tones even amongst their kindred, the Shadowed are deadly and ruthless vampires who willingly dabble with powers beyond that which even other vampires would dare touch.", - "Harnessing their unique discipline of Oblivion they summon and bend the very shadows to their will and conduct necromantic ceremonies to raise the dead to their side.", - { - "type": "refSubclassFeature", - "subclassFeature": "Vampiric Power Disciplines|Vampire|FoxfireVamp|Shadowed|FoxfireVamp|1" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Bonus Proficiencies|Vampire|FoxfireVamp|Shadowed|FoxfireVamp|1" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Bane|Vampire|FoxfireVamp|Shadowed|FoxfireVamp|1" - } - ] - }, - { - "name": "Vampiric Power Disciplines", - "entries": [ - "Starting at 1st level, you have access to the {@b {@i Oblivion}} discipline.", - "You gain access to one additional discipline of your choice from: {@b {@i Auspex}}, {@b {@i Dominate}}, {@b {@i Fortitude}}, or {@b {@i Potence}} at 6th level, 9th level and 14th level.", - "At 1st level you may only choose vampiric powers from the first level of your chosen discipline; you may also choose from second level powers in your disciplines at 6th level, from third level powers at 9th level, from fourth level powers at 14th level, and from fifth level powers at 17th level.", - { - "type": "entries", - "entries": [ - { - "name": "Preparing Vampiric Powers", - "entries": [ - "You prepare the list of vampiric powers that are available for you to cast, choosing from the discplines you have access to. When you do so, choose a number of vampiric powers equal to half your blood pool limit, rounded down (minimum of 1). The vampiric powers must be of a level you are able to choose, as per your vampiric power disciplines feature.", - "You can change your list of prepared vampiric powers when you finish a long rest. Preparing a new list of vampiric powers requires time spent in meditation: at least 1 minute per level for each vampiric power on your list." - ], - "type": "entries" - }, - { - "name": "Power Usage Ability", - "entries": [ - "Unlike spells, vampiric powers use different ability modifiers, as shown in their descriptions when relevant, to set the saving throw DC for their effects.", - { - "type": "abilityDc", - "name": "Power", - "attributes": [ - "Power Ability" - ] - } - ], - "type": "entries" - }, - { - "name": "Rituals", - "entries": [ - "Some powers have the ritual tag, such a power can be cast using the normal rules for powers or can be cast as a ritual. The ritual version of the power takes 10 minutes longer to cast than normal, however it consumes one fewer blood point." - ], - "type": "entries" - }, - { - "name": "Requirements", - "entries": [ - "Some powers require you to have another power of a certain discipline and level prepared, which will be noted below the power's description." - ], - "type": "entries" - } - ] - } - ], - "source": "FoxfireVamp", - "className": "Vampire", - "classSource": "FoxfireVamp", - "subclassShortName": "Shadowed", - "subclassSource": "FoxfireVamp", - "level": 1, - "header": 1 - }, - { - "name": "Bonus Proficiencies", - "entries": [ - "At 1st level, you gain proficiency in the {@skill Intimidation} and {@skill Stealth} skills." - ], - "source": "FoxfireVamp", - "className": "Vampire", - "classSource": "FoxfireVamp", - "subclassShortName": "Shadowed", - "subclassSource": "FoxfireVamp", - "level": 1, - "header": 1 - }, - { - "name": "Bane", - "entries": [ - "As a Shadowed vampire you gain the following additional flaw:", - { - "type": "entries", - "entries": [ - { - "name": "Distorted Image", - "entries": [ - "Your image betrays your true nature. Unlike other vampires you cast reflections, but the image is that of a hideous monster; any creature has advantage on checks to determine if you're under the effect of illusion magic such as {@spell disguise self|PHB}, and magic such as {@spell scrying|PHB}, {@spell sending|PHB}, and {@spell telepathy|PHB} has a 50% chance of failing when you're the target." - ], - "type": "entries" - } - ] - } - ], - "source": "FoxfireVamp", - "className": "Vampire", - "classSource": "FoxfireVamp", - "subclassShortName": "Shadowed", - "subclassSource": "FoxfireVamp", - "level": 1, - "header": 1 - }, - { - "name": "Ruthless Determination", - "source": "FoxfireVamp", - "className": "Vampire", - "classSource": "FoxfireVamp", - "subclassShortName": "Shadowed", - "subclassSource": "FoxfireVamp", - "level": 9, - "header": 2, - "entries": [ - "At 9th level if you miss with an attack roll or fail an ability check or a saving throw, you can choose to reroll; if you do so you must use the new roll.", - "Once you use this feature, you can't use it again until you finish a short or long rest." - ] - }, - { - "name": "Sinister Siphon", - "source": "FoxfireVamp", - "className": "Vampire", - "classSource": "FoxfireVamp", - "subclassShortName": "Shadowed", - "subclassSource": "FoxfireVamp", - "level": 17, - "header": 2, - "entries": [ - "At 17th level you may empower yourself with a modicum of the unlife you impart to your minions. As a bonus action you may choose one undead creature under your control and deal necrotic damage to it, which can't be reduced in any way, equal to your Vampire level; you then regain hit points equal to the damage dealt.", - "If the targeted creature is reduced to 0 hit points by this feature it dies instantly and turns to dust." - ] - } - ], - "subclass": [ - { - "name": "Bloodmage", - "subclassFeatures": [ - "Bloodmage|Vampire|FoxfireVamp|Bloodmage|FoxfireVamp|1", - "Blood Rituals|Vampire|FoxfireVamp|Bloodmage|FoxfireVamp|9", - "Sanguis Magus|Vampire|FoxfireVamp|Bloodmage|FoxfireVamp|17" - ], - "source": "FoxfireVamp", - "shortName": "Bloodmage", - "className": "Vampire", - "classSource": "FoxfireVamp" - }, - { - "name": "Feral", - "subclassFeatures": [ - "Feral|Vampire|FoxfireVamp|Feral|FoxfireVamp|1", - "Bestial Hunger|Vampire|FoxfireVamp|Feral|FoxfireVamp|9", - "Frenzy|Vampire|FoxfireVamp|Feral|FoxfireVamp|17" - ], - "source": "FoxfireVamp", - "shortName": "Feral", - "className": "Vampire", - "classSource": "FoxfireVamp" - }, - { - "name": "Highborne", - "subclassFeatures": [ - "Highborne|Vampire|FoxfireVamp|Highborne|FoxfireVamp|1", - "Vampiric Glamour|Vampire|FoxfireVamp|Highborne|FoxfireVamp|9", - "Noble Dilettante|Vampire|FoxfireVamp|Highborne|FoxfireVamp|17" - ], - "source": "FoxfireVamp", - "shortName": "Highborne", - "className": "Vampire", - "classSource": "FoxfireVamp" - }, - { - "name": "Orphaned", - "subclassFeatures": [ - "Orphaned|Vampire|FoxfireVamp|Orphaned|FoxfireVamp|1", - "Bonus Proficiencies|Vampire|FoxfireVamp|Orphaned|FoxfireVamp|9", - "Uncanny Resilience|Vampire|FoxfireVamp|Orphaned|FoxfireVamp|17" - ], - "source": "FoxfireVamp", - "shortName": "Orphaned", - "className": "Vampire", - "classSource": "FoxfireVamp" - }, - { - "name": "Shadowed", - "subclassFeatures": [ - "Shadowed|Vampire|FoxfireVamp|Shadowed|FoxfireVamp|1", - "Ruthless Determination|Vampire|FoxfireVamp|Shadowed|FoxfireVamp|9", - "Sinister Siphon|Vampire|FoxfireVamp|Shadowed|FoxfireVamp|17" - ], - "source": "FoxfireVamp", - "shortName": "Shadowed", - "className": "Vampire", - "classSource": "FoxfireVamp" - } - ], - "spell": [ - { - "name": "Sense the Beast", - "source": "FoxfireVamp", - "level": 1, - "school": "ANI", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": { - "s": true - }, - "duration": [ - { - "type": "instant" - } - ], - "entries": [ - "You focus on one creature you can see within 60 feet of you. You can read its basic mood and intent, you learn its emotional state, its level of hostility, and whether it is affected by magic of any sort.", - "You also learn the type of the chosen creature, but not its identity." - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Feral", - "source": "FoxfireVamp", - "shortName": "Feral" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - } - ] - } - }, - { - "name": "Bond Famulus", - "source": "FoxfireVamp", - "level": 1, - "school": "ANI", - "time": [ - { - "number": 8, - "unit": "hour" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 10 - } - }, - "components": { - "s": true, - "m": { - "text": "a non-hostile large or smaller beast; one point from your blood pool which is consumed by the power" - } - }, - "duration": [ - { - "type": "permanent", - "ends": [ - "dispel" - ] - } - ], - "entries": [ - "With 8 hours of work, you call forth an animal from the wilderness to serve as your faithful companion; you take 1d4 slashing damage as you cut open your body to feed the creature your blood.", - "Once the casting is complete the creature becomes your famulus, which forms a mental link with it and facilitates the use of other Animalism powers. While this power alone does not allow two-way communication with the animal, it can be given and follow simple verbal instructions such as /\"stay/\" and /\"come here/\" (no action required). The famulus obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your famulus acts on its own.", - "Your famulus has abilities and game statistics determined in part by your level. Your famulus uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, a famulus also adds its proficiency bonus to its AC and to its damage rolls. It also becomes proficient with all saving throws." - ], - "areaTags": [ - "ST" - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Feral", - "source": "FoxfireVamp", - "shortName": "Feral" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - } - ] - } - }, - { - "name": "Feral Whispers", - "source": "FoxfireVamp", - "level": 2, - "school": "ANI", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": { - "v": true, - "s": true, - "m": { - "text": "one point from your blood pool which is consumed by the power" - } - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "hour", - "amount": 1 - } - } - ], - "entries": [ - "You gain the ability to comprehend and verbally communicate with beasts for the duration.", - "The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.", - "Additionally for the duration, you may use an action to attempt to call animal allies to your side. Provided the animals are nearby, choose on of the following options for what you attempt to call:", - { - "type": "list", - "items": [ - { - "entries": [ - "One beast of challenge rating 1 or lower" - ], - "type": "entries" - }, - { - "entries": [ - "Two beasts of challenge rating 1/2 or lower" - ], - "type": "entries" - }, - { - "entries": [ - "Four beasts of challenge rating 1/4 or lower" - ], - "type": "entries" - }, - { - "entries": [ - "Eight beasts of challenge rating 1/8 or lower" - ], - "type": "entries" - } - ] - }, - "The summoned creatures are friendly to you and your allies. Roll initiative for the summoned creatures as a group. The summoned creatures share a place in initiative and take their turn at the same time. They obey any verbal command given to them by you that isn't outright suicidal. Giving verbal commands to the summoned creatures is a free action. If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. If a summoned creature has not been issued a command in the last minute, the creature attempts to return from where it came." - ], - "areaTags": [ - "ST" - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Feral", - "source": "FoxfireVamp", - "shortName": "Feral" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - } - ] - } - }, - { - "name": "Animal Succulence", - "source": "FoxfireVamp", - "level": 3, - "school": "ANI", - "time": [ - { - "number": 0, - "unit": "None" - } - ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": {}, - "duration": [ - { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - } - } - ], - "entries": [ - "You can now use your hungering bite to feed on beasts as well as humanoids. However this power has no effect on swarms.", - "Additionally if you choose to feed on your famulus and reduce its hit point maximum to 0, then you gain three additional points in your blood pool for successfully feeding and may gain the benefits of one of its traits until you finish a long rest. For example, when consuming an Owl famulus you could gain the benefits of its Keen Hearing and Sight trait." - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Feral", - "source": "FoxfireVamp", - "shortName": "Feral" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - } - ] - } - }, - { - "name": "Quell the Beast", - "source": "FoxfireVamp", - "level": 3, - "school": "ANI", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 30 - } - }, - "components": { - "s": true, - "m": { - "text": "one point from your blood pool which is consumed by the power" - } - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - } - } - ], - "entries": [ - "Locking eyes with a target you induce severe lethargy within them. Choose one creature within range, they must succeed on a Wisdom saving throw against your power save DC or be incapacitated and have their movement speed reduced to 5 feet for the duration.", - "Your ability for this power is Charisma." - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Feral", - "source": "FoxfireVamp", - "shortName": "Feral" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - } - ] - } - }, - { - "name": "Unliving Hive", - "source": "FoxfireVamp", - "level": 3, - "school": "ANI", - "time": [ - { - "number": 0, - "unit": "None" - } - ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": {}, - "duration": [ - { - "type": "special" - } - ], - "entries": [ - "While you have this power prepared you can use your {@spell Animal Dominion|FoxfireVamp}, {@spell Bond Famulus|FoxfireVamp}, {@spell Feral Whispers|FoxfireVamp}, and {@spell Subsume the Spirit|FoxfireVamp} powers on swarms of beasts.", - "Additionally provided the beasts in the swarm are one size smaller than you, they may nest inside your body; when doing so it undetectable by nonmagical means.", - { - "name": "Amalgam Power", - "type": "inset", - "entries": [ - "In order to use this power you require one 2nd level power from the Obfuscate discipline to also be prepared alongside this one." - ] - } - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - } - ] - } - }, - { - "name": "Subsume the Spirit", - "source": "FoxfireVamp", - "level": 4, - "school": "ANI", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 30 - } - }, - "components": { - "s": true, - "m": { - "text": "one point from your blood pool which is consumed by the power" - } - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "hour", - "amount": 1 - } - } - ], - "entries": [ - "Choose one beast within range to make a Wisdom saving throw against your power save DC. On a failed save you control the creature's actions and you can see through your familiar's eyes and hear what it hears until the end of the power's duration, gaining the benefits of any special senses that the creature has. During this time, you are deaf and blind with regard to your own senses.", - "This power ends early if the beast dies or is no longer on the same plane as you. You can extend the duration of the power by 1 hour by expending another point from your blood pool at the end of the duration. If used on your famulus the creature automatically fails the saving throw and the power does not consume any points from your blood pool.", - "Your ability for this power is Charisma." - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Feral", - "source": "FoxfireVamp", - "shortName": "Feral" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - } - ] - } - }, - { - "name": "Animal Dominion", - "source": "FoxfireVamp", - "level": 5, - "school": "ANI", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 30 - } - }, - "components": { - "v": true, - "s": true, - "m": { - "text": "two points from your blood pool which is consumed by the power" - } - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "hour", - "amount": 1 - } - } - ], - "entries": [ - "You attempt to control a number of beasts up to your Charisma modifier (minimum of 1) that you can see within range. Each beast must succeed on a Wisdom saving throw against your power save DC or be charmed by you for the duration.", - "While a beast is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as \"Attack that creature,\" \"Run over there,\" or \"Fetch that object.\" If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.", - "Your ability for this power is Charisma." - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Feral", - "source": "FoxfireVamp", - "shortName": "Feral" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - } - ] - } - }, - { - "name": "Rouse the Beast", - "source": "FoxfireVamp", - "level": 5, - "school": "ANI", - "time": [ - { - "number": 1, - "unit": "reaction", - "condition": "which you take when you fail an Intelligence, a Wisdom, or a Charisma saving throw" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 30 - } - }, - "components": { - "s": true, - "m": { - "text": "one point from your blood pool which is consumed by the power" - } - }, - "duration": [ - { - "type": "instant" - } - ], - "entries": [ - "You attempt to shift the freying control of your inner beast onto another. Choose one creature within range (other than the source of the saving throw); the chosen creature repeats the saving throw you just failed.", - "If they fail, they suffer the effects of the failure as if they were the original target, otherwise you suffer the effects as normal. A creature can choose to fail this saving throw if it wishes." - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Feral", - "source": "FoxfireVamp", - "shortName": "Feral" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - } - ] - } - }, - { - "name": "Heightened Senses", - "source": "FoxfireVamp", - "level": 1, - "school": "AUS", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": { - "s": true - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "hour", - "amount": 1 - } - } - ], - "entries": [ - "For the duration of the power you gain advantage on any Wisdom ({@skill Perception}) checks that rely on hearing, sight or smell and the range of your darkvision increases by 60 feet up to a maximum of 180 feet.", - "However if you are exposed to a bright light such as that of the {@spell daylight|PHB} spell, or a loud noise such as that of the {@spell thunderwave|PHB} spell, then you must make a DC 15 Constitution saving throw. On a failed save the power ends and you are either {@condition blinded} (if exposed to a bright light) or {@condition deafened} (if exposes to a loud noise) until the end of your next turn." - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Bloodmage", - "source": "FoxfireVamp", - "shortName": "Bloodmage" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Shadowed", - "source": "FoxfireVamp", - "shortName": "Shadowed" - } - } - ] - }, - "miscTags": [ - "ADV" - ] - }, - { - "name": "Sense the Unseen", - "source": "FoxfireVamp", - "level": 1, - "school": "AUS", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": { - "s": true - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "hour", - "amount": 1 - } - } - ], - "entries": [ - "For the duration of the power you gain advantage on checks to see {@condition invisible} creatures and to determine illusions, as well as advantage on Intelligence ({@skill Investigation}) checks." - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Bloodmage", - "source": "FoxfireVamp", - "shortName": "Bloodmage" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Shadowed", - "source": "FoxfireVamp", - "shortName": "Shadowed" - } - } - ] - }, - "miscTags": [ - "ADV" - ] - }, - { - "name": "Premonition", - "source": "FoxfireVamp", - "level": 2, - "school": "AUS", - "time": [ - { - "number": 1, - "unit": "hour" - } - ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": { - "s": true - }, - "duration": [ - { - "type": "special" - } - ], - "entries": [ - "When you use this power, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these premonition rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.", - "Each premonition roll can be used only once. When you finish a long rest, you lose any unused premonition rolls.", - "Additionally you may spend one point from your blood pool to cast this power as a bonus action. When used in this way, you gain advantage on one attack roll, ability check or saving throw of your choice within the next minute." - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Bloodmage", - "source": "FoxfireVamp", - "shortName": "Bloodmage" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Shadowed", - "source": "FoxfireVamp", - "shortName": "Shadowed" - } - } - ] - }, - "miscTags": [ - "ADV", - "UBA" - ] - }, - { - "name": "Scry the Soul", - "source": "FoxfireVamp", - "level": 3, - "school": "AUS", - "time": [ - { - "number": 1, - "unit": "minute" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 30 - } - }, - "components": { - "s": true, - "m": { - "text": "one point from your blood pool which is consumed by the power" - } - }, - "duration": [ - { - "type": "instant" - } - ], - "entries": [ - "When you use this power choose one creature you can see. The creature makes a Charisma saving throw against your power save DC.", - "On a failed save, you learn the true answers to two of the following:", - { - "type": "list", - "items": [ - { - "entries": [ - "The creature's current emotional state" - ], - "type": "entries" - }, - { - "entries": [ - "The creature's type" - ], - "type": "entries" - }, - { - "entries": [ - "The creature's current hit points" - ], - "type": "entries" - }, - { - "entries": [ - "The creature's alignment" - ], - "type": "entries" - }, - { - "entries": [ - "The creature's Intelligence score" - ], - "type": "entries" - }, - { - "entries": [ - "The creature's Wisdom score" - ], - "type": "entries" - }, - { - "entries": [ - "The creature's Charisma score" - ], - "type": "entries" - }, - { - "entries": [ - "If the creature is under the effect of magic or similar abilities and the type of any such magic or similar ability" - ], - "type": "entries" - }, - { - "entries": [ - "The creature's total class levels if any, or the creature's CR if it has no class levels" - ], - "type": "entries" - } - ] - }, - "Your ability for this power is Wisdom." - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Bloodmage", - "source": "FoxfireVamp", - "shortName": "Bloodmage" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Shadowed", - "source": "FoxfireVamp", - "shortName": "Shadowed" - } - } - ] - } - }, - { - "name": "Share the Senses", - "source": "FoxfireVamp", - "level": 3, - "school": "AUS", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 30 - } - }, - "components": { - "s": true, - "m": { - "text": "one point from your blood pool which is consumed by the power" - } - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "hour", - "amount": 1 - } - } - ], - "entries": [ - "Choose one creature within range. The creature makes a Wisdom saving throw against your power save DC; a creature can choose to fail this saving throw if it wishes.", - "While the chosen creature is within 100 feet of you, you can see through the creature's eyes and hear what it hears until the end of the duration, gaining the benefits of any special senses that the creature has. During this time, you retain your own senses.", - "Your ability for this power is Wisdom." - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Bloodmage", - "source": "FoxfireVamp", - "shortName": "Bloodmage" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Shadowed", - "source": "FoxfireVamp", - "shortName": "Shadowed" - } - } - ] - } - }, - { - "name": "Spirit's Touch", - "source": "FoxfireVamp", - "level": 4, - "school": "AUS", - "time": [ - { - "number": 1, - "unit": "minute" - } - ], - "range": { - "type": "point", - "distance": { - "type": "touch" - } - }, - "components": { - "s": true, - "m": { - "text": "one point from your blood pool which is consumed by the power" - } - }, - "duration": [ - { - "type": "instant" - } - ], - "entries": [ - "You touch an inanimate object or a small area of the ground at a location and receive visions of those who have handled that object or visited the location in the past. You gain brief insight into the people and the events you see in your visions as determined by the DM. While rarely crystal clear, the information often provides leads impossible to gain from regular investigation and deduction." - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Bloodmage", - "source": "FoxfireVamp", - "shortName": "Bloodmage" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Shadowed", - "source": "FoxfireVamp", - "shortName": "Shadowed" - } - } - ] - } - }, - { - "name": "Clairvoyance", - "source": "FoxfireVamp", - "level": 5, - "school": "AUS", - "time": [ - { - "number": 1, - "unit": "minute" - } - ], - "range": { - "type": "radius", - "distance": { - "type": "feet", - "amount": 500 - } - }, - "components": { - "s": true, - "m": { - "text": "one point from your blood pool which is consumed by the power" - } - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "minute", - "amount": 10 - }, - "concentration": true - } - ], - "entries": [ - "You create up to ten invisible sensors within range. The sensor remains in place for the duration, and it can't be attacked or otherwise interacted with.", - "When you cast the spell, you choose to see through one of the created sensors. You perceive through the sensor as if you were in its space. As your action, you can switch between your created sensors or replace an existing sensor with a newly created one.", - "A creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist." - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Bloodmage", - "source": "FoxfireVamp", - "shortName": "Bloodmage" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Shadowed", - "source": "FoxfireVamp", - "shortName": "Shadowed" - } - } - ] - } - }, - { - "name": "Possession", - "source": "FoxfireVamp", - "level": 5, - "school": "AUS", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 10 - } - }, - "components": { - "s": true, - "m": { - "text": "two points from your blood pool which are consumed by the power" - } - }, - "duration": [ - { - "type": "special" - } - ], - "entries": [ - "Choose one humanoid that can see you within range; the target must make a Charisma saving throw against your power save DC.", - "On a failed save, the target is incapacitated and loses control of its body. You now control the target creature's body but don't deprive the target of awareness. You retain your alignment, Intelligence, Wisdom, and Charisma while possessing the target. You otherwise use the possessed target's statistics, but don't gain access to the target's knowledge, class features, or proficiencies. Any attack, spell, or other effect that targets the creature doesn't affect you, except ones that turn undead. While possessing the target creature, your own body is paralyzed.", - "The possession lasts until the target drops to 0 hit points, you drop to 0 hit points, you end it as a bonus action, the target is no longer on the same plane as your body, or you are turned or forced out by an effect like the {@spell dispel evil and good|PHB} spell. When the possession ends, your body is no longer paralyzed. The target is immune to your Possession for 24 hours after succeeding on the saving throw or after the possession ends.", - "Your ability for this power is Charisma.", - { - "name": "Amalgam Power", - "type": "inset", - "entries": [ - "In order to use this power you require one 3rd level power from the Dominate discipline to also be prepared alongside this one." - ] - } - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Bloodmage", - "source": "FoxfireVamp", - "shortName": "Bloodmage" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Shadowed", - "source": "FoxfireVamp", - "shortName": "Shadowed" - } - } - ] - }, - "miscTags": [ - "UBA" - ] - }, - { - "name": "Telepathy", - "source": "FoxfireVamp", - "level": 5, - "school": "AUS", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 60 - } - }, - "components": { - "s": true, - "m": { - "text": "one point from your blood pool which is consumed by the power" - } - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "minute", - "amount": 10 - }, - "concentration": true - } - ], - "entries": [ - "You focus your mind on one creature that you can see within range. You initially learn the surface thoughts of the creature, what is most on its mind in that moment. The target must then make a Wisdom saving throw against your power save DC; a creature can choose to fail this saving throw if it wishes.", - "On a failed save, you can read all it's thoughts for the duration of the power. Additionally you can instantaneously share words, images, sounds, and other sensory messages with one the target telepathically. The power enables a creature with an Intelligence score of at least 1 to understand the meaning of your words and take in the scope of any sensory messages you send to it. If the target succeeds the saving throw, the power ends.", - "Your ability for this power is Wisdom." - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Bloodmage", - "source": "FoxfireVamp", - "shortName": "Bloodmage" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Shadowed", - "source": "FoxfireVamp", - "shortName": "Shadowed" - } - } - ] - } - }, - { - "name": "Cat's Grace", - "source": "FoxfireVamp", - "level": 1, - "school": "CEL", - "time": [ - { - "number": 0, - "unit": "None" - } - ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": {}, - "duration": [ - { - "type": "special" - } - ], - "entries": [ - "While you have this power prepared you cannot be knocked prone by non-magical means. Additionally you have advantage on Dexterity ({@skill Acrobatics}) checks, Dexterity saving throws and saving throws against effects that would knock you prone." - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Highborne", - "source": "FoxfireVamp", - "shortName": "Highborne" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - } - ] - }, - "miscTags": [ - "ADV" - ] - }, - { - "name": "Rapid Reflexes", - "source": "FoxfireVamp", - "level": 1, - "school": "CEL", - "time": [ - { - "number": 0, - "unit": "None" - } - ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": {}, - "duration": [ - { - "type": "special" - } - ], - "entries": [ - "While you have this power prepared you may take the Dodge action as a bonus action on your turn, and if you have not taken the Dodge action on your previous turn you are considered in half cover when you are targeted by ranged attacks and spells from attackers you can see.", - "Additionally you may use your bonus action on a turn to ignore the loading property of weapons you are wielding." - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Highborne", - "source": "FoxfireVamp", - "shortName": "Highborne" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - } - ] - }, - "miscTags": [ - "UBA" - ] - }, - { - "name": "Fleetness", - "source": "FoxfireVamp", - "level": 2, - "school": "CEL", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": { - "s": true, - "m": "one point from your blood pool which is consumed by the power" - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - } - } - ], - "entries": [ - "For the duration of the power you add your Dexterity modifier twice to any Dexterity based skill checks and your movement speed is doubled.", - "Additionally you may add your Dexterity modifier to your AC (even if it already benefits from your Dexterity modifier) against one melee attack that would hit you as a reaction, to do so you must see the attacker." - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Highborne", - "source": "FoxfireVamp", - "shortName": "Highborne" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - } - ] - } - }, - { - "name": "Blink", - "source": "FoxfireVamp", - "level": 3, - "school": "CEL", - "time": [ - { - "number": 1, - "unit": "bonus" - } - ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": { - "s": true, - "m": "one point from your blood pool which is consumed by the power" - }, - "duration": [ - { - "type": "instant" - } - ], - "entries": [ - "When you use this power you may move in a straight line up to double your movement speed towards an object or creature without provoking opportunity attacks." - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Highborne", - "source": "FoxfireVamp", - "shortName": "Highborne" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - } - ] - } - }, - { - "name": "Traversal", - "source": "FoxfireVamp", - "level": 3, - "school": "CEL", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": { - "s": true, - "m": "one point from your blood pool which is consumed by the power" - }, - "duration": [ - { - "type": "instant" - } - ], - "entries": [ - "When you use this power your movement speed is doubled and you gain the ability to move along vertical surfaces and across liquids without falling during the move until the end of your turn." - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Highborne", - "source": "FoxfireVamp", - "shortName": "Highborne" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - } - ] - } - }, - { - "name": "Draught of Elegance", - "source": "FoxfireVamp", - "level": 4, - "school": "CEL", - "time": [ - { - "number": 1, - "unit": "hour" - } - ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": { - "s": true, - "m": "an empty bottle or vial, one point from your blood pool which is consumed by the power" - }, - "duration": [ - { - "type": "instant" - } - ], - "entries": [ - "You saturate your blood with the power of celerity and distill it into an invigorating draught, filling the bottle or vial. A creature other than you who drinks this draught gains a bonus to Dexterity checks and saving throws equal to half your Dexterity modifier (rounded down, minimum of 1), however they are also {@condition charmed} by you. Both effects last until the creature finishes a short or long rest.", - "The draught loses its potency after 24 hours." - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Highborne", - "source": "FoxfireVamp", - "shortName": "Highborne" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - } - ] - } - }, - { - "name": "Unerring Aim", - "source": "FoxfireVamp", - "level": 4, - "school": "CEL", - "time": [ - { - "number": 1, - "unit": "bonus" - } - ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": { - "s": true, - "m": "one point from your blood pool which is consumed by the power" - }, - "duration": [ - { - "type": "instant" - } - ], - "entries": [ - "When you use this power your next ranged attack on your turn gains a +5 bonus to the attack roll.", - { - "name": "Amalgam Power", - "type": "inset", - "entries": [ - "In order to use this power you require one 2nd level power from the Auspex discipline to also be prepared alongside this one." - ] - } - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - } - ] - } - }, - { - "name": "Lightning Strike", - "source": "FoxfireVamp", - "level": 5, - "school": "CEL", - "time": [ - { - "number": 1, - "unit": "bonus" - } - ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": { - "s": true, - "m": "one point from your blood pool which is consumed by the power" - }, - "duration": [ - { - "type": "instant" - } - ], - "entries": [ - "When you use this power your next melee attack on your turn gains a +5 bonus to the attack roll. Alternatively you gain a +5 bonus to the next Strength (Athletics) check you make to grapple or shove a creature." - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Highborne", - "source": "FoxfireVamp", - "shortName": "Highborne" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - } - ] - } - }, - { - "name": "Split Second", - "source": "FoxfireVamp", - "level": 5, - "school": "CEL", - "time": [ - { - "number": 1, - "unit": "bonus" - } - ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": { - "s": true, - "m": "one point from your blood pool which is consumed by the power" - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "round", - "amount": 1 - } - } - ], - "entries": [ - "When you use this power you gain the following until the start of your next turn:", - { - "type": "list", - "items": [ - { - "entries": [ - "You make one additional attack when you take the attack action" - ], - "type": "entries" - }, - { - "entries": [ - "Your movement speed is doubled" - ], - "type": "entries" - }, - { - "entries": [ - "You can take one reaction per turn, rather than only one per round" - ], - "type": "entries" - }, - { - "entries": [ - "You may use your reaction to impose disadvantage on an attack aginst you" - ], - "type": "entries" - }, - { - "entries": [ - "You may use your reaction to gain advantage on a Dexterity saving throw you are required to make" - ], - "type": "entries" - } - ] - } - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Highborne", - "source": "FoxfireVamp", - "shortName": "Highborne" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - } - ] - } - }, - { - "name": "Cloud Memory", - "source": "FoxfireVamp", - "level": 1, - "school": "DOM", - "time": [ - { - "number": 1, - "unit": "bonus" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 30 - } - }, - "components": { - "v": true - }, - "duration": [ - { - "type": "instant" - } - ], - "entries": [ - "Choose one creature within range that can see and hear you. The target must make a Wisdom saving throw against your power save DC.", - "On a failed save the target forgets the current moment and everything else within the last minute.", - "Your ability for this power is Charisma." - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Bloodmage", - "source": "FoxfireVamp", - "shortName": "Bloodmage" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Highborne", - "source": "FoxfireVamp", - "shortName": "Highborne" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Shadowed", - "source": "FoxfireVamp", - "shortName": "Shadowed" - } - } - ] - } - }, - { - "name": "Compel", - "source": "FoxfireVamp", - "level": 1, - "school": "DOM", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 30 - } - }, - "components": { - "v": true - }, - "duration": [ - { - "type": "instant" - } - ], - "entries": [ - "Choose one creature you can see within range that can see, hear and understand you. The target must make an Intelligence saving throw against your power save DC. A target automatically succeeds on this saving throw if it can't be charmed.", - "On a failed save you issue the target a single-action command, no longer than a short sentence, that it feels compelled to obey.", - "Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends.", - { - "type": "entries", - "entries": [ - { - "name": "Approach me", - "entries": [ - "The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you." - ], - "type": "entries" - }, - { - "name": "Drop your belongings", - "entries": [ - "The target spends its action each turn removing it's weapons, armour and any items from its person." - ], - "type": "entries" - }, - { - "name": "Flee from me", - "entries": [ - "The target spends its turn moving away from you by the fastest available means." - ], - "type": "entries" - }, - { - "name": "Grovel at my feet", - "entries": [ - "The target falls prone and then ends its turn." - ], - "type": "entries" - }, - { - "name": "Stay in place", - "entries": [ - "The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air." - ], - "type": "entries" - } - ] - }, - "Compelling the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the power.", - "At the end of each of its turns for the duration, the target may repeat the Intelligence saving throw.", - "Your ability for this power is Charisma." - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Bloodmage", - "source": "FoxfireVamp", - "shortName": "Bloodmage" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Highborne", - "source": "FoxfireVamp", - "shortName": "Highborne" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Shadowed", - "source": "FoxfireVamp", - "shortName": "Shadowed" - } - } - ] - } - }, - { - "name": "Mesmerize", - "source": "FoxfireVamp", - "level": 2, - "school": "DOM", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 30 - } - }, - "components": { - "v": true, - "m": "one point from your blood pool which is consumed by the power" - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "hour", - "amount": 1 - } - } - ], - "entries": [ - "You issue a command (limited to a sentence or two) to a creature you can see within range that can see, hear and understand you. Creatures that can't be charmed are immune to this effect. Mesmerizing the creature to do some obviously harmful act ends the power.", - "The target must make an Intelligence saving throw against your power save DC. On a failed save, it is charmed by you and pursues the course of action you described to the best of its ability. The issued command can continue for the entire duration. If the issued command can be completed in a shorter time, the power ends when the target finishes what it was asked to do.", - "Your ability for this power is Charisma." - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Bloodmage", - "source": "FoxfireVamp", - "shortName": "Bloodmage" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Highborne", - "source": "FoxfireVamp", - "shortName": "Highborne" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Shadowed", - "source": "FoxfireVamp", - "shortName": "Shadowed" - } - } - ] - } - }, - { - "name": "Dementation", - "source": "FoxfireVamp", - "level": 2, - "school": "DOM", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 30 - } - }, - "components": { - "v": true, - "m": "one point from your blood pool which is consumed by the power" - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - }, - "concentration": true - } - ], - "entries": [ - "Choose one creature you can see within range that can see, hear and understand you. The target must make an Intelligence saving throw against your power save DC.", - "On a failed save the creature is afflicted by a dementation from the table below for the power's duration:", - { - "type": "table", - "colLabels": [ - "{@dice d10}", - "Effect" - ], - "colStyles": [ - "col-1 text-center no-wrap", - "col-11" - ], - "rows": [ - [ - { - "type": "cell", - "roll": { - "min": 1, - "max": 3 - } - }, - { - "type": "entries", - "name": "Hunger", - "entries": [ - "The target feels increasingly hungry to the point where it becomes ravenous and insatiable. They spend their action eating any food on their person or within 5 feet of them. If there is none, they move towards the nearest food source they can see and attempt to eat it; if no conventional food is present the target tries eating the nearest creature." - ] - } - ], - [ - { - "type": "cell", - "roll": { - "min": 4, - "max": 5 - } - }, - { - "type": "entries", - "name": "Dominance", - "entries": [ - "The target feels the growing need to prove their dominance and control over others. The target spends it action on its turn taunting its opponents." - ] - } - ], - [ - { - "type": "cell", - "roll": { - "min": 6, - "max": 7 - } - }, - { - "type": "entries", - "name": "Harm", - "entries": [ - "The target feels compelled to destroy or hurt those around them, even friends. The target uses their action to attack the nearest creature to them by either taking the attack action or casting a spell that deals damage; focusing on one creature until it dies before attacking another." - ] - } - ], - [ - { - "type": "cell", - "roll": { - "min": 8, - "max": 9 - } - }, - { - "type": "entries", - "name": "Paranoia", - "entries": [ - "The target tries to end or escape the danger by any means, whether running or begging for their life. The target becomes frightened of you and spends its turns trying to move as far away from you as its speed allows." - ] - } - ], - [ - { - "type": "cell", - "roll": { - "exact": 10 - } - }, - { - "type": "entries", - "entries": [ - "You choose the effect the target suffers." - ] - } - ] - ] - }, - "Your ability for this power is Charisma.", - { - "name": "Amalgam Power", - "type": "inset", - "entries": [ - "In order to use this power you require one 2nd level power from the Obfuscate discipline to also be prepared alongside this one." - ] - } - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Bloodmage", - "source": "FoxfireVamp", - "shortName": "Bloodmage" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - } - ] - } - }, - { - "name": "The Forgetful Mind", - "source": "FoxfireVamp", - "level": 3, - "school": "DOM", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 30 - } - }, - "components": { - "v": true, - "s": true, - "m": "one point from your blood pool which is consumed by the power" - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - }, - "concentration": true - } - ], - "entries": [ - "You attempt to reshape another creature's memories. One creature that you can see must make an Intelligence saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another power or a spell, this power ends, and none of the target's memories are modified.", - "While this charm lasts, you can affect the target's memory of an event that it experienced. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event.", - "You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the altered memories to take root. Its mind fills in any gaps in the details of your description. If the power ends before you have finished describing the altered memories, the creature's memory isn't altered. Otherwise, the altered memories take hold when the power ends.", - "An altered memory doesn't necessarily affect how a creature behaves, particularly if the memory contradicts the creature's natural inclinations, alignment, or beliefs. An illogical altered memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The DM might deem a altered memory too nonsensical to affect a creature in a significant manner.", - "A {@spell remove curse|PHB} or {@spell greater restoration|PHB} spell cast on the target restores the creature's true memory.", - "Your ability for this power is Charisma." - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Bloodmage", - "source": "FoxfireVamp", - "shortName": "Bloodmage" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Highborne", - "source": "FoxfireVamp", - "shortName": "Highborne" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Shadowed", - "source": "FoxfireVamp", - "shortName": "Shadowed" - } - } - ] - } - }, - { - "name": "Submerged Directive", - "source": "FoxfireVamp", - "level": 3, - "school": "DOM", - "time": [ - { - "number": 0, - "unit": "None" - } - ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": {}, - "duration": [ - { - "type": "special" - } - ], - "entries": [ - "When using the {@spell Mesmerize|FoxfireVamp} power you can now specify conditions that will trigger your complex commands rather than have the target carry them out immediately. For example, you might command a knight give their warhorse to the first beggar they meet. If the condition isn't met before the power expires, the activity isn't performed.", - "When used in this way, {@spell Mesmerize|FoxfireVamp} has a duration of 24 hours." - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Bloodmage", - "source": "FoxfireVamp", - "shortName": "Bloodmage" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Highborne", - "source": "FoxfireVamp", - "shortName": "Highborne" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Shadowed", - "source": "FoxfireVamp", - "shortName": "Shadowed" - } - } - ] - } - }, - { - "name": "Rationalize", - "source": "FoxfireVamp", - "level": 4, - "school": "DOM", - "time": [ - { - "number": 0, - "unit": "None" - } - ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": {}, - "duration": [ - { - "type": "special" - } - ], - "entries": [ - "While you have this power prepared, creatures now believe that anything they do under the influence of your Dominate powers was a result of their own free will, and defend their actions, however absurd. If pressed on their belief, an affected creature can make an Wisdom ({@skill Insight}) check against your power save DC.", - "Your ability for this power is Charisma." - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Bloodmage", - "source": "FoxfireVamp", - "shortName": "Bloodmage" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Highborne", - "source": "FoxfireVamp", - "shortName": "Highborne" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Shadowed", - "source": "FoxfireVamp", - "shortName": "Shadowed" - } - } - ] - } - }, - { - "name": "Mass Manipulation", - "source": "FoxfireVamp", - "level": 5, - "school": "DOM", - "time": [ - { - "number": 0, - "unit": "None" - } - ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": {}, - "duration": [ - { - "type": "special" - } - ], - "entries": [ - "While you have this power prepared your {@spell Cloud Memory|FoxfireVamp}, {@spell Compel|FoxfireVamp}, {@spell Mesmerize|FoxfireVamp}, {@spell Dementation|FoxfireVamp} and {@spell The Forgetful Mind|FoxfireVamp} powers may target a number of creatures up to your Charisma modifier (minimum of 2) instead of one. Targeting additional creatures in this way requires one point from your blood pool in addition to the amount required by the power used." - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Bloodmage", - "source": "FoxfireVamp", - "shortName": "Bloodmage" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Highborne", - "source": "FoxfireVamp", - "shortName": "Highborne" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Shadowed", - "source": "FoxfireVamp", - "shortName": "Shadowed" - } - } - ] - } - }, - { - "name": "Terminal Decree", - "source": "FoxfireVamp", - "level": 5, - "school": "DOM", - "time": [ - { - "number": 0, - "unit": "None" - } - ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": {}, - "duration": [ - { - "type": "special" - } - ], - "entries": [ - "While you have this power prepared you may now issue commands with your {@spell Compel|FoxfireVamp} and {@spell Mesmerize|FoxfireVamp} powers that are directly harmful to the target. Unless you have the {@spell Rationalize|FoxfireVamp} power prepared, the target creature makes an additional saving throw against the power used each time it takes damage from the harmful command." - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Bloodmage", - "source": "FoxfireVamp", - "shortName": "Bloodmage" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Highborne", - "source": "FoxfireVamp", - "shortName": "Highborne" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Shadowed", - "source": "FoxfireVamp", - "shortName": "Shadowed" - } - } - ] - } - }, - { - "name": "Resilience", - "source": "FoxfireVamp", - "level": 1, - "school": "FOR", - "time": [ - { - "number": 0, - "unit": "None" - } - ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": {}, - "duration": [ - { - "type": "special" - } - ], - "entries": [ - "While you have this power prepared, your current and maximum hit points increase by an amount equal to your Constitution modifier multiplied by your Vampire level (minimum of 0)." - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Feral", - "source": "FoxfireVamp", - "shortName": "Feral" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Highborne", - "source": "FoxfireVamp", - "shortName": "Highborne" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Shadowed", - "source": "FoxfireVamp", - "shortName": "Shadowed" - } - } - ] - } - }, - { - "name": "Unswayable Mind", - "source": "FoxfireVamp", - "level": 1, - "school": "FOR", - "time": [ - { - "number": 0, - "unit": "None" - } - ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": {}, - "duration": [ - { - "type": "special" - } - ], - "entries": [ - "While you have this power prepared, you add your Constitution modifier (minimum of 0) to any saving throws you make against being {@condition charmed}." - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Feral", - "source": "FoxfireVamp", - "shortName": "Feral" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Highborne", - "source": "FoxfireVamp", - "shortName": "Highborne" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Shadowed", - "source": "FoxfireVamp", - "shortName": "Shadowed" - } - } - ] - } - }, - { - "name": "Toughness", - "source": "FoxfireVamp", - "level": 2, - "school": "FOR", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 30 - } - }, - "components": { - "s": true, - "m": "one point from your blood pool which is consumed by the power" - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - } - } - ], - "entries": [ - "For the duration of the power, you reduce all nonmagical damage you take by an amount equal to your Constitution modifier (minimum of 0). This reduction is done before any applicable resistances or vulnerabilities are taken into account." - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Feral", - "source": "FoxfireVamp", - "shortName": "Feral" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Highborne", - "source": "FoxfireVamp", - "shortName": "Highborne" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Shadowed", - "source": "FoxfireVamp", - "shortName": "Shadowed" - } - } - ] - } - }, - { - "name": "Enduring Beasts", - "source": "FoxfireVamp", - "level": 2, - "school": "FOR", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 60 - } - }, - "components": { - "s": true, - "m": "one point from your blood pool which is consumed by the power" - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - } - } - ], - "entries": [ - "For one minute, one beast of your choice that you can see within range gains temporary hit points equal to your Constitution modifier multiplied by your level (minimum of 1).", - { - "name": "Amalgam Power", - "type": "inset", - "entries": [ - "In order to use this power you require one 1st level power from the Animalism discipline to also be prepared alongside this one." - ] - } - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Feral", - "source": "FoxfireVamp", - "shortName": "Feral" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - } - ] - } - }, - { - "name": "Defy Bane", - "source": "FoxfireVamp", - "level": 3, - "school": "FOR", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 30 - } - }, - "components": { - "s": true, - "m": "one point from your blood pool which is consumed by the power" - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - } - } - ], - "entries": [ - "For one minute you gain resistance to fire damage, and take only half the damage from your Sunlight Hypersensitivity and Harmed by Running Water flaws." - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Feral", - "source": "FoxfireVamp", - "shortName": "Feral" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Highborne", - "source": "FoxfireVamp", - "shortName": "Highborne" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Shadowed", - "source": "FoxfireVamp", - "shortName": "Shadowed" - } - } - ] - } - }, - { - "name": "Fortify the Inner Facade", - "source": "FoxfireVamp", - "level": 3, - "school": "FOR", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 30 - } - }, - "components": { - "s": true, - "m": "one point from your blood pool which is consumed by the power" - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "hour", - "amount": 1 - } - } - ], - "entries": [ - "For the duration of the power, your mind can't be read or detected, creatures can't telepathically communicate with you unless you allow it, you and anything you're wearing is immune to the effects of divination spells, and you have advantage on Intelligence, Wisdom, and Charisma saving throws." - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Feral", - "source": "FoxfireVamp", - "shortName": "Feral" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Highborne", - "source": "FoxfireVamp", - "shortName": "Highborne" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Shadowed", - "source": "FoxfireVamp", - "shortName": "Shadowed" - } - } - ] - }, - "miscTags": [ - "ADV" - ] - }, - { - "name": "Draught of Endurance", - "source": "FoxfireVamp", - "level": 4, - "school": "CEL", - "time": [ - { - "number": 1, - "unit": "hour" - } - ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": { - "s": true, - "m": "an empty bottle or vial, one point from your blood pool which is consumed by the power" - }, - "duration": [ - { - "type": "instant" - } - ], - "entries": [ - "You saturate your blood with the power of fortitude and distill it into an invigorating draught, filling the bottle or vial. A creature other than you who drinks this draught gains a bonus to Constitution checks and saving throws equal to half your Constituion modifier (rounded down, minimum of 1), however they are also {@condition charmed} by you. Both effects last until the creature finishes a short or long rest.", - "The draught loses its potency after 24 hours." - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Feral", - "source": "FoxfireVamp", - "shortName": "Feral" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Highborne", - "source": "FoxfireVamp", - "shortName": "Highborne" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Shadowed", - "source": "FoxfireVamp", - "shortName": "Shadowed" - } - } - ] - } - }, - { - "name": "Flesh of Marble", - "source": "FoxfireVamp", - "level": 5, - "school": "FOR", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": { - "s": true, - "m": "two points from your blood pool which are consumed by the power" - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - } - } - ], - "entries": [ - "For the duration of the power, you gain immunity to non-magical bludgeoning, piercing and slashing damage; additionally the first time you take damage in a round, the damage you take is halved." - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Feral", - "source": "FoxfireVamp", - "shortName": "Feral" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Highborne", - "source": "FoxfireVamp", - "shortName": "Highborne" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Shadowed", - "source": "FoxfireVamp", - "shortName": "Shadowed" - } - } - ] - } - }, - { - "name": "Prowess from Pain", - "source": "FoxfireVamp", - "level": 5, - "school": "FOR", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": { - "s": true, - "m": "one point from your blood pool which is consumed by the power" - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - } - } - ], - "entries": [ - "For the duration of the power, you gain a bonus depending on your current hit points:", - { - "type": "list", - "items": [ - { - "entries": [ - "If you have no more than three-quarters of your hit points left you gain a +1 bonus to your Strength and Dexterity scores." - ], - "type": "entries" - }, - { - "entries": [ - "If you have no more than half of your hit points left you gain an additional +1 bonus to your Strength and Dexterity scores." - ], - "type": "entries" - }, - { - "entries": [ - "If you have no more than one quarter of your hit points left you gain an additional +2 bonus to your Strength and Dexterity scores." - ], - "type": "entries" - } - ] - }, - "The above bonuses are cumulative with one another as you lose hit points and as you regain hit points you lose the relevant bonus. The bonuses to your Strength and Dexterity scores may increase them above 20, but not above 24." - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Feral", - "source": "FoxfireVamp", - "shortName": "Feral" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Highborne", - "source": "FoxfireVamp", - "shortName": "Highborne" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Shadowed", - "source": "FoxfireVamp", - "shortName": "Shadowed" - } - } - ] - } - }, - { - "name": "A Taste for Blood", - "source": "FoxfireVamp", - "level": 1, - "school": "BLO", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": { - "s": true, - "m": "a drop of another creature's blood which is consumed by the power" - }, - "duration": [ - { - "type": "instant" - } - ], - "entries": [ - "You taste the drop of blood and are able to discern basic traits about that creature such as their sex, race, age and creature type. If you have tasted the blood of a specific individual before, you are able to recognise that the blood you taste belongs to that specific individual." - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Bloodmage", - "source": "FoxfireVamp", - "shortName": "Bloodmage" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - } - ] - } - }, - { - "name": "Blood Walk", - "source": "FoxfireVamp", - "level": 1, - "school": "BLO", - "time": [ - { - "number": 1, - "unit": "minute" - } - ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": { - "v": true, - "s": true, - "m": "one point from your blood pool which is consumed by the power" - }, - "duration": [ - { - "type": "instant" - } - ], - "entries": [ - "When you begin casting you take {@damage 1d4} slashing damage, which can't be reduced in any way, as you cut open your hand and drip your blood into the silver cup. You then pour the other creature's blood into the silver cup, repeating this ritual's incantation while casting. Once cast, you learn the following about the creature who's blood was used in the ritual:", - { - "type": "list", - "items": [ - { - "entries": [ - "The creature's true name" - ], - "type": "entries" - }, - { - "entries": [ - "The creature's sex" - ], - "type": "entries" - }, - { - "entries": [ - "The creature's race" - ], - "type": "entries" - }, - { - "entries": [ - "The creature's type" - ], - "type": "entries" - }, - { - "entries": [ - "The creature's alignment" - ], - "type": "entries" - }, - { - "entries": [ - "The creature's total class levels if any, or the creature's CR if it has no class levels" - ], - "type": "entries" - } - ] - } - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Bloodmage", - "source": "FoxfireVamp", - "shortName": "Bloodmage" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - } - ] - }, - "meta": { - "ritual": true - } - }, - { - "name": "Clinging of the Insect", - "source": "FoxfireVamp", - "level": 1, - "school": "BLO", - "time": [ - { - "number": 1, - "unit": "minute" - } - ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": { - "v": true, - "s": true, - "m": "a living insect and two points from your blood pool which are consumed by the power; an empty vial" - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "hour", - "amount": 1 - } - } - ], - "entries": [ - "When you begin casting you take {@damage 1d4} slashing damage, which can't be reduced in any way, as you cut open your hand before crushing the insect in it and consuming the mixture created. Until the power ends, you gain the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You also gain a climbing speed equal to your walking speed." - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Bloodmage", - "source": "FoxfireVamp", - "shortName": "Bloodmage" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - } - ] - }, - "meta": { - "ritual": true - } - }, - { - "name": "Corrosive Vitae", - "source": "FoxfireVamp", - "level": 1, - "school": "BLO", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 10 - } - }, - "components": { - "v": true, - "s": true, - "m": "one point from your blood pool which is consumed by the power" - }, - "duration": [ - { - "type": "instant" - } - ], - "entries": [ - "You take {@damage 1d4} slashing damage, which can't be reduced in any way, as you cut open your hand and extend it toward a creature you can see within range, projecting a burst of foul corrosive blood at them. The creature must succeed on a Dexterity saving throw against your power save DC or take acid damage equal to one roll of your blood potency die plus your Intelligence modifier, taking half as much damage on a successful save.", - "This power's damage increases to two blood potency dice when you reach 5th level, three blood potency dice at 11th level, and four blood potency dice at 17th level.", - "Your ability for this power is Intelligence." - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Bloodmage", - "source": "FoxfireVamp", - "shortName": "Bloodmage" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - } - ] - } - }, - { - "name": "Craft Bloodstone", - "source": "FoxfireVamp", - "level": 1, - "school": "BLO", - "time": [ - { - "number": 1, - "unit": "hour" - } - ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": { - "v": true, - "s": true, - "m": "A pebble of iron ore or a small magnet, a litre of blood from any source in a silver bowl and two points from your blood pool which are consumed by the power" - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "day", - "amount": 7 - } - } - ], - "entries": [ - "When you begin casting you take {@damage 1d4} slashing damage, which can't be reduced in any way, as you cut open your hand and drip your blood into the silver bowl; pouring in the gathered litre of blood after and then adding in the small iron pebble or magnet which slowly absorbs the gathered blood.", - "Once cast, a bloodstone is created and you can unerringly sense the direction and distance to the stone. This effect lasts until the Bloodstone is destroyed or the power ends. You can have and keep track of a number of stones up to your Intelligence modifier (minimum of 1)." - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Bloodmage", - "source": "FoxfireVamp", - "shortName": "Bloodmage" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - } - ] - }, - "meta": { - "ritual": true - } - }, - { - "name": "Ward", - "source": "FoxfireVamp", - "level": 1, - "school": "BLO", - "time": [ - { - "number": 10, - "unit": "minute" - } - ], - "range": { - "type": "point", - "distance": { - "type": "touch" - } - }, - "components": { - "v": true, - "s": true, - "m": "two points from your blood pool which are consumed by the power" - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "hour", - "amount": 8 - } - } - ], - "entries": [ - "When you begin casting you take {@damage 1d4} slashing damage, which can't be reduced in any way, as you cut open your hand and you inscribe a ward with your blood. You can inscribe it on an object, such as a book, a scroll, or a treasure chest. The ward can cover an area no larger than a 5 foot radius. If the object is broken or destroyed after you performed this ritual, the ward is broken, and the power ends without being triggered.", - "The ward is nearly invisible and requires a successful Intelligence ({@skill Investigation}) check against your power save DC to be found.", - "You decide if any creatures do not trigger the ward when you perform the ritual. Once the ritual is complete any beast, giant or non-shapechanger humanoid creature that willingly touches the warded object until the power ends must make a Wisdom saving throw against your power save DC. On a failed save the creature takes {@damage 3d8} psychic damage and recoils from the warded object, on a successful save they take half as much damage and don't recoil from the warded object.", - "Your ability for this power is Intelligence." - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Bloodmage", - "source": "FoxfireVamp", - "shortName": "Bloodmage" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - } - ] - }, - "meta": { - "ritual": true - } - }, - { - "name": "Communicate", - "source": "FoxfireVamp", - "level": 2, - "school": "BLO", - "time": [ - { - "number": 10, - "unit": "minute" - } - ], - "range": { - "type": "point", - "distance": { - "type": "unlimited" - } - }, - "components": { - "v": true, - "s": true, - "m": "two points from your blood pool which are consumed by the power; an object belonging to the creature you wish to contact, a silver bowl full of clear water" - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - } - } - ], - "entries": [ - "When you begin casting you take {@damage 1d4} slashing damage, which can't be reduced in any way, as you cut open your hand and drip your blood into the water within silver bowl; submerging the object from your intended target under the bloody water.", - "When the ritual is finished you create a telepathic link between yourself and the target creature. The creature can be anywhere on the same plane of existence as you. The power ends if you or the target are no longer on the same plane.", - "Until the power ends, you and the target can instantaneously share words, images, sounds, and other sensory messages with one another through the link, and the target recognizes you as the creature it is communicating with.", - "If the target wishes to block the telepathic link, it must succeed a Wisdom saving throw against your power save DC.", - "Your ability for this power is Intelligence." - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Bloodmage", - "source": "FoxfireVamp", - "shortName": "Bloodmage" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - } - ] - }, - "meta": { - "ritual": true - } - }, - { - "name": "Extinguish Vitae", - "source": "FoxfireVamp", - "level": 2, - "school": "BLO", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 30 - } - }, - "components": { - "v": true, - "s": true, - "m": "one point from your blood pool which is consumed by the power" - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "round", - "amount": 1 - } - } - ], - "entries": [ - "Choose a creature you can see within range, it must make a Constitution saving throw against your power save DC.", - "On a failed save, the creature has disadvantage on saving throws and can't regain hit points until the start of your next turn.", - "Your ability for this power is Intelligence." - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Bloodmage", - "source": "FoxfireVamp", - "shortName": "Bloodmage" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - } - ] - } - }, - { - "name": "Eyes of Babel", - "source": "FoxfireVamp", - "level": 2, - "school": "BLO", - "time": [ - { - "number": 1, - "unit": "minute" - } - ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": { - "v": true, - "s": true, - "m": "the eyes and tongue of a creatue that died within the last hour, and two points from your blood pool which are consumed by the power" - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "hour", - "amount": 8 - } - } - ], - "entries": [ - "{@i Plucking the ingredients fresh from the victim, you chew and swallow them.}", - "Until the power ends you are able to read, speak and understand one language known to the creature the components were taken from." - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Bloodmage", - "source": "FoxfireVamp", - "shortName": "Bloodmage" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - } - ] - }, - "meta": { - "ritual": true - } - }, - { - "name": "Illuminate the Trail of Prey", - "source": "FoxfireVamp", - "level": 2, - "school": "BLO", - "time": [ - { - "number": 1, - "unit": "minute" - } - ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": { - "v": true, - "s": true, - "m": "a white satin ribbon and two points from your blood pool which are consumed by the power" - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "hour", - "amount": 1 - } - } - ], - "entries": [ - "When you begin casting you take {@damage 1d4} slashing damage, which can't be reduced in any way, as you cut open your hand and soak the ribbon in your blood; once the ritual is complete the ribbon sets alight.", - "Choose one creature you are familiar with. Until the power ends, as long as you are on the same plane of existence as the destination, you know how far it is to the creature and in what direction it lies." - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Bloodmage", - "source": "FoxfireVamp", - "shortName": "Bloodmage" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - } - ] - }, - "meta": { - "ritual": true - } - }, - { - "name": "Truth of Blood", - "source": "FoxfireVamp", - "level": 2, - "school": "BLO", - "time": [ - { - "number": 1, - "unit": "minute" - } - ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": { - "v": true, - "s": true, - "m": "one pint of blood from the target creature and two points from your blood pool which are consumed by the power; a vessel to fully contain the blood" - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "hour", - "amount": 1 - } - } - ], - "entries": [ - "When you begin casting you take {@damage 1d4} slashing damage, which can't be reduced in any way, as you cut open your hand and mix your blood with the target's in the vessel.", - "For the duration of the power whenever the creature who's blood was used as a component speaks a statement within 30 feet of the vessel the blood within reacts to inform you whether or not the statement is true, as far as the target is aware. This power cannot pierce {@spell Cloud Memory|FoxfireVamp}, {@spell The Forgetful Mind|FoxfireVamp} or other memory wiping vampiric powers." - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Bloodmage", - "source": "FoxfireVamp", - "shortName": "Bloodmage" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - } - ] - }, - "meta": { - "ritual": true - } - }, - { - "name": "Ward Against Spirits", - "source": "FoxfireVamp", - "level": 2, - "school": "BLO", - "time": [ - { - "number": 10, - "unit": "minute" - } - ], - "range": { - "type": "point", - "distance": { - "type": "touch" - } - }, - "components": { - "v": true, - "s": true, - "m": "a handful of salt or a handful of brick dust, and two points from your blood pool which are consumed by the power" - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "hour", - "amount": 8 - } - } - ], - "entries": [ - "When you begin casting you take {@damage 1d4} slashing damage, which can't be reduced in any way, as you cut open your hand and you inscribe a ward with your blood. You can inscribe it on an object, such as a book, a scroll, or a treasure chest. The ward can cover an area no larger than a 5 foot radius. If the object is broken or destroyed after you performed this ritual, the ward is broken, and the power ends without being triggered.", - "The ward is nearly invisible and requires a successful Intelligence ({@skill Investigation}) check against your power save DC to be found.", - "You decide if any creatures do not trigger the ward when you perform the ritual. Once the ritual is complete any celestial, elemental, fey or fiend that willingly touches the warded object until the power ends must make a Wisdom saving throw against your power save DC. On a failed save the creature takes {@damage 5d8} psychic damage and recoils from the warded object, on a successful save they take half as much damage and don't recoil from the warded object.", - "Your ability for this power is Intelligence." - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Bloodmage", - "source": "FoxfireVamp", - "shortName": "Bloodmage" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - } - ] - }, - "meta": { - "ritual": true - } - }, - { - "name": "Warding Circle", - "source": "FoxfireVamp", - "level": 2, - "school": "BLO", - "time": [ - { - "number": 10, - "unit": "minute" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 10 - } - }, - "components": { - "v": true, - "s": true, - "m": "a bone from a beast, giant or humanoid creature; two points from your blood pool which are consumed by the power" - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "hour", - "amount": 8 - } - } - ], - "entries": [ - "When you begin casting you take {@damage 1d4} slashing damage, which can't be reduced in any way, as you cut open your hand and you draw a circle with the bone dipped in your blood. The warding circle can cover an area no larger than a 10 foot radius. If the surface is moved more than 10 feet from where you performed this ritual, is physically broken or destroyed, the warding circle is broken, and the power ends without being triggered.", - "The warding circle is nearly invisible and requires a successful Intelligence ({@skill Investigation}) check against your power save DC to be found.", - "You decide if any creatures do not trigger the warding circle when you perform the ritual and whether or not it triggers when creatures attempt to enter or leave the circle. Once the ritual is complete any beast, giant or non-shapechanger humanoid creature that attempts to enter or leave the warding circle (depending on your choice) until the power ends must make a Wisdom saving throw against your power save DC. On a failed save the creature takes {@damage 3d8} psychic damage and is unable to enter or exit the circle (depending on your choice) during their turn, on a successful save they take half as much damage and aren't stopped by the warding circle.", - "Your ability for this power is Intelligence." - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Bloodmage", - "source": "FoxfireVamp", - "shortName": "Bloodmage" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - } - ] - }, - "meta": { - "ritual": true - } - }, - { - "name": "Blood of Potency", - "source": "FoxfireVamp", - "level": 3, - "school": "BLO", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": { - "v": true, - "s": true, - "m": "one point from your blood pool which is consumed by the power" - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - } - } - ], - "entries": [ - "When you use this power your Blood Potency die increases by one size for the duration, from d4 to d6, d6 to d8, d8 to d10, or d10 to d12." - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Bloodmage", - "source": "FoxfireVamp", - "shortName": "Bloodmage" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - } - ] - } - }, - { - "name": "Dagon's Call", - "source": "FoxfireVamp", - "level": 3, - "school": "BLO", - "time": [ - { - "number": 1, - "unit": "minute" - } - ], - "range": { - "type": "point", - "distance": { - "type": "unlimited" - } - }, - "components": { - "v": true, - "s": true, - "m": { - "text": "two points from your blood pool which are consumed by the power; a gold inlaid ceremonial dagger worth at least 200gp", - "cost": 20000 - } - }, - "duration": [ - { - "type": "instant" - } - ], - "entries": [ - "When you begin casting you take {@damage 1d4} slashing damage, which can't be reduced in any way, as you slash your own skin with the ceremonial dagger. Choose one creature who has been exposed to your blood within the last 24 hours, either by drinking it or having it touch their bare skin, that is on the same plane of existence as you.", - "When the ritual is complete, the target makes a Constitution saving throw against your power save DC. On a failed save the target takes a number of blood potency dice equal to half your vampire level (rounded down) in necrotic damage or half as much damage on a successful save.", - "Your ability for this power is Intelligence." - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Bloodmage", - "source": "FoxfireVamp", - "shortName": "Bloodmage" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - } - ] - }, - "meta": { - "ritual": true - } - }, - { - "name": "Deflection of Wooden Doom", - "source": "FoxfireVamp", - "level": 3, - "school": "BLO", - "time": [ - { - "number": 1, - "unit": "hour" - } - ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": { - "v": true, - "s": true, - "m": "wood splinters or shavings, and two points from your blood pool which are consumed by the power" - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "hour", - "amount": 24 - } - } - ], - "entries": [ - "When you begin casting you take {@damage 1d4} slashing damage, which can't be reduced in any way, as you mix the pieces of wood with your own blood before drawing a circle around yourself with the mixture.", - "The first attempt at staking the user fails, shattering the stake and blinding the attacker until the end of their next turn. The power then ends." - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Bloodmage", - "source": "FoxfireVamp", - "shortName": "Bloodmage" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - } - ] - }, - "meta": { - "ritual": true - } - }, - { - "name": "Essence of Air", - "source": "FoxfireVamp", - "level": 3, - "school": "BLO", - "time": [ - { - "number": 1, - "unit": "hour" - } - ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": { - "v": true, - "s": true, - "m": "leaves, berries of belladonna, and two points from your blood pool which are consumed by the power; a cooking pot and open flame" - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "minute", - "amount": 10 - } - } - ], - "entries": [ - "When you begin casting you take {@damage 1d4} slashing damage, which can't be reduced in any way, as you mix your blood with the leaves and berries; reducing the mixture down into a potent potion that you drink at the end of the casting time.", - "You gain a flying speed equal to double your walking speed for the duration. The potion has no effect if drunk by another creature." - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Bloodmage", - "source": "FoxfireVamp", - "shortName": "Bloodmage" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - } - ] - }, - "meta": { - "ritual": true - } - }, - { - "name": "Firewalker", - "source": "FoxfireVamp", - "level": 3, - "school": "BLO", - "time": [ - { - "number": 1, - "unit": "minute" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 15 - } - }, - "components": { - "v": true, - "s": true, - "m": "one fingertip of the caster per target, and two points from your blood pool which are consumed by the power; a golden chalice or bowl" - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "hour", - "amount": 8 - } - } - ], - "entries": [ - "Choose up to eight creatures you can see within range which may include yourself; when you begin casting you take {@damage 1d12} slashing damage, which can't be reduced in any way, for each creature you have chosen as you cut off a finger tip per target, burning them together with your blood in the container.", - "For the duration of the power the chosen targets have resistance to fire damage.", - "If you remove four or more of your fingertips with this power you have disadvantage on Dexterity ({@skill Sleight of Hand}) checks until you finish a long rest." - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Bloodmage", - "source": "FoxfireVamp", - "shortName": "Bloodmage" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - } - ] - }, - "meta": { - "ritual": true - } - }, - { - "name": "Scorpion's Touch", - "source": "FoxfireVamp", - "level": 3, - "school": "BLO", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 10 - } - }, - "components": { - "v": true, - "s": true, - "m": "one point from your blood pool which is consumed by the power" - }, - "duration": [ - { - "type": "instant" - } - ], - "entries": [ - "You take {@damage 1d4} slashing damage, which can't be reduced in any way, as you cut open your hand and extend it toward a creature you can see within range, projecting a burst of foul venomous blood at them.", - "The creature must make a Constitution saving throw against your power save DC, taking posion damage equal to your blood potency die and becoming poisoned for 24 hours on a failed save or taking half as much damage and not becoming poisoned on a successful save. Until this poison ends, the target is unconscious. Another creature can use an action to shake the target awake.", - "Your ability for this power is Intelligence." - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Bloodmage", - "source": "FoxfireVamp", - "shortName": "Bloodmage" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - } - ] - } - }, - { - "name": "Ward Against Monsters", - "source": "FoxfireVamp", - "level": 3, - "school": "BLO", - "time": [ - { - "number": 10, - "unit": "minute" - } - ], - "range": { - "type": "point", - "distance": { - "type": "touch" - } - }, - "components": { - "v": true, - "s": true, - "m": { - "text": "a handful of silver dust worth at least 20gp, and two points from your blood pool which are consumed by the power", - "cost": 2000 - } - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "hour", - "amount": 8 - } - } - ], - "entries": [ - "When you begin casting you take {@damage 1d4} slashing damage, which can't be reduced in any way, as you cut open your hand and you inscribe a ward with your blood. You can inscribe it on an object, such as a book, a scroll, or a treasure chest. The ward can cover an area no larger than a 5 foot radius. If the object is broken or destroyed after you performed this ritual, the ward is broken, and the power ends without being triggered.", - "The ward is nearly invisible and requires a successful Intelligence ({@skill Investigation}) check against your power save DC to be found.", - "You decide if any creatures do not trigger the ward when you perform the ritual. Once the ritual is complete any aberration, construct, dragon, monstrositiy, ooze, plant, or shapechanger humanoid that willingly touches the warded object until the power ends must make a Wisdom saving throw against your power save DC. On a failed save the creature takes {@damage 7d8} psychic damage and recoils from the warded object, on a successful save they take half as much damage and don't recoil from the warded object.", - "Your ability for this power is Intelligence." - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Bloodmage", - "source": "FoxfireVamp", - "shortName": "Bloodmage" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - } - ] - }, - "meta": { - "ritual": true - } - }, - { - "name": "Warding Circle against Spirits", - "source": "FoxfireVamp", - "level": 3, - "school": "BLO", - "time": [ - { - "number": 10, - "unit": "minute" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 10 - } - }, - "components": { - "v": true, - "s": true, - "m": "an iron knife dipped in a mixture of salt and your blood, and two points from your blood pool which are consumed by the power" - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "hour", - "amount": 8 - } - } - ], - "entries": [ - "When you begin casting you take {@damage 1d4} slashing damage, which can't be reduced in any way, as you cut open your hand and you draw a circle with the knife dipped in your blood. The warding circle can cover an area no larger than a 10 foot radius. If the surface is moved more than 10 feet from where you performed this ritual, is physically broken or destroyed, the warding circle is broken, and the power ends without being triggered.", - "The warding circle is nearly invisible and requires a successful Intelligence ({@skill Investigation}) check against your power save DC to be found.", - "You decide if any creatures do not trigger the warding circle when you perform the ritual and whether or not it triggers when creatures attempt to enter or leave the circle. Once the ritual is complete any celestial, elemental, fey or fiend that attempts to enter or leave the warding circle (depending on your choice) until the power ends must make a Wisdom saving throw against your power save DC. On a failed save the creature takes {@damage 5d8} psychic damage and is unable to enter or exit the circle (depending on your choice) during their turn, on a successful save they take half as much damage and aren't stopped by the warding circle.", - "Your ability for this power is Intelligence." - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Bloodmage", - "source": "FoxfireVamp", - "shortName": "Bloodmage" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - } - ] - }, - "meta": { - "ritual": true - } - }, - { - "name": "Defence of the Sacred Haven", - "source": "FoxfireVamp", - "level": 4, - "school": "BLO", - "time": [ - { - "number": 1, - "unit": "hour" - } - ], - "range": { - "type": "radius", - "distance": { - "type": "self", - "amount": 20 - } - }, - "components": { - "v": true, - "s": true, - "m": "two points from your blood pool which are consumed by the power" - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "hour", - "amount": 12 - } - } - ], - "entries": [ - "When you begin casting you take {@damage 1d4} slashing damage, which can't be reduced in any way, as you cut open your hand to inscribe sigils and glyphs with your blood within the radius.", - "When the ritual is complete a 20-foot-radius sphere of magical darkness springs into existence around and above you, remaining stationary for the duration. Sunlight cannot penetrate the darkness and those inside can percieve the outside as if in darkness." - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Bloodmage", - "source": "FoxfireVamp", - "shortName": "Bloodmage" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - } - ] - }, - "meta": { - "ritual": true - } - }, - { - "name": "Eyes of the Nighthawk", - "source": "FoxfireVamp", - "level": 4, - "school": "BLO", - "time": [ - { - "number": 10, - "unit": "minute" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 10 - } - }, - "components": { - "v": true, - "s": true, - "m": "two points from your blood pool which are consumed by the power" - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "hour", - "amount": 12 - } - } - ], - "entries": [ - "With 10 minutes of work, you call forth a flying beast of the night such as owl or a raven; you take {@damage 1d4} slashing damage as you cut open your body to feed the creature your blood.", - "Once the casting is complete you form a mental link with the creature, and it follows your commands as best it can. As an action, you can see through its eyes until the power ends as long as you are on the same plane of existence, gaining the benefits of any special senses that the familiar has. During this time, you are blind with regard to your own senses.", - "When the power ends you become blinded for 24 hours unless you kill the creature and remove its eyes before then, which ends the power early and prevents the blinded condition." - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Bloodmage", - "source": "FoxfireVamp", - "shortName": "Bloodmage" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - } - ] - }, - "meta": { - "ritual": true - } - }, - { - "name": "Incorporeal Passage", - "source": "FoxfireVamp", - "level": 4, - "school": "BLO", - "time": [ - { - "number": 1, - "unit": "minute" - } - ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": { - "v": true, - "s": true, - "m": "a mirror, and two points from your blood pool which are consumed by the power" - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "hour", - "amount": 8, - "upTo": true - } - } - ], - "entries": [ - "When you begin casting you take {@damage 1d4} slashing damage, which can't be reduced in any way, as you cut open your hand to drip your blood onto the mirror while chanting before breaking the mirror. For the duration of the power, while you hold a piece of the broken mirror used as a component you become incorporeal, appearing like a translucent spectre.", - "While incorporeal you can't affect or be affected by other creatures except for attacks made by magic weapons, and you ignore all objects and effects except fire and sunlight, allowing you to move through objects. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot.", - "Additionally until the power ends you cannot use any other vampiric powers that require one or more points from your blood pool in their components.", - "The power ends early if you are not holding a piece of the broken mirror at the start of your turn." - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Bloodmage", - "source": "FoxfireVamp", - "shortName": "Bloodmage" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - } - ] - }, - "meta": { - "ritual": true - } - }, - { - "name": "Theft of Vitae", - "source": "FoxfireVamp", - "level": 4, - "school": "BLO", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 30 - } - }, - "components": { - "v": true, - "s": true, - "m": "one point from your blood pool which is consumed by the power" - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "round", - "amount": 1 - } - } - ], - "entries": [ - "Choose a humanoid creature you can see within range, they must make a Wisdom saving throw against your power save DC. On a failed save an arterial wound opens on the target and their blood flies from their veins and into your mouth until the start of your next turn. The creature is {@condition stunned} and {@condition charmed} by you for the duration, and its hit point maximum is reduced by an amount equal to five times your vampire level at the end of the duration. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.", - "If you take any damage during this process you must make a Constitution saving throw as if concentrating on a spell; on a failed save the power is interrupted, the target is no longer {@condition stunned} or {@condition charmed} by you. If the power is not interrupted you gain two points in your blood pool. If the creature dies when the power ends, you gain an additional point in your blood pool.", - "Your ability for this power is Intelligence." - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Bloodmage", - "source": "FoxfireVamp", - "shortName": "Bloodmage" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - } - ] - } - }, - { - "name": "Ward Against Undead", - "source": "FoxfireVamp", - "level": 4, - "school": "BLO", - "time": [ - { - "number": 10, - "unit": "minute" - } - ], - "range": { - "type": "point", - "distance": { - "type": "touch" - } - }, - "components": { - "v": true, - "s": true, - "m": "warm ash from a still burning fire, and two points from your blood pool which are consumed by the power" - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "hour", - "amount": 8 - } - } - ], - "entries": [ - "When you begin casting you take {@damage 1d4} slashing damage, which can't be reduced in any way, as you cut open your hand and you inscribe a ward with your blood. You can inscribe it on an object, such as a book, a scroll, or a treasure chest. The ward can cover an area no larger than a 5 foot radius. If the object is broken or destroyed after you performed this ritual, the ward is broken, and the power ends without being triggered.", - "The ward is nearly invisible and requires a successful Intelligence ({@skill Investigation}) check against your power save DC to be found.", - "You decide if any creatures do not trigger the ward when you perform the ritual. Once the ritual is complete any undead creature that willingly touches the warded object until the power ends must make a Wisdom saving throw against your power save DC. On a failed save the creature takes {@damage 9d8} psychic damage and recoils from the warded object, on a successful save they take half as much damage and don't recoil from the warded object.", - "Your ability for this power is Intelligence." - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Bloodmage", - "source": "FoxfireVamp", - "shortName": "Bloodmage" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - } - ] - }, - "meta": { - "ritual": true - } - }, - { - "name": "Warding Circle against Monsters", - "source": "FoxfireVamp", - "level": 4, - "school": "BLO", - "time": [ - { - "number": 10, - "unit": "minute" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 10 - } - }, - "components": { - "v": true, - "s": true, - "m": "an silver knife dipped in a mixture of wolfsbane and your blood, and two points from your blood pool which are consumed by the power" - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "hour", - "amount": 8 - } - } - ], - "entries": [ - "When you begin casting you take {@damage 1d4} slashing damage, which can't be reduced in any way, as you cut open your hand and you draw a circle with the knife dipped in your blood. The warding circle can cover an area no larger than a 10 foot radius. If the surface is moved more than 10 feet from where you performed this ritual, is physically broken or destroyed, the warding circle is broken, and the power ends without being triggered.", - "The warding circle is nearly invisible and requires a successful Intelligence ({@skill Investigation}) check against your power save DC to be found.", - "You decide if any creatures do not trigger the warding circle when you perform the ritual and whether or not it triggers when creatures attempt to enter or leave the circle.", - "Once the ritual is complete any aberration, construct, dragon, monstrositiy, ooze, plant, or shapechanger humanoid that attempts to enter or leave the warding circle (depending on your choice) until the power ends must make a Wisdom saving throw against your power save DC. On a failed save the creature takes {@damage 7d8} psychic damage and is unable to enter or exit the circle (depending on your choice) during their turn, on a successful save they take half as much damage and aren't stopped by the warding circle.", - "Your ability for this power is Intelligence." - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Bloodmage", - "source": "FoxfireVamp", - "shortName": "Bloodmage" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - } - ] - }, - "meta": { - "ritual": true - } - }, - { - "name": "Baal's Caress", - "source": "FoxfireVamp", - "level": 5, - "school": "BLO", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 10 - } - }, - "components": { - "v": true, - "s": true, - "m": "two points from your blood pool which are consumed by the power" - }, - "duration": [ - { - "type": "instant" - } - ], - "entries": [ - "You take {@damage 1d4} slashing damage, which can't be reduced in any way, as you cut open your hand and extend it toward a creature you can see within range, projecting a burst of foul venomous blood at them. The creature must make a Constitution saving throw against your power save DC, taking a number of blood potency dice equal to half your vampire level (rounded down) in posion damage on a failed save or half as much poison damage on a successful one.", - "Your ability for this power is Intelligence." - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Bloodmage", - "source": "FoxfireVamp", - "shortName": "Bloodmage" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - } - ] - } - }, - { - "name": "Cauldron of Blood", - "source": "FoxfireVamp", - "level": 5, - "school": "BLO", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "touch" - } - }, - "components": { - "v": true, - "s": true, - "m": "two points from your blood pool which are consumed by the power" - }, - "duration": [ - { - "type": "instant" - } - ], - "entries": [ - "Make a proficient melee attack using your Strength or Dexterity (your choice) against a creature within range. On a hit the target's blood boils in its veins, taking a number of blood potency dice equal to your vampire level in fire damage. This power ignores resistance to fire damage, and treats immunity to fire damage as resistance." - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Bloodmage", - "source": "FoxfireVamp", - "shortName": "Bloodmage" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - } - ] - } - }, - { - "name": "Escape to True Sanctuary", - "source": "FoxfireVamp", - "level": 5, - "school": "BLO", - "time": [ - { - "number": 1, - "unit": "hour" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 5 - } - }, - "components": { - "v": true, - "s": true, - "m": "three points from your blood pool which are consumed by the power" - }, - "duration": [ - { - "type": "instant" - } - ], - "entries": [ - "When you begin casting you take {@damage 2d4} slashing damage, which can't be reduced in any way, as you cut open your hand and you draw a circle with your blood.", - "Once the casting is complete the power creates a circle up to 5 feet in diameter on a flat, non-moving surface within range. You may only have two such circles in existence at one time, if you create another you choose which circle is destroyed and each circle persists until it is destroyed. If the surface is moved more than 10 feet from where you performed this ritual, or is physically broken or destroyed, the circle is destroyed.", - "Standing within a circle allows you to teleport to a second circle by using your action, and at the start of your next turn you appear in the other circle. If you take damage before the start of your next turn you must make a Constitution saving throw as if concentrating on a spell, on a failed save the teleportation fails. If you move out of the circle before the start of your next turn the teleportation fails immediately." - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Bloodmage", - "source": "FoxfireVamp", - "shortName": "Bloodmage" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - } - ] - }, - "meta": { - "ritual": true - } - }, - { - "name": "Heart of Stone", - "source": "FoxfireVamp", - "level": 5, - "school": "BLO", - "time": [ - { - "number": 1, - "unit": "hour" - } - ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": { - "v": true, - "s": true, - "m": "a stone slab; a wax candle and two points from your blood pool which are consumed by the power" - }, - "duration": [ - { - "type": "special" - } - ], - "entries": [ - "When you begin casting you take {@damage 1d4} slashing damage, which can't be reduced in any way, as you cut open your hand and you drench the wax candle in your blood. Lying on the stone slab you place the candle on your chest, allow it to burn down towards you, takind {@damage 1d4} fire damage at the end of the casting time.", - "Once the casting is complete your heart turns to stone, making you immune to the Stake to the Heart vampire weakness and immune to the charmed condition. However you have disadvantage on any Charisma (Deception), Charisma ({@skill Persuasion}) and Charisma ({@skill Performance}) checks you make and are unable to use any vampiric powers from the Presence discipline.", - "Performing this ritual again removes its effects." - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Bloodmage", - "source": "FoxfireVamp", - "shortName": "Bloodmage" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - } - ] - }, - "meta": { - "ritual": true - } - }, - { - "name": "Shaft of Belated Dissolution", - "source": "FoxfireVamp", - "level": 5, - "school": "BLO", - "time": [ - { - "number": 1, - "unit": "hour" - } - ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": { - "v": true, - "s": true, - "m": "a stake carved of rowan wood, inscribed with baneful runes, and three points from your blood pool which are consumed by the power" - }, - "duration": [ - { - "type": "special" - } - ], - "entries": [ - "When you begin casting you take {@damage 1d4} slashing damage, which can't be reduced in any way, as you cut open your hand and you drench the rowan wood stake in your blood while blackening it in a wood fire, reciting the incantations over and over.", - "Once the casting is complete a magical stake is created; the stake is a simple weapon that deals 1d6 piercing damage on a hit. The stake has a +3 bonus to its attack and damage rolls. You can only create one such stake at a time; creating a new stake in this way destroys the previous one.", - "On a hit against a vampire a splinter of the stake breaks off inside the target, which must succeed a Constition saving throw against your power save DC. On a failed save the target's hit point maximum is reduced by {@damage 1d6+3} and every 24 hours they must repeat the saving throw, ending the effect on a success; the target dies and is reduced to ash if their hit point maximum is reduced to 0. On a critical hit against a vampire the target must succeed a Constition saving throw against your power save DC. On a failed save the target dies instantly and is reduced to ash at the start of your next turn.", - "The effect of the stake can be stopped by spells such as {@spell dispel magic|PHB} (it is considered a 9th level spell) and can be suppressed by effects such as {@spell antimagic field|PHB}." - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Bloodmage", - "source": "FoxfireVamp", - "shortName": "Bloodmage" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - } - ] - }, - "meta": { - "ritual": true - } - }, - { - "name": "Warding Circle against Undead", - "source": "FoxfireVamp", - "level": 5, - "school": "BLO", - "time": [ - { - "number": 10, - "unit": "minute" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 10 - } - }, - "components": { - "v": true, - "s": true, - "m": "a rowan wand dipped in a mixture of warm ash from a still burning fire and your blood, and two points from your blood pool which are consumed by the power" - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "hour", - "amount": 8 - } - } - ], - "entries": [ - "When you begin casting you take {@damage 1d4} slashing damage, which can't be reduced in any way, as you cut open your hand and you draw a circle with the knife dipped in your blood. The warding circle can cover an area no larger than a 10 foot radius. If the surface is moved more than 10 feet from where you performed this ritual, is physically broken or destroyed, the warding circle is broken, and the power ends without being triggered.", - "The warding circle is nearly invisible and requires a successful Intelligence ({@skill Investigation}) check against your power save DC to be found.", - "You decide if any creatures do not trigger the warding circle when you perform the ritual and whether or not it triggers when creatures attempt to enter or leave the circle.", - "Once the ritual is complete any undead that attempts to enter or leave the warding circle (depending on your choice) until the power ends must make a Wisdom saving throw against your power save DC. On a failed save the creature takes {@damage 9d8} psychic damage and is unable to enter or exit the circle (depending on your choice) during their turn, on a successful save they take half as much damage and aren't stopped by the warding circle.", - "Your ability for this power is Intelligence." - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Bloodmage", - "source": "FoxfireVamp", - "shortName": "Bloodmage" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - } - ] - }, - "meta": { - "ritual": true - } - }, - { - "name": "Cloak of Shadows", - "source": "FoxfireVamp", - "level": 1, - "school": "OBF", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": { - "s": true - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - } - } - ], - "entries": [ - "For the duration of the power when taking the Hide action, you become {@condition invisible} until the power ends. This power ends early if you move." - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Bloodmage", - "source": "FoxfireVamp", - "shortName": "Bloodmage" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - } - ] - } - }, - { - "name": "Silence of Death", - "source": "FoxfireVamp", - "level": 1, - "school": "OBF", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": { - "s": true - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - } - } - ], - "entries": [ - "For the duration of the power, you silence your footsteps, clothing, minor collisions, and other sounds of your person when you make a successul Dexterity ({@skill Stealth}) check when taking the Hide action. A creature attempting a Wisdom ({@skill Perception}) check to detect you using their hearing fails automatically without the aid of magic or a special sense." - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Bloodmage", - "source": "FoxfireVamp", - "shortName": "Bloodmage" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - } - ] - } - }, - { - "name": "Unseen Passage", - "source": "FoxfireVamp", - "level": 2, - "school": "OBF", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": { - "s": true, - "m": "one point from your blood pool which is consumed by the power" - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "minute", - "amount": 10 - } - } - ], - "entries": [ - "For the duration of the power, you gain a +5 bonus to Dexterity ({@skill Stealth}) checks when taking the Hide action, and a creature attempting a Wisdom ({@skill Perception}) check to detect you using their sight fails automatically without the aid of magic or a special sense." - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Bloodmage", - "source": "FoxfireVamp", - "shortName": "Bloodmage" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - } - ] - } - }, - { - "name": "Mask of a Thousand Faces", - "source": "FoxfireVamp", - "level": 3, - "school": "OBF", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": { - "s": true, - "m": "one point from your blood pool which is consumed by the power" - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - } - } - ], - "entries": [ - "For the duration of the power, a mundane illusion shrouds you. Any creature viewing you sees a forgettable face of the same gender and approximate build and height as you. Your clothes take on the same kind of blandness, depending on the environment, for example in a castle you might appear as a servant, while you may seem to wear rags in back alley slums. You may appear differently to different creatures, and a creature that loses sight of you may perceive you differently when next they see you.", - "The illusion wrought by this power may fail to hold up to physical inspection. A creature that touches you must make an Intelligence ({@skill Investigation}) check against your power save DC. On a success the creature is no longer affected by the power, otherwise the creature perceives the illusion as real.", - "Your ability for this power is Charisma." - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Bloodmage", - "source": "FoxfireVamp", - "shortName": "Bloodmage" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - } - ] - } - }, - { - "name": "Conceal", - "source": "FoxfireVamp", - "level": 4, - "school": "OBF", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "touch" - } - }, - "components": { - "s": true, - "m": "one point from your blood pool which is consumed by the power" - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "hour", - "amount": 1 - }, - "concentration": true - } - ], - "entries": [ - "You touch one willing creature or one object, such as a door, a cart, or a small house, that is no larger than 20 feet on a side. For the duration of the power the object is {@condition invisible}.", - { - "name": "Amalgam Power", - "type": "inset", - "entries": [ - "In order to use this power you require one 3rd level power from the Auspex discipline to also be prepared alongside this one." - ] - } - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Bloodmage", - "source": "FoxfireVamp", - "shortName": "Bloodmage" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - } - ] - } - }, - { - "name": "Vanish", - "source": "FoxfireVamp", - "level": 4, - "school": "OBF", - "time": [ - { - "number": 0, - "unit": "None" - } - ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": {}, - "duration": [ - { - "type": "special" - } - ], - "entries": [ - "You are now able to hide from a creature that can see you clearly; additionally when you use an Obfuscate power with a range of self in sight of a creature, that creature must make a Wisdom saving throw against your power save DC. If you are fighting the creature, it has advantage on the saving throw. On a failed save the creature forgets having seen you for the next minute.", - "Your ability for this power is Charisma.", - { - "name": "Amalgam Power", - "type": "inset", - "entries": [ - "In order to use this power you require one 1st level power from the Obfuscate discipline to also be prepared alongside this one." - ] - } - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Bloodmage", - "source": "FoxfireVamp", - "shortName": "Bloodmage" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - } - ] - } - }, - { - "name": "Cloak the Gathering", - "source": "FoxfireVamp", - "level": 5, - "school": "OBF", - "time": [ - { - "number": 0, - "unit": "None" - } - ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": {}, - "duration": [ - { - "type": "special" - } - ], - "entries": [ - "When using an Obfuscate power with a range of self, you may spend an additional point from your blood pool to grant the benefits of the power to a number of creatures other than yourself equal to your Wisdom modifier (minimum of 1)." - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Bloodmage", - "source": "FoxfireVamp", - "shortName": "Bloodmage" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - } - ] - } - }, - { - "name": "Imposter's Guise", - "source": "FoxfireVamp", - "level": 5, - "school": "OBF", - "time": [ - { - "number": 1, - "unit": "minute" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 30 - } - }, - "components": { - "s": true, - "m": "one point from your blood pool which is consumed by the power" - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "hour", - "amount": 8 - } - } - ], - "entries": [ - "When you use this power choose one creature the same size and body type as you that you can see, you study the creature intensely. For the duration of the power you take on the appearance of the target; even being able to unerringly mimic the speech patterns and accent of the creature if you hear speak during the casting time, enabling you to pass yourself off as a native speaker of a particular land, provided that you know the language.", - { - "name": "Amalgam Power", - "type": "inset", - "entries": [ - "In order to use this power you require one 3rd level power from the Obfuscate discipline to also be prepared alongside this one." - ] - } - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Bloodmage", - "source": "FoxfireVamp", - "shortName": "Bloodmage" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - } - ] - } - }, - { - "name": "Ashes to Ashes", - "source": "FoxfireVamp", - "level": 1, - "school": "OBL", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 10 - } - }, - "components": { - "s": true, - "m": "one point from your blood pool which is consumed by the power" - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - } - } - ], - "entries": [ - "You take {@damage 1d4} slashing damage, which can't be reduced in any way, as you cut open your hand and extend it toward a corpse or undead creature you can see within range, projecting a burst of vitae onto them.", - "A corpse struck by your vitae will begin to dissolve into ash over the next minute.", - "An undead creature makes a Constitution saving throw against your power save DC; on a failed save they take necrotic damage, that can't be reduced in any way, equal to your blood potency die at the start of each of their turns for the duration of the power. The undead creature repeats the Constitution save at the end of its turns, ending the effect of the power on a success.", - "Your ability for this power is Constitution." - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Shadowed", - "source": "FoxfireVamp", - "shortName": "Shadowed" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - } - ] - } - }, - { - "name": "Oblivion's Sight", - "source": "FoxfireVamp", - "level": 1, - "school": "OBL", - "time": [ - { - "number": 0, - "unit": "None" - } - ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": {}, - "duration": [ - { - "type": "special" - } - ], - "entries": [ - "While you have this power prepared, you can see normally in dim light and darkness, both magical and nonmagical, to a distance of 120 feet." - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Shadowed", - "source": "FoxfireVamp", - "shortName": "Shadowed" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - } - ] - } - }, - { - "name": "Shadow Cloak", - "source": "FoxfireVamp", - "level": 1, - "school": "OBL", - "time": [ - { - "number": 0, - "unit": "None" - } - ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": {}, - "duration": [ - { - "type": "special" - } - ], - "entries": [ - "While you have this power prepared, you gain a +5 bonus to any Charisma ({@skill Intimidation}) and Dexterity ({@skill Stealth}) checks you make." - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Shadowed", - "source": "FoxfireVamp", - "shortName": "Shadowed" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - } - ] - } - }, - { - "name": "Summon Spirit", - "source": "FoxfireVamp", - "level": 1, - "school": "OBL", - "time": [ - { - "number": 1, - "unit": "hour" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 10 - } - }, - "components": { - "v": true, - "s": true, - "m": "an object that belonged to a creature that has been dead no longer than a century; two points from your blood pool which are consumed by the power" - }, - "duration": [ - { - "type": "instant" - } - ], - "entries": [ - "When you begin casting you take {@damage 1d4} slashing damage, which can't be reduced in any way, as you cut open your hand and drench the chosen object in your blood, calling forth a summoned spirit. It manifests in an unoccupied space that you can see within range at the end of the casting time. This corporeal form uses the {@creature Summoned Spirit|FoxfireVamp} stat block.", - "The creature may be an ally to your and your companions or it may be hostile (DM's discretion); although the summoned spirit will invariably become hostile if you threaten the object used as a component for this power. In combat, the creature shares your initiative count, but it takes its turn immediately after yours; however it is under no obligation to follow your orders and acts independently.", - "The summoned spirit disappears if it, or the object used in this power is moved more than 120 feet from the point it was summoned; otherwise the spirit remains on the material plane until it drops to 0 hit points and disappears. The summoned spirit is unaware of the limiation to how far it can move unless it has been subject to this power previously." - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Shadowed", - "source": "FoxfireVamp", - "shortName": "Shadowed" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - } - ] - }, - "meta": { - "ritual": true - } - }, - { - "name": "The Gift of False Life", - "source": "FoxfireVamp", - "level": 1, - "school": "OBL", - "time": [ - { - "number": 10, - "unit": "minute" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 10 - } - }, - "components": { - "v": true, - "s": true, - "m": "a humanoid's corpse for each {@creature mindless corpse|FoxfireVamp} you intend to create; a small concoction of blood, phlegm and bile and two points from your blood pool which are consumed by the power" - }, - "duration": [ - { - "type": "instant" - } - ], - "entries": [ - "When you begin casting you take {@damage 1d4} slashing damage, which can't be reduced in any way, as you cut open your hand and apply your blood along with the vile concoction to a number of corpses of humanoid creatures you intend to raise, up to your Wisdom modifier (minimum of 1), within 10 feet of you. At the end of the casting time the corpses are raised as undead, using the statistics of a {@creature Mindless Corpse|FoxfireVamp}.", - "You issue a simple command when the corpses are raised such as, \"sweep the floor,\" \"hold this door shut,\" or \"walk around the house perimeter\"; the mindless corpses have no ability to think or calculate, so conditional or complicated commands such as \"attack the next person to walk through this archway,\" \"drive this cart,\" or \"build a shack\" do not work. They may be directed towards a specific target for attack or other action if you point at them when issuing the command.", - "The mindless corpses continue until they complete the command given to them and then drop dead immediately afterwards; regardless of completing the command given to them they drop dead at the end of the power's duration." - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Shadowed", - "source": "FoxfireVamp", - "shortName": "Shadowed" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - } - ] - }, - "meta": { - "ritual": true - } - }, - { - "name": "Arms of Ahriman", - "source": "FoxfireVamp", - "level": 2, - "school": "OBL", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 30 - } - }, - "components": { - "s": true, - "m": "one point from your blood pool which is consumed by the power" - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - }, - "concentration": true - } - ], - "entries": [ - "You summon a number of shadowy apendages up to your Wisdom modifier (minimum of 1) from areas of dim light or darkness you can see within range.", - "When you use this power, you can cause each appendage to strike at one creature within 10 feet of the area of dim light or darkness in which it was summoned. The targeted creature must make a Dexterity saving throw against your power save DC; on a failed save the target takes bludgeoning damage equal to your blood potency die + your Wisdom modifier, it is restrained and the appendage can't restrain another target.", - "While an appendage is restraining a target, you can use a bonus action to have the appendage crush it. When you do so, the target takes bludgeoning damage equal to your blood potency die + your Wisdom modifier.", - "On each of your turns until the spell ends, you can use your action to direct the appendages to strike in this way again, targeting the same creatures or different ones.", - "A creature restrained by an appendage makes a Wisdom saving throw against your power save DC at the end of each of their turns, ending the restrained condition on a success.", - "An appendage is destroyed instantly if it comes into contact with bright light or sunlight; the power ends early if all summoned appendages are destroyed.", - "Your ability for this power is Wisdom.", - { - "name": "Amalgam Power", - "type": "inset", - "entries": [ - "In order to use this power you require one 2nd level power from the Potence discipline to also be prepared alongside this one." - ] - } - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Shadowed", - "source": "FoxfireVamp", - "shortName": "Shadowed" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - } - ] - }, - "miscTags": [ - "UBA" - ] - }, - { - "name": "Awaken the Homuncular Servant", - "source": "FoxfireVamp", - "level": 2, - "school": "OBL", - "time": [ - { - "number": 10, - "unit": "minute" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 10 - } - }, - "components": { - "v": true, - "s": true, - "m": "a small knife or dagger; a body part or an animal carcass no larger than a small dog that is unable to fly, a small concoction of urine, fecal matter and semen and two points from your blood pool which are consumed by the power" - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "hour", - "amount": 8 - } - } - ], - "entries": [ - "When you begin casting you coat the blade in the concoction and stab it into the body part or carcass used in the power's components, then you take {@damage 1d4} slashing damage, which can't be reduced in any way, as you cut open your hand and massage your blood into the soon to be servant.", - "At the end of the casting time the body part or carcass becomes alive for the duration of the power, using the {@creature Homuncular Servant|FoxfireVamp} stat block.", - "Your servant acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. If the servant is more than 300 feet away from you it immediately falls unconscious and remains that way until it is within 300 feet of you once again.", - "At the end of the power's duration the servant dies." - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Shadowed", - "source": "FoxfireVamp", - "shortName": "Shadowed" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - } - ] - }, - "meta": { - "ritual": true - } - }, - { - "name": "Compel Spirit", - "source": "FoxfireVamp", - "level": 2, - "school": "OBL", - "time": [ - { - "number": 1, - "unit": "minute" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 30 - } - }, - "components": { - "v": true, - "s": true, - "m": "an object that belonged to the target creature; two points from your blood pool which are consumed by the power" - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "hour", - "amount": 8 - }, - "concentration": true - } - ], - "entries": [ - "When you begin casting you take {@damage 1d4} slashing damage, which can't be reduced in any way, as you cut open your hand and cast a handful of your blood towards your target. Choose one undead creature you can see within range that has the incorporeal movement trait; if the object you use in this power's components never belonged to the target creature this power fails immediately.", - "The target must make a Wisdom saving throw against your power save DC, it has disadvantage on the saving throw if you threaten to harm or destroy the object that belonged to the target. On a failed save you can issue a command to the target (limited to a sentence or two) that the target will pursue to the best of its ability until it completes the command or the power ends; it then becomes hostile to you and your allies.", - "Using this power on a {@creature summoned spirit|FoxfireVamp}, created by the {@spell summon spirit|FoxfireVamp} power, allows it to move further than 120 feet from the point it was summoned however when it completes the command or the power ends the spirit drops also to 0 hit points and disappears, returning to the realm of the dead.", - "Your ability for this power is Wisdom." - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Shadowed", - "source": "FoxfireVamp", - "shortName": "Shadowed" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - } - ] - }, - "meta": { - "ritual": true - } - }, - { - "name": "Shadow Cast", - "source": "FoxfireVamp", - "level": 2, - "school": "OBL", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": { - "s": true, - "m": "one point from your blood pool which is consumed by the power" - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "hour", - "amount": 1 - } - } - ], - "entries": [ - "You conjure a supernatural shadow from your body for the duration of the power. You are able to direct your conjured shadow at will, elongating or distorting (but not detaching) it up to twice your size in any dimension, or moving it around yourself; though it can sometimes act on its own accord, at the DM's discretion.", - "In combat, unless unless elongated or distorted, it occupies a 5-foot space adjacent to you (however the space is still considered unoccupied), laying flat on surfaces such as floors and walls, but does not physically obstruct other creatures in that space. You gain advantage on Intimidation checks against any creature within the shadow's reach and the first time on a turn a creature enters the space your shadow occupies it must succeed a Wisdom saving throw against your power save DC or become frightened of you until the end of its next turn.", - "Anyone observing you can notice the shadow cast from no visible light source by succeeding on Wisdom (Perception) check against your power save DC. If the supernatural shadow touches direct sunlight it is instantly destroyed.", - "Your ability for this power is Wisdom." - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Shadowed", - "source": "FoxfireVamp", - "shortName": "Shadowed" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - } - ] - }, - "miscTags": [ - "ADV" - ] - }, - { - "name": "Aura of Decay", - "source": "FoxfireVamp", - "level": 3, - "school": "OBL", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "radius", - "distance": { - "type": "self", - "amount": 15 - } - }, - "components": { - "s": true, - "m": "one point from your blood pool which is consumed by the power" - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - }, - "concentration": true - } - ], - "entries": [ - "Each creature that starts its turn within a 15 foot radius of you for the duration of the power must make a Constitution saving throw against your power save DC. On a failed save the creature takes {@damage 3d8} necrotic damage and is poisoned for the duration of the power. This power has no effect on constructs or undead.", - "Any nonmagical plant within the radius that isn't a creature, such as a tree or shrub, simply withers and dies. Any food and drink in the radius immediately spoils; any creature that ingests the spoiled food makes a Constitution saving throw as if they started their turn in the power's radius.", - "Your ability for this power is Wisdom." - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Shadowed", - "source": "FoxfireVamp", - "shortName": "Shadowed" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - } - ] - } - }, - { - "name": "Host Spirit", - "source": "FoxfireVamp", - "level": 3, - "school": "OBL", - "time": [ - { - "number": 1, - "unit": "minute" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 10 - } - }, - "components": { - "s": true, - "m": "a gift for the targeted creature; a parasitic bug, and two points from your blood pool which are consumed by the power" - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "hour", - "amount": 1 - }, - "concentration": true - } - ], - "entries": [ - "When you begin casting you choose one undead creature that has the possession action and present the gift to the target; you then take {@damage 2d4} slashing damage, which can't be reduced in any way, as you rip two teeth from your mouth and bite into the parasitic bug with your remaining teeth. Opening your mouth wide you offer the target the chance to possess your body.", - "Whether or not the target creature accepts your gift and invitation is at the DM's discretion, based on the target's disposition towards you.", - "If the target possesses your body you gain a +3 bonus to your Strength, Dexterity, and Constitution scores until the power ends. This may raise your scores above 20 but not above 30. You can hear the target in your head, with its advice, cajoling, or supportive words (Dm's discretion). The target may share memories with you and it may, at the DM's discretion, grant you proficiency with a skill or tool it knew in life while it is posessing you.", - "However the creature possessing you may, at the DM's discretion, attempt to take full control of your body; the creature makes a Charisma saving throw against your power save DC. On a failed save it remains as a passenger until the power ends; on a successful saving throw it takes control of you until the power ends as if you failed a saving throw against its possession action.", - "This power ends early if you drop to 0 hit points or the creature is forced out by an effect like the {@spell dispel evil and good|PHB} spell. When the possession ends, the creature reappears in an unoccupied space within 5 feet of you.", - "Your ability for this power is Wisdom.", - { - "name": "Amalgam Power", - "type": "inset", - "entries": [ - "In order to use this power you require the {@spell Aura of Decay|FoxfireVamp} 3rd level power from the Oblivion discipline to also be prepared alongside this one." - ] - } - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Shadowed", - "source": "FoxfireVamp", - "shortName": "Shadowed" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - } - ] - }, - "meta": { - "ritual": true - } - }, - { - "name": "Passion Feast", - "source": "FoxfireVamp", - "level": 3, - "school": "OBL", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 15 - } - }, - "components": { - "s": true - }, - "duration": [ - { - "type": "instant" - } - ], - "entries": [ - "You attempt to devour the fire inside a nearby soul. Choose one creature you can see within range, that creature must make a Wisdom saving throw against your power save DC. On a failed save the creature takes psychic damage equal to your blood potency die plus your Wisdom modifier, it is incapacitated until the end of its next turn and its Wisdom score is reduced by an amount equal to your Wisdom modifier (minimum of 1) until it finishes a short or long rest; if a creature's Wisdom score is reduced to 0 by this power it is stunned until it regains at least one point of Wisdom. Additionally on a failed save you gain one blood point that lasts until you finish a short or long rest.", - "Your ability for this power is Wisdom.", - { - "name": "Amalgam Power", - "type": "inset", - "entries": [ - "In order to use this power you require the {@spell Toughness|FoxfireVamp} 2nd level power from the Fortitude discipline to also be prepared alongside this one." - ] - } - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Shadowed", - "source": "FoxfireVamp", - "shortName": "Shadowed" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - } - ] - } - }, - { - "name": "Shadow Perspective", - "source": "FoxfireVamp", - "level": 3, - "school": "OBL", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 60 - } - }, - "components": { - "s": true, - "m": "one point from your blood pool which is consumed by the power" - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "hour", - "amount": 1 - } - } - ], - "entries": [ - "Choose one shadow you can see within range, for the duration of the power you perceive from the shadow's perspective as if looking through a window or hole, as well as your normal senses.", - "Your presence in the shadow is undetectable by anything but magical means, such as truesight." - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Shadowed", - "source": "FoxfireVamp", - "shortName": "Shadowed" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - } - ] - } - }, - { - "name": "Shambling Hordes", - "source": "FoxfireVamp", - "level": 3, - "school": "OBL", - "time": [ - { - "number": 1, - "unit": "minute" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 10 - } - }, - "components": { - "v": true, - "s": true, - "m": "a living humanoid creature, one point from your blood pool which is consumed by the power" - }, - "duration": [ - { - "type": "instant" - } - ], - "entries": [ - "When you begin casting you rip into the humanoid's neck with your fangs and it takes damage as if you'd used your hungering bite on it (although you do not regain hit points); if the humanoid does not drop to 0 hit points, the power fails. Otherwise you spill the blood of the deceased humanoid on a number of other humanoid corpses within range up to your Wisdom modifier (minimum of 1). The power raises the corpses as undead creatures, each using the {@creature Shambling Horde|FoxfireVamp} stat block.", - "On each of your turns, you can use a bonus action to mentally command any creature you made with this power if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature moves towards the nearest creature (other than you) and uses its multiattack action against it if it can. Once given an order, the creature continues to follow it until its task is complete.", - "A creature created by this power is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this power on the creature again before the current 24-hour period ends. This use of the power reasserts your control over up to five creatures you have created with this power, rather than animating any new ones; additionally rather than requiring a living humanoid for the material component it only requires one point from your blood pool which is consumed by the power.", - { - "name": "Amalgam Power", - "type": "inset", - "entries": [ - "In order to use this power you require the {@spell Aura of Decay|FoxfireVamp} 3rd level power from the Oblivion discipline to also be prepared alongside this one." - ] - } - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Shadowed", - "source": "FoxfireVamp", - "shortName": "Shadowed" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - } - ] - }, - "meta": { - "ritual": true - }, - "miscTags": [ - "UBA" - ] - }, - { - "name": "Touch of Oblivion", - "source": "FoxfireVamp", - "level": 3, - "school": "OBL", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "touch" - } - }, - "components": { - "s": true, - "m": "one point from your blood pool which is consumed by the power" - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - } - } - ], - "entries": [ - "Make a melee attack using your Wisdom modifier against a creature you can reach. On a hit, the target takes necrotic damage equal to three of your blood potency dice and you affect the target with one of the following effects based on the damage rolled:", - { - "type": "table", - "colLabels": [ - "Damage Roll", - "Effect" - ], - "colStyles": [ - "col-1 text-center no-wrap", - "col-11" - ], - "rows": [ - [ - { - "type": "cell", - "roll": { - "min": 3, - "max": 8 - } - }, - { - "type": "entries", - "name": "Shortened muscles", - "entries": [ - "The creature's speed is halved and it can't make more than one melee or ranged attack during its turns for 1 minute. At the end of each of its turns it makes a Constitution saving throw against your power save DC, ending the effect on a success." - ] - } - ], - [ - { - "type": "cell", - "roll": { - "min": 9, - "max": 13 - } - }, - { - "type": "entries", - "name": "Withered limbs", - "entries": [ - "The target has disadvantage on attack rolls and ability checks using strength and falls prone unless assisted for 1 minute. At the end of each of its turns it makes a Constitution saving throw against your power save DC, ending the effect on a success." - ] - } - ], - [ - { - "type": "cell", - "roll": { - "min": 14, - "max": 18 - } - }, - { - "type": "entries", - "name": "Blinded", - "entries": [ - "The creature is blinded for 1 minute. At the end of each of its turns it makes a Constitution saving throw against your power save DC, ending the blinded condition on a success." - ] - } - ], - [ - { - "type": "cell", - "roll": { - "min": 19, - "max": 23 - } - }, - { - "type": "entries", - "name": "Mental Atrophe", - "entries": [ - "The creature is stunned for 1 minute. At the end of each of its turns it makes a Constitution saving throw against your power save DC, ending the stunned condition on a success." - ] - } - ], - [ - { - "type": "entries", - "entries": [ - "24+" - ] - }, - { - "type": "entries", - "name": "Rapid total necrosis", - "entries": [ - "The creature is instantly reduced to 0 hit points as its body quickly withers. A creature is immune to this effect if it is immune to necrotic damage, has legendary actions, is a construct or is undead. Such a creature instead takes an {@damage 6d8} necrotic damage." - ] - } - ] - ] - }, - "Your ability for this power is Wisdom." - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Shadowed", - "source": "FoxfireVamp", - "shortName": "Shadowed" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - } - ] - } - }, - { - "name": "Bind the Spirit", - "source": "FoxfireVamp", - "level": 4, - "school": "OBL", - "time": [ - { - "number": 1, - "unit": "minute" - } - ], - "range": { - "type": "radius", - "distance": { - "type": "self", - "amount": 120 - } - }, - "components": { - "v": true, - "s": true, - "m": "an object that belonged to a creature under the influence of your {@spell compel spirit|FoxfireVamp} power, a living humanoid creature; sufficient salt to surround the desired area, and two points from your blood pool which are consumed by the power" - }, - "duration": [ - { - "type": "instant" - } - ], - "entries": [ - "When you begin casting you rip into the humanoid's neck with your fangs and it takes damage as if you'd used your hungering bite on it (although you do not regain hit points); if the humanoid does not drop to 0 hit points, the power fails. Otherwise you mix the blood of the deceased humanoid into the salt; you then take {@damage 1d4} slashing damage, which can't be reduced in any way, as you cut open your hand to combine your blood with the mixture.", - "Placing the object down within reach, you use the mixture to draw a circle around it and the creature under the influence of your {@spell compel spirit|FoxfireVamp} power with a radius no wider than 120 feet.", - "Once complete the creature under the influence of your compel spirit power is bound within the circle and unable to leave as if prevented by an invisible wall, the effect of your {@spell compel spirit|FoxfireVamp} power ends on the creature (but it does not drop to 0 hit points if it would), the creature immediately becomes hostile to all creatures it can see, and it remains in the circle until it drops to 0 hit points or is moved outside the circle by magical means.", - { - "name": "Amalgam Power", - "type": "inset", - "entries": [ - "In order to use this power you require the {@spell Necrotic Plague|FoxfireVamp} 4th level power from the Oblivion discipline to also be prepared alongside this one." - ] - } - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Shadowed", - "source": "FoxfireVamp", - "shortName": "Shadowed" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - } - ] - }, - "meta": { - "ritual": true - } - }, - { - "name": "Necrotic Plague", - "source": "FoxfireVamp", - "level": 4, - "school": "OBL", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "touch" - } - }, - "components": { - "s": true, - "m": "one point from your blood pool which is consumed by the power" - }, - "duration": [ - { - "type": "special" - } - ], - "entries": [ - "Make a melee attack using your Wisdom modifier against a creature you can reach. On a hit, the target is poisoned for 1 minute and must make a Constitution saving throw at the start of their next turn. On a failed save, the target's maximum hit points are reduced by an amount equal to your Vampire level and it rolls on the following table, gaining the corresponding disease for a number of days equal to your Wisdom modifier (minimum of 1). The disease is unable to be cursed by non-magical means but otherwise recovers at the end of the duration.", - { - "type": "table", - "colLabels": [ - "{@dice d6} Roll", - "Effect" - ], - "colStyles": [ - "col-1 text-center no-wrap", - "col-11" - ], - "rows": [ - [ - { - "type": "cell", - "roll": { - "exact": 1 - } - }, - { - "type": "entries", - "name": "Blinding Sickness", - "entries": [ - "Pain grips the creature's mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded." - ] - } - ], - [ - { - "type": "cell", - "roll": { - "exact": 2 - } - }, - { - "type": "entries", - "name": "Filth Fever", - "entries": [ - "A raging fever sweeps through the creature's body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength." - ] - } - ], - [ - { - "type": "cell", - "roll": { - "exact": 3 - } - }, - { - "type": "entries", - "name": "Flesh Rot", - "entries": [ - "The creature's flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage." - ] - } - ], - [ - { - "type": "cell", - "roll": { - "exact": 4 - } - }, - { - "type": "entries", - "name": "Mindfire", - "entries": [ - "The creature's mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during combat." - ] - } - ], - [ - { - "type": "cell", - "roll": { - "exact": 5 - } - }, - { - "type": "entries", - "name": "Seizure", - "entries": [ - "The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity." - ] - } - ], - [ - { - "type": "cell", - "roll": { - "exact": 6 - } - }, - { - "type": "entries", - "name": "Slimy Doom", - "entries": [ - "The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn." - ] - } - ] - ] - }, - "Using this power shifts your alignment towards evil; changing from good to neutral or from neutral to evil depending on your current alignment.", - "Your ability for this power is Wisdom." - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Shadowed", - "source": "FoxfireVamp", - "shortName": "Shadowed" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - } - ] - } - }, - { - "name": "Split the Shroud", - "source": "FoxfireVamp", - "level": 4, - "school": "OBL", - "time": [ - { - "number": 1, - "unit": "minute" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 10 - } - }, - "components": { - "v": true, - "s": true, - "m": "a blade that's been used to cut into something living, a living humanoid creature, a silk sheet large enough to cover a medium creature, chalk or charcoal, and one point from your blood pool which is consumed by the power" - }, - "duration": [ - { - "type": "instant" - } - ], - "entries": [ - "When you begin casting you rip into the humanoid's neck with your fangs and it takes damage as if you'd used your hungering bite on it (although you do not regain hit points); if the humanoid does not drop to 0 hit points, the power fails. Otherwise you soak the silk sheet in the humanoid's blood, spread it out on the ground or against a wall before cutting it with the blade; creating a portal to the realm of the dead.", - "At the start of each of your turns for the duration an undead creature emerges from the portal. Roll a d6 each turn to determine what appears:", - { - "type": "table", - "colLabels": [ - "{@dice d6}", - "Creature" - ], - "colStyles": [ - "col-1 text-center no-wrap", - "col-11" - ], - "rows": [ - [ - { - "type": "cell", - "roll": { - "exact": 1 - } - }, - { - "type": "entries", - "entries": [ - "{@creature Shadow|MM}" - ] - } - ], - [ - { - "type": "cell", - "roll": { - "exact": 2 - } - }, - { - "type": "entries", - "entries": [ - "{@creature Specter|MM|Spectre}" - ] - } - ], - [ - { - "type": "cell", - "roll": { - "exact": 3 - } - }, - { - "type": "entries", - "entries": [ - "{@creature Poltergeist|MM}" - ] - } - ], - [ - { - "type": "cell", - "roll": { - "exact": 4 - } - }, - { - "type": "entries", - "entries": [ - "{@creature Banshee|MM}" - ] - } - ], - [ - { - "type": "cell", - "roll": { - "exact": 5 - } - }, - { - "type": "entries", - "entries": [ - "{@creature Ghost|MM}" - ] - } - ], - [ - { - "type": "cell", - "roll": { - "exact": 6 - } - }, - { - "type": "entries", - "entries": [ - "{@creature Wraith|MM}" - ] - } - ] - ] - }, - "The creature is hostile to all creatures, including you, except creatures summoned by this power. The creature shares your initiative count, but it takes its turn immediately after yours.", - "If a creature attempts to enter the portal from the material plane they are instantly transported to a random location in the Shadowfell.", - { - "name": "Amalgam Power", - "type": "inset", - "entries": [ - "In order to use this power you require the {@spell Necrotic Plague|FoxfireVamp} 4th level power from the Oblivion discipline to also be prepared alongside this one." - ] - } - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Shadowed", - "source": "FoxfireVamp", - "shortName": "Shadowed" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - } - ] - }, - "meta": { - "ritual": true - } - }, - { - "name": "Stygian Shroud", - "source": "FoxfireVamp", - "level": 4, - "school": "OBL", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 30 - } - }, - "components": { - "s": true, - "m": "one point from your blood pool which is consumed by the power" - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - } - } - ], - "entries": [ - "Choose a point in dim light or darkness you can see within range, the darkness there spreads to cover a 30-foot radius circle for the duration. The darkness spreads around corners and covers any creatures within its radius. No light, magical or otherwise, can illuminate the area, and creatures fully within the area are blinded and deafened.", - "Each creature that starts its turn in the area or that enters it during its turn takes {@damage 3d12} necrotic damage.", - "Your ability for this power is Wisdom." - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Shadowed", - "source": "FoxfireVamp", - "shortName": "Shadowed" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - } - ] - } - }, - { - "name": "Umbrous Clutch", - "source": "FoxfireVamp", - "level": 4, - "school": "OBL", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 60 - } - }, - "components": { - "s": true, - "m": "one point from your blood pool which is consumed by the power" - }, - "duration": [ - { - "type": "instant" - } - ], - "entries": [ - "Choose one creature you can see within range that is in bright or dim light. That creature must make a Strength saving throw against your power save DC as inky black tendrils attempt to pull them through their own shadow. On a failed save the creature disappears from its current location and instantly reappears in an unoccupied space within 5 feet of you, and it is both frightened of you and stunned until the end of your next turn.", - "Your ability for this power is Wisdom." - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Shadowed", - "source": "FoxfireVamp", - "shortName": "Shadowed" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - } - ] - } - }, - { - "name": "Ex Nihilo", - "source": "FoxfireVamp", - "level": 5, - "school": "OBL", - "time": [ - { - "number": 10, - "unit": "minute" - } - ], - "range": { - "type": "radius", - "distance": { - "type": "self", - "amount": 10 - } - }, - "components": { - "v": true, - "s": true, - "m": "two coins of any value and a mask per target creature, a bowl, and four points from your blood pool which are consumed by the power" - }, - "duration": [ - { - "type": "special" - } - ], - "entries": [ - "When you begin casting you take {@damage 3d4} slashing damage, which can't be reduced in any way, as you cut open your hand and poor your blood into the bowl. You then coat the soles of yourself and an additional number of creatures up to your Wisdom modifier (minimum of 1) that you have material components for.", - "Once complete you and the chosen creatures are transported to the Shadowfell in a location relative to where you were on the material plane.", - "You can end this power by using an action to do so, upon which you and the chosen creatures are material plane in a location relative to where you were in the Shadowfell. Any creatures on 0 hit points or who are dead are not returned to the material plane when this spell ends.", - "This power also ends if you drop to 0 hit points or die.", - { - "name": "Amalgam Power", - "type": "inset", - "entries": [ - "In order to use this power you require the {@spell Withering Spirit|FoxfireVamp} 5th level power from the Oblivion discipline to also be prepared alongside this one." - ] - } - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Shadowed", - "source": "FoxfireVamp", - "shortName": "Shadowed" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - } - ] - }, - "meta": { - "ritual": true - } - }, - { - "name": "Lazarene Blessing", - "source": "FoxfireVamp", - "level": 5, - "school": "OBL", - "time": [ - { - "number": 1, - "unit": "minute" - } - ], - "range": { - "type": "point", - "distance": { - "type": "self", - "amount": 10 - } - }, - "components": { - "v": true, - "s": true, - "m": "a knife or dagger, a living humanoid creature; incense, the heart of any beast, powdered silver, and one point from your blood pool which are consumed by the power" - }, - "duration": [ - { - "type": "instant" - } - ], - "entries": [ - "When you begin casting you rip into the humanoid's neck with your fangs and it takes damage as if you'd used your hungering bite on it (although you do not regain hit points); if the humanoid does not drop to 0 hit points, the power fails.", - "Otherwise you cut out the heart of the humanoid creature and replace it with the heart of a beast (the new heart doesn't need to be connected or working), before pouring the powdered silver over the open eyes of the dying creature.", - "Then you choose one undead creature that has the possession action and invite it to possess the dying creature. Whether or not the target creature accepts the invitation is at the DM's discretion, based on the target's disposition towards you.", - "If the target possesses the dying creature, then at the end of the casting time the humanoid rises with 1 hit point and the target of the power in control of the body, the new heart functions normally and any hit points the body had are regained when it finishes a long rest. The humanoid keeps its Strength, Dexterity and Constitution scores but gains the Intelligence, Wisdom, Charisma and alignment of the target.", - "This possession lasts indefinitely and only ends if the humanoid body dies or if the target is forced out by an effect like the {@spell dispel evil and good|PHB} spell." - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Shadowed", - "source": "FoxfireVamp", - "shortName": "Shadowed" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - } - ] - }, - "meta": { - "ritual": true - } - }, - { - "name": "Shadow Step", - "source": "FoxfireVamp", - "level": 5, - "school": "OBL", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 120 - } - }, - "components": { - "s": true, - "m": "one point from your blood pool which is consumed by the power" - }, - "duration": [ - { - "type": "instant" - } - ], - "entries": [ - "Provided you are in an area of dim light or darkness you can teleport to another area of dim light or darkness you can see within range. You arrive at exactly the spot desired within the chosen area of dim light or darkness.", - "You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing or grappled creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you use this power." - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Shadowed", - "source": "FoxfireVamp", - "shortName": "Shadowed" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - } - ] - } - }, - { - "name": "Tenebrous Avatar", - "source": "FoxfireVamp", - "level": 5, - "school": "OBL", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": { - "s": true, - "m": "two points from your blood pool which are consumed by the power" - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - } - } - ], - "entries": [ - "You transform the very substance of your being, including everything you are wearing and carrying, into a living shadow. While in this form you are incorporeal, immune to all damage except fire and radiant damage from sunlight, and you are able to move up, down, and across vertical surfaces and upside down along ceilings as if you have a climbing speed equal to your movement speed. You can pass through small holes, narrow openings, and even mere cracks, though you treat liquids as though they are solid surfaces.", - "However you are unable to take bonus actions or reactions and are only able to use your action to attempt to envelop another creature within 5 feet of you. The creature must make a Dexterity saving throw against your power save DC, taking {@damage 3d12} necrotic damage and being grappled by you on a failed save; on a successful save the creature takes half as much damage and isn't grappled.", - "If you have a creature grappled you can instead use your action to deal the grappled creature {@damage 3d12} necrotic damage or to begin feeding on them as if you had used your hungering bite feature.", - "Your ability for this power is Wisdom." - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Shadowed", - "source": "FoxfireVamp", - "shortName": "Shadowed" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - } - ] - } - }, - { - "name": "Withering Spirit", - "source": "FoxfireVamp", - "level": 5, - "school": "OBL", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "touch" - } - }, - "components": { - "s": true, - "m": "two points from your blood pool which are consumed by the power" - }, - "duration": [ - { - "type": "instant" - } - ], - "entries": [ - "You channel raw entropy via rapid spiritual decay, potentially obliterating the target's soul. Make a proficient melee attack using your Wisdom modifier against a creature you can reach. On a hit, the target takes psychic damage equal to your blood potency die plus your Wisdom modifier, it is incapacitated until the end of its next turn and it must also make a Wisdom saving throw.", - "On a failed save its Charisma score is reduced by an amount equal to twice your Wisdom modifier (minimum of 2); if a creature's Charisma score is reduced to 0 by this power it is stunned until it regains at least one point of Charisma. If the creature dies while under the effects of this power it soul is permenantly destroyed and it can't be restored to life with {@spell clone|PHB}, {@spell raise dead|PHB}, or {@spell reincarnate|PHB|reincarnation}. A {@spell resurrection|PHB}, miracle, or {@spell wish|PHB} spell can return the target to life, but only if the caster succeeds on a DC 15 spellcasting check.", - "At the end of every 7 days, the creature can repeat its saving throw against this power. If it succeeds on its saving throw, the power ends.", - "Using this power shifts your alignment towards evil; changing from good to neutral or from neutral to evil depending on your current alignment.", - "Your ability for this power is Wisdom." - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Shadowed", - "source": "FoxfireVamp", - "shortName": "Shadowed" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - } - ] - } - }, - { - "name": "Lethal Body", - "source": "FoxfireVamp", - "level": 1, - "school": "POT", - "time": [ - { - "number": 0, - "unit": "None" - } - ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": {}, - "duration": [ - { - "type": "special" - } - ], - "entries": [ - "While you have this power prepared, your unarmed strikes can deal bludgeoning damage equal to your blood potency die + your Strength modifier on a hit." - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Feral", - "source": "FoxfireVamp", - "shortName": "Feral" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Shadowed", - "source": "FoxfireVamp", - "shortName": "Shadowed" - } - } - ] - } - }, - { - "name": "Soaring Leap", - "source": "FoxfireVamp", - "level": 1, - "school": "POT", - "time": [ - { - "number": 0, - "unit": "None" - } - ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": {}, - "duration": [ - { - "type": "special" - } - ], - "entries": [ - "While you have this power prepared, you do not need to move before making a high jump or long jump at full distance. Additionally the distance you can jump is doubled." - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Feral", - "source": "FoxfireVamp", - "shortName": "Feral" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Shadowed", - "source": "FoxfireVamp", - "shortName": "Shadowed" - } - } - ] - } - }, - { - "name": "Prowess", - "source": "FoxfireVamp", - "level": 2, - "school": "POT", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": { - "s": true, - "m": "one point from your blood pool which is consumed by the power" - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "hour", - "amount": 1 - } - } - ], - "entries": [ - "For the duration of the power, you gain advantage on Strength checks and saving throws. Additionally you may add your Strength modifier twice instead of once to the damage of your unarmed strikes." - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Feral", - "source": "FoxfireVamp", - "shortName": "Feral" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Shadowed", - "source": "FoxfireVamp", - "shortName": "Shadowed" - } - } - ] - }, - "miscTags": [ - "ADV" - ] - }, - { - "name": "Brutal Feed", - "source": "FoxfireVamp", - "level": 3, - "school": "POT", - "time": [ - { - "number": 0, - "unit": "None" - } - ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": {}, - "duration": [ - { - "type": "special" - } - ], - "entries": [ - "While you have this power prepared, the necrotic damage you deal with your hungering bite is doubled; additionally when you successfully feed on a creaure, you gain two points in your blood pool instead of one." - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Feral", - "source": "FoxfireVamp", - "shortName": "Feral" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Shadowed", - "source": "FoxfireVamp", - "shortName": "Shadowed" - } - } - ] - } - }, - { - "name": "Spark of Rage", - "source": "FoxfireVamp", - "level": 3, - "school": "POT", - "time": [ - { - "number": 1, - "unit": "bonus" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 30 - } - }, - "components": { - "s": true, - "m": "one point from your blood pool which is consumed by the power" - }, - "duration": [ - { - "type": "instant" - } - ], - "entries": [ - "Choose a number of creatures within range up to your Charisma modifier (minimum of 1) that can see you. The targets must make a Intelligence saving throw against your power save DC. On a failed save, a target must immediately use their reaction to make a melee or ranged attack against the nearest creature they can see.", - "Your ability for this power is Charisma.", - { - "name": "Amalgam Power", - "type": "inset", - "entries": [ - "In order to use this power you require one 3rd level power from the Presence discipline to also be prepared alongside this one." - ] - } - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Feral", - "source": "FoxfireVamp", - "shortName": "Feral" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Shadowed", - "source": "FoxfireVamp", - "shortName": "Shadowed" - } - } - ] - } - }, - { - "name": "Uncanny Grip", - "source": "FoxfireVamp", - "level": 3, - "school": "POT", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": { - "s": true, - "m": "one point from your blood pool which is consumed by the power" - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "hour", - "amount": 1 - } - } - ], - "entries": [ - "For the duration of the power, you gain a climbing speed equal to your movement speed. Additionally you have advantage on Strength ({@skill Athletics}) checks made to climb or to grapple a creature." - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Feral", - "source": "FoxfireVamp", - "shortName": "Feral" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Shadowed", - "source": "FoxfireVamp", - "shortName": "Shadowed" - } - } - ] - }, - "miscTags": [ - "ADV" - ] - }, - { - "name": "Draught of Might", - "source": "FoxfireVamp", - "level": 4, - "school": "POT", - "time": [ - { - "number": 1, - "unit": "hour" - } - ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": { - "s": true, - "m": "an empty bottle or vial, one point from your blood pool which is consumed by the power" - }, - "duration": [ - { - "type": "instant" - } - ], - "entries": [ - "You saturate your blood with the power of potence and distill it into an invigorating draught, filling the bottle or vial. A creature other than you who drinks this draught gains a bonus to Strength checks and saving throws equal to half your Strength modifier (rounded down, minimum of 1), however they are also charmed by you. Both effects last until the creature finishes a short or long rest.", - "The draught loses its potency after 24 hours." - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Feral", - "source": "FoxfireVamp", - "shortName": "Feral" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Shadowed", - "source": "FoxfireVamp", - "shortName": "Shadowed" - } - } - ] - } - }, - { - "name": "Earthshock", - "source": "FoxfireVamp", - "level": 5, - "school": "POT", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "radius", - "distance": { - "type": "self", - "amount": 15 - } - }, - "components": { - "s": true, - "m": "two points from your blood pool which are consumed by the power" - }, - "duration": [ - { - "type": "instant" - } - ], - "entries": [ - "You slam the ground below with raw force, sending out a shockwave.", - "Each creature other than you within range must make a Strength saving throw against your power save DC. On a failed save, a creature takes bludgeoning damage equal to four blood potency dice plus your Strength modifier, is incapactitated until the end of its next turn and is knocked prone; on a successful save a creature takes half as much damage and isn't incapacitated or knocked prone.", - "A structure or nonmagical object that isn't being worn or carried also takes double the damage if it's in the power's area. The ground around you becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.", - "Your ability for this power is Strength." - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Feral", - "source": "FoxfireVamp", - "shortName": "Feral" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Shadowed", - "source": "FoxfireVamp", - "shortName": "Shadowed" - } - } - ] - } - }, - { - "name": "Fist of Caine", - "source": "FoxfireVamp", - "level": 5, - "school": "POT", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": { - "s": true, - "m": "one point from your blood pool which is consumed by the power" - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - } - } - ], - "entries": [ - "For the duration of the power, your unarmed strikes are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.", - "Additionally they ignore resistance to their damage type and treat immunity as resistance." - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Feral", - "source": "FoxfireVamp", - "shortName": "Feral" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Shadowed", - "source": "FoxfireVamp", - "shortName": "Shadowed" - } - } - ] - } - }, - { - "name": "Awe", - "source": "FoxfireVamp", - "level": 1, - "school": "PRE", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": { - "v": true - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - } - } - ], - "entries": [ - "For the duration of the power, you add your Charisma modifier twice instead of once when making Charisma ({@skill Persuasion}) checks. Additionally you're unable to use the {@spell Daunt|FoxfireVamp} Presence power at the same time." - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Highborne", - "source": "FoxfireVamp", - "shortName": "Highborne" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - } - ] - } - }, - { - "name": "Daunt", - "source": "FoxfireVamp", - "level": 1, - "school": "PRE", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": { - "v": true - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - } - } - ], - "entries": [ - "For the duration of the power, you add your Charisma modifier twice instead of once when making Charisma ({@skill Intimidation}) checks. Additionally you're unable to use the {@spell Awe|FoxfireVamp} Presence power at the same time." - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Highborne", - "source": "FoxfireVamp", - "shortName": "Highborne" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - } - ] - } - }, - { - "name": "Lingering Kiss", - "source": "FoxfireVamp", - "level": 2, - "school": "PRE", - "time": [ - { - "number": 0, - "unit": "None" - } - ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": {}, - "duration": [ - { - "type": "special" - } - ], - "entries": [ - "While you have this power prepared when you successfully feed on a creature, and if the creature has at least 1 hit point, you can choose to grant the creature a bonus. If you do, the creature gains a bonus equal to your Charisma modifier to all Charisma ({@skill Persuasion}) and Charisma ({@skill Performance}) rolls until the creature finishes a long rest; when the effect ends the creature must make a Wisdom saving throw against your power save DC. On a failed save the creature gains a level of exhaustion each time they finish a long rest while not under the effect of this power.", - "Your ability for this power is Charisma." - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Highborne", - "source": "FoxfireVamp", - "shortName": "Highborne" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - } - ] - } - }, - { - "name": "Dread Gaze", - "source": "FoxfireVamp", - "level": 3, - "school": "PRE", - "time": [ - { - "number": 1, - "unit": "bonus" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 30 - } - }, - "components": { - "s": true, - "m": "one point from your blood pool which is consumed by the power" - }, - "duration": [ - { - "type": "instant" - } - ], - "entries": [ - "Choose one creature within range that can see you, they must succeed a Wisdom saving throw against your power save DC.", - "On a failed save, it is {@condition frightened} of you until the end of its next turn and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn't move into obviously dangerous ground, such as a fire or a pit.", - "If the creature fails the save by 5 or more, it is {@condition stunned} until the end of its next turn instead of {@condition frightened}.", - "Your ability for this power is Charisma." - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Highborne", - "source": "FoxfireVamp", - "shortName": "Highborne" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - } - ] - } - }, - { - "name": "Entrancement", - "source": "FoxfireVamp", - "level": 3, - "school": "PRE", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 30 - } - }, - "components": { - "v": true, - "s": true, - "m": "one point from your blood pool which is consumed by the power" - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "hour", - "amount": 8 - } - } - ], - "entries": [ - "Choose one humanoid you can see within range that can see you. The target must succeed on a Wisdom saving throw against your power save DC. On a failed save the target is charmed by you. The charmed target regards you as a trusted friend to be heeded and protected. Although the target isn't under your control, it takes your requests or actions in the most favorable way it can, and it is a willing target for your hungering bite.", - "Each time you or your companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the power lasts 8 hours or until you die, you are on a different plane of existence than the target, or you take a bonus action to end the power.", - "Your ability for this power is Charisma." - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Highborne", - "source": "FoxfireVamp", - "shortName": "Highborne" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - } - ] - }, - "miscTags": [ - "UBA" - ] - }, - { - "name": "Irresistible Voice", - "source": "FoxfireVamp", - "level": 4, - "school": "PRE", - "time": [ - { - "number": 0, - "unit": "None" - } - ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": {}, - "duration": [ - { - "type": "special" - } - ], - "entries": [ - "While you have this power prepared, targets of your Dominate powers need only to hear and understand you to be affected.", - { - "name": "Amalgam Power", - "type": "inset", - "entries": [ - "In order to use this power you require one 1st level power from the Dominate discipline to also be prepared alongside this one." - ] - } - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Highborne", - "source": "FoxfireVamp", - "shortName": "Highborne" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - } - ] - } - }, - { - "name": "Summon", - "source": "FoxfireVamp", - "level": 4, - "school": "PRE", - "time": [ - { - "number": 10, - "unit": "minute" - } - ], - "range": { - "type": "point", - "distance": { - "type": "plane" - } - }, - "components": { - "v": true, - "s": true, - "m": "one point from your blood pool which is consumed by the power" - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "hour", - "amount": 24 - } - } - ], - "entries": [ - "Choose one creature who has previously been a target of your Awe, Entrancement, or Majesty powers. You call out to the creature in question, beckoning that they come to your side. As long as they are on the same plane of existence as you the creature hears the call in its mind, recognizes you as the sender, knows your location, and feels compelled to try to reach you. While attempting to reach you the creature doesn't move into obviously dangerous ground, such as a fire or a pit.", - "If the creature wishes to resist the compulsion they must succeed an Intelligence saving throw against your power save DC. On a successful save the creature continues to hear the summoning but no longer feels compelled to try to reach you.", - "Your ability for this power is Charisma." - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Highborne", - "source": "FoxfireVamp", - "shortName": "Highborne" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - } - ] - } - }, - { - "name": "Majesty", - "source": "FoxfireVamp", - "level": 5, - "school": "PRE", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "radius", - "distance": { - "type": "self", - "amount": 30 - } - }, - "components": { - "v": true, - "s": true, - "m": "two points from your blood pool which are consumed by the power" - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - } - } - ], - "entries": [ - "Each creature of your choice that can see you within range must succeed a Wisdom saving throw against your power save DC. On a failed save the creature is {@condition charmed} by you for the duration.", - "While a target is {@condition charmed}, you can issue verbal commands to the creature, which it does its best to obey. You can specify a simple and general course of action, such as \"Attack that creature,\" \"Run over there,\" or \"Fetch that object.\" If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.", - "While a target is {@condition charmed}, able to see you, and isn't following a command issued by you, it is {@condition incapacitated} and has its movement speed reduced to 5 feet for the duration.", - "Each time a target takes damage, it makes a new Wisdom saving throw against the power. If the saving throw succeeds, the power ends for that creature.", - "Your ability for this power is Charisma." - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Highborne", - "source": "FoxfireVamp", - "shortName": "Highborne" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - } - ] - } - }, - { - "name": "Eyes of the Beast", - "source": "FoxfireVamp", - "level": 1, - "school": "PRO", - "time": [ - { - "number": 1, - "unit": "bonus" - } - ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": { - "s": true - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "hour", - "amount": 8 - } - } - ], - "entries": [ - "Your eyes gain a supernatural red gleam, giving them even greater sight. While this power is active you can see normally in darkness, both magical and nonmagical, to a distance of 120 feet and gain advantage on Charisma ({@skill Intimidation}) rolls made against creature who can see you.", - "You can end this power at will (no action required) and it ends automatically when it is no longer prepared." - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Feral", - "source": "FoxfireVamp", - "shortName": "Feral" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - } - ] - } - }, - { - "name": "Weight of a Feather", - "source": "FoxfireVamp", - "level": 1, - "school": "PRO", - "time": [ - { - "number": 1, - "unit": "bonus" - } - ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": { - "s": true - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "hour", - "amount": 1 - } - } - ], - "entries": [ - "You reduce your mass and density, making yourself almost weightless. While this power is active you do not set off traps such as pressure plates nor do you leave footprints in surfaces such as mud or snow, and your rate of descent when falling slows to 60 feet per round until the power ends. However your jumping distance is halved and you deal only half damage with weapon attacks that use Strength.", - "You can end this power at will (no action required) and it ends automatically when it is no longer prepared." - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Feral", - "source": "FoxfireVamp", - "shortName": "Feral" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - } - ] - } - }, - { - "name": "Feral Weapons", - "source": "FoxfireVamp", - "level": 2, - "school": "PRO", - "time": [ - { - "number": 1, - "unit": "bonus" - } - ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": { - "s": true, - "m": "one point from your blood pool which is consumed by the power" - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "hour", - "amount": 1 - } - } - ], - "entries": [ - "You extend your natural weapons to monstrous proprotions, eloganted dagger-like fangs or vicious scything claws. While this power is active and you hit with an attack using your hungering bite or unarmed strikes you roll one additional damage die." - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Feral", - "source": "FoxfireVamp", - "shortName": "Feral" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - } - ] - } - }, - { - "name": "Earth Meld", - "source": "FoxfireVamp", - "level": 3, - "school": "PRO", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "touch" - } - }, - "components": { - "v": true, - "s": true, - "m": "one point from your blood pool which is consumed by the power" - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "hour", - "amount": 24 - } - } - ], - "entries": [ - "You sink into a dirt, grass or sand surface large enough to fully contain your body, melding yourself and all the equipment you carry with the surface for the duration. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.", - "While merged with the earth, you can't see what occurs outside it, and any Wisdom ({@skill Perception}) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells and use powers on yourself while submerged in the surface. You can use your movement to leave the surface where you entered it, which ends the power. You otherwise can't move.", - "Minor physical damage to the surface doesn't harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals {@damage 6d6} bludgeoning damage to you. The surface's complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to where you first entered." - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Feral", - "source": "FoxfireVamp", - "shortName": "Feral" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - } - ] - } - }, - { - "name": "Shapechange", - "source": "FoxfireVamp", - "level": 3, - "school": "PRO", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": { - "v": true, - "s": true, - "m": "one point from your blood pool which is consumed by the power" - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "hour", - "amount": 1 - }, - "concentration": true - } - ], - "entries": [ - "You transform yourself into a new form which lasts for the duration, or until you drop to 0 hit points or die. The new form can be any beast whose challenge rating is equal to or less than a quarter your level (rounded down) and the same size as you. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.", - "While you are transformed, the following rules apply:", - { - "type": "list", - "items": [ - { - "entries": [ - "Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them." - ], - "type": "entries" - }, - { - "entries": [ - "When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious." - ], - "type": "entries" - }, - { - "entries": [ - "You can't cast spells, user vampire powers and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast." - ], - "type": "entries" - }, - { - "entries": [ - "You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense." - ], - "type": "entries" - }, - { - "entries": [ - "You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form." - ], - "type": "entries" - } - ] - } - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Feral", - "source": "FoxfireVamp", - "shortName": "Feral" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - } - ] - }, - "miscTags": [ - "UBA" - ] - }, - { - "name": "Metamorphosis", - "source": "FoxfireVamp", - "level": 4, - "school": "PRO", - "time": [ - { - "number": 0, - "unit": "None" - } - ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": {}, - "duration": [ - { - "type": "special" - } - ], - "entries": [ - "While you have this power prepared, you may transform into a new form that is a different size to you when using the {@spell shapechange|FoxfireVamp} power. Additionally you may transform into a swarm of Small or smaller beasts, like a {@creature swarm of rats|MM} or {@creature swarm of ravens|MM}.", - { - "name": "Amalgam Power", - "type": "inset", - "entries": [ - "In order to use this power you require the {@spell Shapechange|FoxfireVamp} 3rd level power from the Protean discipline to also be prepared alongside this one." - ] - } - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Feral", - "source": "FoxfireVamp", - "shortName": "Feral" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - } - ] - } - }, - { - "name": "Mist Form", - "source": "FoxfireVamp", - "level": 5, - "school": "PRO", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": { - "v": true, - "s": true, - "m": "two points from your blood pool which are consumed by the power" - }, - "duration": [ - { - "type": "special" - } - ], - "entries": [ - "You transform into a Medium cloud of mist. While in mist form you can't take any actions or reactions, and you can't speak or manipulate objects. You are weightless, gain a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, your mist form can do so without squeezing, and you can't pass through water. You have advantage on Strength, Dexterity, and Constitution saving throws, and you are immune to all nonmagical damage, except the damage you take from sunlight.", - "You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious or die." - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Feral", - "source": "FoxfireVamp", - "shortName": "Feral" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - } - ] - }, - "miscTags": [ - "ADV", - "UBA" - ] - }, - { - "name": "The Unfettered Heart", - "source": "FoxfireVamp", - "level": 5, - "school": "PRO", - "time": [ - { - "number": 0, - "unit": "None" - } - ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": {}, - "duration": [ - { - "type": "special" - } - ], - "entries": [ - "While you have this power prepared, you are immune to the effects of the \"Stake to the Heart\" flaw from your Vampiric Nature feature." - ], - "classes": { - "fromSubclass": [ - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Feral", - "source": "FoxfireVamp", - "shortName": "Feral" - } - }, - { - "class": { - "name": "Vampire", - "source": "FoxfireVamp" - }, - "subclass": { - "name": "Orphaned", - "source": "FoxfireVamp", - "shortName": "Orphaned" - } - } - ] - } - } - ], - "monster": [ - { - "name": "Mindless Corpse", - "source": "FoxfireVamp", - "basicRules": true, - "size": [ - "M" - ], - "type": "undead", - "alignment": [ - "N", - "E" - ], - "ac": [ - 8 - ], - "hp": { - "average": 4, - "formula": "1d8" - }, - "speed": { - "walk": 20 - }, - "str": 9, - "dex": 6, - "con": 10, - "int": 3, - "wis": 6, - "cha": 5, - "senses": [ - "darkvision 60 ft." - ], - "passive": 8, - "immune": [ - "poison" - ], - "conditionImmune": [ - "charmed", - "poisoned" - ], - "languages": [ - "understands all languages it spoke in life but can't speak" - ], - "cr": "0", - "trait": [ - { - "name": "Undead Fortitude", - "entries": [ - "If damage reduces the mindless corpse to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the mindless corpse drops to 1 hit point instead." - ] - }, - { - "name": "Mindless", - "entries": [ - "The mindless corpse does not react to motion, words, or interference from anyone but its creator; it also does not defend itself from attacks, granting advantage to attack rolls made against it." - ] - } - ], - "action": [ - { - "name": "Slam", - "entries": [ - "{@atk mw} {@hit 1} to hit, reach 5 ft., one target. {@h}1 ({@damage 1d4 - 1}) bludgeoning damage." - ] - } - ], - "fluff": { - "images": [ - { - "type": "image", - "href": { - "type": "internal", - "path": "bestiary/MM/Zombie.webp" - } - } - ] - }, - "token": { - "name": "Zombie", - "source": "MM" - }, - "traitTags": [ - "Undead Fortitude" - ], - "senseTags": [ - "D" - ], - "languageTags": [ - "CS", - "LF" - ], - "damageTags": [ - "B" - ], - "miscTags": [ - "MW" - ], - "hasFluff": true, - "hasFluffImages": true - }, - { - "name": "Summoned Spirit", - "source": "FoxfireVamp", - "size": [ - "M" - ], - "type": "undead", - "alignment": [ - "A" - ], - "ac": [ - 11 - ], - "hp": { - "average": 13, - "formula": "3d8" - }, - "speed": { - "walk": 0, - "fly": { - "number": 40, - "condition": "(hover)" - }, - "canHover": true - }, - "str": 7, - "dex": 13, - "con": 10, - "int": 10, - "wis": 12, - "cha": 11, - "passive": 11, - "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": [ - "the languages it knew in life" - ], - "cr": "1/2", - "trait": [ - { - "name": "Incorporeal Movement", - "entries": [ - "The spirit can move through other creatures and objects as if they were difficult terrain. It takes 3 ({@damage 1d6}) force damage if it ends its turn inside an object." - ] - } - ], - "action": [ - { - "name": "Withering Touch", - "entries": [ - "{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}7 ({@damage 2d6}) necrotic damage." - ] - } - ], - "fluff": { - "images": [ - { - "type": "image", - "href": { - "type": "internal", - "path": "bestiary/MM/Ghost.webp" - } - } - ] - }, - "token": { - "name": "Ghost", - "source": "MM" - }, - "traitTags": [ - "Incorporeal Movement" - ], - "languageTags": [ - "LF" - ], - "damageTags": [ - "N", - "O" - ], - "miscTags": [ - "MW" - ], - "hasFluff": true, - "hasFluffImages": true - }, - { - "name": "Homuncular Servant", - "source": "FoxfireVamp", - "size": [ - "T" - ], - "type": "undead", - "alignment": [ - "N", - "E" - ], - "ac": [ - 12 - ], - "hp": { - "average": 2, - "formula": "1d4" - }, - "speed": { - "walk": 20, - "climb": 20 - }, - "str": 13, - "dex": 14, - "con": 11, - "int": 5, - "wis": 10, - "cha": 4, - "skill": { - "stealth": "+4" - }, - "senses": [ - "blindsight 30 ft. (blind beyond this radius)" - ], - "passive": 10, - "immune": [ - "poison" - ], - "conditionImmune": [ - "charmed", - "exhaustion", - "poisoned" - ], - "languages": [ - "understands the languages of its creator but can't speak" - ], - "cr": "0", - "trait": [ - { - "name": "Turn Immunity", - "entries": [ - "The homuncular servant is immune to effects that turn undead." - ] - }, - { - "name": "Telepathic Bond", - "entries": [ - "While the homuncular servant is within 300 feet of its master, it can magically convey what it senses to its master, and the two can communicate telepathically." - ] - } - ], - "action": [ - { - "name": "Claw", - "entries": [ - "{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) bludgeoning or slashing damage (servant's choice)." - ] - } - ], - "fluff": { - "images": [ - { - "type": "image", - "href": { - "type": "internal", - "path": "bestiary/MM/Crawling Claw.webp" - } - } - ] - }, - "token": { - "name": "Crawling Claw", - "source": "MM" - }, - "soundClip": { - "type": "internal", - "path": "bestiary/crawling-claw.mp3" - }, - "traitTags": [ - "Turn Immunity" - ], - "senseTags": [ - "B" - ], - "languageTags": [ - "CS" - ], - "damageTags": [ - "B", - "S" - ], - "miscTags": [ - "MW" - ], - "hasFluff": true, - "hasFluffImages": true - }, - { - "name": "Shambling Horde", - "source": "FoxfireVamp", - "basicRules": true, - "size": [ - "M" - ], - "type": "undead", - "alignment": [ - "N", - "E" - ], - "ac": [ - 8 - ], - "hp": { - "average": 37, - "formula": "5d8 + 15" - }, - "speed": { - "walk": 20 - }, - "str": 13, - "dex": 6, - "con": 16, - "int": 3, - "wis": 6, - "cha": 5, - "save": { - "wis": "+0" - }, - "senses": [ - "darkvision 60 ft." - ], - "passive": 8, - "immune": [ - "poison" - ], - "conditionImmune": [ - "charmed", - "poisoned" - ], - "languages": [ - "understands all languages it spoke in life but can't speak" - ], - "cr": "1", - "trait": [ - { - "name": "Undead Fortitude", - "entries": [ - "If damage reduces the shambling horde to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the shambling horde drops to 1 hit point instead." - ] - }, - { - "name": "Mindlessly Aggressive", - "entries": [ - "On its turn, unless issued a command, the shambling horde moves towards the nearest creature and takes the multiattack action against it if it can." - ] - } - ], - "action": [ - { - "name": "Multiattack", - "entries": [ - "The shambling horde makes two slam attacks." - ] - }, - { - "name": "Slam", - "entries": [ - "{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}8 ({@damage 2d6 + 1}) bludgeoning damage." - ] - } - ], - "fluff": { - "images": [ - { - "type": "image", - "href": { - "type": "internal", - "path": "bestiary/MM/Zombie.webp" - } - } - ] - }, - "token": { - "name": "Strahd Zombie", - "source": "CoS" - }, - "traitTags": [ - "Undead Fortitude" - ], - "senseTags": [ - "D" - ], - "actionTags": [ - "Multiattack" - ], - "languageTags": [ - "CS", - "LF" - ], - "damageTags": [ - "B" - ], - "miscTags": [ - "MW" - ], - "hasFluff": true, - "hasFluffImages": true - } - ], - "classFluff": [ - { - "name": "Vampire", - "source": "FoxfireVamp", - "entries": [ - { - "source": "FoxfireVamp", - "entries": [ - "Description of Vampires.", - { - "type": "entries", - "name": "Creating A Vampire", - "entries": [ - "Blurb about creating a vampire.", - { - "type": "entries", - "name": "Quick Build", - "entries": [ - "Quick build tutorial." - ] - } - ] - }, - { - "type": "entries", - "name": "Vampire Multiclassing", - "entries": [ - "Should you wish to multiclass with the Vampire class, you must meet prerequisites and you gain proficiencies as described here.", - { - "type": "entries", - "name": "Vampire Multiclassing Prerequisites", - "entries": [ - { - "type": "entries", - "name": "Ability Score Minimum", - "entries": [ - "Strength 17, Dexterity 17, Constitution 17, and Vampirism" - ] - } - ] - } - ] - } - ], - "name": "Vampire", - "type": "section" - } - ] - } - ] -} +{ + "_meta": { + "sources": [ + { + "json": "FoxfireVamp", + "abbreviation": "FFVamp", + "full": "Vampire Class", + "url": "https://homebrewery.naturalcrit.com/share/1mKyx-0GIeXAUkrKQAJWGSplXuI9bHL1cB89uNUbAA10P", + "authors": [ + "Foxfire94" + ], + "convertedBy": [ + "Foxfire94" + ], + "version": "2.0", + "color": "b90000" + } + ], + "dateAdded": 1638501610, + "dateLastModified": 1734655188, + "spellSchools": { + "ANI": { + "full": "Animalism", + "short": "Anim.", + "color": "b90000" + }, + "AUS": { + "full": "Auspex", + "short": "Ausp.", + "color": "992f2f" + }, + "CEL": { + "full": "Celerity", + "short": "Cele.", + "color": "c92a2a" + }, + "DOM": { + "full": "Dominate", + "short": "Domi.", + "color": "b80d0d" + }, + "FOR": { + "full": "Fortitude", + "short": "Fort.", + "color": "960000" + }, + "OBF": { + "full": "Obfuscate", + "short": "Obfu.", + "color": "402020" + }, + "POT": { + "full": "Potence", + "short": "Pote.", + "color": "c90000" + }, + "PRE": { + "full": "Presence", + "short": "Pres.", + "color": "ff0000" + }, + "PRO": { + "full": "Protean", + "short": "Prot.", + "color": "992020" + }, + "BLO": { + "full": "Blood Sorcery", + "short": "Bloo.", + "color": "d61515" + }, + "OBL": { + "full": "Oblivion", + "short": "Obli.", + "color": "210000" + } + }, + "edition": "classic" + }, + "class": [ + { + "name": "Vampire", + "source": "FoxfireVamp", + "hd": { + "number": 1, + "faces": 8 + }, + "proficiency": [ + "con", + "cha" + ], + "classTableGroups": [ + { + "colLabels": [ + "Blood Potency", + "Blood Pool Limit" + ], + "rows": [ + [ + { + "type": "dice", + "toRoll": [ + { + "number": 1, + "faces": 4 + } + ] + }, + 1 + ], + [ + { + "type": "dice", + "toRoll": [ + { + "number": 1, + "faces": 4 + } + ] + }, + 2 + ], + [ + { + "type": "dice", + "toRoll": [ + { + "number": 1, + "faces": 4 + } + ] + }, + 3 + ], + [ + { + "type": "dice", + "toRoll": [ + { + "number": 1, + "faces": 4 + } + ] + }, + 4 + ], + [ + { + "type": "dice", + "toRoll": [ + { + "number": 1, + "faces": 4 + } + ] + }, + 5 + ], + [ + { + "type": "dice", + "toRoll": [ + { + "number": 1, + "faces": 4 + } + ] + }, + 6 + ], + [ + { + "type": "dice", + "toRoll": [ + { + "number": 1, + "faces": 6 + } + ] + }, + 7 + ], + [ + { + "type": "dice", + "toRoll": [ + { + "number": 1, + "faces": 6 + } + ] + }, + 8 + ], + [ + { + "type": "dice", + "toRoll": [ + { + "number": 1, + "faces": 6 + } + ] + }, + 9 + ], + [ + { + "type": "dice", + "toRoll": [ + { + "number": 1, + "faces": 6 + } + ] + }, + 10 + ], + [ + { + "type": "dice", + "toRoll": [ + { + "number": 1, + "faces": 6 + } + ] + }, + 11 + ], + [ + { + "type": "dice", + "toRoll": [ + { + "number": 1, + "faces": 6 + } + ] + }, + 12 + ], + [ + { + "type": "dice", + "toRoll": [ + { + "number": 1, + "faces": 6 + } + ] + }, + 13 + ], + [ + { + "type": "dice", + "toRoll": [ + { + "number": 1, + "faces": 6 + } + ] + }, + 14 + ], + [ + { + "type": "dice", + "toRoll": [ + { + "number": 1, + "faces": 8 + } + ] + }, + 15 + ], + [ + { + "type": "dice", + "toRoll": [ + { + "number": 1, + "faces": 8 + } + ] + }, + 16 + ], + [ + { + "type": "dice", + "toRoll": [ + { + "number": 1, + "faces": 8 + } + ] + }, + 17 + ], + [ + { + "type": "dice", + "toRoll": [ + { + "number": 1, + "faces": 8 + } + ] + }, + 18 + ], + [ + { + "type": "dice", + "toRoll": [ + { + "number": 1, + "faces": 8 + } + ] + }, + 19 + ], + [ + { + "type": "dice", + "toRoll": [ + { + "number": 1, + "faces": 8 + } + ] + }, + 20 + ] + ] + } + ], + "startingProficiencies": { + "weapons": [ + "simple" + ], + "skills": [ + { + "choose": { + "from": [ + "athletics", + "acrobatics", + "sleight of hand", + "stealth", + "arcana", + "history", + "investigation", + "nature", + "religion", + "animal handling", + "insight", + "medicine", + "perception", + "survival", + "deception", + "intimidation", + "performance", + "persuasion" + ], + "count": 2 + } + } + ] + }, + "startingEquipment": { + "additionalFromBackground": true, + "default": [ + "(a) a {@item rapier|PHB|rapier (if proficient)}, (b) a {@item longsword|PHB|longsword (if proficient)}, or (c) any {@filter simple weapon|items|source=phb|category=basic|type=simple weapon}", + "(a) one set of {@item artisan's tools|PHB}, (b) one {@filter musical instrument|items|miscellaneous=mundane|type=instrument}, or (c) any {@filter simple weapon|items|source=phb|category=basic|type=simple weapon}", + "(a) {@item leather armor|phb|leather armor (if proficient)} or (b) {@item fine clothes|phb}", + "(a) a {@item diplomat's pack|phb}, (b) an {@item dungeoneer's pack|phb}, or (c) a {@item scholar's pack|phb}", + "a {@item dagger|phb}" + ], + "goldAlternative": "{@dice 5d4×10|5d4 × 10|Starting Gold}" + }, + "multiclassing": { + "requirements": { + "str": 17, + "dex": 17, + "con": 17 + }, + "requirementsSpecial": "Curse of Vampirism" + }, + "classFeatures": [ + "Vampiric Nature|Vampire|FoxfireVamp|1", + { + "classFeature": "Vampiric Bloodline|Vampire|FoxfireVamp|1", + "gainSubclassFeature": true + }, + "Misty Escape|Vampire|FoxfireVamp|3", + "Ability Score Improvement|Vampire|FoxfireVamp|4", + "Extra Attack|Vampire|FoxfireVamp|5", + "Ability Score Improvement|Vampire|FoxfireVamp|6", + "Ability Score Improvement|Vampire|FoxfireVamp|8", + { + "classFeature": "Bloodline Feature|Vampire|FoxfireVamp|9", + "gainSubclassFeature": true + }, + "Improved Resistances|Vampire|FoxfireVamp|11", + "Ability Score Improvement|Vampire|FoxfireVamp|12", + "Ability Score Improvement|Vampire|FoxfireVamp|14", + "Ability Score Improvement|Vampire|FoxfireVamp|16", + { + "classFeature": "Bloodline Feature|Vampire|FoxfireVamp|17", + "gainSubclassFeature": true + }, + "Ability Score Improvement|Vampire|FoxfireVamp|19", + "Vampiric Mastery|Vampire|FoxfireVamp|20" + ], + "subclassTitle": "Vampire Bloodlines", + "hasFluff": true + } + ], + "classFeature": [ + { + "name": "Vampiric Nature", + "source": "FoxfireVamp", + "className": "Vampire", + "classSource": "FoxfireVamp", + "level": 1, + "entries": [ + "Starting at 1st level your very nature changes as the curse of your vampirism manifests.", + { + "name": "Vampire Strengths", + "entries": [ + "You gain the following benefits:", + { + "type": "entries", + "entries": [ + { + "name": "Eyes of Night", + "entries": [ + "You gain darkvision with a range of 60 feet. If you already have darkvision it is increased by 60 feet up to a maximum of 120 feet." + ], + "type": "entries" + }, + { + "name": "Hungering Bite", + "entries": [ + "You may use your action to bite a creature within 5 feet that you are grappling, that is incapacitated, restrained, or willing. Make a melee attack, adding either your Strength or Dexterity modifier to the attack and damage rolls. If the creature is willing, the attack automatically hits.", + "On a hit the creature takes {@damage 1d4} piercing damage plus {@damage 1d4} necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and you regain hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.", + "From 11th level, a humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under your control.", + "The necrotic damage dealt by the bite increases to {@damage 2d4} at 5th level, {@damage 3d4} at 9th level, {@damage 4d4} at 13th level and {@damage 5d4} at 17th level." + ], + "type": "entries" + }, + { + "name": "Regeneration", + "entries": [ + "At the start of each of your turns, while you have no more than half of your hit points left, you regain hit points equal to your blood potency die plus your Constitution modifier (minimum of 1).", + "You don't gain this benefit if you have 0 hit points, start your turn in direct sunlight or in running water.", + "If you take radiant damage or damage from holy water you don't gain this benefit at the start of your next turn." + ], + "type": "entries" + }, + { + "name": "Resistances", + "entries": [ + "You have resistance to necrotic damage." + ], + "type": "entries" + }, + { + "name": "Undead Nature", + "entries": [ + "Your creature type changes to Undead, you no longer age, cast shadows, or reflections, and you don't need to eat, drink or breathe.", + "Unlike most undead however, you do need to sleep. When you take a long rest, you must spend at least two hours in an inactive, motionless state, rather than sleeping. Some vampires prefer to stand up straight or to hang vertically. In this state, you appear asleep, but it doesn't render you unconscious, and you can perceive as normal. Additionally if any part of your body has been severed it regrows after 2 minutes in this state." + ], + "type": "entries" + } + ] + } + ], + "type": "entries" + }, + { + "name": "Vampire Weaknesses", + "entries": [ + "You gain the following flaws:", + { + "type": "entries", + "entries": [ + { + "name": "Forbiddance", + "entries": [ + "You can't enter a residence without an invitation from one of the occupants." + ], + "type": "entries" + }, + { + "name": "Harmed by Running Water", + "entries": [ + "You take acid damage equal to your level in this class if you end your turn in running water." + ], + "type": "entries" + }, + { + "name": "Stake to the Heart", + "entries": [ + "If a piercing weapon made of wood is driven into your heart while you are incapacitated, you are paralyzed until the stake is removed." + ], + "type": "entries" + }, + { + "name": "Sunlight Hypersensitivity", + "entries": [ + "You take radiant damage, which can't be reduced in any way, equal to your level in this class when you start your turn in direct sunlight. While in direct sunlight, you have disadvantage on attack rolls and ability checks." + ], + "type": "entries" + } + ] + } + ], + "type": "entries" + }, + { + "name": "Bloodhunger", + "entries": [ + "Your curse instils in your an insatiable hunger that you need to sate to survive:", + { + "type": "entries", + "entries": [ + { + "name": "Blood Pool", + "entries": [ + "Your blood pool describes both your appetite and the well of vigour you tap into when using your powers. Your blood pool may contain a number of points up to your blood pool limit as shown on the vampire class table." + ], + "type": "entries" + }, + { + "name": "Feeding", + "entries": [ + "When you successfully hit with your hungering bite action on a humanoid creature, you may choose to spend 1 minute drinking the blood of the target creature. The creature is charmed and stunned by you for the duration, and its hit point maximum is reduced by an amount equal to five times your vampire level at the end of the duration. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.", + "If you or the target take any damage during the process you must make a Constitution saving throw as if concentrating on a spell; on a failed save the feeding is interrupted, and the target is no longer stunned or charmed by you.", + "If you successfully feed on a creature uninterrupted, you gain one point in your blood pool. If the creature you are feeding on dies, you gain an additional blood point." + ], + "type": "entries" + }, + { + "name": "Insatiable Hunger", + "entries": [ + "Immediately after finishing a long rest, you lose one point from your blood pool. If you have no points in your blood pool, you instead gain one level of exhaustion.", + "You only lose levels of exhaustion from Insatiable Hunger if you have points in your blood pool when you finish a long rest." + ], + "type": "entries" + } + ] + } + ], + "type": "entries" + } + ] + }, + { + "name": "Vampiric Bloodline", + "source": "FoxfireVamp", + "className": "Vampire", + "classSource": "FoxfireVamp", + "level": 1, + "entries": [ + "Each vampire gains their curse from someone, passed down from the original vampire to the next and all the way to you. As the curse passed to each new vampire particular perculiarities appeared: unique powers and quirks exhibiting by certain lines that differentiated them from others.", + "Choose a bloodline, which describes the lineage of the curse in your veins.", + "Your choice grants you features at 1st level, and again at 9th and 17th levels." + ] + }, + { + "name": "Misty Escape", + "source": "FoxfireVamp", + "className": "Vampire", + "classSource": "FoxfireVamp", + "level": 3, + "entries": [ + "At 3rd level, as part of taking a long rest, you may create a resting place over 1 hour; something akin to a formal burial, the resting place may resemble a coffin, crypt or grave site. When you drop to 0 hit points outside your resting place, you transform into a cloud of mist instead of falling unconscious, provided that it you aren't in sunlight or running water.", + "If you can't transform you die, your flesh turning to ash and leaving only a skeleton behind.", + "While in mist form, you can't take any actions, speak, or manipulate objects. You are weightless, gain a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, your mist form can do so without squeezing, and you can't pass through water. You have advantage on Strength, Dexterity, and Constitution saving throws, and you are immune to all nonmagical damage, except the damage you take from sunlight.", + "While you have 0 hit points in mist form, you can't revert to your vampire form, and you must reach your resting place within 2 hours or be destroyed. Once you are in a resting place, you revert to your vampire form. You are then paralyzed until you regain at least 1 hit point. After spending 1 hour in your resting place with 0 hit points, you regain 1 hit point." + ] + }, + { + "name": "Ability Score Improvement", + "source": "FoxfireVamp", + "className": "Vampire", + "classSource": "FoxfireVamp", + "level": 4, + "entries": [ + "When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a feat." + ] + }, + { + "name": "Extra Attack", + "source": "FoxfireVamp", + "className": "Vampire", + "classSource": "FoxfireVamp", + "level": 5, + "entries": [ + "Beginning at 5th level you can attack twice, instead of once, whenever you take the Attack action on your turn." + ] + }, + { + "name": "Ability Score Improvement", + "source": "FoxfireVamp", + "className": "Vampire", + "classSource": "FoxfireVamp", + "level": 6, + "entries": [ + "When you reach 6th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a feat." + ] + }, + { + "name": "Ability Score Improvement", + "source": "FoxfireVamp", + "className": "Vampire", + "classSource": "FoxfireVamp", + "level": 8, + "entries": [ + "When you reach 8th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a feat." + ] + }, + { + "name": "Bloodline Feature", + "source": "FoxfireVamp", + "className": "Vampire", + "classSource": "FoxfireVamp", + "level": 9, + "entries": [ + "At 9th level, you gain a feature granted by your Vampiric Bloodline." + ] + }, + { + "name": "Improved Resistances", + "source": "FoxfireVamp", + "className": "Vampire", + "classSource": "FoxfireVamp", + "level": 11, + "entries": [ + "At 11th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks." + ] + }, + { + "name": "Ability Score Improvement", + "source": "FoxfireVamp", + "className": "Vampire", + "classSource": "FoxfireVamp", + "level": 12, + "entries": [ + "When you reach 12th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a feat." + ] + }, + { + "name": "Ability Score Improvement", + "source": "FoxfireVamp", + "className": "Vampire", + "classSource": "FoxfireVamp", + "level": 14, + "entries": [ + "When you reach 14th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a feat." + ] + }, + { + "name": "Ability Score Improvement", + "source": "FoxfireVamp", + "className": "Vampire", + "classSource": "FoxfireVamp", + "level": 16, + "entries": [ + "When you reach 16th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a feat." + ] + }, + { + "name": "Bloodline Feature", + "source": "FoxfireVamp", + "className": "Vampire", + "classSource": "FoxfireVamp", + "level": 17, + "entries": [ + "At 17th level, you gain a feature granted by your Vampiric Bloodline." + ] + }, + { + "name": "Ability Score Improvement", + "source": "FoxfireVamp", + "className": "Vampire", + "classSource": "FoxfireVamp", + "level": 19, + "entries": [ + "When you reach 19th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a feat." + ] + }, + { + "name": "Vampiric Mastery", + "source": "FoxfireVamp", + "className": "Vampire", + "classSource": "FoxfireVamp", + "level": 20, + "entries": [ + "At 20th level, you can assume the form of a horrific creature of the night. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:", + { + "type": "list", + "items": [ + { + "entries": [ + "Leathery wings sprout from your back and grant you a flying speed of 60 feet." + ], + "type": "entries" + }, + { + "entries": [ + "You are immune to the effects that turn undead." + ], + "type": "entries" + }, + { + "entries": [ + "Your blood potency die increases to 1d10." + ], + "type": "entries" + }, + { + "entries": [ + "To look upon your new form is to invite terror. Each creature of your choice that is within 60 feet of you and aware of you must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or become frightened of you 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 the effect for the next 24 hours." + ], + "type": "entries" + } + ] + }, + "Once you use this feature, you can't use it again until you finish a long rest." + ] + } + ], + "subclassFeature": [ + { + "name": "Bloodmage", + "source": "FoxfireVamp", + "className": "Vampire", + "classSource": "FoxfireVamp", + "subclassShortName": "Bloodmage", + "subclassSource": "FoxfireVamp", + "level": 1, + "entries": [ + "Often perceived as mad occultists, Bloodmages are privy to an ancient and powerful type of magic fuelled by blood, be it theirs or some unfortunate mortal.", + "Prone to working in the shadows to conduct their mystic rituals, such vampires are also capable of great perceptive feats alongside their terrifying brand of foul sorcery.", + { + "type": "refSubclassFeature", + "subclassFeature": "Vampiric Power Disciplines|Vampire|FoxfireVamp|Bloodmage|FoxfireVamp|1" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Bonus Proficiencies|Vampire|FoxfireVamp|Bloodmage|FoxfireVamp|1" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Bane|Vampire|FoxfireVamp|Bloodmage|FoxfireVamp|1" + } + ] + }, + { + "name": "Vampiric Power Disciplines", + "entries": [ + "Starting at 1st level, you have access to one of the following vampiric power disciplines: {@b {@i Auspex}}, {@b {@i Blood Sorcery}}, {@b {@i Dominate}}, or {@b {@i Obfuscate}}.", + "You gain access to one additional discipline at 6th level, 9th level and 14th level.", + "At 1st level you may only choose vampiric powers from the first level of your chosen discipline; you may also choose from second level powers in your disciplines at 6th level, from third level powers at 9th level, from fourth level powers at 14th level, and from fifth level powers at 17th level.", + { + "type": "entries", + "entries": [ + { + "name": "Preparing Vampiric Powers", + "entries": [ + "You prepare the list of vampiric powers that are available for you to cast, choosing from the discplines you have access to. When you do so, choose a number of vampiric powers equal to half your blood pool limit, rounded down (minimum of 1). The vampiric powers must be of a level you are able to choose, as per your vampiric power disciplines feature.", + "You can change your list of prepared vampiric powers when you finish a long rest. Preparing a new list of vampiric powers requires time spent in meditation: at least 1 minute per level for each vampiric power on your list." + ], + "type": "entries" + }, + { + "name": "Power Usage Ability", + "entries": [ + "Unlike spells, vampiric powers use different ability modifiers, as shown in their descriptions when relevant, to set the saving throw DC for their effects.", + { + "type": "abilityDc", + "name": "Power", + "attributes": [ + "Power Ability" + ] + } + ], + "type": "entries" + }, + { + "name": "Rituals", + "entries": [ + "Some powers have the ritual tag, such a power can be cast using the normal rules for powers or can be cast as a ritual. The ritual version of the power takes 10 minutes longer to cast than normal, however it consumes one fewer blood point." + ], + "type": "entries" + }, + { + "name": "Requirements", + "entries": [ + "Some powers require you to have another power of a certain discipline and level prepared, which will be noted below the power's description." + ], + "type": "entries" + } + ] + } + ], + "source": "FoxfireVamp", + "className": "Vampire", + "classSource": "FoxfireVamp", + "subclassShortName": "Bloodmage", + "subclassSource": "FoxfireVamp", + "level": 1, + "header": 1 + }, + { + "name": "Bonus Proficiencies", + "entries": [ + "At 1st level, you gain proficiency in the Arcana and Medicine skills." + ], + "source": "FoxfireVamp", + "className": "Vampire", + "classSource": "FoxfireVamp", + "subclassShortName": "Bloodmage", + "subclassSource": "FoxfireVamp", + "level": 1, + "header": 1 + }, + { + "name": "Bane", + "entries": [ + "As a bloodmage vampire you gain the following additional flaw:", + { + "type": "entries", + "entries": [ + { + "name": "Tenuous Bonds", + "entries": [ + "Creatures targeted by your Dominate powers or by spells you cast that inflict the charmed condition have advantage on any saving throws they are required to make." + ], + "type": "entries" + } + ] + } + ], + "source": "FoxfireVamp", + "className": "Vampire", + "classSource": "FoxfireVamp", + "subclassShortName": "Bloodmage", + "subclassSource": "FoxfireVamp", + "level": 1, + "header": 1 + }, + { + "name": "Blood Rituals", + "source": "FoxfireVamp", + "className": "Vampire", + "classSource": "FoxfireVamp", + "subclassShortName": "Bloodmage", + "subclassSource": "FoxfireVamp", + "level": 9, + "header": 2, + "entries": [ + "At 9th level you have learnt how to use your esoteric knowledge to perform ritual magic.", + "Choose one spell from the bard, cleric, druid, sorcerer, warlock, or wizard spell list of 4th level or lower that has the ritual tag. The class you choose also determines your spellcasting ability for these spells: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard. You are able to cast that spell as a ritual at its lowest level.", + "When you finish a long rest you may replace the spell you know with a different spell from the choices available." + ] + }, + { + "name": "Sanguis Magus", + "source": "FoxfireVamp", + "className": "Vampire", + "classSource": "FoxfireVamp", + "subclassShortName": "Bloodmage", + "subclassSource": "FoxfireVamp", + "level": 17, + "header": 2, + "entries": [ + "At 17th level you are able to use your vampiric blood to fuel the casting of spells.", + "Choose two spells from the bard, cleric, druid, sorcerer, warlock, or wizard spell list of 3rd level or lower.", + "The class you choose also determines your spellcasting ability for these spells: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.", + "You are able to cast a 1st or 2nd level spell by expending one point from your blood pool, or a 3rd level spell by expending two points from your blood pool.", + "When you finish a long rest you may replace one or both spells you know with a different spell from the choices available." + ] + }, + { + "name": "Feral", + "source": "FoxfireVamp", + "className": "Vampire", + "classSource": "FoxfireVamp", + "subclassShortName": "Feral", + "subclassSource": "FoxfireVamp", + "level": 1, + "entries": [ + "Not all vampires are what you might imagine, the suave and sophisticated aristocrat in their ancient castle, some embrace the inner hungering beast the curse imbues them with, becoming like feral animals.", + "Don't let their animalistic lust for blood fool you however, for all their impulsiveness they still posess the sharp wits and cunning of their more civilised kindred.", + { + "type": "refSubclassFeature", + "subclassFeature": "Vampiric Power Disciplines|Vampire|FoxfireVamp|Feral|FoxfireVamp|1" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Bonus Proficiencies|Vampire|FoxfireVamp|Feral|FoxfireVamp|1" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Bane|Vampire|FoxfireVamp|Feral|FoxfireVamp|1" + } + ] + }, + { + "name": "Vampiric Power Disciplines", + "entries": [ + "Starting at 1st level, you have access to one of the following vampiric power disciplines: {@b {@i Animalism}}, {@b {@i Fortitude}}, {@b {@i Potence}}, or {@b {@i Protean}}.", + "You gain access to one additional discipline at 6th level, 9th level and 14th level.", + "At 1st level you may only choose vampiric powers from the first level of your chosen discipline; you may also choose from second level powers in your disciplines at 6th level, from third level powers at 9th level, from fourth level powers at 14th level, and from fifth level powers at 17th level.", + { + "type": "entries", + "entries": [ + { + "name": "Preparing Vampiric Powers", + "entries": [ + "You prepare the list of vampiric powers that are available for you to cast, choosing from the discplines you have access to. When you do so, choose a number of vampiric powers equal to half your blood pool limit, rounded down (minimum of 1). The vampiric powers must be of a level you are able to choose, as per your vampiric power disciplines feature.", + "You can change your list of prepared vampiric powers when you finish a long rest. Preparing a new list of vampiric powers requires time spent in meditation: at least 1 minute per level for each vampiric power on your list." + ], + "type": "entries" + }, + { + "name": "Power Usage Ability", + "entries": [ + "Unlike spells, vampiric powers use different ability modifiers, as shown in their descriptions when relevant, to set the saving throw DC for their effects.", + { + "type": "abilityDc", + "name": "Power", + "attributes": [ + "Power Ability" + ] + } + ], + "type": "entries" + }, + { + "name": "Rituals", + "entries": [ + "Some powers have the ritual tag, such a power can be cast using the normal rules for powers or can be cast as a ritual. The ritual version of the power takes 10 minutes longer to cast than normal, however it consumes one fewer blood point." + ], + "type": "entries" + }, + { + "name": "Requirements", + "entries": [ + "Some powers require you to have another power of a certain discipline and level prepared, which will be noted below the power's description." + ], + "type": "entries" + } + ] + } + ], + "source": "FoxfireVamp", + "className": "Vampire", + "classSource": "FoxfireVamp", + "subclassShortName": "Feral", + "subclassSource": "FoxfireVamp", + "level": 1, + "header": 1 + }, + { + "name": "Bonus Proficiencies", + "entries": [ + "At 1st level, you gain proficiency with light armour and proficiency in the Survival skill." + ], + "source": "FoxfireVamp", + "className": "Vampire", + "classSource": "FoxfireVamp", + "subclassShortName": "Feral", + "subclassSource": "FoxfireVamp", + "level": 1, + "header": 1 + }, + { + "name": "Bane", + "entries": [ + "As a feral vampire you gain the following additional flaw:", + { + "type": "entries", + "entries": [ + { + "name": "The Red Thirst", + "entries": [ + "When you reduce a creature to 0 hit points with a melee attack, make a DC 5 Wisdom saving throw. On a failed save you temporarily lose control of your senses, until the start of your next turn you are incapacitated as you consume the flesh and blood of the slain creature as if you were feeding. While feeding in this manner you do not make Constitution saving throws to maintain concentration, counting the feeding as successful as long as you are not paralyzed or unconscious at the start of your next turn.", + "The DC for the Wisdom saving throw increases by 1 for each creature you reduce to 0 hit points after the first; this increase resets when you fail the saving throw or when you finish a long rest." + ], + "type": "entries" + } + ] + } + ], + "source": "FoxfireVamp", + "className": "Vampire", + "classSource": "FoxfireVamp", + "subclassShortName": "Feral", + "subclassSource": "FoxfireVamp", + "level": 1, + "header": 1 + }, + { + "name": "Bestial Hunger", + "source": "FoxfireVamp", + "className": "Vampire", + "classSource": "FoxfireVamp", + "subclassShortName": "Feral", + "subclassSource": "FoxfireVamp", + "level": 9, + "header": 2, + "entries": [ + "Starting at 9th level, once per turn when you take the attack action you can make an attack with your hungering bite against a creature even if it isn't grappled by you, incapacitated, restrained, or willing. When you do so you have advantage on the attack roll, however attack rolls against you have advantage until the start of your next turn." + ] + }, + { + "name": "Frenzy", + "source": "FoxfireVamp", + "className": "Vampire", + "classSource": "FoxfireVamp", + "subclassShortName": "Feral", + "subclassSource": "FoxfireVamp", + "level": 17, + "header": 2, + "entries": [ + "Beginning at 17th level, whenever you take the Attack action on your turn you may make one additional attack as a bonus action." + ] + }, + { + "name": "Highborne", + "source": "FoxfireVamp", + "className": "Vampire", + "classSource": "FoxfireVamp", + "subclassShortName": "Highborne", + "subclassSource": "FoxfireVamp", + "level": 1, + "entries": [ + "The archetypical vampire, Highbornes are more often born of noble blood, or claim to be, and hold an air of elitism with their bloodline.", + "Believing themselves to have refined their blood-bound curse to it's finest, they are able to dazzle mortals and bend them to their whims while being blindingly quick and no less hardy than their feral cousins.", + { + "type": "refSubclassFeature", + "subclassFeature": "Vampiric Power Disciplines|Vampire|FoxfireVamp|Highborne|FoxfireVamp|1" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Bonus Proficiencies|Vampire|FoxfireVamp|Highborne|FoxfireVamp|1" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Bane|Vampire|FoxfireVamp|Highborne|FoxfireVamp|1" + } + ] + }, + { + "name": "Vampiric Power Disciplines", + "entries": [ + "Starting at 1st level, you have access to one of the following vampiric power disciplines: {@b {@i Celerity}}, {@b {@i Dominate}}, {@b {@i Fortitude}}, or {@b {@i Presence}}.", + "You gain access to one additional discipline at 6th level, 9th level and 14th level.", + "At 1st level you may only choose vampiric powers from the first level of your chosen discipline; you may also choose from second level powers in your disciplines at 6th level, from third level powers at 9th level, from fourth level powers at 14th level, and from fifth level powers at 17th level.", + { + "type": "entries", + "entries": [ + { + "name": "Preparing Vampiric Powers", + "entries": [ + "You prepare the list of vampiric powers that are available for you to cast, choosing from the discplines you have access to. When you do so, choose a number of vampiric powers equal to half your blood pool limit, rounded down (minimum of 1). The vampiric powers must be of a level you are able to choose, as per your vampiric power disciplines feature.", + "You can change your list of prepared vampiric powers when you finish a long rest. Preparing a new list of vampiric powers requires time spent in meditation: at least 1 minute per level for each vampiric power on your list." + ], + "type": "entries" + }, + { + "name": "Power Usage Ability", + "entries": [ + "Unlike spells, vampiric powers use different ability modifiers, as shown in their descriptions when relevant, to set the saving throw DC for their effects.", + { + "type": "abilityDc", + "name": "Power", + "attributes": [ + "Power Ability" + ] + } + ], + "type": "entries" + }, + { + "name": "Rituals", + "entries": [ + "Some powers have the ritual tag, such a power can be cast using the normal rules for powers or can be cast as a ritual. The ritual version of the power takes 10 minutes longer to cast than normal, however it consumes one fewer blood point." + ], + "type": "entries" + }, + { + "name": "Requirements", + "entries": [ + "Some powers require you to have another power of a certain discipline and level prepared, which will be noted below the power's description." + ], + "type": "entries" + } + ] + } + ], + "source": "FoxfireVamp", + "className": "Vampire", + "classSource": "FoxfireVamp", + "subclassShortName": "Highborne", + "subclassSource": "FoxfireVamp", + "level": 1, + "header": 1 + }, + { + "name": "Bonus Proficiencies", + "entries": [ + "At 1st level, you gain proficiency with light armour, medium armour and four martial weapons of your choice." + ], + "source": "FoxfireVamp", + "className": "Vampire", + "classSource": "FoxfireVamp", + "subclassShortName": "Highborne", + "subclassSource": "FoxfireVamp", + "level": 1, + "header": 1 + }, + { + "name": "Bane", + "entries": [ + "As a highborne vampire you gain the following additional flaw:", + { + "type": "entries", + "entries": [ + { + "name": "Refined Tastes", + "entries": [ + "Unlike other vampires, not just any blood will do. Choose two races of humanoids (such as humans and elves) for your refined tastes. Feeding on anything other than your chosen refined tastes requires you to make a Constitution saving throw with a DC equal to 5 plus your vampire level. On a failed save, you add no points to your blood pool as you regurgitate the blood immediately after the feeding ends." + ], + "type": "entries" + } + ] + } + ], + "source": "FoxfireVamp", + "className": "Vampire", + "classSource": "FoxfireVamp", + "subclassShortName": "Highborne", + "subclassSource": "FoxfireVamp", + "level": 1, + "header": 1 + }, + { + "name": "Vampiric Glamour", + "source": "FoxfireVamp", + "className": "Vampire", + "classSource": "FoxfireVamp", + "subclassShortName": "Highborne", + "subclassSource": "FoxfireVamp", + "level": 9, + "header": 2, + "entries": [ + "Starting at 9th level you can use your action to obscure your form with mind-affecting magic that makes others perceive you as a beautiful member of your race the same size and shape as you. The illusion ends if use your bonus action to end it or if you die. A creature that can see you can take an action to visually inspect you, ending the mental effect on itself and seeing your true form with a successful Wisdom (Perception) check against a DC of 8 + your proficiency bonus + your Charisma modifier." + ] + }, + { + "name": "Noble Dilettante", + "source": "FoxfireVamp", + "className": "Vampire", + "classSource": "FoxfireVamp", + "subclassShortName": "Highborne", + "subclassSource": "FoxfireVamp", + "level": 17, + "header": 2, + "entries": [ + "At 17th level your long years of life have lead you to dabble in a variety of subjects as they took you fancy or you followed your whim. You may choose one bonus from the following list:", + { + "type": "list", + "items": [ + { + "entries": [ + "You gain a +2 bonus to damage rolls with weapons that you are proficient with." + ], + "type": "entries" + }, + { + "entries": [ + "You gain proficiency in a saving throw you are not already proficient in." + ], + "type": "entries" + }, + { + "entries": [ + "You gain proficiency in two skills you are not already proficient in." + ], + "type": "entries" + } + ] + }, + "You may change your selection when you finish a long rest." + ] + }, + { + "name": "Orphaned", + "source": "FoxfireVamp", + "className": "Vampire", + "classSource": "FoxfireVamp", + "subclassShortName": "Orphaned", + "subclassSource": "FoxfireVamp", + "level": 1, + "entries": [ + "A rare breed of vampire, the orphaned are those who have either no particularly strong connection to their predecessors or have no knowledge of their lineage's origin.", + "As such they are often shunned by bloodline families or are highly individualistic, their capabilities knowing few bounds as they explore all they can with the power of their curse, all without the bane of the more purebred bloodlines.", + { + "type": "refSubclassFeature", + "subclassFeature": "Vampiric Power Disciplines|Vampire|FoxfireVamp|Orphaned|FoxfireVamp|1" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Bonus Proficiencies|Vampire|FoxfireVamp|Orphaned|FoxfireVamp|1" + } + ] + }, + { + "name": "Vampiric Power Disciplines", + "entries": [ + "Starting at 1st level, you have access to one vampiric power discipline of your choice and you may only choose vampiric powers from the first level of your chosen discipline.", + "At 6th, 9th, 14th, and and 17th level you may choose one of the following:", + { + "type": "list", + "items": [ + { + "entries": [ + "You may now prepare powers from the next level up of your known disciplines, for example; choosing from second level or lower, third level or lower when choosing this twice, etc." + ], + "type": "entries" + }, + { + "entries": [ + "You may now prepare powers from two new disciplines of your choice." + ], + "type": "entries" + } + ] + }, + { + "type": "entries", + "entries": [ + { + "name": "Preparing Vampiric Powers", + "entries": [ + "You prepare the list of vampiric powers that are available for you to cast, choosing from the discplines you have access to. When you do so, choose a number of vampiric powers equal to half your blood pool limit, rounded down (minimum of 1). The vampiric powers must be of a level you are able to choose, as per your vampiric power disciplines feature.", + "You can change your list of prepared vampiric powers when you finish a long rest. Preparing a new list of vampiric powers requires time spent in meditation: at least 1 minute per level for each vampiric power on your list." + ], + "type": "entries" + }, + { + "name": "Power Usage Ability", + "entries": [ + "Unlike spells, vampiric powers use different ability modifiers, as shown in their descriptions when relevant, to set the saving throw DC for their effects.", + { + "type": "abilityDc", + "name": "Power", + "attributes": [ + "Power Ability" + ] + } + ], + "type": "entries" + }, + { + "name": "Rituals", + "entries": [ + "Some powers have the ritual tag, such a power can be cast using the normal rules for powers or can be cast as a ritual. The ritual version of the power takes 10 minutes longer to cast than normal, however it consumes one fewer blood point." + ], + "type": "entries" + }, + { + "name": "Requirements", + "entries": [ + "Some powers require you to have another power of a certain discipline and level prepared, which will be noted below the power's description." + ], + "type": "entries" + } + ] + } + ], + "source": "FoxfireVamp", + "className": "Vampire", + "classSource": "FoxfireVamp", + "subclassShortName": "Orphaned", + "subclassSource": "FoxfireVamp", + "level": 1, + "header": 1 + }, + { + "name": "Bonus Proficiencies", + "entries": [ + "At 1st level you may choose to gain two of the following:", + { + "type": "list", + "items": [ + { + "entries": [ + "Proficiency in light armour, medium armour (if proficient in light armour), or in heavy armour (if proficient in medium armour)" + ], + "type": "entries" + }, + { + "entries": [ + "Proficiency with two martial weapons of your choice" + ], + "type": "entries" + }, + { + "entries": [ + "Proficiency with two skills of your choice" + ], + "type": "entries" + } + ] + }, + "You may choose the same option more than once.", + "At 9th level you may choose another two options from the above list; or if your DM allows you may choose a feat instead." + ], + "source": "FoxfireVamp", + "className": "Vampire", + "classSource": "FoxfireVamp", + "subclassShortName": "Orphaned", + "subclassSource": "FoxfireVamp", + "level": 1, + "header": 1 + }, + { + "name": "Bonus Proficiencies", + "source": "FoxfireVamp", + "className": "Vampire", + "classSource": "FoxfireVamp", + "subclassShortName": "Orphaned", + "subclassSource": "FoxfireVamp", + "level": 9, + "header": 2, + "entries": [ + "At 9th level you may choose another two options from the prior list of bonus proficiencies; or if your DM allows you may choose a feat instead." + ] + }, + { + "name": "Uncanny Resilience", + "source": "FoxfireVamp", + "className": "Vampire", + "classSource": "FoxfireVamp", + "subclassShortName": "Orphaned", + "subclassSource": "FoxfireVamp", + "level": 17, + "header": 2, + "entries": [ + "Starting at 17th level, you are able to resist the bane of all vampires longer than most. As a reaction to entering sunlight you can ignore the effects of your sunlight hypersensitivity weakness for 1 minute.", + "You can use this feature a number of times equal to your Constitution modifier (minimum of 1). You regain all expended uses when you finish a long rest." + ] + }, + { + "name": "Shadowed", + "source": "FoxfireVamp", + "className": "Vampire", + "classSource": "FoxfireVamp", + "subclassShortName": "Shadowed", + "subclassSource": "FoxfireVamp", + "level": 1, + "entries": [ + "Spoken of in hushed tones even amongst their kindred, the Shadowed are deadly and ruthless vampires who willingly dabble with powers beyond that which even other vampires would dare touch.", + "Harnessing their unique discipline of Oblivion they summon and bend the very shadows to their will and conduct necromantic ceremonies to raise the dead to their side.", + { + "type": "refSubclassFeature", + "subclassFeature": "Vampiric Power Disciplines|Vampire|FoxfireVamp|Shadowed|FoxfireVamp|1" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Bonus Proficiencies|Vampire|FoxfireVamp|Shadowed|FoxfireVamp|1" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Bane|Vampire|FoxfireVamp|Shadowed|FoxfireVamp|1" + } + ] + }, + { + "name": "Vampiric Power Disciplines", + "entries": [ + "Starting at 1st level, you have access to the {@b {@i Oblivion}} discipline.", + "You gain access to one additional discipline of your choice from: {@b {@i Auspex}}, {@b {@i Dominate}}, {@b {@i Fortitude}}, or {@b {@i Potence}} at 6th level, 9th level and 14th level.", + "At 1st level you may only choose vampiric powers from the first level of your chosen discipline; you may also choose from second level powers in your disciplines at 6th level, from third level powers at 9th level, from fourth level powers at 14th level, and from fifth level powers at 17th level.", + { + "type": "entries", + "entries": [ + { + "name": "Preparing Vampiric Powers", + "entries": [ + "You prepare the list of vampiric powers that are available for you to cast, choosing from the discplines you have access to. When you do so, choose a number of vampiric powers equal to half your blood pool limit, rounded down (minimum of 1). The vampiric powers must be of a level you are able to choose, as per your vampiric power disciplines feature.", + "You can change your list of prepared vampiric powers when you finish a long rest. Preparing a new list of vampiric powers requires time spent in meditation: at least 1 minute per level for each vampiric power on your list." + ], + "type": "entries" + }, + { + "name": "Power Usage Ability", + "entries": [ + "Unlike spells, vampiric powers use different ability modifiers, as shown in their descriptions when relevant, to set the saving throw DC for their effects.", + { + "type": "abilityDc", + "name": "Power", + "attributes": [ + "Power Ability" + ] + } + ], + "type": "entries" + }, + { + "name": "Rituals", + "entries": [ + "Some powers have the ritual tag, such a power can be cast using the normal rules for powers or can be cast as a ritual. The ritual version of the power takes 10 minutes longer to cast than normal, however it consumes one fewer blood point." + ], + "type": "entries" + }, + { + "name": "Requirements", + "entries": [ + "Some powers require you to have another power of a certain discipline and level prepared, which will be noted below the power's description." + ], + "type": "entries" + } + ] + } + ], + "source": "FoxfireVamp", + "className": "Vampire", + "classSource": "FoxfireVamp", + "subclassShortName": "Shadowed", + "subclassSource": "FoxfireVamp", + "level": 1, + "header": 1 + }, + { + "name": "Bonus Proficiencies", + "entries": [ + "At 1st level, you gain proficiency in the {@skill Intimidation} and {@skill Stealth} skills." + ], + "source": "FoxfireVamp", + "className": "Vampire", + "classSource": "FoxfireVamp", + "subclassShortName": "Shadowed", + "subclassSource": "FoxfireVamp", + "level": 1, + "header": 1 + }, + { + "name": "Bane", + "entries": [ + "As a Shadowed vampire you gain the following additional flaw:", + { + "type": "entries", + "entries": [ + { + "name": "Distorted Image", + "entries": [ + "Your image betrays your true nature. Unlike other vampires you cast reflections, but the image is that of a hideous monster; any creature has advantage on checks to determine if you're under the effect of illusion magic such as {@spell disguise self|PHB}, and magic such as {@spell scrying|PHB}, {@spell sending|PHB}, and {@spell telepathy|PHB} has a 50% chance of failing when you're the target." + ], + "type": "entries" + } + ] + } + ], + "source": "FoxfireVamp", + "className": "Vampire", + "classSource": "FoxfireVamp", + "subclassShortName": "Shadowed", + "subclassSource": "FoxfireVamp", + "level": 1, + "header": 1 + }, + { + "name": "Ruthless Determination", + "source": "FoxfireVamp", + "className": "Vampire", + "classSource": "FoxfireVamp", + "subclassShortName": "Shadowed", + "subclassSource": "FoxfireVamp", + "level": 9, + "header": 2, + "entries": [ + "At 9th level if you miss with an attack roll or fail an ability check or a saving throw, you can choose to reroll; if you do so you must use the new roll.", + "Once you use this feature, you can't use it again until you finish a short or long rest." + ] + }, + { + "name": "Sinister Siphon", + "source": "FoxfireVamp", + "className": "Vampire", + "classSource": "FoxfireVamp", + "subclassShortName": "Shadowed", + "subclassSource": "FoxfireVamp", + "level": 17, + "header": 2, + "entries": [ + "At 17th level you may empower yourself with a modicum of the unlife you impart to your minions. As a bonus action you may choose one undead creature under your control and deal necrotic damage to it, which can't be reduced in any way, equal to your Vampire level; you then regain hit points equal to the damage dealt.", + "If the targeted creature is reduced to 0 hit points by this feature it dies instantly and turns to dust." + ] + } + ], + "subclass": [ + { + "name": "Bloodmage", + "subclassFeatures": [ + "Bloodmage|Vampire|FoxfireVamp|Bloodmage|FoxfireVamp|1", + "Blood Rituals|Vampire|FoxfireVamp|Bloodmage|FoxfireVamp|9", + "Sanguis Magus|Vampire|FoxfireVamp|Bloodmage|FoxfireVamp|17" + ], + "source": "FoxfireVamp", + "shortName": "Bloodmage", + "className": "Vampire", + "classSource": "FoxfireVamp" + }, + { + "name": "Feral", + "subclassFeatures": [ + "Feral|Vampire|FoxfireVamp|Feral|FoxfireVamp|1", + "Bestial Hunger|Vampire|FoxfireVamp|Feral|FoxfireVamp|9", + "Frenzy|Vampire|FoxfireVamp|Feral|FoxfireVamp|17" + ], + "source": "FoxfireVamp", + "shortName": "Feral", + "className": "Vampire", + "classSource": "FoxfireVamp" + }, + { + "name": "Highborne", + "subclassFeatures": [ + "Highborne|Vampire|FoxfireVamp|Highborne|FoxfireVamp|1", + "Vampiric Glamour|Vampire|FoxfireVamp|Highborne|FoxfireVamp|9", + "Noble Dilettante|Vampire|FoxfireVamp|Highborne|FoxfireVamp|17" + ], + "source": "FoxfireVamp", + "shortName": "Highborne", + "className": "Vampire", + "classSource": "FoxfireVamp" + }, + { + "name": "Orphaned", + "subclassFeatures": [ + "Orphaned|Vampire|FoxfireVamp|Orphaned|FoxfireVamp|1", + "Bonus Proficiencies|Vampire|FoxfireVamp|Orphaned|FoxfireVamp|9", + "Uncanny Resilience|Vampire|FoxfireVamp|Orphaned|FoxfireVamp|17" + ], + "source": "FoxfireVamp", + "shortName": "Orphaned", + "className": "Vampire", + "classSource": "FoxfireVamp" + }, + { + "name": "Shadowed", + "subclassFeatures": [ + "Shadowed|Vampire|FoxfireVamp|Shadowed|FoxfireVamp|1", + "Ruthless Determination|Vampire|FoxfireVamp|Shadowed|FoxfireVamp|9", + "Sinister Siphon|Vampire|FoxfireVamp|Shadowed|FoxfireVamp|17" + ], + "source": "FoxfireVamp", + "shortName": "Shadowed", + "className": "Vampire", + "classSource": "FoxfireVamp" + } + ], + "spell": [ + { + "name": "Sense the Beast", + "source": "FoxfireVamp", + "level": 1, + "school": "ANI", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You focus on one creature you can see within 60 feet of you. You can read its basic mood and intent, you learn its emotional state, its level of hostility, and whether it is affected by magic of any sort.", + "You also learn the type of the chosen creature, but not its identity." + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Feral", + "source": "FoxfireVamp", + "shortName": "Feral" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + } + ] + } + }, + { + "name": "Bond Famulus", + "source": "FoxfireVamp", + "level": 1, + "school": "ANI", + "time": [ + { + "number": 8, + "unit": "hour" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 10 + } + }, + "components": { + "s": true, + "m": { + "text": "a non-hostile large or smaller beast; one point from your blood pool which is consumed by the power" + } + }, + "duration": [ + { + "type": "permanent", + "ends": [ + "dispel" + ] + } + ], + "entries": [ + "With 8 hours of work, you call forth an animal from the wilderness to serve as your faithful companion; you take 1d4 slashing damage as you cut open your body to feed the creature your blood.", + "Once the casting is complete the creature becomes your famulus, which forms a mental link with it and facilitates the use of other Animalism powers. While this power alone does not allow two-way communication with the animal, it can be given and follow simple verbal instructions such as /\"stay/\" and /\"come here/\" (no action required). The famulus obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your famulus acts on its own.", + "Your famulus has abilities and game statistics determined in part by your level. Your famulus uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, a famulus also adds its proficiency bonus to its AC and to its damage rolls. It also becomes proficient with all saving throws." + ], + "areaTags": [ + "ST" + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Feral", + "source": "FoxfireVamp", + "shortName": "Feral" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + } + ] + } + }, + { + "name": "Feral Whispers", + "source": "FoxfireVamp", + "level": 2, + "school": "ANI", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "one point from your blood pool which is consumed by the power" + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "entries": [ + "You gain the ability to comprehend and verbally communicate with beasts for the duration.", + "The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.", + "Additionally for the duration, you may use an action to attempt to call animal allies to your side. Provided the animals are nearby, choose on of the following options for what you attempt to call:", + { + "type": "list", + "items": [ + { + "entries": [ + "One beast of challenge rating 1 or lower" + ], + "type": "entries" + }, + { + "entries": [ + "Two beasts of challenge rating 1/2 or lower" + ], + "type": "entries" + }, + { + "entries": [ + "Four beasts of challenge rating 1/4 or lower" + ], + "type": "entries" + }, + { + "entries": [ + "Eight beasts of challenge rating 1/8 or lower" + ], + "type": "entries" + } + ] + }, + "The summoned creatures are friendly to you and your allies. Roll initiative for the summoned creatures as a group. The summoned creatures share a place in initiative and take their turn at the same time. They obey any verbal command given to them by you that isn't outright suicidal. Giving verbal commands to the summoned creatures is a free action. If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. If a summoned creature has not been issued a command in the last minute, the creature attempts to return from where it came." + ], + "areaTags": [ + "ST" + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Feral", + "source": "FoxfireVamp", + "shortName": "Feral" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + } + ] + } + }, + { + "name": "Animal Succulence", + "source": "FoxfireVamp", + "level": 3, + "school": "ANI", + "time": [ + { + "number": 0, + "unit": "None" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": {}, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "entries": [ + "You can now use your hungering bite to feed on beasts as well as humanoids. However this power has no effect on swarms.", + "Additionally if you choose to feed on your famulus and reduce its hit point maximum to 0, then you gain three additional points in your blood pool for successfully feeding and may gain the benefits of one of its traits until you finish a long rest. For example, when consuming an Owl famulus you could gain the benefits of its Keen Hearing and Sight trait." + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Feral", + "source": "FoxfireVamp", + "shortName": "Feral" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + } + ] + } + }, + { + "name": "Quell the Beast", + "source": "FoxfireVamp", + "level": 3, + "school": "ANI", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "s": true, + "m": { + "text": "one point from your blood pool which is consumed by the power" + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "entries": [ + "Locking eyes with a target you induce severe lethargy within them. Choose one creature within range, they must succeed on a Wisdom saving throw against your power save DC or be incapacitated and have their movement speed reduced to 5 feet for the duration.", + "Your ability for this power is Charisma." + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Feral", + "source": "FoxfireVamp", + "shortName": "Feral" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + } + ] + } + }, + { + "name": "Unliving Hive", + "source": "FoxfireVamp", + "level": 3, + "school": "ANI", + "time": [ + { + "number": 0, + "unit": "None" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": {}, + "duration": [ + { + "type": "special" + } + ], + "entries": [ + "While you have this power prepared you can use your {@spell Animal Dominion|FoxfireVamp}, {@spell Bond Famulus|FoxfireVamp}, {@spell Feral Whispers|FoxfireVamp}, and {@spell Subsume the Spirit|FoxfireVamp} powers on swarms of beasts.", + "Additionally provided the beasts in the swarm are one size smaller than you, they may nest inside your body; when doing so it undetectable by nonmagical means.", + { + "name": "Amalgam Power", + "type": "inset", + "entries": [ + "In order to use this power you require one 2nd level power from the Obfuscate discipline to also be prepared alongside this one." + ] + } + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + } + ] + } + }, + { + "name": "Subsume the Spirit", + "source": "FoxfireVamp", + "level": 4, + "school": "ANI", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "s": true, + "m": { + "text": "one point from your blood pool which is consumed by the power" + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "entries": [ + "Choose one beast within range to make a Wisdom saving throw against your power save DC. On a failed save you control the creature's actions and you can see through your familiar's eyes and hear what it hears until the end of the power's duration, gaining the benefits of any special senses that the creature has. During this time, you are deaf and blind with regard to your own senses.", + "This power ends early if the beast dies or is no longer on the same plane as you. You can extend the duration of the power by 1 hour by expending another point from your blood pool at the end of the duration. If used on your famulus the creature automatically fails the saving throw and the power does not consume any points from your blood pool.", + "Your ability for this power is Charisma." + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Feral", + "source": "FoxfireVamp", + "shortName": "Feral" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + } + ] + } + }, + { + "name": "Animal Dominion", + "source": "FoxfireVamp", + "level": 5, + "school": "ANI", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "two points from your blood pool which is consumed by the power" + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "entries": [ + "You attempt to control a number of beasts up to your Charisma modifier (minimum of 1) that you can see within range. Each beast must succeed on a Wisdom saving throw against your power save DC or be charmed by you for the duration.", + "While a beast is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as \"Attack that creature,\" \"Run over there,\" or \"Fetch that object.\" If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.", + "Your ability for this power is Charisma." + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Feral", + "source": "FoxfireVamp", + "shortName": "Feral" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + } + ] + } + }, + { + "name": "Rouse the Beast", + "source": "FoxfireVamp", + "level": 5, + "school": "ANI", + "time": [ + { + "number": 1, + "unit": "reaction", + "condition": "which you take when you fail an Intelligence, a Wisdom, or a Charisma saving throw" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "s": true, + "m": { + "text": "one point from your blood pool which is consumed by the power" + } + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You attempt to shift the freying control of your inner beast onto another. Choose one creature within range (other than the source of the saving throw); the chosen creature repeats the saving throw you just failed.", + "If they fail, they suffer the effects of the failure as if they were the original target, otherwise you suffer the effects as normal. A creature can choose to fail this saving throw if it wishes." + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Feral", + "source": "FoxfireVamp", + "shortName": "Feral" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + } + ] + } + }, + { + "name": "Heightened Senses", + "source": "FoxfireVamp", + "level": 1, + "school": "AUS", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "entries": [ + "For the duration of the power you gain advantage on any Wisdom ({@skill Perception}) checks that rely on hearing, sight or smell and the range of your darkvision increases by 60 feet up to a maximum of 180 feet.", + "However if you are exposed to a bright light such as that of the {@spell daylight|PHB} spell, or a loud noise such as that of the {@spell thunderwave|PHB} spell, then you must make a DC 15 Constitution saving throw. On a failed save the power ends and you are either {@condition blinded} (if exposed to a bright light) or {@condition deafened} (if exposes to a loud noise) until the end of your next turn." + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Bloodmage", + "source": "FoxfireVamp", + "shortName": "Bloodmage" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Shadowed", + "source": "FoxfireVamp", + "shortName": "Shadowed" + } + } + ] + }, + "miscTags": [ + "ADV" + ] + }, + { + "name": "Sense the Unseen", + "source": "FoxfireVamp", + "level": 1, + "school": "AUS", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "entries": [ + "For the duration of the power you gain advantage on checks to see {@condition invisible} creatures and to determine illusions, as well as advantage on Intelligence ({@skill Investigation}) checks." + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Bloodmage", + "source": "FoxfireVamp", + "shortName": "Bloodmage" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Shadowed", + "source": "FoxfireVamp", + "shortName": "Shadowed" + } + } + ] + }, + "miscTags": [ + "ADV" + ] + }, + { + "name": "Premonition", + "source": "FoxfireVamp", + "level": 2, + "school": "AUS", + "time": [ + { + "number": 1, + "unit": "hour" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "s": true + }, + "duration": [ + { + "type": "special" + } + ], + "entries": [ + "When you use this power, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these premonition rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.", + "Each premonition roll can be used only once. When you finish a long rest, you lose any unused premonition rolls.", + "Additionally you may spend one point from your blood pool to cast this power as a bonus action. When used in this way, you gain advantage on one attack roll, ability check or saving throw of your choice within the next minute." + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Bloodmage", + "source": "FoxfireVamp", + "shortName": "Bloodmage" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Shadowed", + "source": "FoxfireVamp", + "shortName": "Shadowed" + } + } + ] + }, + "miscTags": [ + "ADV", + "UBA" + ] + }, + { + "name": "Scry the Soul", + "source": "FoxfireVamp", + "level": 3, + "school": "AUS", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "s": true, + "m": { + "text": "one point from your blood pool which is consumed by the power" + } + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "When you use this power choose one creature you can see. The creature makes a Charisma saving throw against your power save DC.", + "On a failed save, you learn the true answers to two of the following:", + { + "type": "list", + "items": [ + { + "entries": [ + "The creature's current emotional state" + ], + "type": "entries" + }, + { + "entries": [ + "The creature's type" + ], + "type": "entries" + }, + { + "entries": [ + "The creature's current hit points" + ], + "type": "entries" + }, + { + "entries": [ + "The creature's alignment" + ], + "type": "entries" + }, + { + "entries": [ + "The creature's Intelligence score" + ], + "type": "entries" + }, + { + "entries": [ + "The creature's Wisdom score" + ], + "type": "entries" + }, + { + "entries": [ + "The creature's Charisma score" + ], + "type": "entries" + }, + { + "entries": [ + "If the creature is under the effect of magic or similar abilities and the type of any such magic or similar ability" + ], + "type": "entries" + }, + { + "entries": [ + "The creature's total class levels if any, or the creature's CR if it has no class levels" + ], + "type": "entries" + } + ] + }, + "Your ability for this power is Wisdom." + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Bloodmage", + "source": "FoxfireVamp", + "shortName": "Bloodmage" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Shadowed", + "source": "FoxfireVamp", + "shortName": "Shadowed" + } + } + ] + } + }, + { + "name": "Share the Senses", + "source": "FoxfireVamp", + "level": 3, + "school": "AUS", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "s": true, + "m": { + "text": "one point from your blood pool which is consumed by the power" + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "entries": [ + "Choose one creature within range. The creature makes a Wisdom saving throw against your power save DC; a creature can choose to fail this saving throw if it wishes.", + "While the chosen creature is within 100 feet of you, you can see through the creature's eyes and hear what it hears until the end of the duration, gaining the benefits of any special senses that the creature has. During this time, you retain your own senses.", + "Your ability for this power is Wisdom." + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Bloodmage", + "source": "FoxfireVamp", + "shortName": "Bloodmage" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Shadowed", + "source": "FoxfireVamp", + "shortName": "Shadowed" + } + } + ] + } + }, + { + "name": "Spirit's Touch", + "source": "FoxfireVamp", + "level": 4, + "school": "AUS", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "s": true, + "m": { + "text": "one point from your blood pool which is consumed by the power" + } + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You touch an inanimate object or a small area of the ground at a location and receive visions of those who have handled that object or visited the location in the past. You gain brief insight into the people and the events you see in your visions as determined by the DM. While rarely crystal clear, the information often provides leads impossible to gain from regular investigation and deduction." + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Bloodmage", + "source": "FoxfireVamp", + "shortName": "Bloodmage" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Shadowed", + "source": "FoxfireVamp", + "shortName": "Shadowed" + } + } + ] + } + }, + { + "name": "Clairvoyance", + "source": "FoxfireVamp", + "level": 5, + "school": "AUS", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "radius", + "distance": { + "type": "feet", + "amount": 500 + } + }, + "components": { + "s": true, + "m": { + "text": "one point from your blood pool which is consumed by the power" + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "entries": [ + "You create up to ten invisible sensors within range. The sensor remains in place for the duration, and it can't be attacked or otherwise interacted with.", + "When you cast the spell, you choose to see through one of the created sensors. You perceive through the sensor as if you were in its space. As your action, you can switch between your created sensors or replace an existing sensor with a newly created one.", + "A creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist." + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Bloodmage", + "source": "FoxfireVamp", + "shortName": "Bloodmage" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Shadowed", + "source": "FoxfireVamp", + "shortName": "Shadowed" + } + } + ] + } + }, + { + "name": "Possession", + "source": "FoxfireVamp", + "level": 5, + "school": "AUS", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 10 + } + }, + "components": { + "s": true, + "m": { + "text": "two points from your blood pool which are consumed by the power" + } + }, + "duration": [ + { + "type": "special" + } + ], + "entries": [ + "Choose one humanoid that can see you within range; the target must make a Charisma saving throw against your power save DC.", + "On a failed save, the target is incapacitated and loses control of its body. You now control the target creature's body but don't deprive the target of awareness. You retain your alignment, Intelligence, Wisdom, and Charisma while possessing the target. You otherwise use the possessed target's statistics, but don't gain access to the target's knowledge, class features, or proficiencies. Any attack, spell, or other effect that targets the creature doesn't affect you, except ones that turn undead. While possessing the target creature, your own body is paralyzed.", + "The possession lasts until the target drops to 0 hit points, you drop to 0 hit points, you end it as a bonus action, the target is no longer on the same plane as your body, or you are turned or forced out by an effect like the {@spell dispel evil and good|PHB} spell. When the possession ends, your body is no longer paralyzed. The target is immune to your Possession for 24 hours after succeeding on the saving throw or after the possession ends.", + "Your ability for this power is Charisma.", + { + "name": "Amalgam Power", + "type": "inset", + "entries": [ + "In order to use this power you require one 3rd level power from the Dominate discipline to also be prepared alongside this one." + ] + } + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Bloodmage", + "source": "FoxfireVamp", + "shortName": "Bloodmage" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Shadowed", + "source": "FoxfireVamp", + "shortName": "Shadowed" + } + } + ] + }, + "miscTags": [ + "UBA" + ] + }, + { + "name": "Telepathy", + "source": "FoxfireVamp", + "level": 5, + "school": "AUS", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "s": true, + "m": { + "text": "one point from your blood pool which is consumed by the power" + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "entries": [ + "You focus your mind on one creature that you can see within range. You initially learn the surface thoughts of the creature, what is most on its mind in that moment. The target must then make a Wisdom saving throw against your power save DC; a creature can choose to fail this saving throw if it wishes.", + "On a failed save, you can read all it's thoughts for the duration of the power. Additionally you can instantaneously share words, images, sounds, and other sensory messages with one the target telepathically. The power enables a creature with an Intelligence score of at least 1 to understand the meaning of your words and take in the scope of any sensory messages you send to it. If the target succeeds the saving throw, the power ends.", + "Your ability for this power is Wisdom." + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Bloodmage", + "source": "FoxfireVamp", + "shortName": "Bloodmage" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Shadowed", + "source": "FoxfireVamp", + "shortName": "Shadowed" + } + } + ] + } + }, + { + "name": "Cat's Grace", + "source": "FoxfireVamp", + "level": 1, + "school": "CEL", + "time": [ + { + "number": 0, + "unit": "None" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": {}, + "duration": [ + { + "type": "special" + } + ], + "entries": [ + "While you have this power prepared you cannot be knocked prone by non-magical means. Additionally you have advantage on Dexterity ({@skill Acrobatics}) checks, Dexterity saving throws and saving throws against effects that would knock you prone." + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Highborne", + "source": "FoxfireVamp", + "shortName": "Highborne" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + } + ] + }, + "miscTags": [ + "ADV" + ] + }, + { + "name": "Rapid Reflexes", + "source": "FoxfireVamp", + "level": 1, + "school": "CEL", + "time": [ + { + "number": 0, + "unit": "None" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": {}, + "duration": [ + { + "type": "special" + } + ], + "entries": [ + "While you have this power prepared you may take the Dodge action as a bonus action on your turn, and if you have not taken the Dodge action on your previous turn you are considered in half cover when you are targeted by ranged attacks and spells from attackers you can see.", + "Additionally you may use your bonus action on a turn to ignore the loading property of weapons you are wielding." + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Highborne", + "source": "FoxfireVamp", + "shortName": "Highborne" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + } + ] + }, + "miscTags": [ + "UBA" + ] + }, + { + "name": "Fleetness", + "source": "FoxfireVamp", + "level": 2, + "school": "CEL", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "s": true, + "m": "one point from your blood pool which is consumed by the power" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "entries": [ + "For the duration of the power you add your Dexterity modifier twice to any Dexterity based skill checks and your movement speed is doubled.", + "Additionally you may add your Dexterity modifier to your AC (even if it already benefits from your Dexterity modifier) against one melee attack that would hit you as a reaction, to do so you must see the attacker." + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Highborne", + "source": "FoxfireVamp", + "shortName": "Highborne" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + } + ] + } + }, + { + "name": "Blink", + "source": "FoxfireVamp", + "level": 3, + "school": "CEL", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "s": true, + "m": "one point from your blood pool which is consumed by the power" + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "When you use this power you may move in a straight line up to double your movement speed towards an object or creature without provoking opportunity attacks." + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Highborne", + "source": "FoxfireVamp", + "shortName": "Highborne" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + } + ] + } + }, + { + "name": "Traversal", + "source": "FoxfireVamp", + "level": 3, + "school": "CEL", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "s": true, + "m": "one point from your blood pool which is consumed by the power" + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "When you use this power your movement speed is doubled and you gain the ability to move along vertical surfaces and across liquids without falling during the move until the end of your turn." + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Highborne", + "source": "FoxfireVamp", + "shortName": "Highborne" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + } + ] + } + }, + { + "name": "Draught of Elegance", + "source": "FoxfireVamp", + "level": 4, + "school": "CEL", + "time": [ + { + "number": 1, + "unit": "hour" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "s": true, + "m": "an empty bottle or vial, one point from your blood pool which is consumed by the power" + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You saturate your blood with the power of celerity and distill it into an invigorating draught, filling the bottle or vial. A creature other than you who drinks this draught gains a bonus to Dexterity checks and saving throws equal to half your Dexterity modifier (rounded down, minimum of 1), however they are also {@condition charmed} by you. Both effects last until the creature finishes a short or long rest.", + "The draught loses its potency after 24 hours." + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Highborne", + "source": "FoxfireVamp", + "shortName": "Highborne" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + } + ] + } + }, + { + "name": "Unerring Aim", + "source": "FoxfireVamp", + "level": 4, + "school": "CEL", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "s": true, + "m": "one point from your blood pool which is consumed by the power" + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "When you use this power your next ranged attack on your turn gains a +5 bonus to the attack roll.", + { + "name": "Amalgam Power", + "type": "inset", + "entries": [ + "In order to use this power you require one 2nd level power from the Auspex discipline to also be prepared alongside this one." + ] + } + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + } + ] + } + }, + { + "name": "Lightning Strike", + "source": "FoxfireVamp", + "level": 5, + "school": "CEL", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "s": true, + "m": "one point from your blood pool which is consumed by the power" + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "When you use this power your next melee attack on your turn gains a +5 bonus to the attack roll. Alternatively you gain a +5 bonus to the next Strength (Athletics) check you make to grapple or shove a creature." + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Highborne", + "source": "FoxfireVamp", + "shortName": "Highborne" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + } + ] + } + }, + { + "name": "Split Second", + "source": "FoxfireVamp", + "level": 5, + "school": "CEL", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "s": true, + "m": "one point from your blood pool which is consumed by the power" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "round", + "amount": 1 + } + } + ], + "entries": [ + "When you use this power you gain the following until the start of your next turn:", + { + "type": "list", + "items": [ + { + "entries": [ + "You make one additional attack when you take the attack action" + ], + "type": "entries" + }, + { + "entries": [ + "Your movement speed is doubled" + ], + "type": "entries" + }, + { + "entries": [ + "You can take one reaction per turn, rather than only one per round" + ], + "type": "entries" + }, + { + "entries": [ + "You may use your reaction to impose disadvantage on an attack aginst you" + ], + "type": "entries" + }, + { + "entries": [ + "You may use your reaction to gain advantage on a Dexterity saving throw you are required to make" + ], + "type": "entries" + } + ] + } + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Highborne", + "source": "FoxfireVamp", + "shortName": "Highborne" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + } + ] + } + }, + { + "name": "Cloud Memory", + "source": "FoxfireVamp", + "level": 1, + "school": "DOM", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "Choose one creature within range that can see and hear you. The target must make a Wisdom saving throw against your power save DC.", + "On a failed save the target forgets the current moment and everything else within the last minute.", + "Your ability for this power is Charisma." + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Bloodmage", + "source": "FoxfireVamp", + "shortName": "Bloodmage" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Highborne", + "source": "FoxfireVamp", + "shortName": "Highborne" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Shadowed", + "source": "FoxfireVamp", + "shortName": "Shadowed" + } + } + ] + } + }, + { + "name": "Compel", + "source": "FoxfireVamp", + "level": 1, + "school": "DOM", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "Choose one creature you can see within range that can see, hear and understand you. The target must make an Intelligence saving throw against your power save DC. A target automatically succeeds on this saving throw if it can't be charmed.", + "On a failed save you issue the target a single-action command, no longer than a short sentence, that it feels compelled to obey.", + "Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends.", + { + "type": "entries", + "entries": [ + { + "name": "Approach me", + "entries": [ + "The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you." + ], + "type": "entries" + }, + { + "name": "Drop your belongings", + "entries": [ + "The target spends its action each turn removing it's weapons, armour and any items from its person." + ], + "type": "entries" + }, + { + "name": "Flee from me", + "entries": [ + "The target spends its turn moving away from you by the fastest available means." + ], + "type": "entries" + }, + { + "name": "Grovel at my feet", + "entries": [ + "The target falls prone and then ends its turn." + ], + "type": "entries" + }, + { + "name": "Stay in place", + "entries": [ + "The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air." + ], + "type": "entries" + } + ] + }, + "Compelling the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the power.", + "At the end of each of its turns for the duration, the target may repeat the Intelligence saving throw.", + "Your ability for this power is Charisma." + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Bloodmage", + "source": "FoxfireVamp", + "shortName": "Bloodmage" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Highborne", + "source": "FoxfireVamp", + "shortName": "Highborne" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Shadowed", + "source": "FoxfireVamp", + "shortName": "Shadowed" + } + } + ] + } + }, + { + "name": "Mesmerize", + "source": "FoxfireVamp", + "level": 2, + "school": "DOM", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "m": "one point from your blood pool which is consumed by the power" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "entries": [ + "You issue a command (limited to a sentence or two) to a creature you can see within range that can see, hear and understand you. Creatures that can't be charmed are immune to this effect. Mesmerizing the creature to do some obviously harmful act ends the power.", + "The target must make an Intelligence saving throw against your power save DC. On a failed save, it is charmed by you and pursues the course of action you described to the best of its ability. The issued command can continue for the entire duration. If the issued command can be completed in a shorter time, the power ends when the target finishes what it was asked to do.", + "Your ability for this power is Charisma." + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Bloodmage", + "source": "FoxfireVamp", + "shortName": "Bloodmage" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Highborne", + "source": "FoxfireVamp", + "shortName": "Highborne" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Shadowed", + "source": "FoxfireVamp", + "shortName": "Shadowed" + } + } + ] + } + }, + { + "name": "Dementation", + "source": "FoxfireVamp", + "level": 2, + "school": "DOM", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "m": "one point from your blood pool which is consumed by the power" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "Choose one creature you can see within range that can see, hear and understand you. The target must make an Intelligence saving throw against your power save DC.", + "On a failed save the creature is afflicted by a dementation from the table below for the power's duration:", + { + "type": "table", + "colLabels": [ + "{@dice d10}", + "Effect" + ], + "colStyles": [ + "col-1 text-center no-wrap", + "col-11" + ], + "rows": [ + [ + { + "type": "cell", + "roll": { + "min": 1, + "max": 3 + } + }, + { + "type": "entries", + "name": "Hunger", + "entries": [ + "The target feels increasingly hungry to the point where it becomes ravenous and insatiable. They spend their action eating any food on their person or within 5 feet of them. If there is none, they move towards the nearest food source they can see and attempt to eat it; if no conventional food is present the target tries eating the nearest creature." + ] + } + ], + [ + { + "type": "cell", + "roll": { + "min": 4, + "max": 5 + } + }, + { + "type": "entries", + "name": "Dominance", + "entries": [ + "The target feels the growing need to prove their dominance and control over others. The target spends it action on its turn taunting its opponents." + ] + } + ], + [ + { + "type": "cell", + "roll": { + "min": 6, + "max": 7 + } + }, + { + "type": "entries", + "name": "Harm", + "entries": [ + "The target feels compelled to destroy or hurt those around them, even friends. The target uses their action to attack the nearest creature to them by either taking the attack action or casting a spell that deals damage; focusing on one creature until it dies before attacking another." + ] + } + ], + [ + { + "type": "cell", + "roll": { + "min": 8, + "max": 9 + } + }, + { + "type": "entries", + "name": "Paranoia", + "entries": [ + "The target tries to end or escape the danger by any means, whether running or begging for their life. The target becomes frightened of you and spends its turns trying to move as far away from you as its speed allows." + ] + } + ], + [ + { + "type": "cell", + "roll": { + "exact": 10 + } + }, + { + "type": "entries", + "entries": [ + "You choose the effect the target suffers." + ] + } + ] + ] + }, + "Your ability for this power is Charisma.", + { + "name": "Amalgam Power", + "type": "inset", + "entries": [ + "In order to use this power you require one 2nd level power from the Obfuscate discipline to also be prepared alongside this one." + ] + } + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Bloodmage", + "source": "FoxfireVamp", + "shortName": "Bloodmage" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + } + ] + } + }, + { + "name": "The Forgetful Mind", + "source": "FoxfireVamp", + "level": 3, + "school": "DOM", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": "one point from your blood pool which is consumed by the power" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You attempt to reshape another creature's memories. One creature that you can see must make an Intelligence saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another power or a spell, this power ends, and none of the target's memories are modified.", + "While this charm lasts, you can affect the target's memory of an event that it experienced. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event.", + "You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the altered memories to take root. Its mind fills in any gaps in the details of your description. If the power ends before you have finished describing the altered memories, the creature's memory isn't altered. Otherwise, the altered memories take hold when the power ends.", + "An altered memory doesn't necessarily affect how a creature behaves, particularly if the memory contradicts the creature's natural inclinations, alignment, or beliefs. An illogical altered memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The DM might deem a altered memory too nonsensical to affect a creature in a significant manner.", + "A {@spell remove curse|PHB} or {@spell greater restoration|PHB} spell cast on the target restores the creature's true memory.", + "Your ability for this power is Charisma." + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Bloodmage", + "source": "FoxfireVamp", + "shortName": "Bloodmage" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Highborne", + "source": "FoxfireVamp", + "shortName": "Highborne" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Shadowed", + "source": "FoxfireVamp", + "shortName": "Shadowed" + } + } + ] + } + }, + { + "name": "Submerged Directive", + "source": "FoxfireVamp", + "level": 3, + "school": "DOM", + "time": [ + { + "number": 0, + "unit": "None" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": {}, + "duration": [ + { + "type": "special" + } + ], + "entries": [ + "When using the {@spell Mesmerize|FoxfireVamp} power you can now specify conditions that will trigger your complex commands rather than have the target carry them out immediately. For example, you might command a knight give their warhorse to the first beggar they meet. If the condition isn't met before the power expires, the activity isn't performed.", + "When used in this way, {@spell Mesmerize|FoxfireVamp} has a duration of 24 hours." + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Bloodmage", + "source": "FoxfireVamp", + "shortName": "Bloodmage" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Highborne", + "source": "FoxfireVamp", + "shortName": "Highborne" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Shadowed", + "source": "FoxfireVamp", + "shortName": "Shadowed" + } + } + ] + } + }, + { + "name": "Rationalize", + "source": "FoxfireVamp", + "level": 4, + "school": "DOM", + "time": [ + { + "number": 0, + "unit": "None" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": {}, + "duration": [ + { + "type": "special" + } + ], + "entries": [ + "While you have this power prepared, creatures now believe that anything they do under the influence of your Dominate powers was a result of their own free will, and defend their actions, however absurd. If pressed on their belief, an affected creature can make an Wisdom ({@skill Insight}) check against your power save DC.", + "Your ability for this power is Charisma." + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Bloodmage", + "source": "FoxfireVamp", + "shortName": "Bloodmage" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Highborne", + "source": "FoxfireVamp", + "shortName": "Highborne" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Shadowed", + "source": "FoxfireVamp", + "shortName": "Shadowed" + } + } + ] + } + }, + { + "name": "Mass Manipulation", + "source": "FoxfireVamp", + "level": 5, + "school": "DOM", + "time": [ + { + "number": 0, + "unit": "None" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": {}, + "duration": [ + { + "type": "special" + } + ], + "entries": [ + "While you have this power prepared your {@spell Cloud Memory|FoxfireVamp}, {@spell Compel|FoxfireVamp}, {@spell Mesmerize|FoxfireVamp}, {@spell Dementation|FoxfireVamp} and {@spell The Forgetful Mind|FoxfireVamp} powers may target a number of creatures up to your Charisma modifier (minimum of 2) instead of one. Targeting additional creatures in this way requires one point from your blood pool in addition to the amount required by the power used." + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Bloodmage", + "source": "FoxfireVamp", + "shortName": "Bloodmage" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Highborne", + "source": "FoxfireVamp", + "shortName": "Highborne" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Shadowed", + "source": "FoxfireVamp", + "shortName": "Shadowed" + } + } + ] + } + }, + { + "name": "Terminal Decree", + "source": "FoxfireVamp", + "level": 5, + "school": "DOM", + "time": [ + { + "number": 0, + "unit": "None" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": {}, + "duration": [ + { + "type": "special" + } + ], + "entries": [ + "While you have this power prepared you may now issue commands with your {@spell Compel|FoxfireVamp} and {@spell Mesmerize|FoxfireVamp} powers that are directly harmful to the target. Unless you have the {@spell Rationalize|FoxfireVamp} power prepared, the target creature makes an additional saving throw against the power used each time it takes damage from the harmful command." + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Bloodmage", + "source": "FoxfireVamp", + "shortName": "Bloodmage" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Highborne", + "source": "FoxfireVamp", + "shortName": "Highborne" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Shadowed", + "source": "FoxfireVamp", + "shortName": "Shadowed" + } + } + ] + } + }, + { + "name": "Resilience", + "source": "FoxfireVamp", + "level": 1, + "school": "FOR", + "time": [ + { + "number": 0, + "unit": "None" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": {}, + "duration": [ + { + "type": "special" + } + ], + "entries": [ + "While you have this power prepared, your current and maximum hit points increase by an amount equal to your Constitution modifier multiplied by your Vampire level (minimum of 0)." + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Feral", + "source": "FoxfireVamp", + "shortName": "Feral" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Highborne", + "source": "FoxfireVamp", + "shortName": "Highborne" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Shadowed", + "source": "FoxfireVamp", + "shortName": "Shadowed" + } + } + ] + } + }, + { + "name": "Unswayable Mind", + "source": "FoxfireVamp", + "level": 1, + "school": "FOR", + "time": [ + { + "number": 0, + "unit": "None" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": {}, + "duration": [ + { + "type": "special" + } + ], + "entries": [ + "While you have this power prepared, you add your Constitution modifier (minimum of 0) to any saving throws you make against being {@condition charmed}." + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Feral", + "source": "FoxfireVamp", + "shortName": "Feral" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Highborne", + "source": "FoxfireVamp", + "shortName": "Highborne" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Shadowed", + "source": "FoxfireVamp", + "shortName": "Shadowed" + } + } + ] + } + }, + { + "name": "Toughness", + "source": "FoxfireVamp", + "level": 2, + "school": "FOR", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "s": true, + "m": "one point from your blood pool which is consumed by the power" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "entries": [ + "For the duration of the power, you reduce all nonmagical damage you take by an amount equal to your Constitution modifier (minimum of 0). This reduction is done before any applicable resistances or vulnerabilities are taken into account." + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Feral", + "source": "FoxfireVamp", + "shortName": "Feral" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Highborne", + "source": "FoxfireVamp", + "shortName": "Highborne" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Shadowed", + "source": "FoxfireVamp", + "shortName": "Shadowed" + } + } + ] + } + }, + { + "name": "Enduring Beasts", + "source": "FoxfireVamp", + "level": 2, + "school": "FOR", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "s": true, + "m": "one point from your blood pool which is consumed by the power" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "entries": [ + "For one minute, one beast of your choice that you can see within range gains temporary hit points equal to your Constitution modifier multiplied by your level (minimum of 1).", + { + "name": "Amalgam Power", + "type": "inset", + "entries": [ + "In order to use this power you require one 1st level power from the Animalism discipline to also be prepared alongside this one." + ] + } + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Feral", + "source": "FoxfireVamp", + "shortName": "Feral" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + } + ] + } + }, + { + "name": "Defy Bane", + "source": "FoxfireVamp", + "level": 3, + "school": "FOR", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "s": true, + "m": "one point from your blood pool which is consumed by the power" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "entries": [ + "For one minute you gain resistance to fire damage, and take only half the damage from your Sunlight Hypersensitivity and Harmed by Running Water flaws." + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Feral", + "source": "FoxfireVamp", + "shortName": "Feral" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Highborne", + "source": "FoxfireVamp", + "shortName": "Highborne" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Shadowed", + "source": "FoxfireVamp", + "shortName": "Shadowed" + } + } + ] + } + }, + { + "name": "Fortify the Inner Facade", + "source": "FoxfireVamp", + "level": 3, + "school": "FOR", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "s": true, + "m": "one point from your blood pool which is consumed by the power" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "entries": [ + "For the duration of the power, your mind can't be read or detected, creatures can't telepathically communicate with you unless you allow it, you and anything you're wearing is immune to the effects of divination spells, and you have advantage on Intelligence, Wisdom, and Charisma saving throws." + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Feral", + "source": "FoxfireVamp", + "shortName": "Feral" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Highborne", + "source": "FoxfireVamp", + "shortName": "Highborne" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Shadowed", + "source": "FoxfireVamp", + "shortName": "Shadowed" + } + } + ] + }, + "miscTags": [ + "ADV" + ] + }, + { + "name": "Draught of Endurance", + "source": "FoxfireVamp", + "level": 4, + "school": "CEL", + "time": [ + { + "number": 1, + "unit": "hour" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "s": true, + "m": "an empty bottle or vial, one point from your blood pool which is consumed by the power" + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You saturate your blood with the power of fortitude and distill it into an invigorating draught, filling the bottle or vial. A creature other than you who drinks this draught gains a bonus to Constitution checks and saving throws equal to half your Constituion modifier (rounded down, minimum of 1), however they are also {@condition charmed} by you. Both effects last until the creature finishes a short or long rest.", + "The draught loses its potency after 24 hours." + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Feral", + "source": "FoxfireVamp", + "shortName": "Feral" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Highborne", + "source": "FoxfireVamp", + "shortName": "Highborne" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Shadowed", + "source": "FoxfireVamp", + "shortName": "Shadowed" + } + } + ] + } + }, + { + "name": "Flesh of Marble", + "source": "FoxfireVamp", + "level": 5, + "school": "FOR", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "s": true, + "m": "two points from your blood pool which are consumed by the power" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "entries": [ + "For the duration of the power, you gain immunity to non-magical bludgeoning, piercing and slashing damage; additionally the first time you take damage in a round, the damage you take is halved." + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Feral", + "source": "FoxfireVamp", + "shortName": "Feral" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Highborne", + "source": "FoxfireVamp", + "shortName": "Highborne" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Shadowed", + "source": "FoxfireVamp", + "shortName": "Shadowed" + } + } + ] + } + }, + { + "name": "Prowess from Pain", + "source": "FoxfireVamp", + "level": 5, + "school": "FOR", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "s": true, + "m": "one point from your blood pool which is consumed by the power" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "entries": [ + "For the duration of the power, you gain a bonus depending on your current hit points:", + { + "type": "list", + "items": [ + { + "entries": [ + "If you have no more than three-quarters of your hit points left you gain a +1 bonus to your Strength and Dexterity scores." + ], + "type": "entries" + }, + { + "entries": [ + "If you have no more than half of your hit points left you gain an additional +1 bonus to your Strength and Dexterity scores." + ], + "type": "entries" + }, + { + "entries": [ + "If you have no more than one quarter of your hit points left you gain an additional +2 bonus to your Strength and Dexterity scores." + ], + "type": "entries" + } + ] + }, + "The above bonuses are cumulative with one another as you lose hit points and as you regain hit points you lose the relevant bonus. The bonuses to your Strength and Dexterity scores may increase them above 20, but not above 24." + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Feral", + "source": "FoxfireVamp", + "shortName": "Feral" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Highborne", + "source": "FoxfireVamp", + "shortName": "Highborne" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Shadowed", + "source": "FoxfireVamp", + "shortName": "Shadowed" + } + } + ] + } + }, + { + "name": "A Taste for Blood", + "source": "FoxfireVamp", + "level": 1, + "school": "BLO", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "s": true, + "m": "a drop of another creature's blood which is consumed by the power" + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You taste the drop of blood and are able to discern basic traits about that creature such as their sex, race, age and creature type. If you have tasted the blood of a specific individual before, you are able to recognise that the blood you taste belongs to that specific individual." + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Bloodmage", + "source": "FoxfireVamp", + "shortName": "Bloodmage" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + } + ] + } + }, + { + "name": "Blood Walk", + "source": "FoxfireVamp", + "level": 1, + "school": "BLO", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": "one point from your blood pool which is consumed by the power" + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "When you begin casting you take {@damage 1d4} slashing damage, which can't be reduced in any way, as you cut open your hand and drip your blood into the silver cup. You then pour the other creature's blood into the silver cup, repeating this ritual's incantation while casting. Once cast, you learn the following about the creature who's blood was used in the ritual:", + { + "type": "list", + "items": [ + { + "entries": [ + "The creature's true name" + ], + "type": "entries" + }, + { + "entries": [ + "The creature's sex" + ], + "type": "entries" + }, + { + "entries": [ + "The creature's race" + ], + "type": "entries" + }, + { + "entries": [ + "The creature's type" + ], + "type": "entries" + }, + { + "entries": [ + "The creature's alignment" + ], + "type": "entries" + }, + { + "entries": [ + "The creature's total class levels if any, or the creature's CR if it has no class levels" + ], + "type": "entries" + } + ] + } + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Bloodmage", + "source": "FoxfireVamp", + "shortName": "Bloodmage" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + } + ] + }, + "meta": { + "ritual": true + } + }, + { + "name": "Clinging of the Insect", + "source": "FoxfireVamp", + "level": 1, + "school": "BLO", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": "a living insect and two points from your blood pool which are consumed by the power; an empty vial" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "entries": [ + "When you begin casting you take {@damage 1d4} slashing damage, which can't be reduced in any way, as you cut open your hand before crushing the insect in it and consuming the mixture created. Until the power ends, you gain the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You also gain a climbing speed equal to your walking speed." + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Bloodmage", + "source": "FoxfireVamp", + "shortName": "Bloodmage" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + } + ] + }, + "meta": { + "ritual": true + } + }, + { + "name": "Corrosive Vitae", + "source": "FoxfireVamp", + "level": 1, + "school": "BLO", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 10 + } + }, + "components": { + "v": true, + "s": true, + "m": "one point from your blood pool which is consumed by the power" + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You take {@damage 1d4} slashing damage, which can't be reduced in any way, as you cut open your hand and extend it toward a creature you can see within range, projecting a burst of foul corrosive blood at them. The creature must succeed on a Dexterity saving throw against your power save DC or take acid damage equal to one roll of your blood potency die plus your Intelligence modifier, taking half as much damage on a successful save.", + "This power's damage increases to two blood potency dice when you reach 5th level, three blood potency dice at 11th level, and four blood potency dice at 17th level.", + "Your ability for this power is Intelligence." + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Bloodmage", + "source": "FoxfireVamp", + "shortName": "Bloodmage" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + } + ] + } + }, + { + "name": "Craft Bloodstone", + "source": "FoxfireVamp", + "level": 1, + "school": "BLO", + "time": [ + { + "number": 1, + "unit": "hour" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": "A pebble of iron ore or a small magnet, a litre of blood from any source in a silver bowl and two points from your blood pool which are consumed by the power" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "day", + "amount": 7 + } + } + ], + "entries": [ + "When you begin casting you take {@damage 1d4} slashing damage, which can't be reduced in any way, as you cut open your hand and drip your blood into the silver bowl; pouring in the gathered litre of blood after and then adding in the small iron pebble or magnet which slowly absorbs the gathered blood.", + "Once cast, a bloodstone is created and you can unerringly sense the direction and distance to the stone. This effect lasts until the Bloodstone is destroyed or the power ends. You can have and keep track of a number of stones up to your Intelligence modifier (minimum of 1)." + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Bloodmage", + "source": "FoxfireVamp", + "shortName": "Bloodmage" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + } + ] + }, + "meta": { + "ritual": true + } + }, + { + "name": "Ward", + "source": "FoxfireVamp", + "level": 1, + "school": "BLO", + "time": [ + { + "number": 10, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": "two points from your blood pool which are consumed by the power" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 8 + } + } + ], + "entries": [ + "When you begin casting you take {@damage 1d4} slashing damage, which can't be reduced in any way, as you cut open your hand and you inscribe a ward with your blood. You can inscribe it on an object, such as a book, a scroll, or a treasure chest. The ward can cover an area no larger than a 5 foot radius. If the object is broken or destroyed after you performed this ritual, the ward is broken, and the power ends without being triggered.", + "The ward is nearly invisible and requires a successful Intelligence ({@skill Investigation}) check against your power save DC to be found.", + "You decide if any creatures do not trigger the ward when you perform the ritual. Once the ritual is complete any beast, giant or non-shapechanger humanoid creature that willingly touches the warded object until the power ends must make a Wisdom saving throw against your power save DC. On a failed save the creature takes {@damage 3d8} psychic damage and recoils from the warded object, on a successful save they take half as much damage and don't recoil from the warded object.", + "Your ability for this power is Intelligence." + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Bloodmage", + "source": "FoxfireVamp", + "shortName": "Bloodmage" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + } + ] + }, + "meta": { + "ritual": true + } + }, + { + "name": "Communicate", + "source": "FoxfireVamp", + "level": 2, + "school": "BLO", + "time": [ + { + "number": 10, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "unlimited" + } + }, + "components": { + "v": true, + "s": true, + "m": "two points from your blood pool which are consumed by the power; an object belonging to the creature you wish to contact, a silver bowl full of clear water" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "entries": [ + "When you begin casting you take {@damage 1d4} slashing damage, which can't be reduced in any way, as you cut open your hand and drip your blood into the water within silver bowl; submerging the object from your intended target under the bloody water.", + "When the ritual is finished you create a telepathic link between yourself and the target creature. The creature can be anywhere on the same plane of existence as you. The power ends if you or the target are no longer on the same plane.", + "Until the power ends, you and the target can instantaneously share words, images, sounds, and other sensory messages with one another through the link, and the target recognizes you as the creature it is communicating with.", + "If the target wishes to block the telepathic link, it must succeed a Wisdom saving throw against your power save DC.", + "Your ability for this power is Intelligence." + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Bloodmage", + "source": "FoxfireVamp", + "shortName": "Bloodmage" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + } + ] + }, + "meta": { + "ritual": true + } + }, + { + "name": "Extinguish Vitae", + "source": "FoxfireVamp", + "level": 2, + "school": "BLO", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": "one point from your blood pool which is consumed by the power" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "round", + "amount": 1 + } + } + ], + "entries": [ + "Choose a creature you can see within range, it must make a Constitution saving throw against your power save DC.", + "On a failed save, the creature has disadvantage on saving throws and can't regain hit points until the start of your next turn.", + "Your ability for this power is Intelligence." + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Bloodmage", + "source": "FoxfireVamp", + "shortName": "Bloodmage" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + } + ] + } + }, + { + "name": "Eyes of Babel", + "source": "FoxfireVamp", + "level": 2, + "school": "BLO", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": "the eyes and tongue of a creatue that died within the last hour, and two points from your blood pool which are consumed by the power" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 8 + } + } + ], + "entries": [ + "{@i Plucking the ingredients fresh from the victim, you chew and swallow them.}", + "Until the power ends you are able to read, speak and understand one language known to the creature the components were taken from." + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Bloodmage", + "source": "FoxfireVamp", + "shortName": "Bloodmage" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + } + ] + }, + "meta": { + "ritual": true + } + }, + { + "name": "Illuminate the Trail of Prey", + "source": "FoxfireVamp", + "level": 2, + "school": "BLO", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": "a white satin ribbon and two points from your blood pool which are consumed by the power" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "entries": [ + "When you begin casting you take {@damage 1d4} slashing damage, which can't be reduced in any way, as you cut open your hand and soak the ribbon in your blood; once the ritual is complete the ribbon sets alight.", + "Choose one creature you are familiar with. Until the power ends, as long as you are on the same plane of existence as the destination, you know how far it is to the creature and in what direction it lies." + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Bloodmage", + "source": "FoxfireVamp", + "shortName": "Bloodmage" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + } + ] + }, + "meta": { + "ritual": true + } + }, + { + "name": "Truth of Blood", + "source": "FoxfireVamp", + "level": 2, + "school": "BLO", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": "one pint of blood from the target creature and two points from your blood pool which are consumed by the power; a vessel to fully contain the blood" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "entries": [ + "When you begin casting you take {@damage 1d4} slashing damage, which can't be reduced in any way, as you cut open your hand and mix your blood with the target's in the vessel.", + "For the duration of the power whenever the creature who's blood was used as a component speaks a statement within 30 feet of the vessel the blood within reacts to inform you whether or not the statement is true, as far as the target is aware. This power cannot pierce {@spell Cloud Memory|FoxfireVamp}, {@spell The Forgetful Mind|FoxfireVamp} or other memory wiping vampiric powers." + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Bloodmage", + "source": "FoxfireVamp", + "shortName": "Bloodmage" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + } + ] + }, + "meta": { + "ritual": true + } + }, + { + "name": "Ward Against Spirits", + "source": "FoxfireVamp", + "level": 2, + "school": "BLO", + "time": [ + { + "number": 10, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": "a handful of salt or a handful of brick dust, and two points from your blood pool which are consumed by the power" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 8 + } + } + ], + "entries": [ + "When you begin casting you take {@damage 1d4} slashing damage, which can't be reduced in any way, as you cut open your hand and you inscribe a ward with your blood. You can inscribe it on an object, such as a book, a scroll, or a treasure chest. The ward can cover an area no larger than a 5 foot radius. If the object is broken or destroyed after you performed this ritual, the ward is broken, and the power ends without being triggered.", + "The ward is nearly invisible and requires a successful Intelligence ({@skill Investigation}) check against your power save DC to be found.", + "You decide if any creatures do not trigger the ward when you perform the ritual. Once the ritual is complete any celestial, elemental, fey or fiend that willingly touches the warded object until the power ends must make a Wisdom saving throw against your power save DC. On a failed save the creature takes {@damage 5d8} psychic damage and recoils from the warded object, on a successful save they take half as much damage and don't recoil from the warded object.", + "Your ability for this power is Intelligence." + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Bloodmage", + "source": "FoxfireVamp", + "shortName": "Bloodmage" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + } + ] + }, + "meta": { + "ritual": true + } + }, + { + "name": "Warding Circle", + "source": "FoxfireVamp", + "level": 2, + "school": "BLO", + "time": [ + { + "number": 10, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 10 + } + }, + "components": { + "v": true, + "s": true, + "m": "a bone from a beast, giant or humanoid creature; two points from your blood pool which are consumed by the power" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 8 + } + } + ], + "entries": [ + "When you begin casting you take {@damage 1d4} slashing damage, which can't be reduced in any way, as you cut open your hand and you draw a circle with the bone dipped in your blood. The warding circle can cover an area no larger than a 10 foot radius. If the surface is moved more than 10 feet from where you performed this ritual, is physically broken or destroyed, the warding circle is broken, and the power ends without being triggered.", + "The warding circle is nearly invisible and requires a successful Intelligence ({@skill Investigation}) check against your power save DC to be found.", + "You decide if any creatures do not trigger the warding circle when you perform the ritual and whether or not it triggers when creatures attempt to enter or leave the circle. Once the ritual is complete any beast, giant or non-shapechanger humanoid creature that attempts to enter or leave the warding circle (depending on your choice) until the power ends must make a Wisdom saving throw against your power save DC. On a failed save the creature takes {@damage 3d8} psychic damage and is unable to enter or exit the circle (depending on your choice) during their turn, on a successful save they take half as much damage and aren't stopped by the warding circle.", + "Your ability for this power is Intelligence." + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Bloodmage", + "source": "FoxfireVamp", + "shortName": "Bloodmage" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + } + ] + }, + "meta": { + "ritual": true + } + }, + { + "name": "Blood of Potency", + "source": "FoxfireVamp", + "level": 3, + "school": "BLO", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": "one point from your blood pool which is consumed by the power" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "entries": [ + "When you use this power your Blood Potency die increases by one size for the duration, from d4 to d6, d6 to d8, d8 to d10, or d10 to d12." + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Bloodmage", + "source": "FoxfireVamp", + "shortName": "Bloodmage" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + } + ] + } + }, + { + "name": "Dagon's Call", + "source": "FoxfireVamp", + "level": 3, + "school": "BLO", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "unlimited" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "two points from your blood pool which are consumed by the power; a gold inlaid ceremonial dagger worth at least 200gp", + "cost": 20000 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "When you begin casting you take {@damage 1d4} slashing damage, which can't be reduced in any way, as you slash your own skin with the ceremonial dagger. Choose one creature who has been exposed to your blood within the last 24 hours, either by drinking it or having it touch their bare skin, that is on the same plane of existence as you.", + "When the ritual is complete, the target makes a Constitution saving throw against your power save DC. On a failed save the target takes a number of blood potency dice equal to half your vampire level (rounded down) in necrotic damage or half as much damage on a successful save.", + "Your ability for this power is Intelligence." + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Bloodmage", + "source": "FoxfireVamp", + "shortName": "Bloodmage" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + } + ] + }, + "meta": { + "ritual": true + } + }, + { + "name": "Deflection of Wooden Doom", + "source": "FoxfireVamp", + "level": 3, + "school": "BLO", + "time": [ + { + "number": 1, + "unit": "hour" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": "wood splinters or shavings, and two points from your blood pool which are consumed by the power" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 24 + } + } + ], + "entries": [ + "When you begin casting you take {@damage 1d4} slashing damage, which can't be reduced in any way, as you mix the pieces of wood with your own blood before drawing a circle around yourself with the mixture.", + "The first attempt at staking the user fails, shattering the stake and blinding the attacker until the end of their next turn. The power then ends." + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Bloodmage", + "source": "FoxfireVamp", + "shortName": "Bloodmage" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + } + ] + }, + "meta": { + "ritual": true + } + }, + { + "name": "Essence of Air", + "source": "FoxfireVamp", + "level": 3, + "school": "BLO", + "time": [ + { + "number": 1, + "unit": "hour" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": "leaves, berries of belladonna, and two points from your blood pool which are consumed by the power; a cooking pot and open flame" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + } + } + ], + "entries": [ + "When you begin casting you take {@damage 1d4} slashing damage, which can't be reduced in any way, as you mix your blood with the leaves and berries; reducing the mixture down into a potent potion that you drink at the end of the casting time.", + "You gain a flying speed equal to double your walking speed for the duration. The potion has no effect if drunk by another creature." + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Bloodmage", + "source": "FoxfireVamp", + "shortName": "Bloodmage" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + } + ] + }, + "meta": { + "ritual": true + } + }, + { + "name": "Firewalker", + "source": "FoxfireVamp", + "level": 3, + "school": "BLO", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 15 + } + }, + "components": { + "v": true, + "s": true, + "m": "one fingertip of the caster per target, and two points from your blood pool which are consumed by the power; a golden chalice or bowl" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 8 + } + } + ], + "entries": [ + "Choose up to eight creatures you can see within range which may include yourself; when you begin casting you take {@damage 1d12} slashing damage, which can't be reduced in any way, for each creature you have chosen as you cut off a finger tip per target, burning them together with your blood in the container.", + "For the duration of the power the chosen targets have resistance to fire damage.", + "If you remove four or more of your fingertips with this power you have disadvantage on Dexterity ({@skill Sleight of Hand}) checks until you finish a long rest." + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Bloodmage", + "source": "FoxfireVamp", + "shortName": "Bloodmage" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + } + ] + }, + "meta": { + "ritual": true + } + }, + { + "name": "Scorpion's Touch", + "source": "FoxfireVamp", + "level": 3, + "school": "BLO", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 10 + } + }, + "components": { + "v": true, + "s": true, + "m": "one point from your blood pool which is consumed by the power" + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You take {@damage 1d4} slashing damage, which can't be reduced in any way, as you cut open your hand and extend it toward a creature you can see within range, projecting a burst of foul venomous blood at them.", + "The creature must make a Constitution saving throw against your power save DC, taking posion damage equal to your blood potency die and becoming poisoned for 24 hours on a failed save or taking half as much damage and not becoming poisoned on a successful save. Until this poison ends, the target is unconscious. Another creature can use an action to shake the target awake.", + "Your ability for this power is Intelligence." + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Bloodmage", + "source": "FoxfireVamp", + "shortName": "Bloodmage" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + } + ] + } + }, + { + "name": "Ward Against Monsters", + "source": "FoxfireVamp", + "level": 3, + "school": "BLO", + "time": [ + { + "number": 10, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a handful of silver dust worth at least 20gp, and two points from your blood pool which are consumed by the power", + "cost": 2000 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 8 + } + } + ], + "entries": [ + "When you begin casting you take {@damage 1d4} slashing damage, which can't be reduced in any way, as you cut open your hand and you inscribe a ward with your blood. You can inscribe it on an object, such as a book, a scroll, or a treasure chest. The ward can cover an area no larger than a 5 foot radius. If the object is broken or destroyed after you performed this ritual, the ward is broken, and the power ends without being triggered.", + "The ward is nearly invisible and requires a successful Intelligence ({@skill Investigation}) check against your power save DC to be found.", + "You decide if any creatures do not trigger the ward when you perform the ritual. Once the ritual is complete any aberration, construct, dragon, monstrositiy, ooze, plant, or shapechanger humanoid that willingly touches the warded object until the power ends must make a Wisdom saving throw against your power save DC. On a failed save the creature takes {@damage 7d8} psychic damage and recoils from the warded object, on a successful save they take half as much damage and don't recoil from the warded object.", + "Your ability for this power is Intelligence." + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Bloodmage", + "source": "FoxfireVamp", + "shortName": "Bloodmage" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + } + ] + }, + "meta": { + "ritual": true + } + }, + { + "name": "Warding Circle against Spirits", + "source": "FoxfireVamp", + "level": 3, + "school": "BLO", + "time": [ + { + "number": 10, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 10 + } + }, + "components": { + "v": true, + "s": true, + "m": "an iron knife dipped in a mixture of salt and your blood, and two points from your blood pool which are consumed by the power" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 8 + } + } + ], + "entries": [ + "When you begin casting you take {@damage 1d4} slashing damage, which can't be reduced in any way, as you cut open your hand and you draw a circle with the knife dipped in your blood. The warding circle can cover an area no larger than a 10 foot radius. If the surface is moved more than 10 feet from where you performed this ritual, is physically broken or destroyed, the warding circle is broken, and the power ends without being triggered.", + "The warding circle is nearly invisible and requires a successful Intelligence ({@skill Investigation}) check against your power save DC to be found.", + "You decide if any creatures do not trigger the warding circle when you perform the ritual and whether or not it triggers when creatures attempt to enter or leave the circle. Once the ritual is complete any celestial, elemental, fey or fiend that attempts to enter or leave the warding circle (depending on your choice) until the power ends must make a Wisdom saving throw against your power save DC. On a failed save the creature takes {@damage 5d8} psychic damage and is unable to enter or exit the circle (depending on your choice) during their turn, on a successful save they take half as much damage and aren't stopped by the warding circle.", + "Your ability for this power is Intelligence." + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Bloodmage", + "source": "FoxfireVamp", + "shortName": "Bloodmage" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + } + ] + }, + "meta": { + "ritual": true + } + }, + { + "name": "Defence of the Sacred Haven", + "source": "FoxfireVamp", + "level": 4, + "school": "BLO", + "time": [ + { + "number": 1, + "unit": "hour" + } + ], + "range": { + "type": "radius", + "distance": { + "type": "self", + "amount": 20 + } + }, + "components": { + "v": true, + "s": true, + "m": "two points from your blood pool which are consumed by the power" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 12 + } + } + ], + "entries": [ + "When you begin casting you take {@damage 1d4} slashing damage, which can't be reduced in any way, as you cut open your hand to inscribe sigils and glyphs with your blood within the radius.", + "When the ritual is complete a 20-foot-radius sphere of magical darkness springs into existence around and above you, remaining stationary for the duration. Sunlight cannot penetrate the darkness and those inside can percieve the outside as if in darkness." + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Bloodmage", + "source": "FoxfireVamp", + "shortName": "Bloodmage" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + } + ] + }, + "meta": { + "ritual": true + } + }, + { + "name": "Eyes of the Nighthawk", + "source": "FoxfireVamp", + "level": 4, + "school": "BLO", + "time": [ + { + "number": 10, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 10 + } + }, + "components": { + "v": true, + "s": true, + "m": "two points from your blood pool which are consumed by the power" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 12 + } + } + ], + "entries": [ + "With 10 minutes of work, you call forth a flying beast of the night such as owl or a raven; you take {@damage 1d4} slashing damage as you cut open your body to feed the creature your blood.", + "Once the casting is complete you form a mental link with the creature, and it follows your commands as best it can. As an action, you can see through its eyes until the power ends as long as you are on the same plane of existence, gaining the benefits of any special senses that the familiar has. During this time, you are blind with regard to your own senses.", + "When the power ends you become blinded for 24 hours unless you kill the creature and remove its eyes before then, which ends the power early and prevents the blinded condition." + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Bloodmage", + "source": "FoxfireVamp", + "shortName": "Bloodmage" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + } + ] + }, + "meta": { + "ritual": true + } + }, + { + "name": "Incorporeal Passage", + "source": "FoxfireVamp", + "level": 4, + "school": "BLO", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": "a mirror, and two points from your blood pool which are consumed by the power" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 8, + "upTo": true + } + } + ], + "entries": [ + "When you begin casting you take {@damage 1d4} slashing damage, which can't be reduced in any way, as you cut open your hand to drip your blood onto the mirror while chanting before breaking the mirror. For the duration of the power, while you hold a piece of the broken mirror used as a component you become incorporeal, appearing like a translucent spectre.", + "While incorporeal you can't affect or be affected by other creatures except for attacks made by magic weapons, and you ignore all objects and effects except fire and sunlight, allowing you to move through objects. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot.", + "Additionally until the power ends you cannot use any other vampiric powers that require one or more points from your blood pool in their components.", + "The power ends early if you are not holding a piece of the broken mirror at the start of your turn." + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Bloodmage", + "source": "FoxfireVamp", + "shortName": "Bloodmage" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + } + ] + }, + "meta": { + "ritual": true + } + }, + { + "name": "Theft of Vitae", + "source": "FoxfireVamp", + "level": 4, + "school": "BLO", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": "one point from your blood pool which is consumed by the power" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "round", + "amount": 1 + } + } + ], + "entries": [ + "Choose a humanoid creature you can see within range, they must make a Wisdom saving throw against your power save DC. On a failed save an arterial wound opens on the target and their blood flies from their veins and into your mouth until the start of your next turn. The creature is {@condition stunned} and {@condition charmed} by you for the duration, and its hit point maximum is reduced by an amount equal to five times your vampire level at the end of the duration. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.", + "If you take any damage during this process you must make a Constitution saving throw as if concentrating on a spell; on a failed save the power is interrupted, the target is no longer {@condition stunned} or {@condition charmed} by you. If the power is not interrupted you gain two points in your blood pool. If the creature dies when the power ends, you gain an additional point in your blood pool.", + "Your ability for this power is Intelligence." + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Bloodmage", + "source": "FoxfireVamp", + "shortName": "Bloodmage" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + } + ] + } + }, + { + "name": "Ward Against Undead", + "source": "FoxfireVamp", + "level": 4, + "school": "BLO", + "time": [ + { + "number": 10, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": "warm ash from a still burning fire, and two points from your blood pool which are consumed by the power" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 8 + } + } + ], + "entries": [ + "When you begin casting you take {@damage 1d4} slashing damage, which can't be reduced in any way, as you cut open your hand and you inscribe a ward with your blood. You can inscribe it on an object, such as a book, a scroll, or a treasure chest. The ward can cover an area no larger than a 5 foot radius. If the object is broken or destroyed after you performed this ritual, the ward is broken, and the power ends without being triggered.", + "The ward is nearly invisible and requires a successful Intelligence ({@skill Investigation}) check against your power save DC to be found.", + "You decide if any creatures do not trigger the ward when you perform the ritual. Once the ritual is complete any undead creature that willingly touches the warded object until the power ends must make a Wisdom saving throw against your power save DC. On a failed save the creature takes {@damage 9d8} psychic damage and recoils from the warded object, on a successful save they take half as much damage and don't recoil from the warded object.", + "Your ability for this power is Intelligence." + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Bloodmage", + "source": "FoxfireVamp", + "shortName": "Bloodmage" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + } + ] + }, + "meta": { + "ritual": true + } + }, + { + "name": "Warding Circle against Monsters", + "source": "FoxfireVamp", + "level": 4, + "school": "BLO", + "time": [ + { + "number": 10, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 10 + } + }, + "components": { + "v": true, + "s": true, + "m": "an silver knife dipped in a mixture of wolfsbane and your blood, and two points from your blood pool which are consumed by the power" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 8 + } + } + ], + "entries": [ + "When you begin casting you take {@damage 1d4} slashing damage, which can't be reduced in any way, as you cut open your hand and you draw a circle with the knife dipped in your blood. The warding circle can cover an area no larger than a 10 foot radius. If the surface is moved more than 10 feet from where you performed this ritual, is physically broken or destroyed, the warding circle is broken, and the power ends without being triggered.", + "The warding circle is nearly invisible and requires a successful Intelligence ({@skill Investigation}) check against your power save DC to be found.", + "You decide if any creatures do not trigger the warding circle when you perform the ritual and whether or not it triggers when creatures attempt to enter or leave the circle.", + "Once the ritual is complete any aberration, construct, dragon, monstrositiy, ooze, plant, or shapechanger humanoid that attempts to enter or leave the warding circle (depending on your choice) until the power ends must make a Wisdom saving throw against your power save DC. On a failed save the creature takes {@damage 7d8} psychic damage and is unable to enter or exit the circle (depending on your choice) during their turn, on a successful save they take half as much damage and aren't stopped by the warding circle.", + "Your ability for this power is Intelligence." + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Bloodmage", + "source": "FoxfireVamp", + "shortName": "Bloodmage" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + } + ] + }, + "meta": { + "ritual": true + } + }, + { + "name": "Baal's Caress", + "source": "FoxfireVamp", + "level": 5, + "school": "BLO", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 10 + } + }, + "components": { + "v": true, + "s": true, + "m": "two points from your blood pool which are consumed by the power" + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You take {@damage 1d4} slashing damage, which can't be reduced in any way, as you cut open your hand and extend it toward a creature you can see within range, projecting a burst of foul venomous blood at them. The creature must make a Constitution saving throw against your power save DC, taking a number of blood potency dice equal to half your vampire level (rounded down) in posion damage on a failed save or half as much poison damage on a successful one.", + "Your ability for this power is Intelligence." + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Bloodmage", + "source": "FoxfireVamp", + "shortName": "Bloodmage" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + } + ] + } + }, + { + "name": "Cauldron of Blood", + "source": "FoxfireVamp", + "level": 5, + "school": "BLO", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": "two points from your blood pool which are consumed by the power" + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "Make a proficient melee attack using your Strength or Dexterity (your choice) against a creature within range. On a hit the target's blood boils in its veins, taking a number of blood potency dice equal to your vampire level in fire damage. This power ignores resistance to fire damage, and treats immunity to fire damage as resistance." + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Bloodmage", + "source": "FoxfireVamp", + "shortName": "Bloodmage" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + } + ] + } + }, + { + "name": "Escape to True Sanctuary", + "source": "FoxfireVamp", + "level": 5, + "school": "BLO", + "time": [ + { + "number": 1, + "unit": "hour" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 5 + } + }, + "components": { + "v": true, + "s": true, + "m": "three points from your blood pool which are consumed by the power" + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "When you begin casting you take {@damage 2d4} slashing damage, which can't be reduced in any way, as you cut open your hand and you draw a circle with your blood.", + "Once the casting is complete the power creates a circle up to 5 feet in diameter on a flat, non-moving surface within range. You may only have two such circles in existence at one time, if you create another you choose which circle is destroyed and each circle persists until it is destroyed. If the surface is moved more than 10 feet from where you performed this ritual, or is physically broken or destroyed, the circle is destroyed.", + "Standing within a circle allows you to teleport to a second circle by using your action, and at the start of your next turn you appear in the other circle. If you take damage before the start of your next turn you must make a Constitution saving throw as if concentrating on a spell, on a failed save the teleportation fails. If you move out of the circle before the start of your next turn the teleportation fails immediately." + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Bloodmage", + "source": "FoxfireVamp", + "shortName": "Bloodmage" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + } + ] + }, + "meta": { + "ritual": true + } + }, + { + "name": "Heart of Stone", + "source": "FoxfireVamp", + "level": 5, + "school": "BLO", + "time": [ + { + "number": 1, + "unit": "hour" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": "a stone slab; a wax candle and two points from your blood pool which are consumed by the power" + }, + "duration": [ + { + "type": "special" + } + ], + "entries": [ + "When you begin casting you take {@damage 1d4} slashing damage, which can't be reduced in any way, as you cut open your hand and you drench the wax candle in your blood. Lying on the stone slab you place the candle on your chest, allow it to burn down towards you, takind {@damage 1d4} fire damage at the end of the casting time.", + "Once the casting is complete your heart turns to stone, making you immune to the Stake to the Heart vampire weakness and immune to the charmed condition. However you have disadvantage on any Charisma (Deception), Charisma ({@skill Persuasion}) and Charisma ({@skill Performance}) checks you make and are unable to use any vampiric powers from the Presence discipline.", + "Performing this ritual again removes its effects." + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Bloodmage", + "source": "FoxfireVamp", + "shortName": "Bloodmage" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + } + ] + }, + "meta": { + "ritual": true + } + }, + { + "name": "Shaft of Belated Dissolution", + "source": "FoxfireVamp", + "level": 5, + "school": "BLO", + "time": [ + { + "number": 1, + "unit": "hour" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": "a stake carved of rowan wood, inscribed with baneful runes, and three points from your blood pool which are consumed by the power" + }, + "duration": [ + { + "type": "special" + } + ], + "entries": [ + "When you begin casting you take {@damage 1d4} slashing damage, which can't be reduced in any way, as you cut open your hand and you drench the rowan wood stake in your blood while blackening it in a wood fire, reciting the incantations over and over.", + "Once the casting is complete a magical stake is created; the stake is a simple weapon that deals 1d6 piercing damage on a hit. The stake has a +3 bonus to its attack and damage rolls. You can only create one such stake at a time; creating a new stake in this way destroys the previous one.", + "On a hit against a vampire a splinter of the stake breaks off inside the target, which must succeed a Constition saving throw against your power save DC. On a failed save the target's hit point maximum is reduced by {@damage 1d6+3} and every 24 hours they must repeat the saving throw, ending the effect on a success; the target dies and is reduced to ash if their hit point maximum is reduced to 0. On a critical hit against a vampire the target must succeed a Constition saving throw against your power save DC. On a failed save the target dies instantly and is reduced to ash at the start of your next turn.", + "The effect of the stake can be stopped by spells such as {@spell dispel magic|PHB} (it is considered a 9th level spell) and can be suppressed by effects such as {@spell antimagic field|PHB}." + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Bloodmage", + "source": "FoxfireVamp", + "shortName": "Bloodmage" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + } + ] + }, + "meta": { + "ritual": true + } + }, + { + "name": "Warding Circle against Undead", + "source": "FoxfireVamp", + "level": 5, + "school": "BLO", + "time": [ + { + "number": 10, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 10 + } + }, + "components": { + "v": true, + "s": true, + "m": "a rowan wand dipped in a mixture of warm ash from a still burning fire and your blood, and two points from your blood pool which are consumed by the power" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 8 + } + } + ], + "entries": [ + "When you begin casting you take {@damage 1d4} slashing damage, which can't be reduced in any way, as you cut open your hand and you draw a circle with the knife dipped in your blood. The warding circle can cover an area no larger than a 10 foot radius. If the surface is moved more than 10 feet from where you performed this ritual, is physically broken or destroyed, the warding circle is broken, and the power ends without being triggered.", + "The warding circle is nearly invisible and requires a successful Intelligence ({@skill Investigation}) check against your power save DC to be found.", + "You decide if any creatures do not trigger the warding circle when you perform the ritual and whether or not it triggers when creatures attempt to enter or leave the circle.", + "Once the ritual is complete any undead that attempts to enter or leave the warding circle (depending on your choice) until the power ends must make a Wisdom saving throw against your power save DC. On a failed save the creature takes {@damage 9d8} psychic damage and is unable to enter or exit the circle (depending on your choice) during their turn, on a successful save they take half as much damage and aren't stopped by the warding circle.", + "Your ability for this power is Intelligence." + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Bloodmage", + "source": "FoxfireVamp", + "shortName": "Bloodmage" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + } + ] + }, + "meta": { + "ritual": true + } + }, + { + "name": "Cloak of Shadows", + "source": "FoxfireVamp", + "level": 1, + "school": "OBF", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "entries": [ + "For the duration of the power when taking the Hide action, you become {@condition invisible} until the power ends. This power ends early if you move." + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Bloodmage", + "source": "FoxfireVamp", + "shortName": "Bloodmage" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + } + ] + } + }, + { + "name": "Silence of Death", + "source": "FoxfireVamp", + "level": 1, + "school": "OBF", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "entries": [ + "For the duration of the power, you silence your footsteps, clothing, minor collisions, and other sounds of your person when you make a successul Dexterity ({@skill Stealth}) check when taking the Hide action. A creature attempting a Wisdom ({@skill Perception}) check to detect you using their hearing fails automatically without the aid of magic or a special sense." + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Bloodmage", + "source": "FoxfireVamp", + "shortName": "Bloodmage" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + } + ] + } + }, + { + "name": "Unseen Passage", + "source": "FoxfireVamp", + "level": 2, + "school": "OBF", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "s": true, + "m": "one point from your blood pool which is consumed by the power" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + } + } + ], + "entries": [ + "For the duration of the power, you gain a +5 bonus to Dexterity ({@skill Stealth}) checks when taking the Hide action, and a creature attempting a Wisdom ({@skill Perception}) check to detect you using their sight fails automatically without the aid of magic or a special sense." + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Bloodmage", + "source": "FoxfireVamp", + "shortName": "Bloodmage" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + } + ] + } + }, + { + "name": "Mask of a Thousand Faces", + "source": "FoxfireVamp", + "level": 3, + "school": "OBF", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "s": true, + "m": "one point from your blood pool which is consumed by the power" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "entries": [ + "For the duration of the power, a mundane illusion shrouds you. Any creature viewing you sees a forgettable face of the same gender and approximate build and height as you. Your clothes take on the same kind of blandness, depending on the environment, for example in a castle you might appear as a servant, while you may seem to wear rags in back alley slums. You may appear differently to different creatures, and a creature that loses sight of you may perceive you differently when next they see you.", + "The illusion wrought by this power may fail to hold up to physical inspection. A creature that touches you must make an Intelligence ({@skill Investigation}) check against your power save DC. On a success the creature is no longer affected by the power, otherwise the creature perceives the illusion as real.", + "Your ability for this power is Charisma." + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Bloodmage", + "source": "FoxfireVamp", + "shortName": "Bloodmage" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + } + ] + } + }, + { + "name": "Conceal", + "source": "FoxfireVamp", + "level": 4, + "school": "OBF", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "s": true, + "m": "one point from your blood pool which is consumed by the power" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You touch one willing creature or one object, such as a door, a cart, or a small house, that is no larger than 20 feet on a side. For the duration of the power the object is {@condition invisible}.", + { + "name": "Amalgam Power", + "type": "inset", + "entries": [ + "In order to use this power you require one 3rd level power from the Auspex discipline to also be prepared alongside this one." + ] + } + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Bloodmage", + "source": "FoxfireVamp", + "shortName": "Bloodmage" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + } + ] + } + }, + { + "name": "Vanish", + "source": "FoxfireVamp", + "level": 4, + "school": "OBF", + "time": [ + { + "number": 0, + "unit": "None" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": {}, + "duration": [ + { + "type": "special" + } + ], + "entries": [ + "You are now able to hide from a creature that can see you clearly; additionally when you use an Obfuscate power with a range of self in sight of a creature, that creature must make a Wisdom saving throw against your power save DC. If you are fighting the creature, it has advantage on the saving throw. On a failed save the creature forgets having seen you for the next minute.", + "Your ability for this power is Charisma.", + { + "name": "Amalgam Power", + "type": "inset", + "entries": [ + "In order to use this power you require one 1st level power from the Obfuscate discipline to also be prepared alongside this one." + ] + } + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Bloodmage", + "source": "FoxfireVamp", + "shortName": "Bloodmage" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + } + ] + } + }, + { + "name": "Cloak the Gathering", + "source": "FoxfireVamp", + "level": 5, + "school": "OBF", + "time": [ + { + "number": 0, + "unit": "None" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": {}, + "duration": [ + { + "type": "special" + } + ], + "entries": [ + "When using an Obfuscate power with a range of self, you may spend an additional point from your blood pool to grant the benefits of the power to a number of creatures other than yourself equal to your Wisdom modifier (minimum of 1)." + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Bloodmage", + "source": "FoxfireVamp", + "shortName": "Bloodmage" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + } + ] + } + }, + { + "name": "Imposter's Guise", + "source": "FoxfireVamp", + "level": 5, + "school": "OBF", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "s": true, + "m": "one point from your blood pool which is consumed by the power" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 8 + } + } + ], + "entries": [ + "When you use this power choose one creature the same size and body type as you that you can see, you study the creature intensely. For the duration of the power you take on the appearance of the target; even being able to unerringly mimic the speech patterns and accent of the creature if you hear speak during the casting time, enabling you to pass yourself off as a native speaker of a particular land, provided that you know the language.", + { + "name": "Amalgam Power", + "type": "inset", + "entries": [ + "In order to use this power you require one 3rd level power from the Obfuscate discipline to also be prepared alongside this one." + ] + } + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Bloodmage", + "source": "FoxfireVamp", + "shortName": "Bloodmage" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + } + ] + } + }, + { + "name": "Ashes to Ashes", + "source": "FoxfireVamp", + "level": 1, + "school": "OBL", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 10 + } + }, + "components": { + "s": true, + "m": "one point from your blood pool which is consumed by the power" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "entries": [ + "You take {@damage 1d4} slashing damage, which can't be reduced in any way, as you cut open your hand and extend it toward a corpse or undead creature you can see within range, projecting a burst of vitae onto them.", + "A corpse struck by your vitae will begin to dissolve into ash over the next minute.", + "An undead creature makes a Constitution saving throw against your power save DC; on a failed save they take necrotic damage, that can't be reduced in any way, equal to your blood potency die at the start of each of their turns for the duration of the power. The undead creature repeats the Constitution save at the end of its turns, ending the effect of the power on a success.", + "Your ability for this power is Constitution." + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Shadowed", + "source": "FoxfireVamp", + "shortName": "Shadowed" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + } + ] + } + }, + { + "name": "Oblivion's Sight", + "source": "FoxfireVamp", + "level": 1, + "school": "OBL", + "time": [ + { + "number": 0, + "unit": "None" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": {}, + "duration": [ + { + "type": "special" + } + ], + "entries": [ + "While you have this power prepared, you can see normally in dim light and darkness, both magical and nonmagical, to a distance of 120 feet." + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Shadowed", + "source": "FoxfireVamp", + "shortName": "Shadowed" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + } + ] + } + }, + { + "name": "Shadow Cloak", + "source": "FoxfireVamp", + "level": 1, + "school": "OBL", + "time": [ + { + "number": 0, + "unit": "None" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": {}, + "duration": [ + { + "type": "special" + } + ], + "entries": [ + "While you have this power prepared, you gain a +5 bonus to any Charisma ({@skill Intimidation}) and Dexterity ({@skill Stealth}) checks you make." + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Shadowed", + "source": "FoxfireVamp", + "shortName": "Shadowed" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + } + ] + } + }, + { + "name": "Summon Spirit", + "source": "FoxfireVamp", + "level": 1, + "school": "OBL", + "time": [ + { + "number": 1, + "unit": "hour" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 10 + } + }, + "components": { + "v": true, + "s": true, + "m": "an object that belonged to a creature that has been dead no longer than a century; two points from your blood pool which are consumed by the power" + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "When you begin casting you take {@damage 1d4} slashing damage, which can't be reduced in any way, as you cut open your hand and drench the chosen object in your blood, calling forth a summoned spirit. It manifests in an unoccupied space that you can see within range at the end of the casting time. This corporeal form uses the {@creature Summoned Spirit|FoxfireVamp} stat block.", + "The creature may be an ally to your and your companions or it may be hostile (DM's discretion); although the summoned spirit will invariably become hostile if you threaten the object used as a component for this power. In combat, the creature shares your initiative count, but it takes its turn immediately after yours; however it is under no obligation to follow your orders and acts independently.", + "The summoned spirit disappears if it, or the object used in this power is moved more than 120 feet from the point it was summoned; otherwise the spirit remains on the material plane until it drops to 0 hit points and disappears. The summoned spirit is unaware of the limiation to how far it can move unless it has been subject to this power previously." + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Shadowed", + "source": "FoxfireVamp", + "shortName": "Shadowed" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + } + ] + }, + "meta": { + "ritual": true + } + }, + { + "name": "The Gift of False Life", + "source": "FoxfireVamp", + "level": 1, + "school": "OBL", + "time": [ + { + "number": 10, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 10 + } + }, + "components": { + "v": true, + "s": true, + "m": "a humanoid's corpse for each {@creature mindless corpse|FoxfireVamp} you intend to create; a small concoction of blood, phlegm and bile and two points from your blood pool which are consumed by the power" + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "When you begin casting you take {@damage 1d4} slashing damage, which can't be reduced in any way, as you cut open your hand and apply your blood along with the vile concoction to a number of corpses of humanoid creatures you intend to raise, up to your Wisdom modifier (minimum of 1), within 10 feet of you. At the end of the casting time the corpses are raised as undead, using the statistics of a {@creature Mindless Corpse|FoxfireVamp}.", + "You issue a simple command when the corpses are raised such as, \"sweep the floor,\" \"hold this door shut,\" or \"walk around the house perimeter\"; the mindless corpses have no ability to think or calculate, so conditional or complicated commands such as \"attack the next person to walk through this archway,\" \"drive this cart,\" or \"build a shack\" do not work. They may be directed towards a specific target for attack or other action if you point at them when issuing the command.", + "The mindless corpses continue until they complete the command given to them and then drop dead immediately afterwards; regardless of completing the command given to them they drop dead at the end of the power's duration." + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Shadowed", + "source": "FoxfireVamp", + "shortName": "Shadowed" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + } + ] + }, + "meta": { + "ritual": true + } + }, + { + "name": "Arms of Ahriman", + "source": "FoxfireVamp", + "level": 2, + "school": "OBL", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "s": true, + "m": "one point from your blood pool which is consumed by the power" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You summon a number of shadowy apendages up to your Wisdom modifier (minimum of 1) from areas of dim light or darkness you can see within range.", + "When you use this power, you can cause each appendage to strike at one creature within 10 feet of the area of dim light or darkness in which it was summoned. The targeted creature must make a Dexterity saving throw against your power save DC; on a failed save the target takes bludgeoning damage equal to your blood potency die + your Wisdom modifier, it is restrained and the appendage can't restrain another target.", + "While an appendage is restraining a target, you can use a bonus action to have the appendage crush it. When you do so, the target takes bludgeoning damage equal to your blood potency die + your Wisdom modifier.", + "On each of your turns until the spell ends, you can use your action to direct the appendages to strike in this way again, targeting the same creatures or different ones.", + "A creature restrained by an appendage makes a Wisdom saving throw against your power save DC at the end of each of their turns, ending the restrained condition on a success.", + "An appendage is destroyed instantly if it comes into contact with bright light or sunlight; the power ends early if all summoned appendages are destroyed.", + "Your ability for this power is Wisdom.", + { + "name": "Amalgam Power", + "type": "inset", + "entries": [ + "In order to use this power you require one 2nd level power from the Potence discipline to also be prepared alongside this one." + ] + } + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Shadowed", + "source": "FoxfireVamp", + "shortName": "Shadowed" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + } + ] + }, + "miscTags": [ + "UBA" + ] + }, + { + "name": "Awaken the Homuncular Servant", + "source": "FoxfireVamp", + "level": 2, + "school": "OBL", + "time": [ + { + "number": 10, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 10 + } + }, + "components": { + "v": true, + "s": true, + "m": "a small knife or dagger; a body part or an animal carcass no larger than a small dog that is unable to fly, a small concoction of urine, fecal matter and semen and two points from your blood pool which are consumed by the power" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 8 + } + } + ], + "entries": [ + "When you begin casting you coat the blade in the concoction and stab it into the body part or carcass used in the power's components, then you take {@damage 1d4} slashing damage, which can't be reduced in any way, as you cut open your hand and massage your blood into the soon to be servant.", + "At the end of the casting time the body part or carcass becomes alive for the duration of the power, using the {@creature Homuncular Servant|FoxfireVamp} stat block.", + "Your servant acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. If the servant is more than 300 feet away from you it immediately falls unconscious and remains that way until it is within 300 feet of you once again.", + "At the end of the power's duration the servant dies." + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Shadowed", + "source": "FoxfireVamp", + "shortName": "Shadowed" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + } + ] + }, + "meta": { + "ritual": true + } + }, + { + "name": "Compel Spirit", + "source": "FoxfireVamp", + "level": 2, + "school": "OBL", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": "an object that belonged to the target creature; two points from your blood pool which are consumed by the power" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 8 + }, + "concentration": true + } + ], + "entries": [ + "When you begin casting you take {@damage 1d4} slashing damage, which can't be reduced in any way, as you cut open your hand and cast a handful of your blood towards your target. Choose one undead creature you can see within range that has the incorporeal movement trait; if the object you use in this power's components never belonged to the target creature this power fails immediately.", + "The target must make a Wisdom saving throw against your power save DC, it has disadvantage on the saving throw if you threaten to harm or destroy the object that belonged to the target. On a failed save you can issue a command to the target (limited to a sentence or two) that the target will pursue to the best of its ability until it completes the command or the power ends; it then becomes hostile to you and your allies.", + "Using this power on a {@creature summoned spirit|FoxfireVamp}, created by the {@spell summon spirit|FoxfireVamp} power, allows it to move further than 120 feet from the point it was summoned however when it completes the command or the power ends the spirit drops also to 0 hit points and disappears, returning to the realm of the dead.", + "Your ability for this power is Wisdom." + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Shadowed", + "source": "FoxfireVamp", + "shortName": "Shadowed" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + } + ] + }, + "meta": { + "ritual": true + } + }, + { + "name": "Shadow Cast", + "source": "FoxfireVamp", + "level": 2, + "school": "OBL", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "s": true, + "m": "one point from your blood pool which is consumed by the power" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "entries": [ + "You conjure a supernatural shadow from your body for the duration of the power. You are able to direct your conjured shadow at will, elongating or distorting (but not detaching) it up to twice your size in any dimension, or moving it around yourself; though it can sometimes act on its own accord, at the DM's discretion.", + "In combat, unless unless elongated or distorted, it occupies a 5-foot space adjacent to you (however the space is still considered unoccupied), laying flat on surfaces such as floors and walls, but does not physically obstruct other creatures in that space. You gain advantage on Intimidation checks against any creature within the shadow's reach and the first time on a turn a creature enters the space your shadow occupies it must succeed a Wisdom saving throw against your power save DC or become frightened of you until the end of its next turn.", + "Anyone observing you can notice the shadow cast from no visible light source by succeeding on Wisdom (Perception) check against your power save DC. If the supernatural shadow touches direct sunlight it is instantly destroyed.", + "Your ability for this power is Wisdom." + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Shadowed", + "source": "FoxfireVamp", + "shortName": "Shadowed" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + } + ] + }, + "miscTags": [ + "ADV" + ] + }, + { + "name": "Aura of Decay", + "source": "FoxfireVamp", + "level": 3, + "school": "OBL", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "radius", + "distance": { + "type": "self", + "amount": 15 + } + }, + "components": { + "s": true, + "m": "one point from your blood pool which is consumed by the power" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "Each creature that starts its turn within a 15 foot radius of you for the duration of the power must make a Constitution saving throw against your power save DC. On a failed save the creature takes {@damage 3d8} necrotic damage and is poisoned for the duration of the power. This power has no effect on constructs or undead.", + "Any nonmagical plant within the radius that isn't a creature, such as a tree or shrub, simply withers and dies. Any food and drink in the radius immediately spoils; any creature that ingests the spoiled food makes a Constitution saving throw as if they started their turn in the power's radius.", + "Your ability for this power is Wisdom." + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Shadowed", + "source": "FoxfireVamp", + "shortName": "Shadowed" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + } + ] + } + }, + { + "name": "Host Spirit", + "source": "FoxfireVamp", + "level": 3, + "school": "OBL", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 10 + } + }, + "components": { + "s": true, + "m": "a gift for the targeted creature; a parasitic bug, and two points from your blood pool which are consumed by the power" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "When you begin casting you choose one undead creature that has the possession action and present the gift to the target; you then take {@damage 2d4} slashing damage, which can't be reduced in any way, as you rip two teeth from your mouth and bite into the parasitic bug with your remaining teeth. Opening your mouth wide you offer the target the chance to possess your body.", + "Whether or not the target creature accepts your gift and invitation is at the DM's discretion, based on the target's disposition towards you.", + "If the target possesses your body you gain a +3 bonus to your Strength, Dexterity, and Constitution scores until the power ends. This may raise your scores above 20 but not above 30. You can hear the target in your head, with its advice, cajoling, or supportive words (Dm's discretion). The target may share memories with you and it may, at the DM's discretion, grant you proficiency with a skill or tool it knew in life while it is posessing you.", + "However the creature possessing you may, at the DM's discretion, attempt to take full control of your body; the creature makes a Charisma saving throw against your power save DC. On a failed save it remains as a passenger until the power ends; on a successful saving throw it takes control of you until the power ends as if you failed a saving throw against its possession action.", + "This power ends early if you drop to 0 hit points or the creature is forced out by an effect like the {@spell dispel evil and good|PHB} spell. When the possession ends, the creature reappears in an unoccupied space within 5 feet of you.", + "Your ability for this power is Wisdom.", + { + "name": "Amalgam Power", + "type": "inset", + "entries": [ + "In order to use this power you require the {@spell Aura of Decay|FoxfireVamp} 3rd level power from the Oblivion discipline to also be prepared alongside this one." + ] + } + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Shadowed", + "source": "FoxfireVamp", + "shortName": "Shadowed" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + } + ] + }, + "meta": { + "ritual": true + } + }, + { + "name": "Passion Feast", + "source": "FoxfireVamp", + "level": 3, + "school": "OBL", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 15 + } + }, + "components": { + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You attempt to devour the fire inside a nearby soul. Choose one creature you can see within range, that creature must make a Wisdom saving throw against your power save DC. On a failed save the creature takes psychic damage equal to your blood potency die plus your Wisdom modifier, it is incapacitated until the end of its next turn and its Wisdom score is reduced by an amount equal to your Wisdom modifier (minimum of 1) until it finishes a short or long rest; if a creature's Wisdom score is reduced to 0 by this power it is stunned until it regains at least one point of Wisdom. Additionally on a failed save you gain one blood point that lasts until you finish a short or long rest.", + "Your ability for this power is Wisdom.", + { + "name": "Amalgam Power", + "type": "inset", + "entries": [ + "In order to use this power you require the {@spell Toughness|FoxfireVamp} 2nd level power from the Fortitude discipline to also be prepared alongside this one." + ] + } + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Shadowed", + "source": "FoxfireVamp", + "shortName": "Shadowed" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + } + ] + } + }, + { + "name": "Shadow Perspective", + "source": "FoxfireVamp", + "level": 3, + "school": "OBL", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "s": true, + "m": "one point from your blood pool which is consumed by the power" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "entries": [ + "Choose one shadow you can see within range, for the duration of the power you perceive from the shadow's perspective as if looking through a window or hole, as well as your normal senses.", + "Your presence in the shadow is undetectable by anything but magical means, such as truesight." + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Shadowed", + "source": "FoxfireVamp", + "shortName": "Shadowed" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + } + ] + } + }, + { + "name": "Shambling Hordes", + "source": "FoxfireVamp", + "level": 3, + "school": "OBL", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 10 + } + }, + "components": { + "v": true, + "s": true, + "m": "a living humanoid creature, one point from your blood pool which is consumed by the power" + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "When you begin casting you rip into the humanoid's neck with your fangs and it takes damage as if you'd used your hungering bite on it (although you do not regain hit points); if the humanoid does not drop to 0 hit points, the power fails. Otherwise you spill the blood of the deceased humanoid on a number of other humanoid corpses within range up to your Wisdom modifier (minimum of 1). The power raises the corpses as undead creatures, each using the {@creature Shambling Horde|FoxfireVamp} stat block.", + "On each of your turns, you can use a bonus action to mentally command any creature you made with this power if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature moves towards the nearest creature (other than you) and uses its multiattack action against it if it can. Once given an order, the creature continues to follow it until its task is complete.", + "A creature created by this power is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this power on the creature again before the current 24-hour period ends. This use of the power reasserts your control over up to five creatures you have created with this power, rather than animating any new ones; additionally rather than requiring a living humanoid for the material component it only requires one point from your blood pool which is consumed by the power.", + { + "name": "Amalgam Power", + "type": "inset", + "entries": [ + "In order to use this power you require the {@spell Aura of Decay|FoxfireVamp} 3rd level power from the Oblivion discipline to also be prepared alongside this one." + ] + } + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Shadowed", + "source": "FoxfireVamp", + "shortName": "Shadowed" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + } + ] + }, + "meta": { + "ritual": true + }, + "miscTags": [ + "UBA" + ] + }, + { + "name": "Touch of Oblivion", + "source": "FoxfireVamp", + "level": 3, + "school": "OBL", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "s": true, + "m": "one point from your blood pool which is consumed by the power" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "entries": [ + "Make a melee attack using your Wisdom modifier against a creature you can reach. On a hit, the target takes necrotic damage equal to three of your blood potency dice and you affect the target with one of the following effects based on the damage rolled:", + { + "type": "table", + "colLabels": [ + "Damage Roll", + "Effect" + ], + "colStyles": [ + "col-1 text-center no-wrap", + "col-11" + ], + "rows": [ + [ + { + "type": "cell", + "roll": { + "min": 3, + "max": 8 + } + }, + { + "type": "entries", + "name": "Shortened muscles", + "entries": [ + "The creature's speed is halved and it can't make more than one melee or ranged attack during its turns for 1 minute. At the end of each of its turns it makes a Constitution saving throw against your power save DC, ending the effect on a success." + ] + } + ], + [ + { + "type": "cell", + "roll": { + "min": 9, + "max": 13 + } + }, + { + "type": "entries", + "name": "Withered limbs", + "entries": [ + "The target has disadvantage on attack rolls and ability checks using strength and falls prone unless assisted for 1 minute. At the end of each of its turns it makes a Constitution saving throw against your power save DC, ending the effect on a success." + ] + } + ], + [ + { + "type": "cell", + "roll": { + "min": 14, + "max": 18 + } + }, + { + "type": "entries", + "name": "Blinded", + "entries": [ + "The creature is blinded for 1 minute. At the end of each of its turns it makes a Constitution saving throw against your power save DC, ending the blinded condition on a success." + ] + } + ], + [ + { + "type": "cell", + "roll": { + "min": 19, + "max": 23 + } + }, + { + "type": "entries", + "name": "Mental Atrophe", + "entries": [ + "The creature is stunned for 1 minute. At the end of each of its turns it makes a Constitution saving throw against your power save DC, ending the stunned condition on a success." + ] + } + ], + [ + { + "type": "entries", + "entries": [ + "24+" + ] + }, + { + "type": "entries", + "name": "Rapid total necrosis", + "entries": [ + "The creature is instantly reduced to 0 hit points as its body quickly withers. A creature is immune to this effect if it is immune to necrotic damage, has legendary actions, is a construct or is undead. Such a creature instead takes an {@damage 6d8} necrotic damage." + ] + } + ] + ] + }, + "Your ability for this power is Wisdom." + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Shadowed", + "source": "FoxfireVamp", + "shortName": "Shadowed" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + } + ] + } + }, + { + "name": "Bind the Spirit", + "source": "FoxfireVamp", + "level": 4, + "school": "OBL", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "radius", + "distance": { + "type": "self", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true, + "m": "an object that belonged to a creature under the influence of your {@spell compel spirit|FoxfireVamp} power, a living humanoid creature; sufficient salt to surround the desired area, and two points from your blood pool which are consumed by the power" + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "When you begin casting you rip into the humanoid's neck with your fangs and it takes damage as if you'd used your hungering bite on it (although you do not regain hit points); if the humanoid does not drop to 0 hit points, the power fails. Otherwise you mix the blood of the deceased humanoid into the salt; you then take {@damage 1d4} slashing damage, which can't be reduced in any way, as you cut open your hand to combine your blood with the mixture.", + "Placing the object down within reach, you use the mixture to draw a circle around it and the creature under the influence of your {@spell compel spirit|FoxfireVamp} power with a radius no wider than 120 feet.", + "Once complete the creature under the influence of your compel spirit power is bound within the circle and unable to leave as if prevented by an invisible wall, the effect of your {@spell compel spirit|FoxfireVamp} power ends on the creature (but it does not drop to 0 hit points if it would), the creature immediately becomes hostile to all creatures it can see, and it remains in the circle until it drops to 0 hit points or is moved outside the circle by magical means.", + { + "name": "Amalgam Power", + "type": "inset", + "entries": [ + "In order to use this power you require the {@spell Necrotic Plague|FoxfireVamp} 4th level power from the Oblivion discipline to also be prepared alongside this one." + ] + } + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Shadowed", + "source": "FoxfireVamp", + "shortName": "Shadowed" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + } + ] + }, + "meta": { + "ritual": true + } + }, + { + "name": "Necrotic Plague", + "source": "FoxfireVamp", + "level": 4, + "school": "OBL", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "s": true, + "m": "one point from your blood pool which is consumed by the power" + }, + "duration": [ + { + "type": "special" + } + ], + "entries": [ + "Make a melee attack using your Wisdom modifier against a creature you can reach. On a hit, the target is poisoned for 1 minute and must make a Constitution saving throw at the start of their next turn. On a failed save, the target's maximum hit points are reduced by an amount equal to your Vampire level and it rolls on the following table, gaining the corresponding disease for a number of days equal to your Wisdom modifier (minimum of 1). The disease is unable to be cursed by non-magical means but otherwise recovers at the end of the duration.", + { + "type": "table", + "colLabels": [ + "{@dice d6} Roll", + "Effect" + ], + "colStyles": [ + "col-1 text-center no-wrap", + "col-11" + ], + "rows": [ + [ + { + "type": "cell", + "roll": { + "exact": 1 + } + }, + { + "type": "entries", + "name": "Blinding Sickness", + "entries": [ + "Pain grips the creature's mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded." + ] + } + ], + [ + { + "type": "cell", + "roll": { + "exact": 2 + } + }, + { + "type": "entries", + "name": "Filth Fever", + "entries": [ + "A raging fever sweeps through the creature's body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength." + ] + } + ], + [ + { + "type": "cell", + "roll": { + "exact": 3 + } + }, + { + "type": "entries", + "name": "Flesh Rot", + "entries": [ + "The creature's flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage." + ] + } + ], + [ + { + "type": "cell", + "roll": { + "exact": 4 + } + }, + { + "type": "entries", + "name": "Mindfire", + "entries": [ + "The creature's mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during combat." + ] + } + ], + [ + { + "type": "cell", + "roll": { + "exact": 5 + } + }, + { + "type": "entries", + "name": "Seizure", + "entries": [ + "The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity." + ] + } + ], + [ + { + "type": "cell", + "roll": { + "exact": 6 + } + }, + { + "type": "entries", + "name": "Slimy Doom", + "entries": [ + "The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn." + ] + } + ] + ] + }, + "Using this power shifts your alignment towards evil; changing from good to neutral or from neutral to evil depending on your current alignment.", + "Your ability for this power is Wisdom." + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Shadowed", + "source": "FoxfireVamp", + "shortName": "Shadowed" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + } + ] + } + }, + { + "name": "Split the Shroud", + "source": "FoxfireVamp", + "level": 4, + "school": "OBL", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 10 + } + }, + "components": { + "v": true, + "s": true, + "m": "a blade that's been used to cut into something living, a living humanoid creature, a silk sheet large enough to cover a medium creature, chalk or charcoal, and one point from your blood pool which is consumed by the power" + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "When you begin casting you rip into the humanoid's neck with your fangs and it takes damage as if you'd used your hungering bite on it (although you do not regain hit points); if the humanoid does not drop to 0 hit points, the power fails. Otherwise you soak the silk sheet in the humanoid's blood, spread it out on the ground or against a wall before cutting it with the blade; creating a portal to the realm of the dead.", + "At the start of each of your turns for the duration an undead creature emerges from the portal. Roll a d6 each turn to determine what appears:", + { + "type": "table", + "colLabels": [ + "{@dice d6}", + "Creature" + ], + "colStyles": [ + "col-1 text-center no-wrap", + "col-11" + ], + "rows": [ + [ + { + "type": "cell", + "roll": { + "exact": 1 + } + }, + { + "type": "entries", + "entries": [ + "{@creature Shadow|MM}" + ] + } + ], + [ + { + "type": "cell", + "roll": { + "exact": 2 + } + }, + { + "type": "entries", + "entries": [ + "{@creature Specter|MM|Spectre}" + ] + } + ], + [ + { + "type": "cell", + "roll": { + "exact": 3 + } + }, + { + "type": "entries", + "entries": [ + "{@creature Poltergeist|MM}" + ] + } + ], + [ + { + "type": "cell", + "roll": { + "exact": 4 + } + }, + { + "type": "entries", + "entries": [ + "{@creature Banshee|MM}" + ] + } + ], + [ + { + "type": "cell", + "roll": { + "exact": 5 + } + }, + { + "type": "entries", + "entries": [ + "{@creature Ghost|MM}" + ] + } + ], + [ + { + "type": "cell", + "roll": { + "exact": 6 + } + }, + { + "type": "entries", + "entries": [ + "{@creature Wraith|MM}" + ] + } + ] + ] + }, + "The creature is hostile to all creatures, including you, except creatures summoned by this power. The creature shares your initiative count, but it takes its turn immediately after yours.", + "If a creature attempts to enter the portal from the material plane they are instantly transported to a random location in the Shadowfell.", + { + "name": "Amalgam Power", + "type": "inset", + "entries": [ + "In order to use this power you require the {@spell Necrotic Plague|FoxfireVamp} 4th level power from the Oblivion discipline to also be prepared alongside this one." + ] + } + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Shadowed", + "source": "FoxfireVamp", + "shortName": "Shadowed" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + } + ] + }, + "meta": { + "ritual": true + } + }, + { + "name": "Stygian Shroud", + "source": "FoxfireVamp", + "level": 4, + "school": "OBL", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "s": true, + "m": "one point from your blood pool which is consumed by the power" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "entries": [ + "Choose a point in dim light or darkness you can see within range, the darkness there spreads to cover a 30-foot radius circle for the duration. The darkness spreads around corners and covers any creatures within its radius. No light, magical or otherwise, can illuminate the area, and creatures fully within the area are blinded and deafened.", + "Each creature that starts its turn in the area or that enters it during its turn takes {@damage 3d12} necrotic damage.", + "Your ability for this power is Wisdom." + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Shadowed", + "source": "FoxfireVamp", + "shortName": "Shadowed" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + } + ] + } + }, + { + "name": "Umbrous Clutch", + "source": "FoxfireVamp", + "level": 4, + "school": "OBL", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "s": true, + "m": "one point from your blood pool which is consumed by the power" + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "Choose one creature you can see within range that is in bright or dim light. That creature must make a Strength saving throw against your power save DC as inky black tendrils attempt to pull them through their own shadow. On a failed save the creature disappears from its current location and instantly reappears in an unoccupied space within 5 feet of you, and it is both frightened of you and stunned until the end of your next turn.", + "Your ability for this power is Wisdom." + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Shadowed", + "source": "FoxfireVamp", + "shortName": "Shadowed" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + } + ] + } + }, + { + "name": "Ex Nihilo", + "source": "FoxfireVamp", + "level": 5, + "school": "OBL", + "time": [ + { + "number": 10, + "unit": "minute" + } + ], + "range": { + "type": "radius", + "distance": { + "type": "self", + "amount": 10 + } + }, + "components": { + "v": true, + "s": true, + "m": "two coins of any value and a mask per target creature, a bowl, and four points from your blood pool which are consumed by the power" + }, + "duration": [ + { + "type": "special" + } + ], + "entries": [ + "When you begin casting you take {@damage 3d4} slashing damage, which can't be reduced in any way, as you cut open your hand and poor your blood into the bowl. You then coat the soles of yourself and an additional number of creatures up to your Wisdom modifier (minimum of 1) that you have material components for.", + "Once complete you and the chosen creatures are transported to the Shadowfell in a location relative to where you were on the material plane.", + "You can end this power by using an action to do so, upon which you and the chosen creatures are material plane in a location relative to where you were in the Shadowfell. Any creatures on 0 hit points or who are dead are not returned to the material plane when this spell ends.", + "This power also ends if you drop to 0 hit points or die.", + { + "name": "Amalgam Power", + "type": "inset", + "entries": [ + "In order to use this power you require the {@spell Withering Spirit|FoxfireVamp} 5th level power from the Oblivion discipline to also be prepared alongside this one." + ] + } + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Shadowed", + "source": "FoxfireVamp", + "shortName": "Shadowed" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + } + ] + }, + "meta": { + "ritual": true + } + }, + { + "name": "Lazarene Blessing", + "source": "FoxfireVamp", + "level": 5, + "school": "OBL", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self", + "amount": 10 + } + }, + "components": { + "v": true, + "s": true, + "m": "a knife or dagger, a living humanoid creature; incense, the heart of any beast, powdered silver, and one point from your blood pool which are consumed by the power" + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "When you begin casting you rip into the humanoid's neck with your fangs and it takes damage as if you'd used your hungering bite on it (although you do not regain hit points); if the humanoid does not drop to 0 hit points, the power fails.", + "Otherwise you cut out the heart of the humanoid creature and replace it with the heart of a beast (the new heart doesn't need to be connected or working), before pouring the powdered silver over the open eyes of the dying creature.", + "Then you choose one undead creature that has the possession action and invite it to possess the dying creature. Whether or not the target creature accepts the invitation is at the DM's discretion, based on the target's disposition towards you.", + "If the target possesses the dying creature, then at the end of the casting time the humanoid rises with 1 hit point and the target of the power in control of the body, the new heart functions normally and any hit points the body had are regained when it finishes a long rest. The humanoid keeps its Strength, Dexterity and Constitution scores but gains the Intelligence, Wisdom, Charisma and alignment of the target.", + "This possession lasts indefinitely and only ends if the humanoid body dies or if the target is forced out by an effect like the {@spell dispel evil and good|PHB} spell." + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Shadowed", + "source": "FoxfireVamp", + "shortName": "Shadowed" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + } + ] + }, + "meta": { + "ritual": true + } + }, + { + "name": "Shadow Step", + "source": "FoxfireVamp", + "level": 5, + "school": "OBL", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "s": true, + "m": "one point from your blood pool which is consumed by the power" + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "Provided you are in an area of dim light or darkness you can teleport to another area of dim light or darkness you can see within range. You arrive at exactly the spot desired within the chosen area of dim light or darkness.", + "You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing or grappled creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you use this power." + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Shadowed", + "source": "FoxfireVamp", + "shortName": "Shadowed" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + } + ] + } + }, + { + "name": "Tenebrous Avatar", + "source": "FoxfireVamp", + "level": 5, + "school": "OBL", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "s": true, + "m": "two points from your blood pool which are consumed by the power" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "entries": [ + "You transform the very substance of your being, including everything you are wearing and carrying, into a living shadow. While in this form you are incorporeal, immune to all damage except fire and radiant damage from sunlight, and you are able to move up, down, and across vertical surfaces and upside down along ceilings as if you have a climbing speed equal to your movement speed. You can pass through small holes, narrow openings, and even mere cracks, though you treat liquids as though they are solid surfaces.", + "However you are unable to take bonus actions or reactions and are only able to use your action to attempt to envelop another creature within 5 feet of you. The creature must make a Dexterity saving throw against your power save DC, taking {@damage 3d12} necrotic damage and being grappled by you on a failed save; on a successful save the creature takes half as much damage and isn't grappled.", + "If you have a creature grappled you can instead use your action to deal the grappled creature {@damage 3d12} necrotic damage or to begin feeding on them as if you had used your hungering bite feature.", + "Your ability for this power is Wisdom." + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Shadowed", + "source": "FoxfireVamp", + "shortName": "Shadowed" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + } + ] + } + }, + { + "name": "Withering Spirit", + "source": "FoxfireVamp", + "level": 5, + "school": "OBL", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "s": true, + "m": "two points from your blood pool which are consumed by the power" + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You channel raw entropy via rapid spiritual decay, potentially obliterating the target's soul. Make a proficient melee attack using your Wisdom modifier against a creature you can reach. On a hit, the target takes psychic damage equal to your blood potency die plus your Wisdom modifier, it is incapacitated until the end of its next turn and it must also make a Wisdom saving throw.", + "On a failed save its Charisma score is reduced by an amount equal to twice your Wisdom modifier (minimum of 2); if a creature's Charisma score is reduced to 0 by this power it is stunned until it regains at least one point of Charisma. If the creature dies while under the effects of this power it soul is permenantly destroyed and it can't be restored to life with {@spell clone|PHB}, {@spell raise dead|PHB}, or {@spell reincarnate|PHB|reincarnation}. A {@spell resurrection|PHB}, miracle, or {@spell wish|PHB} spell can return the target to life, but only if the caster succeeds on a DC 15 spellcasting check.", + "At the end of every 7 days, the creature can repeat its saving throw against this power. If it succeeds on its saving throw, the power ends.", + "Using this power shifts your alignment towards evil; changing from good to neutral or from neutral to evil depending on your current alignment.", + "Your ability for this power is Wisdom." + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Shadowed", + "source": "FoxfireVamp", + "shortName": "Shadowed" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + } + ] + } + }, + { + "name": "Lethal Body", + "source": "FoxfireVamp", + "level": 1, + "school": "POT", + "time": [ + { + "number": 0, + "unit": "None" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": {}, + "duration": [ + { + "type": "special" + } + ], + "entries": [ + "While you have this power prepared, your unarmed strikes can deal bludgeoning damage equal to your blood potency die + your Strength modifier on a hit." + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Feral", + "source": "FoxfireVamp", + "shortName": "Feral" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Shadowed", + "source": "FoxfireVamp", + "shortName": "Shadowed" + } + } + ] + } + }, + { + "name": "Soaring Leap", + "source": "FoxfireVamp", + "level": 1, + "school": "POT", + "time": [ + { + "number": 0, + "unit": "None" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": {}, + "duration": [ + { + "type": "special" + } + ], + "entries": [ + "While you have this power prepared, you do not need to move before making a high jump or long jump at full distance. Additionally the distance you can jump is doubled." + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Feral", + "source": "FoxfireVamp", + "shortName": "Feral" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Shadowed", + "source": "FoxfireVamp", + "shortName": "Shadowed" + } + } + ] + } + }, + { + "name": "Prowess", + "source": "FoxfireVamp", + "level": 2, + "school": "POT", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "s": true, + "m": "one point from your blood pool which is consumed by the power" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "entries": [ + "For the duration of the power, you gain advantage on Strength checks and saving throws. Additionally you may add your Strength modifier twice instead of once to the damage of your unarmed strikes." + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Feral", + "source": "FoxfireVamp", + "shortName": "Feral" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Shadowed", + "source": "FoxfireVamp", + "shortName": "Shadowed" + } + } + ] + }, + "miscTags": [ + "ADV" + ] + }, + { + "name": "Brutal Feed", + "source": "FoxfireVamp", + "level": 3, + "school": "POT", + "time": [ + { + "number": 0, + "unit": "None" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": {}, + "duration": [ + { + "type": "special" + } + ], + "entries": [ + "While you have this power prepared, the necrotic damage you deal with your hungering bite is doubled; additionally when you successfully feed on a creaure, you gain two points in your blood pool instead of one." + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Feral", + "source": "FoxfireVamp", + "shortName": "Feral" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Shadowed", + "source": "FoxfireVamp", + "shortName": "Shadowed" + } + } + ] + } + }, + { + "name": "Spark of Rage", + "source": "FoxfireVamp", + "level": 3, + "school": "POT", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "s": true, + "m": "one point from your blood pool which is consumed by the power" + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "Choose a number of creatures within range up to your Charisma modifier (minimum of 1) that can see you. The targets must make a Intelligence saving throw against your power save DC. On a failed save, a target must immediately use their reaction to make a melee or ranged attack against the nearest creature they can see.", + "Your ability for this power is Charisma.", + { + "name": "Amalgam Power", + "type": "inset", + "entries": [ + "In order to use this power you require one 3rd level power from the Presence discipline to also be prepared alongside this one." + ] + } + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Feral", + "source": "FoxfireVamp", + "shortName": "Feral" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Shadowed", + "source": "FoxfireVamp", + "shortName": "Shadowed" + } + } + ] + } + }, + { + "name": "Uncanny Grip", + "source": "FoxfireVamp", + "level": 3, + "school": "POT", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "s": true, + "m": "one point from your blood pool which is consumed by the power" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "entries": [ + "For the duration of the power, you gain a climbing speed equal to your movement speed. Additionally you have advantage on Strength ({@skill Athletics}) checks made to climb or to grapple a creature." + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Feral", + "source": "FoxfireVamp", + "shortName": "Feral" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Shadowed", + "source": "FoxfireVamp", + "shortName": "Shadowed" + } + } + ] + }, + "miscTags": [ + "ADV" + ] + }, + { + "name": "Draught of Might", + "source": "FoxfireVamp", + "level": 4, + "school": "POT", + "time": [ + { + "number": 1, + "unit": "hour" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "s": true, + "m": "an empty bottle or vial, one point from your blood pool which is consumed by the power" + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You saturate your blood with the power of potence and distill it into an invigorating draught, filling the bottle or vial. A creature other than you who drinks this draught gains a bonus to Strength checks and saving throws equal to half your Strength modifier (rounded down, minimum of 1), however they are also charmed by you. Both effects last until the creature finishes a short or long rest.", + "The draught loses its potency after 24 hours." + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Feral", + "source": "FoxfireVamp", + "shortName": "Feral" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Shadowed", + "source": "FoxfireVamp", + "shortName": "Shadowed" + } + } + ] + } + }, + { + "name": "Earthshock", + "source": "FoxfireVamp", + "level": 5, + "school": "POT", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "radius", + "distance": { + "type": "self", + "amount": 15 + } + }, + "components": { + "s": true, + "m": "two points from your blood pool which are consumed by the power" + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You slam the ground below with raw force, sending out a shockwave.", + "Each creature other than you within range must make a Strength saving throw against your power save DC. On a failed save, a creature takes bludgeoning damage equal to four blood potency dice plus your Strength modifier, is incapactitated until the end of its next turn and is knocked prone; on a successful save a creature takes half as much damage and isn't incapacitated or knocked prone.", + "A structure or nonmagical object that isn't being worn or carried also takes double the damage if it's in the power's area. The ground around you becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.", + "Your ability for this power is Strength." + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Feral", + "source": "FoxfireVamp", + "shortName": "Feral" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Shadowed", + "source": "FoxfireVamp", + "shortName": "Shadowed" + } + } + ] + } + }, + { + "name": "Fist of Caine", + "source": "FoxfireVamp", + "level": 5, + "school": "POT", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "s": true, + "m": "one point from your blood pool which is consumed by the power" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "entries": [ + "For the duration of the power, your unarmed strikes are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.", + "Additionally they ignore resistance to their damage type and treat immunity as resistance." + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Feral", + "source": "FoxfireVamp", + "shortName": "Feral" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Shadowed", + "source": "FoxfireVamp", + "shortName": "Shadowed" + } + } + ] + } + }, + { + "name": "Awe", + "source": "FoxfireVamp", + "level": 1, + "school": "PRE", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "entries": [ + "For the duration of the power, you add your Charisma modifier twice instead of once when making Charisma ({@skill Persuasion}) checks. Additionally you're unable to use the {@spell Daunt|FoxfireVamp} Presence power at the same time." + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Highborne", + "source": "FoxfireVamp", + "shortName": "Highborne" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + } + ] + } + }, + { + "name": "Daunt", + "source": "FoxfireVamp", + "level": 1, + "school": "PRE", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "entries": [ + "For the duration of the power, you add your Charisma modifier twice instead of once when making Charisma ({@skill Intimidation}) checks. Additionally you're unable to use the {@spell Awe|FoxfireVamp} Presence power at the same time." + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Highborne", + "source": "FoxfireVamp", + "shortName": "Highborne" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + } + ] + } + }, + { + "name": "Lingering Kiss", + "source": "FoxfireVamp", + "level": 2, + "school": "PRE", + "time": [ + { + "number": 0, + "unit": "None" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": {}, + "duration": [ + { + "type": "special" + } + ], + "entries": [ + "While you have this power prepared when you successfully feed on a creature, and if the creature has at least 1 hit point, you can choose to grant the creature a bonus. If you do, the creature gains a bonus equal to your Charisma modifier to all Charisma ({@skill Persuasion}) and Charisma ({@skill Performance}) rolls until the creature finishes a long rest; when the effect ends the creature must make a Wisdom saving throw against your power save DC. On a failed save the creature gains a level of exhaustion each time they finish a long rest while not under the effect of this power.", + "Your ability for this power is Charisma." + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Highborne", + "source": "FoxfireVamp", + "shortName": "Highborne" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + } + ] + } + }, + { + "name": "Dread Gaze", + "source": "FoxfireVamp", + "level": 3, + "school": "PRE", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "s": true, + "m": "one point from your blood pool which is consumed by the power" + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "Choose one creature within range that can see you, they must succeed a Wisdom saving throw against your power save DC.", + "On a failed save, it is {@condition frightened} of you until the end of its next turn and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn't move into obviously dangerous ground, such as a fire or a pit.", + "If the creature fails the save by 5 or more, it is {@condition stunned} until the end of its next turn instead of {@condition frightened}.", + "Your ability for this power is Charisma." + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Highborne", + "source": "FoxfireVamp", + "shortName": "Highborne" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + } + ] + } + }, + { + "name": "Entrancement", + "source": "FoxfireVamp", + "level": 3, + "school": "PRE", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": "one point from your blood pool which is consumed by the power" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 8 + } + } + ], + "entries": [ + "Choose one humanoid you can see within range that can see you. The target must succeed on a Wisdom saving throw against your power save DC. On a failed save the target is charmed by you. The charmed target regards you as a trusted friend to be heeded and protected. Although the target isn't under your control, it takes your requests or actions in the most favorable way it can, and it is a willing target for your hungering bite.", + "Each time you or your companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the power lasts 8 hours or until you die, you are on a different plane of existence than the target, or you take a bonus action to end the power.", + "Your ability for this power is Charisma." + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Highborne", + "source": "FoxfireVamp", + "shortName": "Highborne" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + } + ] + }, + "miscTags": [ + "UBA" + ] + }, + { + "name": "Irresistible Voice", + "source": "FoxfireVamp", + "level": 4, + "school": "PRE", + "time": [ + { + "number": 0, + "unit": "None" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": {}, + "duration": [ + { + "type": "special" + } + ], + "entries": [ + "While you have this power prepared, targets of your Dominate powers need only to hear and understand you to be affected.", + { + "name": "Amalgam Power", + "type": "inset", + "entries": [ + "In order to use this power you require one 1st level power from the Dominate discipline to also be prepared alongside this one." + ] + } + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Highborne", + "source": "FoxfireVamp", + "shortName": "Highborne" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + } + ] + } + }, + { + "name": "Summon", + "source": "FoxfireVamp", + "level": 4, + "school": "PRE", + "time": [ + { + "number": 10, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "plane" + } + }, + "components": { + "v": true, + "s": true, + "m": "one point from your blood pool which is consumed by the power" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 24 + } + } + ], + "entries": [ + "Choose one creature who has previously been a target of your Awe, Entrancement, or Majesty powers. You call out to the creature in question, beckoning that they come to your side. As long as they are on the same plane of existence as you the creature hears the call in its mind, recognizes you as the sender, knows your location, and feels compelled to try to reach you. While attempting to reach you the creature doesn't move into obviously dangerous ground, such as a fire or a pit.", + "If the creature wishes to resist the compulsion they must succeed an Intelligence saving throw against your power save DC. On a successful save the creature continues to hear the summoning but no longer feels compelled to try to reach you.", + "Your ability for this power is Charisma." + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Highborne", + "source": "FoxfireVamp", + "shortName": "Highborne" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + } + ] + } + }, + { + "name": "Majesty", + "source": "FoxfireVamp", + "level": 5, + "school": "PRE", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "radius", + "distance": { + "type": "self", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": "two points from your blood pool which are consumed by the power" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "entries": [ + "Each creature of your choice that can see you within range must succeed a Wisdom saving throw against your power save DC. On a failed save the creature is {@condition charmed} by you for the duration.", + "While a target is {@condition charmed}, you can issue verbal commands to the creature, which it does its best to obey. You can specify a simple and general course of action, such as \"Attack that creature,\" \"Run over there,\" or \"Fetch that object.\" If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.", + "While a target is {@condition charmed}, able to see you, and isn't following a command issued by you, it is {@condition incapacitated} and has its movement speed reduced to 5 feet for the duration.", + "Each time a target takes damage, it makes a new Wisdom saving throw against the power. If the saving throw succeeds, the power ends for that creature.", + "Your ability for this power is Charisma." + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Highborne", + "source": "FoxfireVamp", + "shortName": "Highborne" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + } + ] + } + }, + { + "name": "Eyes of the Beast", + "source": "FoxfireVamp", + "level": 1, + "school": "PRO", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 8 + } + } + ], + "entries": [ + "Your eyes gain a supernatural red gleam, giving them even greater sight. While this power is active you can see normally in darkness, both magical and nonmagical, to a distance of 120 feet and gain advantage on Charisma ({@skill Intimidation}) rolls made against creature who can see you.", + "You can end this power at will (no action required) and it ends automatically when it is no longer prepared." + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Feral", + "source": "FoxfireVamp", + "shortName": "Feral" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + } + ] + } + }, + { + "name": "Weight of a Feather", + "source": "FoxfireVamp", + "level": 1, + "school": "PRO", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "entries": [ + "You reduce your mass and density, making yourself almost weightless. While this power is active you do not set off traps such as pressure plates nor do you leave footprints in surfaces such as mud or snow, and your rate of descent when falling slows to 60 feet per round until the power ends. However your jumping distance is halved and you deal only half damage with weapon attacks that use Strength.", + "You can end this power at will (no action required) and it ends automatically when it is no longer prepared." + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Feral", + "source": "FoxfireVamp", + "shortName": "Feral" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + } + ] + } + }, + { + "name": "Feral Weapons", + "source": "FoxfireVamp", + "level": 2, + "school": "PRO", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "s": true, + "m": "one point from your blood pool which is consumed by the power" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "entries": [ + "You extend your natural weapons to monstrous proprotions, eloganted dagger-like fangs or vicious scything claws. While this power is active and you hit with an attack using your hungering bite or unarmed strikes you roll one additional damage die." + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Feral", + "source": "FoxfireVamp", + "shortName": "Feral" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + } + ] + } + }, + { + "name": "Earth Meld", + "source": "FoxfireVamp", + "level": 3, + "school": "PRO", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": "one point from your blood pool which is consumed by the power" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 24 + } + } + ], + "entries": [ + "You sink into a dirt, grass or sand surface large enough to fully contain your body, melding yourself and all the equipment you carry with the surface for the duration. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.", + "While merged with the earth, you can't see what occurs outside it, and any Wisdom ({@skill Perception}) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells and use powers on yourself while submerged in the surface. You can use your movement to leave the surface where you entered it, which ends the power. You otherwise can't move.", + "Minor physical damage to the surface doesn't harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals {@damage 6d6} bludgeoning damage to you. The surface's complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to where you first entered." + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Feral", + "source": "FoxfireVamp", + "shortName": "Feral" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + } + ] + } + }, + { + "name": "Shapechange", + "source": "FoxfireVamp", + "level": 3, + "school": "PRO", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": "one point from your blood pool which is consumed by the power" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You transform yourself into a new form which lasts for the duration, or until you drop to 0 hit points or die. The new form can be any beast whose challenge rating is equal to or less than a quarter your level (rounded down) and the same size as you. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.", + "While you are transformed, the following rules apply:", + { + "type": "list", + "items": [ + { + "entries": [ + "Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them." + ], + "type": "entries" + }, + { + "entries": [ + "When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious." + ], + "type": "entries" + }, + { + "entries": [ + "You can't cast spells, user vampire powers and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast." + ], + "type": "entries" + }, + { + "entries": [ + "You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense." + ], + "type": "entries" + }, + { + "entries": [ + "You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form." + ], + "type": "entries" + } + ] + } + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Feral", + "source": "FoxfireVamp", + "shortName": "Feral" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + } + ] + }, + "miscTags": [ + "UBA" + ] + }, + { + "name": "Metamorphosis", + "source": "FoxfireVamp", + "level": 4, + "school": "PRO", + "time": [ + { + "number": 0, + "unit": "None" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": {}, + "duration": [ + { + "type": "special" + } + ], + "entries": [ + "While you have this power prepared, you may transform into a new form that is a different size to you when using the {@spell shapechange|FoxfireVamp} power. Additionally you may transform into a swarm of Small or smaller beasts, like a {@creature swarm of rats|MM} or {@creature swarm of ravens|MM}.", + { + "name": "Amalgam Power", + "type": "inset", + "entries": [ + "In order to use this power you require the {@spell Shapechange|FoxfireVamp} 3rd level power from the Protean discipline to also be prepared alongside this one." + ] + } + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Feral", + "source": "FoxfireVamp", + "shortName": "Feral" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + } + ] + } + }, + { + "name": "Mist Form", + "source": "FoxfireVamp", + "level": 5, + "school": "PRO", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": "two points from your blood pool which are consumed by the power" + }, + "duration": [ + { + "type": "special" + } + ], + "entries": [ + "You transform into a Medium cloud of mist. While in mist form you can't take any actions or reactions, and you can't speak or manipulate objects. You are weightless, gain a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, your mist form can do so without squeezing, and you can't pass through water. You have advantage on Strength, Dexterity, and Constitution saving throws, and you are immune to all nonmagical damage, except the damage you take from sunlight.", + "You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious or die." + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Feral", + "source": "FoxfireVamp", + "shortName": "Feral" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + } + ] + }, + "miscTags": [ + "ADV", + "UBA" + ] + }, + { + "name": "The Unfettered Heart", + "source": "FoxfireVamp", + "level": 5, + "school": "PRO", + "time": [ + { + "number": 0, + "unit": "None" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": {}, + "duration": [ + { + "type": "special" + } + ], + "entries": [ + "While you have this power prepared, you are immune to the effects of the \"Stake to the Heart\" flaw from your Vampiric Nature feature." + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Feral", + "source": "FoxfireVamp", + "shortName": "Feral" + } + }, + { + "class": { + "name": "Vampire", + "source": "FoxfireVamp" + }, + "subclass": { + "name": "Orphaned", + "source": "FoxfireVamp", + "shortName": "Orphaned" + } + } + ] + } + } + ], + "monster": [ + { + "name": "Mindless Corpse", + "source": "FoxfireVamp", + "basicRules": true, + "size": [ + "M" + ], + "type": "undead", + "alignment": [ + "N", + "E" + ], + "ac": [ + 8 + ], + "hp": { + "average": 4, + "formula": "1d8" + }, + "speed": { + "walk": 20 + }, + "str": 9, + "dex": 6, + "con": 10, + "int": 3, + "wis": 6, + "cha": 5, + "senses": [ + "darkvision 60 ft." + ], + "passive": 8, + "immune": [ + "poison" + ], + "conditionImmune": [ + "charmed", + "poisoned" + ], + "languages": [ + "understands all languages it spoke in life but can't speak" + ], + "cr": "0", + "trait": [ + { + "name": "Undead Fortitude", + "entries": [ + "If damage reduces the mindless corpse to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the mindless corpse drops to 1 hit point instead." + ] + }, + { + "name": "Mindless", + "entries": [ + "The mindless corpse does not react to motion, words, or interference from anyone but its creator; it also does not defend itself from attacks, granting advantage to attack rolls made against it." + ] + } + ], + "action": [ + { + "name": "Slam", + "entries": [ + "{@atk mw} {@hit 1} to hit, reach 5 ft., one target. {@h}1 ({@damage 1d4 - 1}) bludgeoning damage." + ] + } + ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/MM/Zombie.webp" + } + } + ] + }, + "token": { + "name": "Zombie", + "source": "MM" + }, + "traitTags": [ + "Undead Fortitude" + ], + "senseTags": [ + "D" + ], + "languageTags": [ + "CS", + "LF" + ], + "damageTags": [ + "B" + ], + "miscTags": [ + "MW" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Summoned Spirit", + "source": "FoxfireVamp", + "size": [ + "M" + ], + "type": "undead", + "alignment": [ + "A" + ], + "ac": [ + 11 + ], + "hp": { + "average": 13, + "formula": "3d8" + }, + "speed": { + "walk": 0, + "fly": { + "number": 40, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 7, + "dex": 13, + "con": 10, + "int": 10, + "wis": 12, + "cha": 11, + "passive": 11, + "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": [ + "the languages it knew in life" + ], + "cr": "1/2", + "trait": [ + { + "name": "Incorporeal Movement", + "entries": [ + "The spirit can move through other creatures and objects as if they were difficult terrain. It takes 3 ({@damage 1d6}) force damage if it ends its turn inside an object." + ] + } + ], + "action": [ + { + "name": "Withering Touch", + "entries": [ + "{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}7 ({@damage 2d6}) necrotic damage." + ] + } + ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/MM/Ghost.webp" + } + } + ] + }, + "token": { + "name": "Ghost", + "source": "MM" + }, + "traitTags": [ + "Incorporeal Movement" + ], + "languageTags": [ + "LF" + ], + "damageTags": [ + "N", + "O" + ], + "miscTags": [ + "MW" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Homuncular Servant", + "source": "FoxfireVamp", + "size": [ + "T" + ], + "type": "undead", + "alignment": [ + "N", + "E" + ], + "ac": [ + 12 + ], + "hp": { + "average": 2, + "formula": "1d4" + }, + "speed": { + "walk": 20, + "climb": 20 + }, + "str": 13, + "dex": 14, + "con": 11, + "int": 5, + "wis": 10, + "cha": 4, + "skill": { + "stealth": "+4" + }, + "senses": [ + "blindsight 30 ft. (blind beyond this radius)" + ], + "passive": 10, + "immune": [ + "poison" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "poisoned" + ], + "languages": [ + "understands the languages of its creator but can't speak" + ], + "cr": "0", + "trait": [ + { + "name": "Turn Immunity", + "entries": [ + "The homuncular servant is immune to effects that turn undead." + ] + }, + { + "name": "Telepathic Bond", + "entries": [ + "While the homuncular servant is within 300 feet of its master, it can magically convey what it senses to its master, and the two can communicate telepathically." + ] + } + ], + "action": [ + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) bludgeoning or slashing damage (servant's choice)." + ] + } + ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/MM/Crawling Claw.webp" + } + } + ] + }, + "token": { + "name": "Crawling Claw", + "source": "MM" + }, + "soundClip": { + "type": "internal", + "path": "bestiary/crawling-claw.mp3" + }, + "traitTags": [ + "Turn Immunity" + ], + "senseTags": [ + "B" + ], + "languageTags": [ + "CS" + ], + "damageTags": [ + "B", + "S" + ], + "miscTags": [ + "MW" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Shambling Horde", + "source": "FoxfireVamp", + "basicRules": true, + "size": [ + "M" + ], + "type": "undead", + "alignment": [ + "N", + "E" + ], + "ac": [ + 8 + ], + "hp": { + "average": 37, + "formula": "5d8 + 15" + }, + "speed": { + "walk": 20 + }, + "str": 13, + "dex": 6, + "con": 16, + "int": 3, + "wis": 6, + "cha": 5, + "save": { + "wis": "+0" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 8, + "immune": [ + "poison" + ], + "conditionImmune": [ + "charmed", + "poisoned" + ], + "languages": [ + "understands all languages it spoke in life but can't speak" + ], + "cr": "1", + "trait": [ + { + "name": "Undead Fortitude", + "entries": [ + "If damage reduces the shambling horde to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the shambling horde drops to 1 hit point instead." + ] + }, + { + "name": "Mindlessly Aggressive", + "entries": [ + "On its turn, unless issued a command, the shambling horde moves towards the nearest creature and takes the multiattack action against it if it can." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The shambling horde makes two slam attacks." + ] + }, + { + "name": "Slam", + "entries": [ + "{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}8 ({@damage 2d6 + 1}) bludgeoning damage." + ] + } + ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/MM/Zombie.webp" + } + } + ] + }, + "token": { + "name": "Strahd Zombie", + "source": "CoS" + }, + "traitTags": [ + "Undead Fortitude" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "CS", + "LF" + ], + "damageTags": [ + "B" + ], + "miscTags": [ + "MW" + ], + "hasFluff": true, + "hasFluffImages": true + } + ], + "classFluff": [ + { + "name": "Vampire", + "source": "FoxfireVamp", + "entries": [ + { + "source": "FoxfireVamp", + "entries": [ + "Description of Vampires.", + { + "type": "entries", + "name": "Creating A Vampire", + "entries": [ + "Blurb about creating a vampire.", + { + "type": "entries", + "name": "Quick Build", + "entries": [ + "Quick build tutorial." + ] + } + ] + }, + { + "type": "entries", + "name": "Vampire Multiclassing", + "entries": [ + "Should you wish to multiclass with the Vampire class, you must meet prerequisites and you gain proficiencies as described here.", + { + "type": "entries", + "name": "Vampire Multiclassing Prerequisites", + "entries": [ + { + "type": "entries", + "name": "Ability Score Minimum", + "entries": [ + "Strength 17, Dexterity 17, Constitution 17, and Vampirism" + ] + } + ] + } + ] + } + ], + "name": "Vampire", + "type": "section" + } + ] + } + ] +} \ No newline at end of file diff --git a/creature/Foxfire94; Skaven.json b/creature/Foxfire94; Skaven.json index 34d4d1eeb..8fecc7311 100644 --- a/creature/Foxfire94; Skaven.json +++ b/creature/Foxfire94; Skaven.json @@ -17,8 +17,7 @@ } ], "dateAdded": 1593285189, - "dateLastModified": 1729630006, - "_dateLastModifiedHash": "ef1c09de70", + "dateLastModified": 1734655188, "edition": "classic" }, "monster": [ @@ -2190,6 +2189,7 @@ ], "miscTags": [ "MW", + "DIS", "MLW", "RW" ], @@ -2234,12 +2234,14 @@ "2": { "spells": [ "{@spell death frenzy|FFSkaven}", - "{@spell flensing ruin|FFSkaven}" + "{@spell flensing ruin|FFSkaven}", + "{@spell misty step}" ], "slots": 3 }, "3": { "spells": [ + "{@spell crackling doom|FFSkaven}", "{@spell howling warpgale|FFSkaven}", "{@spell lightning bolt}", "{@spell scorch|FFSkaven}" @@ -2929,7 +2931,7 @@ { "name": "Mobile", "entries": [ - "When Snat uses the Dash action, difficult terrain doesn't cost him extra movement on that turn. When he makes a melee attack against a creature, he doesn't provoke opportunity attacks from that creature for the rest of the turn, whether he hits or not. " + "When Snat uses the Dash action, difficult terrain doesn’t cost him extra movement on that turn. When he makes a melee attack against a creature, he doesn’t provoke opportunity attacks from that creature for the rest of the turn, whether he hits or not. " ] } ], @@ -4436,6 +4438,7 @@ ], "miscTags": [ "MW", + "DIS", "MLW", "RW" ], @@ -4449,17 +4452,13 @@ "group": [ "Skaven" ], - "tokenHref": { - "type": "external", - "url": "https://i.imgur.com/vTzveX9.png" - }, "fluff": { "images": [ { "type": "image", "href": { "type": "external", - "url": "https://i.imgur.com/vTzveX9.png" + "url": "https://i.imgur.com/3BZiOVf.png" } } ] @@ -4467,6 +4466,10 @@ "environment": [ "underdark" ], + "tokenHref": { + "type": "external", + "url": "https://i.imgur.com/3BZiOVf.png" + }, "damageTags": [ "L", "N", @@ -4475,207 +4478,1062 @@ "savingThrowForced": [ "constitution" ] - } - ], - "spell": [ + }, { - "name": "Bless with Filth", - "level": 1, - "school": "T", - "time": [ - { - "number": 1, - "unit": "bonus" - } - ], - "range": { - "type": "point", - "distance": { - "type": "touch" - } - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - }, - "concentration": true - } + "name": "Skaven Chieftan", + "size": [ + "M" ], - "classes": { - "fromClassList": [ - { - "name": "Wizard", - "source": "PHB" - }, - { - "name": "Warlock", - "source": "PHB" - }, - { - "name": "Sorcerer", - "source": "PHB" - } - ], - "fromSubclass": [ - { - "class": { - "name": "Cleric", - "source": "PHB" - }, - "subclass": { - "name": "Death", - "shortName": "Death", - "source": "DMG" - } - }, - { - "class": { - "name": "Paladin", - "source": "PHB" - }, - "subclass": { - "name": "Oathbreaker", - "shortName": "Oathbreaker", - "source": "DMG" - } - } + "type": { + "type": "humanoid", + "tags": [ + "skaven" ] }, - "entries": [ - "You touch a nonmagical weapon, imbuing it with noxious poisons.", - "Until the spell ends, the weapon deals an extra {@damage 1d4} poison damage to any target hit by the weapon. If the weapon isn't magical, it becomes a magic weapon for the spell's duration." - ], "source": "FFSkaven", - "entriesHigherLevel": [ + "alignment": [ + "N", + "E" + ], + "ac": [ { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by {@dice 1d4} for every two slot levels above 1st." + "ac": 17, + "from": [ + "{@item half plate armor|phb}" ] } ], - "components": { - "v": true, - "s": true + "hp": { + "formula": "11d8 + 33", + "average": 82 }, - "damageInflict": [ - "poison" + "speed": { + "walk": 30 + }, + "str": 16, + "dex": 16, + "con": 16, + "int": 13, + "wis": 12, + "cha": 13, + "passive": 14, + "cr": "5", + "senses": [ + "darkvision 60 ft." ], - "miscTags": [ - "SCL", - "UBA", - "AAD" - ] - }, - { - "name": "Curse of the Horned Rat", - "level": 9, - "school": "C", - "time": [ - { - "number": 1, - "unit": "action" - } + "senseTags": [ + "D" ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 60 - } - }, - "duration": [ - { - "type": "special" - } + "languages": [ + "Common", + "Rat-men" ], - "classes": { - "fromClassList": [ - { - "name": "Sorcerer", - "source": "PHB" - }, - { - "name": "Cleric", - "source": "PHB" - } - ] + "languageTags": [ + "C" + ], + "skill": { + "stealth": "+9", + "survival": "+4", + "athletics": "+6", + "deception": "+4", + "intimidation": "+7", + "perception": "+4" }, - "entries": [ - "{@i With a sickening lurch, the fabric of reality is torn by the twisting power of the Horned Rat, allowing his children to spill forth from the rift and transforming your foes.}", - "Choose up to {@dice 3d6} non-{@creature skaven|FFSkaven} creatures and unoccupied spaces you can see within range.", + "conditionImmune": [ + "poisoned" + ], + "immune": [ + "poison" + ], + "trait": [ { - "type": "entries", - "name": "Creatures", + "name": "Keen Smell", "entries": [ - "Each chosen creature must make a Constitution saving throw. On a failed save the creature takes {@damage 6d6} necrotic damage; a creature that is reduced to 25 or less hit points by this damage is transformed into a {@creature skaven|FFSkaven}. The target's game statistics, including mental ability scores, are replaced by the {@creature skaven|FFSkaven|skaven's} statistics, including its alignment and personality. This change can only be reverted by a {@spell Wish} spell.", - "On a successful save the creature takes half as much damage and isn't transformed if reduced to 25 or less hit points.", - "This spell has no effect on a shapechanger, a creature with 0 hit points or on creatures with the Immutable Form trait." + "The skaven has advantage on Wisdom ({@skill Perception}) checks that rely on smell." ] }, { - "type": "entries", - "name": "Unoccupied Spaces", + "name": "Pack Tactics", "entries": [ - "A {@creature skaven|FFSkaven} appears in the unoccupied space. A summoned {@creature skaven|FFSkaven} disappears when it drops to 0 hit points", - "The {@creature skaven|FFSkaven} are hostile to all non-{@creature skaven|FFSkaven} creatures, which may include you. Roll initiative for the summoned {@creature skaven|FFSkaven} as a group, which has its own turns. The {@creature skaven|FFSkaven} pursue and attack the nearest non-{@creature skaven|FFSkaven} to the best of their ability." + "The skaven has advantage on an attack roll against a creature if at least one of the skaven's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}." + ] + }, + { + "name": "Surprise Attack", + "entries": [ + "If the skaven surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 ({@dice 2d6}) damage from the attack." + ] + }, + { + "name": "Weaponry", + "entries": [ + "The skaven is armed with either a greatsword, two scimitars or a halberd. Additionally it has a tail-blade." ] } ], - "source": "FFSkaven", - "components": { - "v": true, - "s": true - }, - "damageInflict": [ - "necrotic" - ], - "savingThrow": [ - "constitution" - ], - "areaTags": [ - "MT" + "traitTags": [ + "Keen Senses", + "Pack Tactics" ], - "miscTags": [ - "SGT", - "PRM", - "SMN" - ] - }, - { - "name": "Warpstorm", - "level": 4, - "school": "C", - "time": [ + "action": [ { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 30 - } - }, - "duration": [ + "name": "Multiattack", + "entries": [ + "The skaven makes four melee attacks, one with its bite and two with its chosen weaponry and one with its tail-blade; or it makes two ranged attacks with either its poison bombs." + ] + }, { - "type": "instant" - } - ], - "classes": { - "fromClassList": [ - { - "name": "Sorcerer", - "source": "PHB" - }, - { - "name": "Wizard", + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage. If the target is a creature, it must succeed on a {@dc 14} Constitution saving throw against disease or become {@condition poisoned} until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw, reducing its hit point maximum by {@dice 1d10} on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hit point maximum to 0." + ] + }, + { + "name": "Scimitar", + "entries": [ + "{@atk mw} {@hit +6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage." + ] + }, + { + "name": "Halberd", + "entries": [ + "{@atk mw} {@hit +5} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d10 + 3}) slashing damage." + ] + }, + { + "name": "Greatsword", + "entries": [ + "{@atk mw} {@hit +6} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) slashing damage." + ] + }, + { + "name": "Tail-Blade", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage." + ] + }, + { + "name": "Poison Bomb", + "entries": [ + "{@atk rw} {@hit 6} to hit, range 20/60 ft., one target. {@h}3 ({@damage 1d6}) poison damage. On a hit, the target must succeed a {@dc 14} Constitution saving throw or become {@condition poisoned} until the end of their next turn." + ] + } + ], + "actionTags": [ + "Multiattack", + "Parry" + ], + "miscTags": [ + "MW", + "DIS", + "MLW", + "RW" + ], + "conditionInflict": [ + "poisoned" + ], + "shortName": "skaven", + "group": [ + "Skaven" + ], + "save": { + "dex": "+6", + "str": "+6", + "wis": "+4", + "con": "+6" + }, + "attachedItems": [ + "greatsword|phb", + "halberd|phb", + "scimitar|phb" + ], + "reaction": [ + { + "name": "Parry", + "entries": [ + "The skaven adds 3 to their AC against one melee attack that would hit them as a reaction. To do so, the skaven must see the attacker and be wielding a melee weapon." + ] + } + ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/CLE766C.png" + } + } + ] + }, + "environment": [ + "underdark" + ], + "tokenHref": { + "type": "external", + "url": "https://i.imgur.com/CLE766C.png" + }, + "damageTags": [ + "I", + "P", + "S" + ], + "savingThrowForced": [ + "constitution" + ] + }, + { + "name": "Skaven Warlock-Engineer", + "size": [ + "M" + ], + "type": { + "type": "humanoid", + "tags": [ + "skaven" + ] + }, + "source": "FFSkaven", + "alignment": [ + "N", + "E" + ], + "ac": [ + { + "ac": 16, + "from": [ + "{@item breastplate|phb}" + ] + } + ], + "hp": { + "formula": "11d8 + 22", + "average": 71 + }, + "speed": { + "walk": 30 + }, + "str": 13, + "dex": 16, + "con": 15, + "int": 15, + "wis": 11, + "cha": 12, + "passive": 13, + "cr": "5", + "senses": [ + "darkvision 60 ft." + ], + "senseTags": [ + "D" + ], + "languages": [ + "Common", + "Rat-men" + ], + "languageTags": [ + "C" + ], + "skill": { + "stealth": "+9", + "survival": "+3", + "arcana": "+4", + "athletics": "+3", + "deception": "+4", + "intimidation": "+7", + "perception": "+3" + }, + "conditionImmune": [ + "poisoned" + ], + "immune": [ + "poison" + ], + "trait": [ + { + "name": "Keen Smell", + "entries": [ + "The skaven has advantage on Wisdom ({@skill Perception}) checks that rely on smell." + ] + }, + { + "name": "Pack Tactics", + "entries": [ + "The skaven has advantage on an attack roll against a creature if at least one of the skaven's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}." + ] + }, + { + "name": "Surprise Attack", + "entries": [ + "If the skaven surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 ({@dice 2d6}) damage from the attack." + ] + } + ], + "traitTags": [ + "Keen Senses", + "Pack Tactics" + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The skaven makes two melee attacks, one with its bite and one with its glaive." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage. If the target is a creature, it must succeed on a {@dc 13} Constitution saving throw against disease or become {@condition poisoned} until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw, reducing its hit point maximum by {@dice 1d10} on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hit point maximum to 0." + ] + }, + { + "name": "Glaive", + "entries": [ + "{@atk mw} {@hit +4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d10 + 1}) slashing damage, plus 3 ({@damage 1d6}) lightning damage." + ] + }, + { + "name": "Warplock Pistol", + "entries": [ + "{@atk rw} {@hit 6} to hit, range 30/90 ft., one target. {@h}10 ({@damage 2d6 + 3}) lightning damage, plus 2 ({@damage 1d4}) necrotic damage." + ] + }, + { + "name": "Poison Bomb", + "entries": [ + "{@atk rw} {@hit 6} to hit, range 20/60 ft., one target. {@h}3 ({@damage 1d6}) poison damage. On a hit, the target must succeed a {@dc 14} Constitution saving throw or become {@condition poisoned} until the end of their next turn." + ] + } + ], + "actionTags": [ + "Multiattack" + ], + "miscTags": [ + "MW", + "DIS", + "MLW", + "RW", + "RNG" + ], + "attachedItems": [ + "glaive|phb" + ], + "conditionInflict": [ + "poisoned" + ], + "shortName": "skaven", + "group": [ + "Skaven" + ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/1EekYLO.png" + } + } + ] + }, + "environment": [ + "underdark" + ], + "save": { + "int": "+4", + "dex": "+6", + "con": "+5" + }, + "spellcasting": [ + { + "name": "Spellcasting", + "headerEntries": [ + "The skaven is a 6th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 13}, +5 to hit with spell attacks). It has the following spells prepared:" + ], + "spells": { + "0": { + "spells": [ + "{@spell ghostly flame|FFSkaven}", + "{@spell thaumaturgy}", + "{@spell warp lightning|FFSkaven}" + ] + }, + "1": { + "spells": [ + "{@spell favour|FFSkaven}", + "{@spell rat thrall|FFSkaven}", + "{@spell witch bolt}" + ], + "slots": 4 + }, + "2": { + "spells": [ + "{@spell death frenzy|FFSkaven}", + "{@spell flensing ruin|FFSkaven}", + "{@spell misty step}" + ], + "slots": 3 + }, + "3": { + "spells": [ + "{@spell crackling doom|FFSkaven}", + "{@spell howling warpgale|FFSkaven}", + "{@spell lightning bolt}" + ], + "slots": 3 + } + }, + "ability": "int", + "type": "spellcasting" + } + ], + "spellcastingTags": [ + "O" + ], + "tokenHref": { + "type": "external", + "url": "https://i.imgur.com/1EekYLO.png" + }, + "damageTags": [ + "I", + "L", + "N", + "P", + "S" + ], + "damageTagsSpell": [ + "L" + ], + "savingThrowForced": [ + "constitution" + ], + "savingThrowForcedSpell": [ + "dexterity" + ] + }, + { + "name": "Skaven Warlock Master", + "size": [ + "M" + ], + "type": { + "type": "humanoid", + "tags": [ + "skaven" + ] + }, + "source": "FFSkaven", + "alignment": [ + "N", + "E" + ], + "ac": [ + { + "ac": 18, + "from": [ + "{@item plate armor|phb}" + ] + } + ], + "hp": { + "formula": "14d8 + 42", + "average": 105 + }, + "speed": { + "walk": 30 + }, + "str": 15, + "dex": 16, + "con": 16, + "int": 17, + "wis": 11, + "cha": 13, + "passive": 13, + "cr": "6", + "senses": [ + "darkvision 60 ft." + ], + "senseTags": [ + "D" + ], + "languages": [ + "Common", + "Rat-men" + ], + "languageTags": [ + "C" + ], + "skill": { + "arcana": "+6", + "athletics": "+5", + "deception": "+4", + "perception": "+3", + "stealth": "+9", + "survival": "+3", + "intimidation": "+7" + }, + "conditionImmune": [ + "poisoned" + ], + "immune": [ + "poison" + ], + "trait": [ + { + "name": "Keen Smell", + "entries": [ + "The skaven has advantage on Wisdom ({@skill Perception}) checks that rely on smell." + ] + }, + { + "name": "Pack Tactics", + "entries": [ + "The skaven has advantage on an attack roll against a creature if at least one of the skaven's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}." + ] + }, + { + "name": "Surprise Attack", + "entries": [ + "If the skaven surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 ({@dice 2d6}) damage from the attack." + ] + }, + { + "name": "Magic Weapons", + "entries": [ + "The skaven's weapon attacks are magical." + ] + } + ], + "traitTags": [ + "Keen Senses", + "Magic Weapons", + "Pack Tactics" + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The skaven makes three melee attacks, one with its bite and one with its glaive and one with its tail-blade." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage. If the target is a creature, it must succeed on a {@dc 14} Constitution saving throw against disease or become {@condition poisoned} until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw, reducing its hit point maximum by {@dice 1d10} on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hit point maximum to 0." + ] + }, + { + "name": "Glaive", + "entries": [ + "{@atk mw} {@hit +5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d10 + 2}) slashing damage, plus 3 ({@damage 1d6}) lightning damage." + ] + }, + { + "name": "Tail-Blade", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage, plus 3 ({@damage 1d6}) lightning damage." + ] + }, + { + "name": "Warplock Pistol", + "entries": [ + "{@atk rw} {@hit 6} to hit, range 30/90 ft., one target. {@h}10 ({@damage 2d6 + 3}) lightning damage, plus 2 ({@damage 1d4}) necrotic damage." + ] + }, + { + "name": "Poison Bomb", + "entries": [ + "{@atk rw} {@hit 6} to hit, range 20/60 ft., one target. {@h}3 ({@damage 1d6}) poison damage. On a hit, the target must succeed a {@dc 14} Constitution saving throw or become {@condition poisoned} until the end of their next turn." + ] + } + ], + "actionTags": [ + "Multiattack" + ], + "miscTags": [ + "MW", + "DIS", + "MLW", + "RW", + "RNG" + ], + "attachedItems": [ + "glaive|phb" + ], + "conditionInflict": [ + "poisoned" + ], + "shortName": "skaven", + "group": [ + "Skaven" + ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/gCZeRto.png" + } + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/LcP7JkL.png" + } + } + ] + }, + "environment": [ + "underdark" + ], + "save": { + "int": "+6", + "dex": "+6", + "con": "+6", + "wis": "+3" + }, + "spellcasting": [ + { + "name": "Spellcasting", + "headerEntries": [ + "The skaven is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 14}, +6 to hit with spell attacks). It has the following spells prepared:" + ], + "spells": { + "0": { + "spells": [ + "{@spell ghostly flame|FFSkaven}", + "{@spell thaumaturgy}", + "{@spell warp lightning|FFSkaven}" + ] + }, + "1": { + "spells": [ + "{@spell favour|FFSkaven}", + "{@spell rat thrall|FFSkaven}", + "{@spell witch bolt}" + ], + "slots": 4 + }, + "2": { + "spells": [ + "{@spell death frenzy|FFSkaven}", + "{@spell flensing ruin|FFSkaven}", + "{@spell misty step}" + ], + "slots": 3 + }, + "3": { + "spells": [ + "{@spell crackling doom|FFSkaven}", + "{@spell howling warpgale|FFSkaven}", + "{@spell lightning bolt}", + "{@spell scorch|FFSkaven}" + ], + "slots": 3 + }, + "4": { + "spells": [ + "{@spell warpstorm|FFSkaven}" + ], + "slots": 1 + } + }, + "ability": "int", + "type": "spellcasting" + } + ], + "spellcastingTags": [ + "O" + ], + "tokenHref": { + "type": "external", + "url": "https://i.imgur.com/gCZeRto.png" + }, + "damageTags": [ + "I", + "L", + "N", + "P", + "S" + ], + "damageTagsSpell": [ + "L" + ], + "savingThrowForced": [ + "constitution" + ], + "savingThrowForcedSpell": [ + "dexterity" + ] + }, + { + "name": "Skaven Plague Monk", + "size": [ + "M" + ], + "type": { + "type": "humanoid", + "tags": [ + "skaven" + ] + }, + "source": "FFSkaven", + "alignment": [ + "N", + "E" + ], + "ac": [ + { + "ac": 14, + "from": [ + "{@item hide armor|phb}" + ] + } + ], + "hp": { + "formula": "5d8 + 10", + "average": 32 + }, + "speed": { + "walk": 30 + }, + "str": 13, + "dex": 14, + "con": 15, + "int": 8, + "wis": 11, + "cha": 9, + "passive": 10, + "cr": "2", + "senses": [ + "darkvision 60 ft." + ], + "senseTags": [ + "D" + ], + "languages": [ + "Common", + "Rat-men" + ], + "languageTags": [ + "C" + ], + "skill": { + "stealth": "+6", + "survival": "+2", + "religion": "+1" + }, + "conditionImmune": [ + "charmed", + "poisoned" + ], + "immune": [ + "poison" + ], + "trait": [ + { + "name": "Keen Smell", + "entries": [ + "The skaven has advantage on Wisdom ({@skill Perception}) checks that rely on smell." + ] + }, + { + "name": "Pack Tactics", + "entries": [ + "The skaven has advantage on an attack roll against a creature if at least one of the skaven's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}." + ] + }, + { + "name": "Surprise Attack", + "entries": [ + "If the skaven surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 ({@dice 2d6}) damage from the attack." + ] + }, + { + "name": "Frenzy", + "entries": [ + "When the skaven reduces a creature to 0 hit points with a melee attack on its turn, the skaven can take a bonus action to move up to half its speed and make another attack.", + "Additionally the skaven is immune to being {@condition charmed}." + ] + } + ], + "traitTags": [ + "Keen Senses", + "Pack Tactics", + "Rampage" + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The skaven makes three melee attacks, one with its bite and two with its plague flail." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage. If the target is a creature, it must succeed on a {@dc 12} Constitution saving throw against disease or become {@condition poisoned} until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw, reducing its hit point maximum by {@dice 1d10} on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hit point maximum to 0." + ] + }, + { + "name": "Plague Flail", + "entries": [ + "{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d8 + 1}) bludgeoning damage, plus 4 ({@damage 1d8}) necrotic damage." + ] + }, + { + "name": "Poison Bomb", + "entries": [ + "{@atk rw} {@hit 4} to hit, range 20/60 ft., one target. {@h}3 ({@damage 1d6}) poison damage. On a hit, the target must succeed a {@dc 12} Constitution saving throw or become {@condition poisoned} until the end of their next turn." + ] + } + ], + "actionTags": [ + "Multiattack" + ], + "miscTags": [ + "MW", + "DIS", + "MLW", + "RW" + ], + "conditionInflict": [ + "poisoned" + ], + "shortName": "skaven", + "group": [ + "Skaven" + ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/gItGuVh.png" + } + } + ] + }, + "environment": [ + "underdark" + ], + "tokenHref": { + "type": "external", + "url": "https://i.imgur.com/gItGuVh.png" + }, + "damageTags": [ + "B", + "I", + "N", + "P" + ], + "savingThrowForced": [ + "constitution" + ] + } + ], + "spell": [ + { + "name": "Bless with Filth", + "level": 1, + "school": "T", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Death", + "shortName": "Death", + "source": "DMG" + } + }, + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Oathbreaker", + "shortName": "Oathbreaker", + "source": "DMG" + } + } + ] + }, + "entries": [ + "{@i You touch a nonmagical weapon, imbuing it with noxious poisons.}", + "Until the spell ends, the weapon deals an extra {@damage 1d4} poison damage to any target hit by the weapon. If the weapon isn't magical, it becomes a magic weapon for the spell's duration." + ], + "source": "FFSkaven", + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by {@dice 1d4} for every two slot levels above 1st." + ] + } + ], + "components": { + "v": true, + "s": true + }, + "damageInflict": [ + "poison" + ], + "miscTags": [ + "SCL", + "UBA", + "AAD" + ] + }, + { + "name": "Curse of the Horned Rat", + "level": 9, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "duration": [ + { + "type": "special" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Cleric", + "source": "PHB" + } + ] + }, + "entries": [ + "{@i With a sickening lurch, the fabric of reality is torn by the twisting power of the Horned Rat, allowing his children to spill forth from the rift and transforming your foes.}", + "Choose up to {@dice 3d6} non-{@creature skaven|FFSkaven} creatures and unoccupied spaces you can see within range.", + { + "type": "entries", + "name": "Creatures", + "entries": [ + "Each chosen creature must make a Constitution saving throw. On a failed save the creature takes {@damage 6d6} necrotic damage; a creature that is reduced to 25 or less hit points by this damage is transformed into a {@creature skaven|FFSkaven}. The target's game statistics, including mental ability scores, are replaced by the {@creature skaven|FFSkaven|skaven's} statistics, including its alignment and personality. This change can only be reverted by a {@spell Wish} spell.", + "On a successful save the creature takes half as much damage and isn't transformed if reduced to 25 or less hit points.", + "This spell has no effect on a shapechanger, a creature with 0 hit points or on creatures with the Immutable Form trait." + ] + }, + { + "type": "entries", + "name": "Unoccupied Spaces", + "entries": [ + "A {@creature skaven|FFSkaven} appears in the unoccupied space. A summoned {@creature skaven|FFSkaven} disappears when it drops to 0 hit points", + "The {@creature skaven|FFSkaven} are hostile to all non-{@creature skaven|FFSkaven} creatures, which may include you. Roll initiative for the summoned {@creature skaven|FFSkaven} as a group, which has its own turns. The {@creature skaven|FFSkaven} pursue and attack the nearest non-{@creature skaven|FFSkaven} to the best of their ability." + ] + } + ], + "source": "FFSkaven", + "components": { + "v": true, + "s": true + }, + "damageInflict": [ + "necrotic" + ], + "savingThrow": [ + "constitution" + ], + "areaTags": [ + "MT" + ], + "miscTags": [ + "SGT", + "PRM", + "SMN" + ] + }, + { + "name": "Warpstorm", + "level": 4, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", "source": "PHB" }, { @@ -4717,36 +5575,229 @@ "components": { "v": true, "s": true, - "m": "a copper likeness of the horned rat" + "m": "a copper likeness of the horned rat" + }, + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 5th level or higher, the lightning and necrotic damage both increase by {@dice 1d6} for each slot level above 4th." + ] + } + ], + "damageInflict": [ + "lightning", + "necrotic" + ], + "savingThrow": [ + "dexterity", + "constitution" + ], + "areaTags": [ + "S" + ], + "miscTags": [ + "SGT", + "SCL" + ] + }, + { + "name": "Flensing Ruin", + "level": 2, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Fighter", + "source": "PHB" + }, + "subclass": { + "name": "Eldritch Knight", + "shortName": "Eldritch Knight", + "source": "PHB" + } + }, + { + "class": { + "name": "Rogue", + "source": "PHB" + }, + "subclass": { + "name": "Arcane Trickster", + "shortName": "Arcane Trickster", + "source": "PHB" + } + } + ] + }, + "entries": [ + "Three green ribbons of warpstone-derived energy tear the flesh from the target's bones.", + "Make a ranged spell attack for each bolt. On a hit, the target takes {@damage 1d6} lightning damage and {@damage 1d6} necrotic damage." + ], + "source": "FFSkaven", + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, you create one additional bolt for each slot level above 2nd." + ] + } + ], + "components": { + "v": true, + "s": true, + "m": "a piece of tanned skin from a human, elf or dwarf" + }, + "damageInflict": [ + "lightning", + "necrotic" + ], + "spellAttack": [ + "R" + ], + "areaTags": [ + "MT" + ], + "miscTags": [ + "SCL" + ] + }, + { + "name": "Death Frenzy", + "level": 2, + "school": "E", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Fighter", + "source": "PHB" + }, + "subclass": { + "name": "Eldritch Knight", + "shortName": "Eldritch Knight", + "source": "PHB" + } + }, + { + "class": { + "name": "Rogue", + "source": "PHB" + }, + "subclass": { + "name": "Arcane Trickster", + "shortName": "Arcane Trickster", + "source": "PHB" + } + } + ] + }, + "entries": [ + "{@i Gesticulating wildly, you gift creatures with a rabid and frothing urge to close in, attack, and consume.}", + "Choose a number of willing creatures you can see up to your spellcasting modifier. Until the spell ends, the targets may use their bonus action to make an additional weapon attack when they make a weapon attack on their turn.", + "However they also take {@damage 2d10} necrotic damage, which can't be reduced in any way, at the end of each of their turns." + ], + "source": "FFSkaven", + "components": { + "v": true, + "s": true, + "m": "two drops of blood from a rabid animal" }, "entriesHigherLevel": [ { "type": "entries", "name": "At Higher Levels", "entries": [ - "When you cast this spell using a spell slot of 5th level or higher, the lightning and necrotic damage both increase by {@dice 1d6} for each slot level above 4th." + "When you cast this spell using a spell slot of 4th or 5th level, a target may make two attacks with their bonus action instead of one and the necrotic damage increases to {@damage 4d10}. When you cast this spell using a spell slot of 6th or 7th level, a target may make three attacks with their bonus action instead of one and the necrotic damage increases to {@damage 6d10}. When you cast this spell using a spell slot of 8th level or higher, a target may make four attacks with their bonus action instead of one and the necrotic damage increases to {@damage 8d10}." ] } ], "damageInflict": [ - "lightning", "necrotic" ], - "savingThrow": [ - "dexterity", - "constitution" - ], "areaTags": [ - "S" + "MT" ], "miscTags": [ - "SGT", "SCL" ] }, { - "name": "Flensing Ruin", - "level": 2, + "name": "Howling Warpgale", + "source": "FFSkaven", + "level": 3, "school": "V", "time": [ { @@ -4756,6 +5807,80 @@ ], "range": { "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "{@i You gesture twitchingly to the skies and fierce hurricane gales begin to build, swirling around you and making flight impossible.}", + "A strong wind (40 miles per hour) blows around you in a 15-foot radius and moves with you, remaining centered on you. The wind lasts for the spell's duration.", + "The wind has the following effects:", + { + "type": "list", + "items": [ + "It {@condition deafened||deafens} you and other creatures in its area.", + "It extinguishes unprotected flames in its area that are torch-sized or smaller.", + "It hedges out vapor, gas, and fog that can be dispersed by strong wind.", + "The area is {@quickref difficult terrain|PHB|3} for creatures other than you.", + "The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind.", + "When a creature enters the spell's area for the first time on a turn or starts its turn there, it must succeed a Strength saving throw of be knocked {@condition prone}. A flying creature has disadvantage on this saving throw.", + "Creatures within the radius are considered lightly obscured." + ] + } + ], + "miscTags": [ + "DFT" + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + } + ] + }, + "conditionInflict": [ + "prone" + ] + }, + { + "name": "Crack's Call", + "level": 4, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "line", "distance": { "type": "feet", "amount": 60 @@ -4779,6 +5904,10 @@ { "name": "Sorcerer", "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" } ], "fromSubclass": [ @@ -4807,42 +5936,37 @@ ] }, "entries": [ - "Three green ribbons of warpstone-derived energy tear the flesh from the target's bones.", - "Make a ranged spell attack for each bolt. On a hit, the target takes {@damage 1d6} lightning damage and {@damage 1d6} necrotic damage." + "{@i With the arcane incantation invoked, you cast the spell by stamping your foot, causing the very ground to split asunder.}", + "The ground in a line 60 feet long and 15 feet wide splits open, creating a chasm up to 40 feet deep. The area within the chasm becomes difficult terrain.", + "Each creature in that area must make a Dexterity saving throw. On a failed save the creature takes {@damage 2d6} bludgeoning damage, becomes {@condition prone} and falls to the bottom of the chasm. On a successful save the creature does not fall {@condition prone} and moves to the nearest space not occupied by the chasm." ], "source": "FFSkaven", - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell slot of 3rd level or higher, you create one additional bolt for each slot level above 2nd." - ] - } + "conditionInflict": [ + "prone" ], "components": { "v": true, - "s": true, - "m": "a piece of tanned skin from a human, elf or dwarf" + "s": true }, "damageInflict": [ - "lightning", - "necrotic" + "bludgeoning" ], - "spellAttack": [ - "R" + "savingThrow": [ + "dexterity" ], "areaTags": [ - "MT" + "L" ], "miscTags": [ - "SCL" + "PRM", + "FMV", + "DFT" ] }, { - "name": "Death Frenzy", - "level": 2, - "school": "E", + "name": "Scorch", + "level": 3, + "school": "V", "time": [ { "number": 1, @@ -4858,12 +5982,7 @@ }, "duration": [ { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - }, - "concentration": true + "type": "instant" } ], "classes": { @@ -4907,85 +6026,254 @@ ] }, "entries": [ - "{@i Gesticulating wildly, you gift creatures with a rabid and frothing urge to close in, attack, and consume.}", - "Choose a number of willing creatures you can see up to your spellcasting modifier. Until the spell ends, the targets may use their bonus action to make an additional weapon attack when they make a weapon attack on their turn.", - "However they also take {@damage 2d10} necrotic damage, which can't be reduced in any way, at the end of each of their turns." + "{@i You thrust your hands into the ground while chittering fiery incantations, causing a great gout of green flame to burst forth.}", + "Choose a point on the ground you can see within range. Each creature in a 10-foot-radius, 20-foot-high cylinder centered around that point must make a Dexterity saving throw. Creatures gain no benefit from cover, except full cover, against this spell. A target takes {@damage 2d12} fire damage and {@damage 1d12} necrotic damage on a failed save, or half as much damage on a successful one. A flammable object hit by this spell ignites if it isn't being worn or carried.", + "Additionally a creature who takes 10 or more fire damage from this spell must also make a Wisdom saving throw; on a failed save, it must immediately use its reaction, if available, to move as far as its speed allows away from you." ], "source": "FFSkaven", "components": { "v": true, - "s": true, - "m": "two drops of blood from a rabid animal" + "s": true }, "entriesHigherLevel": [ { "type": "entries", "name": "At Higher Levels", "entries": [ - "When you cast this spell using a spell slot of 4th or 5th level, a target may make two attacks with their bonus action instead of one and the necrotic damage increases to {@damage 4d10}. When you cast this spell using a spell slot of 6th or 7th level, a target may make three attacks with their bonus action instead of one and the necrotic damage increases to {@damage 6d10}. When you cast this spell using a spell slot of 8th level or higher, a target may make four attacks with their bonus action instead of one and the necrotic damage increases to {@damage 8d10}." + "When you cast this spell using a spell slot of 4th level or higher, the fire damage increases by {@dice 1d12} for each slot level above 3rd." ] } ], "damageInflict": [ - "necrotic" + "fire", + "necrotic" + ], + "savingThrow": [ + "dexterity", + "wisdom" + ], + "areaTags": [ + "Y" + ], + "miscTags": [ + "SGT", + "SCL", + "FMV", + "OBJ" + ] + }, + { + "name": "Warp Lightning", + "source": "FFSkaven", + "basicRules": true, + "level": 0, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": "a slender copper rod" + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "A bolt of greenish-black lightning arcs toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes {@damage 1d4} lightning damage and {@damage 1d4} necrotic damage. You have advantage on the attack roll if the target is wearing armour made of metal.", + "The spell creates more than one bolt when you reach higher levels: two bolts at 5th level, three bolts at 11th level, and four bolts at 17th level. You can direct the bolts at the same target or at different ones. Make a separate attack roll for each bolt." + ], + "damageInflict": [ + "lightning", + "necrotic" + ], + "spellAttack": [ + "R" + ], + "miscTags": [ + "SCL", + "ADV" + ], + "areaTags": [ + "MT", + "ST" + ], + "classes": { + "fromClassList": [ + { + "name": "Warlock", + "source": "PHB" + } + ] + } + }, + { + "name": "Ghostly Flame", + "source": "FFSkaven", + "level": 0, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": "a pinch of warpstone dust" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You conjure a small blob of glowing, green fire out of thin air that drips viscous fluid as it burns. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.", + "You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes {@damage 1d4} fire damage and {@damage 1d4} necrotic damage.", + "This spell's fire and necrotic damage increases by {@dice 1d4} each when you reach 5th level ({@damage 2d4} each), 11th level ({@damage 3d4} each), and 17th level ({@damage 4d4} each)." + ], + "scalingLevelDice": { + "label": "fire damage", + "scaling": { + "1": "1d8", + "5": "2d8", + "11": "3d8", + "17": "4d8" + } + }, + "damageInflict": [ + "fire" ], - "areaTags": [ - "MT" + "spellAttack": [ + "R" ], "miscTags": [ + "LGT", "SCL" - ] + ], + "areaTags": [ + "ST" + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + } + ] + } }, { - "name": "Howling Warpgale", + "name": "Rat Thrall", "source": "FFSkaven", - "level": 3, - "school": "V", + "level": 1, + "school": "C", "time": [ { "number": 1, - "unit": "action" + "unit": "hour" } ], "range": { "type": "point", "distance": { - "type": "self" + "type": "feet", + "amount": 10 } }, "components": { "v": true, - "s": true + "s": true, + "m": { + "text": "a bit of mouldy cheese, which the spell consumes", + "consume": true, + "cost": 0 + } }, "duration": [ { "type": "timed", "duration": { - "type": "minute", - "amount": 1 - }, - "concentration": true + "type": "hour", + "amount": 24 + } } ], + "meta": { + "ritual": true + }, "entries": [ - "{@i You gesture twitchingly to the skies and fierce hurricane gales begin to build, swirling around you and making flight impossible.}", - "A strong wind (40 miles per hour) blows around you in a 15-foot radius and moves with you, remaining centered on you. The wind lasts for the spell's duration.", - "The wind has the following effects:", + "You gain the service of a {@creature rat} thrall. Appearing in an unoccupied space within range, the thrall has the statistics of a {@creature rat}.", + "Your thrall acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn.", + "When the thrall drops to 0 hit points or when the spell ends, it disappears, leaving behind no physical form and it leaves behind in its space anything it was wearing or carrying.", + "Until this spell ends you are able to comprehend and verbally communicate with the thrall for the duration as if you share a language." + ], + "miscTags": [ + "SGT", + "SMN" + ], + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + } + ] + } + }, + { + "name": "Vector", + "level": 0, + "school": "T", + "time": [ { - "type": "list", - "items": [ - "It {@condition deafened||deafens} you and other creatures in its area.", - "It extinguishes unprotected flames in its area that are torch-sized or smaller.", - "It hedges out vapor, gas, and fog that can be dispersed by strong wind.", - "The area is {@quickref difficult terrain|PHB|3} for creatures other than you.", - "The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind.", - "When a creature enters the spell's area for the first time on a turn or starts its turn there, it must succeed a Strength saving throw of be knocked {@condition prone}. A flying creature has disadvantage on this saving throw.", - "Creatures within the radius are considered lightly obscured." - ] + "number": 1, + "unit": "action" } ], - "miscTags": [ - "DFT" + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "duration": [ + { + "type": "special" + } ], "classes": { "fromClassList": [ @@ -5000,21 +6288,34 @@ { "name": "Sorcerer", "source": "PHB" - }, - { - "name": "Druid", - "source": "PHB" } ] }, - "conditionInflict": [ - "prone" + "entries": [ + "Choose one creature you can see within range, they must succeed a Constitution saving throw. On a failed save, the creature has disadvantage on saving throws against diseases for 1 minute.", + "This spell's duration increases when you reach certain levels: 10 minutes at 5th level, 1 hour at 11th level, and 8 hours at 17th level." + ], + "source": "FFSkaven", + "components": { + "v": true, + "s": true, + "m": "a wad of dung" + }, + "savingThrow": [ + "constitution" + ], + "areaTags": [ + "ST" + ], + "miscTags": [ + "SGT", + "SCL" ] }, { - "name": "Crack's Call", - "level": 4, - "school": "T", + "name": "Wrack", + "level": 0, + "school": "N", "time": [ { "number": 1, @@ -5022,10 +6323,10 @@ } ], "range": { - "type": "line", + "type": "point", "distance": { "type": "feet", - "amount": 60 + "amount": 30 } }, "duration": [ @@ -5046,69 +6347,38 @@ { "name": "Sorcerer", "source": "PHB" - }, - { - "name": "Druid", - "source": "PHB" - } - ], - "fromSubclass": [ - { - "class": { - "name": "Fighter", - "source": "PHB" - }, - "subclass": { - "name": "Eldritch Knight", - "shortName": "Eldritch Knight", - "source": "PHB" - } - }, - { - "class": { - "name": "Rogue", - "source": "PHB" - }, - "subclass": { - "name": "Arcane Trickster", - "shortName": "Arcane Trickster", - "source": "PHB" - } } ] }, "entries": [ - "{@i With the arcane incantation invoked, you cast the spell by stamping your foot, causing the very ground to split asunder.}", - "The ground in a line 60 feet long and 15 feet wide splits open, creating a chasm up to 40 feet deep. The area within the chasm becomes difficult terrain.", - "Each creature in that area must make a Dexterity saving throw. On a failed save the creature takes {@damage 2d6} bludgeoning damage, becomes {@condition prone} and falls to the bottom of the chasm. On a successful save the creature does no fall {@condition prone} and moves to the nearest space not occupied by the chasm." + "One creature of your choice you can see within range experiences a jolt of searing pain and must make a Constitution saving throw. On a failed save the target takes {@damage 1d4} psychic damage and {@damage 1d4} necrotic damage.", + "This spell's psychic and necrotic damage increases by {@dice 1d4} each when you reach 5th level ({@damage 2d4} each), 11th level ({@damage 3d4} each), and 17th level ({@damage 4d4} each)." ], "source": "FFSkaven", - "conditionInflict": [ - "prone" - ], "components": { "v": true, - "s": true + "s": true, + "m": "a tear from a child" }, "damageInflict": [ - "bludgeoning" + "necrotic", + "psychic" ], "savingThrow": [ - "dexterity" + "constitution" ], "areaTags": [ - "L" + "ST" ], "miscTags": [ - "PRM", - "FMV", - "DFT" + "SGT", + "SCL" ] }, { - "name": "Scorch", + "name": "Weeping World Sores", "level": 3, - "school": "V", + "school": "T", "time": [ { "number": 1, @@ -5119,7 +6389,7 @@ "type": "point", "distance": { "type": "feet", - "amount": 60 + "amount": 120 } }, "duration": [ @@ -5141,75 +6411,45 @@ "name": "Sorcerer", "source": "PHB" } - ], - "fromSubclass": [ - { - "class": { - "name": "Fighter", - "source": "PHB" - }, - "subclass": { - "name": "Eldritch Knight", - "shortName": "Eldritch Knight", - "source": "PHB" - } - }, - { - "class": { - "name": "Rogue", - "source": "PHB" - }, - "subclass": { - "name": "Arcane Trickster", - "shortName": "Arcane Trickster", - "source": "PHB" - } - } ] }, "entries": [ - "{@i You thrust your hands into the ground while chittering fiery incantations, causing a great gout of green flame to burst forth.}", - "Choose a point on the ground you can see within range. Each creature in a 10-foot-radius, 20-foot-high cylinder centered around that point must make a Dexterity saving throw. Creatures gain no benefit from cover, except full cover, against this spell. A target takes {@damage 2d12} fire damage and {@damage 1d12} necrotic damage on a failed save, or half as much damage on a successful one. A flammable object hit by this spell ignites if it isn't being worn or carried.", - "Additionally a creature who takes 10 or more fire damage from this spell must also make a Wisdom saving throw; on a failed save, it must immediately use its reaction, if available, to move as far as its speed allows away from you." + "{@i At your wretched word, the world itself begins to bubble and boil with toxic pus.}", + "Choose a point on the ground you can see within range. Each creature in a 15-foot-radius hemisphere centered on that point must make a Constitution saving throw. A target takes {@damage 6d6} poison damage and {@damage 2d6} necrotic damage and is {@condition poisoned} until the end of their next turn on a failed save, or half as much damage and isn't {@condition poisoned} on a successful one." ], "source": "FFSkaven", "components": { "v": true, "s": true }, + "conditionInflict": [ + "poisoned" + ], "entriesHigherLevel": [ { "type": "entries", "name": "At Higher Levels", "entries": [ - "When you cast this spell using a spell slot of 4th level or higher, the fire damage increases by {@dice 1d12} for each slot level above 3rd." + "When you cast this spell using a spell slot of 4th level or higher, the necrotic damage increases by {@dice 1d6} for each slot level above 3rd." ] } ], "damageInflict": [ - "fire", - "necrotic" - ], - "savingThrow": [ - "dexterity", - "wisdom" + "necrotic", + "poison" ], - "areaTags": [ - "Y" + "savingThrow": [ + "constitution" ], "miscTags": [ "SGT", - "SCL", - "FMV", - "OBJ" + "SCL" ] }, { - "name": "Warp Lightning", - "source": "FFSkaven", - "basicRules": true, - "level": 0, - "school": "V", + "name": "Vermintide", + "level": 3, + "school": "C", "time": [ { "number": 1, @@ -5217,55 +6457,69 @@ } ], "range": { - "type": "point", + "type": "line", "distance": { "type": "feet", "amount": 60 } }, - "components": { - "v": true, - "s": true, - "m": "a slender copper rod" - }, "duration": [ { "type": "instant" } ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + } + ] + }, "entries": [ - "A bolt of greenish-black lightning arcs toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes {@damage 1d4} lightning damage and {@damage 1d4} necrotic damage. You have advantage on the attack roll if the target is wearing armour made of metal.", - "The spell creates more than one bolt when you reach higher levels: two bolts at 5th level, three bolts at 11th level, and four bolts at 17th level. You can direct the bolts at the same target or at different ones. Make a separate attack roll for each bolt." + "A great swarm of rats erupts from you in a line 60 feet long and 15 feet wide in a direction you choose. Make a melee spell attack against each creature in the line, on a hit the target takes {@damage 5d6} piercing damage." + ], + "source": "FFSkaven", + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by {@dice 1d6} for each slot level above 2nd." + ] + } ], "damageInflict": [ - "lightning", - "necrotic" + "piercing" + ], + "areaTags": [ + "L" ], "spellAttack": [ - "R" + "M" ], "miscTags": [ - "SCL", - "ADV" - ], - "areaTags": [ - "MT", - "ST" + "SCL" ], - "classes": { - "fromClassList": [ - { - "name": "Warlock", - "source": "PHB" - } - ] + "components": { + "v": true, + "s": true, + "m": "a wheel of good cheese" } }, { - "name": "Ghostly Flame", + "name": "Wither", "source": "FFSkaven", - "level": 0, - "school": "C", + "level": 3, + "school": "N", "time": [ { "number": 1, @@ -5275,55 +6529,52 @@ "range": { "type": "point", "distance": { - "type": "self" + "type": "feet", + "amount": 30 } }, "components": { "v": true, - "s": true, - "m": "a pinch of warpstone dust" + "s": true }, "duration": [ { "type": "timed", "duration": { - "type": "hour", + "type": "minute", "amount": 1 }, "concentration": true } ], "entries": [ - "You conjure a small blob of glowing, green fire out of thin air that drips viscous fluid as it burns. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.", - "You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes {@damage 1d4} fire damage and {@damage 1d4} necrotic damage.", - "This spell's fire and necrotic damage increases by {@dice 1d4} each when you reach 5th level ({@damage 2d4} each), 11th level ({@damage 3d4} each), and 17th level ({@damage 4d4} each)." + "{@i With dark chanting you cast a spell of wasting, shrinking sickness and corrosion.}", + "Choose one target within range, they must make a Constitution saving throw. On a failed save, until the spell ends the target's Constitution score is reduced by 3 and their movement speed is halved. The target dies if this reduces its Constitution to 0. The decrease to the target's Constitution also decreases its maximum hit points, the amount it decreases by is also removed from its current hit points; this lasts until the spell ends.", + "At the end of each of the target's turns, it can make a Constitution saving throw against the spell. On a success, the spell ends." ], - "scalingLevelDice": { - "label": "fire damage", - "scaling": { - "1": "1d8", - "5": "2d8", - "11": "3d8", - "17": "4d8" + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd." + ] } - }, - "damageInflict": [ - "fire" ], - "spellAttack": [ - "R" + "savingThrow": [ + "constitution" ], "miscTags": [ - "LGT", "SCL" ], "areaTags": [ - "ST" + "ST", + "MT" ], "classes": { "fromClassList": [ { - "name": "Druid", + "name": "Wizard", "source": "PHB" }, { @@ -5338,67 +6589,106 @@ } }, { - "name": "Rat Thrall", + "name": "Cloud of Corruption", "source": "FFSkaven", - "level": 1, - "school": "C", + "level": 4, + "school": "N", "time": [ { "number": 1, - "unit": "hour" + "unit": "action" } ], "range": { - "type": "point", + "type": "radius", "distance": { "type": "feet", - "amount": 10 + "amount": 15 } }, "components": { "v": true, - "s": true, - "m": { - "text": "a bit of mouldy cheese, which the spell consumes", - "consume": true, - "cost": 0 - } + "s": true }, "duration": [ { - "type": "timed", - "duration": { - "type": "hour", - "amount": 24 - } + "type": "instant" } ], - "meta": { - "ritual": true - }, "entries": [ - "You gain the service of a {@creature rat} thrall. Appearing in an unoccupied space within range, the thrall has the statistics of a {@creature rat}.", - "Your thrall acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn.", - "When the thrall drops to 0 hit points or when the spell ends, it disappears, leaving behind no physical form and it leaves behind in its space anything it was wearing or carrying.", - "Until this spell ends you are able to comprehend and verbally communicate with the thrall for the duration as if you share a language." + "{@i You release a stinking blast of diseased fury.}", + "Each creature within 15 feet of you must make a Constitution saving throw. A creature takes {@damage 3d6} poison damage and {@damage 4d6} necrotic damage and is {@condition poisoned} for 1 minute on a failed save, or half as much damage and isn't {@condition poisoned} on a successful one.", + "A {@condition poisoned} creature may repeat the saving throw at the end of each of its turns, ending the {@condition poisoned} condition on a success." ], - "miscTags": [ - "SGT", - "SMN" + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 5th level or higher, the necrotic damage increases by {@dice 1d6} for each slot level above 4th." + ] + } ], "classes": { "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, { "name": "Sorcerer", "source": "PHB" } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Death", + "shortName": "Death", + "source": "DMG" + } + }, + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Oathbreaker", + "shortName": "Oathbreaker", + "source": "DMG" + } + } ] - } + }, + "damageInflict": [ + "necrotic" + ], + "conditionInflict": [ + "poisoned" + ], + "savingThrow": [ + "constitution" + ], + "miscTags": [ + "SCL" + ], + "areaTags": [ + "S" + ] }, { - "name": "Vector", - "level": 0, - "school": "T", + "name": "Plague", + "level": 4, + "school": "N", "time": [ { "number": 1, @@ -5414,7 +6704,7 @@ }, "duration": [ { - "type": "special" + "type": "instant" } ], "classes": { @@ -5434,41 +6724,123 @@ ] }, "entries": [ - "Choose one creature you can see within range, they must succeed a Constitution saving throw. On a failed save, the creature has disadvantage on saving throws against diseases for 1 minute.", - "This spell's duration increases when you reach certain levels: 10 minutes at 5th level, 1 hour at 11th level, and 8 hours at 17th level." + "{@i You unleash a vile disease that scours the battlefield in search of victims to infect.}", + "Choose one creature that you can see within range to make a Constitution saving throw. It takes {@damage 3d6} poison damage and {@damage 2d6} necrotic damage on a failed save, or half as much on a successful one.", + "Then, roll on the following table:", + { + "type": "table", + "colLabels": [ + "{@dice d6}", + "Result" + ], + "colStyles": [ + "col-1 text-center no-wrap", + "col-11" + ], + "rows": [ + [ + { + "type": "cell", + "roll": { + "min": 1, + "max": 2 + } + }, + { + "type": "entries", + "name": "Backfire!", + "entries": [ + "The nearest creature to the current target that is friendly to you (including yourself) and within range becomes the new target of the spell and it must a Constitution saving throw as if it was the original target of the spell.", + "If there is more than one possible target, the DM chooses between the targets. If there are no valid targets within range, the spell ends.", + "Then, roll on this table again." + ] + } + ], + [ + { + "type": "cell", + "roll": { + "min": 3, + "max": 4 + } + }, + { + "type": "entries", + "name": "Dissipate", + "entries": [ + "The spell ends with no further effect." + ] + } + ], + [ + { + "type": "cell", + "roll": { + "min": 5, + "max": 6 + } + }, + { + "type": "entries", + "name": "Spread!", + "entries": [ + "The nearest creature to the current target that is hostile to you and within range becomes the new target of the spell and it must a Constitution saving throw as if it was the original target of the spell.", + "If there is more than one possible target, you choose between the targets. If there are no valid targets within range, the spell ends.", + "Then, roll on this table again." + ] + } + ] + ] + }, + "A creature can only be the target of this spell once each time it is cast." ], "source": "FFSkaven", "components": { "v": true, "s": true, - "m": "a wad of dung" + "m": "a sprinkling of several dead fleas" }, - "savingThrow": [ - "constitution" + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 5th level or higher, the necrotic damage increases by {@dice 1d6} for each slot level above 4th." + ] + } + ], + "damageInflict": [ + "necrotic", + "poison" ], "areaTags": [ - "ST" + "ST", + "MT" + ], + "savingThrow": [ + "constitution" ], "miscTags": [ "SGT", - "SCL" + "SCL", + "RO" ] }, { - "name": "Wrack", - "level": 0, - "school": "N", + "name": "Favour", + "level": 1, + "school": "E", "time": [ { "number": 1, - "unit": "action" + "unit": "reaction", + "condition": "which you take when a creature you can see within 60 feet of yourself makes an attack roll, an ability check, or a saving throw with advantage" } ], "range": { "type": "point", "distance": { - "type": "feet", - "amount": 30 + "type": "self" } }, "duration": [ @@ -5493,34 +6865,28 @@ ] }, "entries": [ - "One creature of your choice you can see within range experiences a jolt of searing pain and must make a Constitution saving throw. On a failed save the target takes {@damage 1d4} psychic damage and {@damage 1d4} necrotic damage.", - "This spell's psychic and necrotic damage increases by {@dice 1d4} each when you reach 5th level ({@damage 2d4} each), 11th level ({@damage 3d4} each), and 17th level ({@damage 4d4} each)." + "{@i You steal the fortune of others and use it for your own gain.}", + "The triggering creature gains disadvantage on the roll, negating its advantage.", + "You then gain advantage on the next attack roll, ability check, or saving throw you make within 1 minute. You can be empowered by only one use of this spell at a time." ], "source": "FFSkaven", "components": { "v": true, "s": true, - "m": "a tear from a child" + "m": "a bit of flesh from a humanoid creature" }, - "damageInflict": [ - "necrotic", - "psychic" - ], - "savingThrow": [ - "constitution" + "miscTags": [ + "SGT", + "ADV" ], "areaTags": [ "ST" - ], - "miscTags": [ - "SGT", - "SCL" ] }, { - "name": "Weeping World Sores", + "name": "Pestilent Breath", "level": 3, - "school": "T", + "school": "N", "time": [ { "number": 1, @@ -5528,10 +6894,10 @@ } ], "range": { - "type": "point", + "type": "cone", "distance": { "type": "feet", - "amount": 120 + "amount": 30 } }, "duration": [ @@ -5544,25 +6910,17 @@ { "name": "Wizard", "source": "PHB" - }, - { - "name": "Warlock", - "source": "PHB" - }, - { - "name": "Sorcerer", - "source": "PHB" } ] }, "entries": [ - "{@i At your wretched word, the world itself begins to bubble and boil with toxic pus.}", - "Choose a point on the ground you can see within range. Each creature in a 15-foot-radius hemisphere centered on that point must make a Constitution saving throw. A target takes {@damage 6d6} poison damage and {@damage 2d6} necrotic damage and is {@condition poisoned} until the end of their next turn on a failed save, or half as much damage and isn't {@condition poisoned} on a successful one." + "You exhale a pestilent, poisonous cloud at your enemies. Each creature in a 30-foot cone must make a Constitution saving throw. On a failed save a creature takes {@damage 8d4} poison damage and is {@condition poisoned} for 1 minute on a failed save, or half as much damage and isn't {@condition poisoned} on a successful one. The {@condition poisoned} creature may repeat the saving throw at the end of each of its turns, ending the {@condition poisoned} condition on a success." ], "source": "FFSkaven", "components": { "v": true, - "s": true + "s": true, + "m": "a stick of warpstone incense lit at both ends" }, "conditionInflict": [ "poisoned" @@ -5572,37 +6930,38 @@ "type": "entries", "name": "At Higher Levels", "entries": [ - "When you cast this spell using a spell slot of 4th level or higher, the necrotic damage increases by {@dice 1d6} for each slot level above 3rd." + "When you cast this spell using a spell slot of 4th level or higher, the damage increases by {@dice 2d4} for each slot level above 3rd." ] } ], "damageInflict": [ - "necrotic", "poison" ], "savingThrow": [ "constitution" ], + "areaTags": [ + "N" + ], "miscTags": [ - "SGT", "SCL" ] }, { - "name": "Vermintide", + "name": "Crackling Doom", "level": 3, - "school": "C", + "school": "V", "time": [ { "number": 1, - "unit": "action" + "unit": "bonus" } ], "range": { - "type": "line", + "type": "point", "distance": { "type": "feet", - "amount": 60 + "amount": 30 } }, "duration": [ @@ -5623,158 +6982,153 @@ { "name": "Sorcerer", "source": "PHB" + }, + { + "name": "Spellblade", + "source": "FoxfireSpellblade" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Fighter", + "source": "PHB" + }, + "subclass": { + "name": "Eldritch Knight", + "shortName": "Eldritch Knight", + "source": "PHB" + } + }, + { + "class": { + "name": "Rogue", + "source": "PHB" + }, + "subclass": { + "name": "Arcane Trickster", + "shortName": "Arcane Trickster", + "source": "PHB" + } } ] }, "entries": [ - "A great swarm of rats erupts from you in a line 60 feet long and 15 feet wide in a direction you choose. Make a melee spell attack against each creature in the line, on a hit the target takes {@damage 5d6} piercing damage." + "You send a single crackling arc of green energy at a creature you can see within range, they must make a Constitution saving throw. On a failed save the creature takes {@damage 1d6} lightning damage, {@damage 2d6} necrotic damage, is {@condition incapacitated} and has a speed of 0 until the start of your next turn; taking half as much damage, not being {@condition incapacitated} or having their speed reduced on a successful save." ], "source": "FFSkaven", + "conditionInflict": [ + "incapacitated" + ], "entriesHigherLevel": [ { "type": "entries", "name": "At Higher Levels", "entries": [ - "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by {@dice 1d6} for each slot level above 2nd." + "When you cast this spell using a spell slot of 4th level or higher, the lightning damage increases by {@dice 1d6} for each slot level above 3rd." ] } ], + "components": { + "v": true, + "s": true, + "m": "a coil of copper wire" + }, "damageInflict": [ - "piercing" + "lightning", + "necrotic" ], - "areaTags": [ - "L" + "savingThrow": [ + "constitution" ], - "spellAttack": [ - "M" + "areaTags": [ + "ST" ], "miscTags": [ + "SGT", "SCL" - ], - "components": { - "v": true, - "s": true, - "m": "a wheel of good cheese" - } + ] }, { - "name": "Wither", - "source": "FFSkaven", - "level": 3, - "school": "N", + "name": "Armour of Darkness", + "level": 2, + "school": "A", "time": [ { "number": 1, - "unit": "action" + "unit": "bonus" } ], "range": { "type": "point", "distance": { - "type": "feet", - "amount": 30 + "type": "self" } }, - "components": { - "v": true, - "s": true - }, "duration": [ { "type": "timed", "duration": { - "type": "minute", + "type": "hour", "amount": 1 - }, - "concentration": true - } - ], - "entries": [ - "{@i With dark chanting you cast a spell of wasting, shrinking sickness and corrosion.}", - "Choose one target within range, they must make a Constitution saving throw. On a failed save, until the spell ends the target's Constitution score is reduced by 3 and their movement speed is halved. The target dies if this reduces its Constitution to 0. The decrease to the target's Constitution also decreases its maximum hit points, the amount it decreases by is also removed from its current hit points; this lasts until the spell ends.", - "At the end of each of the target's turns, it can make a Constitution saving throw against the spell. On a success, the spell ends." - ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd." - ] + } } ], - "savingThrow": [ - "constitution" - ], - "miscTags": [ - "SCL" - ], - "areaTags": [ - "ST", - "MT" - ], "classes": { "fromClassList": [ { - "name": "Wizard", + "name": "Sorcerer", "source": "PHB" }, { "name": "Warlock", "source": "PHB" - }, - { - "name": "Sorcerer", - "source": "PHB" } ] - } + }, + "entries": [ + "You solidify the shadows around your body. Your base AC becomes 13 + your Dexterity modifier, and increases by 1 if you are in dim light or darkness. The spell ends if you don armor or if you dismiss the spell as an action.", + "Additionally you have advantage on {@skill Stealth} checks until the spell ends." + ], + "source": "FFSkaven", + "components": { + "v": true, + "s": true, + "m": "A piece of blackened leather" + }, + "miscTags": [ + "MAC" + ] }, { - "name": "Cloud of Corruption", - "source": "FFSkaven", - "level": 4, - "school": "N", + "name": "Buoyant Passage", + "level": 2, + "school": "T", "time": [ { "number": 1, - "unit": "action" + "unit": "bonus" } ], "range": { - "type": "radius", + "type": "point", "distance": { - "type": "feet", - "amount": 15 + "type": "self" } }, - "components": { - "v": true, - "s": true - }, "duration": [ { - "type": "instant" - } - ], - "entries": [ - "{@i You release a stinking blast of diseased fury.}", - "Each creature within 15 feet of you must make a Constitution saving throw. A creature takes {@damage 3d6} poison damage and {@damage 4d6} necrotic damage and is {@condition poisoned} for 1 minute on a failed save, or half as much damage and isn't {@condition poisoned} on a successful one.", - "A {@condition poisoned} creature may repeat the saving throw at the end of each of its turns, ending the {@condition poisoned} condition on a success." - ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell slot of 5th level or higher, the necrotic damage increases by {@dice 1d6} for each slot level above 4th." - ] + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + } } ], "classes": { "fromClassList": [ { - "name": "Wizard", + "name": "Sorcerer", "source": "PHB" }, { @@ -5782,55 +7136,52 @@ "source": "PHB" }, { - "name": "Sorcerer", + "name": "Wizard", "source": "PHB" } ], "fromSubclass": [ { "class": { - "name": "Cleric", + "name": "Fighter", "source": "PHB" }, "subclass": { - "name": "Death", - "shortName": "Death", - "source": "DMG" + "name": "Eldritch Knight", + "shortName": "Eldritch Knight", + "source": "PHB" } }, { "class": { - "name": "Paladin", + "name": "Rogue", "source": "PHB" }, "subclass": { - "name": "Oathbreaker", - "shortName": "Oathbreaker", - "source": "DMG" + "name": "Arcane Trickster", + "shortName": "Arcane Trickster", + "source": "PHB" } } ] }, - "damageInflict": [ - "necrotic" - ], - "conditionInflict": [ - "poisoned" - ], - "savingThrow": [ - "constitution" - ], - "miscTags": [ - "SCL" + "entries": [ + "Until the spell ends you gain the ability to move across any liquid surface—such as water, acid, mud, snow, quicksand, or lava—as if it were solid ground (creatures crossing acid can still take damage from touching it)." ], + "source": "FFSkaven", + "components": { + "v": true, + "s": true, + "m": "a piece of cork" + }, "areaTags": [ - "S" + "ST" ] }, { - "name": "Plague", - "level": 4, - "school": "N", + "name": "Black Whirlwind", + "level": 3, + "school": "C", "time": [ { "number": 1, @@ -5841,148 +7192,86 @@ "type": "point", "distance": { "type": "feet", - "amount": 30 + "amount": 120 } }, "duration": [ { - "type": "instant" + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true } ], "classes": { "fromClassList": [ { - "name": "Wizard", + "name": "Sorcerer", "source": "PHB" }, { - "name": "Warlock", + "name": "Druid", "source": "PHB" }, { - "name": "Sorcerer", + "name": "Warlock", "source": "PHB" } ] }, - "entries": [ - "{@i You unleash a vile disease that scours the battlefield in search of victims to infect.}", - "Choose one creature that you can see within range to make a Constitution saving throw. It takes {@damage 3d6} poison damage and {@damage 2d6} necrotic damage on a failed save, or half as much on a successful one.", - "Then, roll on the following table:", - { - "type": "table", - "colLabels": [ - "{@dice d6}", - "Result" - ], - "colStyles": [ - "col-1 text-center no-wrap", - "col-11" - ], - "rows": [ - [ - { - "type": "cell", - "roll": { - "min": 1, - "max": 2 - } - }, - { - "type": "entries", - "name": "Backfire!", - "entries": [ - "The nearest creature to the current target that is friendly to you (including yourself) and within range becomes the new target of the spell and it must a Constitution saving throw as if it was the original target of the spell.", - "If there is more than one possible target, the DM chooses between the targets. If there are no valid targets within range, the spell ends.", - "Then, roll on this table again." - ] - } - ], - [ - { - "type": "cell", - "roll": { - "min": 3, - "max": 4 - } - }, - { - "type": "entries", - "name": "Dissipate", - "entries": [ - "The spell ends with no further effect." - ] - } - ], - [ - { - "type": "cell", - "roll": { - "min": 5, - "max": 6 - } - }, - { - "type": "entries", - "name": "Spread!", - "entries": [ - "The nearest creature to the current target that is hostile to you and within range becomes the new target of the spell and it must a Constitution saving throw as if it was the original target of the spell.", - "If there is more than one possible target, you choose between the targets. If there are no valid targets within range, the spell ends.", - "Then, roll on this table again." - ] - } - ] - ] - }, - "A creature can only be the target of this spell once each time it is cast." - ], "source": "FFSkaven", "components": { "v": true, "s": true, - "m": "a sprinkling of several dead fleas" + "m": "a glass vial filled with ash" }, + "entries": [ + "You summon a putrid whirlwind of vile smoke and stinging ashes in a 10-foot-radius, 40-foot-high cylinder centered on a point within range. The whirlwind's area is {@quickref Vision and Light|PHB|2||lightly obscured}.", + "Each creature that is completely within the cylinder at the start of its turn must make a Constitution saving throw. ", + "On a failed save a creature takes {@dice 1d8} fire damage, {@damage 1d8} poison damage and has disadvantage on attack rolls, and Dexterity saving throws until the start of their next turn.", + "On each of your turns after you cast this spell, you can use an action to move the whirlwind up to 30 feet in any direction." + ], "entriesHigherLevel": [ { "type": "entries", "name": "At Higher Levels", "entries": [ - "When you cast this spell using a spell slot of 5th level or higher, the necrotic damage increases by {@dice 1d6} for each slot level above 4th." + "When you cast this spell using a spell slot of 4th level or higher, the fire and poison damage each increase by {@dice 1d8} for each slot level above 3rd." ] } ], "damageInflict": [ - "necrotic", + "fire", "poison" ], - "areaTags": [ - "ST", - "MT" - ], "savingThrow": [ "constitution" ], + "areaTags": [ + "Y" + ], "miscTags": [ - "SGT", "SCL", - "RO" + "OBS" ] }, { - "name": "Favour", + "name": "Putrefy", "level": 1, - "school": "E", + "school": "T", "time": [ { "number": 1, - "unit": "reaction", - "condition": "which you take when a creature you can see within 60 feet of yourself makes an attack roll, an ability check, or a saving throw with advantage" + "unit": "bonus" } ], "range": { "type": "point", "distance": { - "type": "self" + "type": "feet", + "amount": 10 } }, "duration": [ @@ -5993,42 +7282,40 @@ "classes": { "fromClassList": [ { - "name": "Wizard", + "name": "Warlock", "source": "PHB" }, { - "name": "Warlock", + "name": "Sorcerer", "source": "PHB" }, { - "name": "Sorcerer", + "name": "Wizard", "source": "PHB" } ] }, "entries": [ - "{@i You steal the fortune of others and use it for your own gain.}", - "The triggering creature gains disadvantage on the roll, negating its advantage.", - "You then gain advantage on the next attack roll, ability check, or saving throw you make within 1 minute. You can be empowered by only one use of this spell at a time." + "With a flourish and a curse, you cause an amount of food to rot and decay, rendering it totally inedible.", + "All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range becomes rotten and inedible." ], "source": "FFSkaven", "components": { "v": true, "s": true, - "m": "a bit of flesh from a humanoid creature" + "m": "a handful of rotten grain" + }, + "meta": { + "ritual": true }, - "miscTags": [ - "SGT", - "ADV" - ], "areaTags": [ - "ST" + "S" ] }, { - "name": "Pestilent Breath", + "name": "Toxic Rain", "level": 3, - "school": "N", + "school": "C", "time": [ { "number": 1, @@ -6036,15 +7323,20 @@ } ], "range": { - "type": "cone", + "type": "point", "distance": { "type": "feet", - "amount": 30 + "amount": 90 } }, "duration": [ { - "type": "instant" + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true } ], "classes": { @@ -6052,27 +7344,58 @@ { "name": "Wizard", "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Fighter", + "source": "PHB" + }, + "subclass": { + "name": "Eldritch Knight", + "shortName": "Eldritch Knight", + "source": "PHB" + } + }, + { + "class": { + "name": "Rogue", + "source": "PHB" + }, + "subclass": { + "name": "Arcane Trickster", + "shortName": "Arcane Trickster", + "source": "PHB" + } } ] }, "entries": [ - "You exhale a pestilent, poisonous cloud at your enemies. Each creature in a 30-foot cone must make a Constitution saving throw. On a failed save a creature takes {@damage 8d4} poison damage and is {@condition poisoned} for 1 minute on a failed save, or half as much damage and isn't {@condition poisoned} on a successful one. The {@condition poisoned} creature may repeat the saving throw at the end of each of its turns, ending the {@condition poisoned} condition on a success." + "Calling upon the power of the Horned Rat, you conjure a poisonous cloud that appears in the shape of a cylinder that is 10 feet tall with a 30-foot radius, centered on a point you can see within range directly above you. The spell fails if you can't see a point in the air where the poisonous cloud could appear (for example, if you are in a room that can't accommodate the cloud).", + "When you cast this spell you can choose a number of creatures up to your spellcasting modifier (minimum of 1) that you can see and are fully within the cylinder, the chosen creatures must make a Constitution saving throw. On a failed save they fall {@condition unconscious} until the spell ends, the target takes damage (except from this spell), or someone uses an action to shake or slap the target awake.", + "When any creature enters the area for the first time on a turn or starts its turn there, it must make a Constitution saving throw, taking {@damage 1d4} poison damage on a failed save or half as much on a successful one." ], "source": "FFSkaven", "components": { "v": true, "s": true, - "m": "a stick of warpstone incense lit at both ends" + "m": "a baby cave viper" }, - "conditionInflict": [ - "poisoned" - ], "entriesHigherLevel": [ { "type": "entries", "name": "At Higher Levels", "entries": [ - "When you cast this spell using a spell slot of 4th level or higher, each target takes {@damage 2d4} extra damage of the type rolled for each slot level above 3rd." + "When you cast this spell using a spell slot of 4th level or higher, the damage increases by {@dice 1d4} for each slot level above 3rd." ] } ], @@ -6083,9 +7406,10 @@ "constitution" ], "areaTags": [ - "N" + "Y" ], "miscTags": [ + "SGT", "SCL" ] } @@ -6262,7 +7586,7 @@ "dmg1": "2d6", "dmgType": "L", "property": [ - "AF|DMG", + "AF", "FFSCP", "FFSMF", "FFSRD", @@ -6300,7 +7624,7 @@ "dmg1": "2d8", "dmgType": "L", "property": [ - "AF|DMG", + "AF", "H", "2H", "FFSCP", @@ -6332,7 +7656,7 @@ }, { "name": "Warpstone Powder", - "type": "AF|DMG", + "type": "AF", "rarity": "none", "weight": 0.2, "source": "FFSkaven" @@ -6397,4 +7721,4 @@ ] } ] -} +} \ No newline at end of file diff --git a/race/Foxfire94; Basitin.json b/race/Foxfire94; Basitin.json index 0f4135c9b..3df273cb8 100644 --- a/race/Foxfire94; Basitin.json +++ b/race/Foxfire94; Basitin.json @@ -1,179 +1,180 @@ -{ - "_meta": { - "sources": [ - { - "json": "BasitinFF", - "abbreviation": "Basitin", - "full": "Basitin", - "authors": [ - "Foxfire94" - ], - "version": "1.0", - "url": "https://homebrewery.naturalcrit.com/share/1i2g_-uxhJDhfK-MFci31Zl8XwIdMgfuRsix_CpNWwngE", - "color": "c7b299" - } - ], - "dateAdded": 1679422391, - "dateLastModified": 1729630006, - "_dateLastModifiedHash": "e419746568", - "edition": "classic" - }, - "race": [ - { - "name": "Basitin", - "source": "BasitinFF", - "ability": [ - { - "con": 2, - "choose": { - "from": [ - "str", - "dex", - "int", - "wis", - "cha" - ], - "count": 1 - } - } - ], - "size": [ - "M" - ], - "speed": 30, - "traitTags": [ - "Skill Proficiency" - ], - "skillProficiencies": [ - { - "perception": true - } - ], - "resist": [ - "poison" - ], - "entries": [ - { - "name": "Age", - "entries": [ - "Basitin have lifespans comparable to humans. They enter adulthood in their late teens and usually live around 60 years." - ], - "type": "entries" - }, - { - "name": "Alignment", - "entries": [ - "Eastern Basitin are almost always lawful in alignment, whereas Western Basitin are more commonly chaotic in their alignment, and Northern Basitin can fall on either side of the spectrum." - ], - "type": "entries" - }, - { - "name": "Size", - "entries": [ - "Basitin are between 4 to 6 feet tall and weigh between 120 and 200 pounds. Your size is Medium." - ], - "type": "entries" - }, - { - "name": "Keen Senses", - "entries": [ - "You have proficiency in the {@skill Perception} skill." - ], - "type": "entries" - }, - { - "name": "Excellent Immune System", - "entries": [ - "You have advantage on saving throws against being {@condition poisoned} and contracting diseases. When you reach 3rd level you gain resistance to poison damage." - ], - "type": "entries" - }, - { - "name": "Resilient Physiology", - "entries": [ - "Your resilience lets you survive attacks that would break others; you reduce all damage you take by an amount equal to your proficiency bonus. This reduction is done before any applicable resistances or vulnerabilities are taken into account." - ], - "type": "entries" - }, - { - "name": "Arcana Adversity", - "entries": [ - "Uniquely, while most races have some form of connection to magic, Basitin lack this almost entirely. This creates an additional strain on them when they attempt to utilize the arcane.", - "After casting a spell, roll a d20. You gain a level of {@condition exhaustion} if the result is equal to or lower than either the following:", - { - "type": "list", - "items": [ - "One plus the spell's level (cantrips are considered 0).", - "The number of spells you've cast since finishing a long rest." - ] - }, - "Additionally on a roll of 1 you also suffer a {@variantrule madness|DMG|short-term madness effect}." - ], - "type": "entries" - }, - { - "name": "Martial Tradition", - "entries": [ - "You are proficient with light armor and with {@item shortsword|phb|shortswords}, {@item longsword|phb|longswords}, and {@item spear|phb|spears}." - ], - "type": "entries" - }, - { - "name": "Languages", - "entries": [ - "You can speak, read, and write Common, Basitin and one extra language of your choice." - ], - "type": "entries" - } - ], - "fluff": { - "entries": [ - "The Basitin encompass two separate cultures, both of which live on the Basidian Islands. Living on the Eastern Isles are the Eastern Basitin, the more technologically advanced of both cultures, they rely on ideals of military discipline and obedience to their superiors. Details about the Western Basitin living on the Western Isles are scarce but it seems they still still live with a tribal like culture. The two races are similar and are biologically the same species, all being Basitin, but they appear to rarely interact mainly due to the East seemingly seeing the West as intellectually inferior and the West being hostile of any outsiders in their territory.", - "Most Basitin look like one another, bearing shades of gray or taupe colored fur and hair, with some rare cases of black fur only ever seen amongst the Western variety of Basitin. Basitin are an anthropomorphic race that features many similarities to feline and lagomorph (Rabbit) characteristics.", - "The Basitin have an impressive immune system and very resilient bodies. They are able to withstand most poisons and diseases. Basitins are also naturally unable to use magic. When trying to use magic, they will be mentally damaged and this can affect their brain to the point of being unable to speak normally." - ] - }, - "languageProficiencies": [ - { - "common": true, - "anyStandard": 1, - "basitin|basitinff": true - } - ], - "weaponProficiencies": [ - { - "longsword|phb": true, - "shortsword|phb": true, - "spear|phb": true - } - ], - "armorProficiencies": [ - { - "light": true - } - ], - "heightAndWeight": { - "baseHeight": 54, - "heightMod": "2d10", - "baseWeight": 115, - "weightMod": "2d4" - }, - "age": { - "mature": 20, - "max": 80 - }, - "hasFluff": true - } - ], - "language": [ - { - "name": "Basitin", - "source": "BasitinFF", - "type": "exotic", - "typicalSpeakers": [ - "Basitin" - ], - "script": "Basitin" - } - ] -} +{ + "_meta": { + "sources": [ + { + "json": "BasitinFF", + "abbreviation": "Basitin", + "full": "Basitin", + "authors": [ + "Foxfire94" + ], + "version": "1.0", + "url": "https://homebrewery.naturalcrit.com/share/1i2g_-uxhJDhfK-MFci31Zl8XwIdMgfuRsix_CpNWwngE", + "color": "c7b299" + } + ], + "dateAdded": 1679422391, + "dateLastModified": 1734655188, + "edition": "classic" + }, + "race": [ + { + "name": "Basitin", + "source": "BasitinFF", + "ability": [ + { + "con": 2, + "choose": + { + "from": + [ + "str", + "dex", + "int", + "wis", + "cha" + ], + "count": 1 + } + } + ], + "size": [ + "M" + ], + "speed": 30, + "traitTags": [ + "Skill Proficiency" + ], + "skillProficiencies": [ + { + "perception": true + } + ], + "resist": [ + "poison" + ], + "entries": [ + { + "name": "Age", + "entries": [ + "Basitin have lifespans comparable to humans. They enter adulthood in their late teens and usually live around 60 years." + ], + "type": "entries" + }, + { + "name": "Alignment", + "entries": [ + "Eastern Basitin are almost always lawful in alignment, whereas Western Basitin are more commonly chaotic in their alignment, and Northern Basitin can fall on either side of the spectrum." + ], + "type": "entries" + }, + { + "name": "Size", + "entries": [ + "Basitin are between 4 to 6 feet tall and weigh between 120 and 200 pounds. Your size is Medium." + ], + "type": "entries" + }, + { + "name": "Keen Senses", + "entries": [ + "You have proficiency in the {@skill Perception} skill." + ], + "type": "entries" + }, + { + "name": "Excellent Immune System", + "entries": [ + "You have advantage on saving throws against being {@condition poisoned} and contracting diseases. When you reach 3rd level you gain resistance to poison damage." + ], + "type": "entries" + }, + { + "name": "Resilient Physiology", + "entries": [ + "Your resilience lets you survive attacks that would break others; you reduce all damage you take by an amount equal to your proficiency bonus. This reduction is done before any applicable resistances or vulnerabilities are taken into account." + ], + "type": "entries" + }, + { + "name": "Arcana Adversity", + "entries": [ + "Uniquely, while most races have some form of connection to magic, Basitin lack this almost entirely. This creates an additional strain on them when they attempt to utilize the arcane.", + "After casting a spell, roll a d20. You gain a level of {@condition exhaustion} if the result is equal to or lower than either the following:", + { + "type":"list", + "items": + [ + "One plus the spell's level (cantrips are considered 0).", + "The number of spells you've cast since finishing a long rest." + ] + }, + "Additionally on a roll of 1 you also suffer a {@variantrule madness|DMG|short-term madness effect}." + ], + "type": "entries" + }, + { + "name": "Martial Tradition", + "entries": [ + "You are proficient with light armor and with {@item shortsword|phb|shortswords}, {@item longsword|phb|longswords}, and {@item spear|phb|spears}." + ], + "type": "entries" + }, + { + "name": "Languages", + "entries": [ + "You can speak, read, and write Common, Basitin and one extra language of your choice." + ], + "type": "entries" + } + ], + "fluff": { + "entries": [ + "The Basitin encompass two separate cultures, both of which live on the Basidian Islands. Living on the Eastern Isles are the Eastern Basitin, the more technologically advanced of both cultures, they rely on ideals of military discipline and obedience to their superiors. Details about the Western Basitin living on the Western Isles are scarce but it seems they still still live with a tribal like culture. The two races are similar and are biologically the same species, all being Basitin, but they appear to rarely interact mainly due to the East seemingly seeing the West as intellectually inferior and the West being hostile of any outsiders in their territory.", + "Most Basitin look like one another, bearing shades of gray or taupe colored fur and hair, with some rare cases of black fur only ever seen amongst the Western variety of Basitin. Basitin are an anthropomorphic race that features many similarities to feline and lagomorph (Rabbit) characteristics.", + "The Basitin have an impressive immune system and very resilient bodies. They are able to withstand most poisons and diseases. Basitins are also naturally unable to use magic. When trying to use magic, they will be mentally damaged and this can affect their brain to the point of being unable to speak normally." + ] + }, + "languageProficiencies": [ + { + "common": true, + "basitin|basitinff": true, + "anyStandard": 1 + } + ], + "weaponProficiencies": [ + { + "longsword|phb": true, + "shortsword|phb": true, + "spear|phb": true + } + ], + "armorProficiencies": [ + { + "light": true + } + ], + "heightAndWeight": { + "baseHeight": 54, + "heightMod": "2d10", + "baseWeight": 115, + "weightMod": "2d4" + }, + "age": { + "mature": 20, + "max": 80 + }, + "hasFluff": true + } + ], + "language": [ + { + "name": "Basitin", + "source": "BasitinFF", + "typicalSpeakers": [ + "Basitin" + ], + "script": "Basitin" + } + ] +} \ No newline at end of file diff --git a/race/Foxfire94; Gnoll, Kitsune, Man-Ogre, Rat-men Races.json b/race/Foxfire94; Gnoll, Kitsune, Man-Ogre, Rat-men Races.json index 1d92a8dd4..c2be2866a 100644 --- a/race/Foxfire94; Gnoll, Kitsune, Man-Ogre, Rat-men Races.json +++ b/race/Foxfire94; Gnoll, Kitsune, Man-Ogre, Rat-men Races.json @@ -47,8 +47,7 @@ } ], "dateAdded": 1584641909, - "dateLastModified": 1729630006, - "_dateLastModifiedHash": "de38f1cd21", + "dateLastModified": 1734655188, "edition": "classic" }, "race": [ @@ -379,7 +378,7 @@ { "name": "Fey Ancestry", "entries": [ - "You have advantage on saving throws against being charmed, and magic can't put you to sleep." + "You have advantage on saving throws against being {@condition charmed}, and magic can't put you to sleep." ], "type": "entries" }, @@ -393,8 +392,7 @@ { "name": "Change Form", "entries": [ - "As an action, you can change to your human form or revert to your natural form. You can assume the appearance of a specific single human form of the same sex, you always take this specific form when you use this ability, and you revert to your natural form if you fall unconscious. Your clothing and other equipment don't change in appearance, size, or shape to match your new form.", - "Should you take damage whilst in your human form roll a concentration check, on a failed check you revert to your natural form; this doesn't count as concentrating for the purposes of determining spell casting." + "As an action, you can change to your human form or revert to your natural form. You can assume the appearance of a specific single human form of the same sex, you always take this specific form when you use this trait, and you revert to your natural form if you fall {@condition unconscious} or die. Your clothing and other equipment don't change in appearance, size, or shape to match your new form." ], "type": "entries" }, @@ -545,7 +543,7 @@ { "name": "Bite", "entries": [ - "Your large teeth are a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to {@damage 1d6} + your Strength modifier." + "Your large teeth are a natural weapon, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to {@damage 1d6} + your Strength modifier." ], "type": "entries" }, @@ -559,7 +557,7 @@ { "name": "Plague Carrier", "entries": [ - "You have advantage on saving throws against being poisoned, and you have resistance to poison damage. You are immune to the effects of diseases but are still contagious for the next 24 hours, creatures you come into close contact with must save against the disease as if they'd been targeted by the source of the disease." + "You have advantage on saving throws against being {@condition poisoned}, and you have resistance to poison damage. You are immune to the effects of diseases but are still contagious for the next 24 hours, creatures you come into close contact with must save against the disease as if they'd been targeted by the source of the disease." ], "type": "entries" }, @@ -571,9 +569,9 @@ "type": "entries" }, { - "name": "Suprise Attack", + "name": "Surprise Attack", "entries": [ - "If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it." + "If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra {@damage 2d6} damage to it." ], "type": "entries" }, @@ -711,11 +709,21 @@ { "type": "list", "items": [ - "Increase your Intelligence or Wisdom score by 1, to a maximum of 20.", "You learn two maneuvers from the Battle Master archetype in the fighter class: {@optfeature Commander's Strike} and {@optfeature Pushing Attack}. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).", "You gain two superiority dice, which are {@dice d6}s (these dice are added to any superiority dice you have from another source). These dice are used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest." ] } + ], + "ability": [ + { + "choose": { + "from": [ + "int", + "wis" + ], + "amount": 1 + } + } ] }, { @@ -736,8 +744,8 @@ "type": "list", "items": [ "Your unarmed strikes can deal bludgeoning damage equal to {@damage 1d6} + your Strength modifier on a hit.", - "You count as one size larger when grappling and your speed is not halved when moving a grappled creature if it is a smaller size than you.", - "When you hit with an attack using Strength, you can roll one of the attack's damage dice an additional time and add it as extra damage of the attack's damage type. Once you use this ability, you can't do so again until you finish a short or long rest." + "You count as one size larger when grappling and your speed is not halved when moving a {@condition grappled} creature if it is a smaller size than you.", + "When you hit with an attack using Strength, you can roll one of the attack's damage dice an additional time and add it as extra damage of the attack's damage type. Once you use this feature, you can't do so again until you finish a short or long rest." ] } ] @@ -785,7 +793,7 @@ "items": [ "When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.", "You reduce all non-magical bludgeoning, piercing, and slashing damage you take by an amount equal to your proficiency bonus. This reduction is done before any applicable resistances are taken into account.", - "You have advantage on saving throws against being knocked prone or being stunned." + "You have advantage on saving throws against being knocked {@condition prone} or being {@condition stunned}." ] } ] @@ -808,7 +816,6 @@ "type": "list", "items": [ "You gain proficiency with the {@item disguise kit|phb} if you didn't already have it.", - "You have advantage on concentration checks to maintain your change form feature.", "You can use your change form feature to instead turn into a {@creature fox|KitsuneFF}. Your game statistics are replaced by the statistics of the fox, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the fox. If the fox has the same proficiency as you and the bonus in its stat block is higher than yours, use the fox's bonus instead of yours. Any equipment you are wearing or carrying isn't transformed and you can't wear any armor unless it is made to fit your fox form. You have disadvantage when using equipment meant for humanoids and cannot cast spells that require material components while in this form." ] } @@ -867,7 +874,7 @@ "items": [ "You gain proficiency with {@item alchemist's supplies|phb} and the {@item poisoner's kit|phb}.", "You learn the {@spell poison spray} cantrip if you don't already know it, Constitution is your spellcasting ability for this spell.", - "During a short rest you can use 5gp worth of materials to craft a number of poison bombs up to your Intelligence modifier. You can throw a single bomb up to 30ft. on your turn. On a hit it deals 1d4 poison damage and the creature must succeed a Constitution save with a DC equal to 10 plus your Intelligence modifier or be poisoned for 1d4 turns." + "During a short rest you can use 5gp worth of materials to craft a number of poison bombs up to your Intelligence modifier. You can throw this bomb up to 20 feet, or up to 60 feet with disadvantage. On a hit it deals {@damage 1d6} poison damage and the creature must succeed a Constitution save with a DC of 10 plus your Intelligence modifier or be {@condition poisoned} until the end of your next turn." ] } ] @@ -891,7 +898,7 @@ "items": [ "While you aren't holding anything in your hands your base walking speed increases by 10 feet.", "You have advantage on Wisdom ({@skill Perception}) and Wisdom ({@skill Survival}) checks made to track another creature.", - "You can use your action to consume the flesh and blood of a dead organic creature within 5 feet of you, gaining hit points equal to your Constitution modifier (minimum of 1)." + "You can use your action to consume the flesh and blood of a dead organic creature within 5 feet of you, regaining hit points equal to your Constitution modifier (minimum of 1)." ] } ] @@ -979,6 +986,7 @@ "Keen Senses", "Pounce" ], + "familiar": true, "shortName": true, "conditionInflict": [ "prone" @@ -1017,7 +1025,6 @@ { "name": "Rat-men", "source": "RatmenFF", - "type": "exotic", "typicalSpeakers": [ "Rat-men" ], diff --git a/race/Foxfire94; Lupin.json b/race/Foxfire94; Lupin.json index 2199b4cbb..6e4946a01 100644 --- a/race/Foxfire94; Lupin.json +++ b/race/Foxfire94; Lupin.json @@ -1,249 +1,247 @@ -{ - "_meta": { - "sources": [ - { - "json": "LupinFF", - "abbreviation": "Lupin", - "full": "Lupin", - "authors": [ - "Foxfire94" - ], - "version": "1.0", - "url": "https://homebrewery.naturalcrit.com/share/1i2g_-uxhJDhfK-MFci31Zl8XwIdMgfuRsix_CpNWwngE", - "color": "674f35" - } - ], - "dateAdded": 1702252460, - "dateLastModified": 1729630006, - "_dateLastModifiedHash": "c49212bdd7", - "edition": "classic" - }, - "race": [ - { - "name": "Lupin", - "source": "LupinFF", - "ability": [ - { - "wis": 2, - "choose": { - "from": [ - "str", - "dex", - "con", - "int", - "cha" - ], - "count": 2 - } - } - ], - "size": [ - "M" - ], - "speed": 30, - "traitTags": [ - "Skill Proficiency" - ], - "skillProficiencies": [ - { - "animal handling": true - } - ], - "entries": [ - { - "name": "Age", - "entries": [ - "Lupin have lifespans comparable to humans. They reach adulthood in their late teens and usually live to around 80 years of age." - ], - "type": "entries" - }, - { - "name": "Alignment", - "entries": [ - "Their strong beliefs in community, loyalty, and trust mark lupins as highly lawful creatures. Generosity and pity for the poor define the race, but lupins also tend to hold grudges thus, many are either lawful good or lawful neutral. Only rare exceptions become chaotic or evil." - ], - "type": "entries" - }, - { - "name": "Size", - "entries": [ - "Lupin are about the same size as humans, ranging from 5 to 6 feet tall and weigh between 115 and 230 pounds. Your size is Medium." - ], - "type": "entries" - }, - { - "name": "Darkvision", - "entries": [ - "You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness as shades of gray." - ], - "type": "entries" - }, - { - "name": "Acute Senses", - "entries": [ - "You gain advantage on any Wisdom ({@skill Perception}) checks that rely on hearing or smell." - ], - "type": "entries" - }, - { - "name": "Naturally Equipped", - "entries": [ - "You are never unarmed. Your jaws are a natural weapon, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to {@damage 1d6} + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike." - ], - "type": "entries" - }, - { - "name": "Hunter of Lycans", - "entries": [ - "You have advantage on the first attack roll you make on your turn against any form of lycanthrope, and advantage on Wisdom ({@skill Survival}) checks made to follow tracks." - ], - "type": "entries" - }, - { - "name": "Expert Rider", - "entries": [ - "You have proficiency in the {@skill Animal Handling} skill and mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed." - ], - "type": "entries" - }, - { - "name": "Languages", - "entries": [ - "You can speak, read, and write Common and Lupin. Lupin is a visual as well as verbal language consisting of words as well as growls, barks, and subtle shifts of the body." - ], - "type": "entries" - } - ], - "fluff": { - "images": [ - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/6gBjS1m.jpg" - } - } - ], - "entries": [ - "Lupins exist at the crux of a duality, torn constantly between two mythological beginnings. Most of these dog-headed humanoids rarely ponder the subject, living their lives in the comfort of their individual families, saving such speculation for the quiet times of their infirm years. However, non-lupin sages and historians (with lupin input) frequently consider and debate this issue.", - "Although most people consider the debate purely academic, lupin spiritual leaders actively argue two versions of their creation. The original and most popular creation story comes down from their ancient oral tradition, marking lupins as descendants of werewolves who rejected the chaos of their monthly murderous sprees. Proponents of this theory point to the uncanny ability of lupins to sniff out werewolves as well as the obvious physical similarities. The newer origin theory, originally proposed by the lupin sage Hector Roff, argues that the fanatic enmity between lycanthropes and lupins comes from stresses placed upon the lupins by other races. Followers of his theory, called Hectorites, propose that their race came from the union of humans and gnolls, and that early lupins became famed werewolf hunters to prove to fearful human neighbors that they indeed were not werewolves themselves. Most lupins consider this theory preposterous, although the younger generations seem to favor this less idealistic belief.", - "Regardless of their origin, lupins have always had a tie to werewolves. The day after a lupin child proves itself weaned by eating solid foods, the village werewolf hunters, called hruffs, begin teaching it the basics of killing lycanthropes. This day, known as the child's Moonset, is only the first rite of passage for a lupin. At puberty, lupins undergo another rite, called ro'rutoo (for boys) or ro'rutah (for girls). The exact rite varies from tribe to tribe, but it typically includes spending a night on the grasslands with only a mount as company. Succeeding at this rite makes the young lupin an official member of the tribe, and allows him or her the chance to venture with an elder to a White Howl. Once a lupin's muzzle and head hair begin to whiten (a natural change for the race that comes with age) he passes through one final rite composed of fasting and intense meditation. At the conclusion of this rite, the old lupin is recognized as an elder and becomes eligible for the greatest of honors: to represent the tribe in a White Howl.", - "Lupins live in tribes consisting of three to twelve packs, and each pack contains two to ten adults (and several pups). Lupin tribes practice strict egalitarian democracy and usually operate without a leader (although elders in the tribe can often sway the votes of younger members). Once per year, the tribe selects a spokesperson from among the packs' elders as a representative. This individual cannot hold the post longer than a year and cannot be selected again until an elder from every other pack in the tribe has acted as spokesperson. The selected elder (and a retinue of unwed youths) then travels to a gathering of other spokesperson lupins from nearby tribes. This gathering, the White Howl, acts as both a meeting for important discussions among the elders as well as a chance for young lupins to find mates from outside the tribe. A White Howl often degenerates into a wine-soaked celebration that lasts for up to three weeks.", - "The lupins' semi-nomadic life centers upon villages composed of wooden longhouses built in a radial pattern surrounding a community space. In the middle of this space, the lupins maintain a continuous flame known as a bg'tyr. Even when the tribe moves from its village to wander the relatively dry plains for the three months of summer, the tribe's bg'tyr continues to burn inside a copper-lined cedar bowl. The task of keeping the bg'tyr lit falls upon a group of lupin girls too young to bear children\u2014one such pup from each pack within the tribe. These girls, known as bg'tyr mates, often grow to prominence within the community in adulthood.", - "Many lupin tribes consider the week of the full moon an important religious time. During the three days when the moon is brightest, hruffs from nearby villages join to form hunting packs known as ah'flir. These ah'flir packs have the specific purpose of hunting down and killing as many werewolves and other lycanthropes as possible.", - { - "type": "entries", - "name": "Personality", - "entries": [ - "All lupins consider trust and loyalty the hallmarks of responsible social behavior. They generally work for the well-being of their community, whether a tribe, a multiracial druidic circle, or an adventuring group. A lupin always knows his duty, and he rarely relinquishes it without good cause. Dedicated and patient, lupins excel at tasks that might require long periods of waiting, and as such make exceptional trackers, vintners, and hunters.", - "Lupins enjoy social interactions, and despise being alone. They make friends easily, and they enjoy crowds (although not necessarily as the center of attention). Perhaps because they give their friendship and loyalty so easily, lupins hold strong grudges against those who betray their trust. Many former business partners or adventuring companions have died at the hands of lupins who felt taken advantage of or deceived." - ] - }, - { - "type": "entries", - "name": "Physical Description", - "entries": [ - "Built like humans with the heads of dogs, many creatures mistake lupins for gnolls or werewolves from a distance. A short coat of fur covers a lupin from head to toe, while longer, silkier hair (much like a human's) grows from the top of their heads. A lupin's body fur tends to be monochromatic, ranging from a light gray through all the shades of brown to black, with occasional lupins sporting coats of brick red or golden yellow. Extraordinarily rare white- coated lupins do exist, but few nonlupins ever see them. Some lupins have a lighter shade of their body fur on their muzzle, ears, and around their eyes, while their head hair tends toward slightly darker shades. White muzzle fur and head hair mark lupin elders.", - "Thick, leathery skin covers the palms oflupin hands and the soles of their feet, and they usually keep their clawlike fingernails and toenails cut short. Lupins have short, nonprehensile tails that they sometimes have difficulty controlling (especially when anxious or excited)." - ] - }, - { - "type": "entries", - "name": "Relations", - "entries": [ - "As social and gregarious creatures, lupins get along well with virtually all races. Only gnolls, goblinoids, and werewolves need fear inhospitable treatment from them. Lupins consider dwarves and half-orcs smelly and less desirable as companions or guests than elves, half-elves, or halflings. The musky scents of gnomes and humans also often agitate lupins' sensitive noses, but not to the extent that they avoid those races. Regardless, the metal goods that dwarves and gnomes often bring to lupin lands buy such guests lavish accommodations and sincere (if sometimes forced) invitations to return. For their part, dwarves enjoy the steadiness and patience of lupins, while elves favor their gregarious natures and love of wild places. Lupins don't care for cities and prefer settlements no larger than a small town." - ] - }, - { - "type": "entries", - "name": "Lupin Lands", - "entries": [ - "Lupins tend to live within thick forests near open grasslands. Some ride fast horses or dire wolves across the steppes to bring down deer, antelope, and elk while others stay nearer their longhouses to fish or pick berries and nuts. Lupins warily watch anyone who enters the lands they consider theirs but usually allow other races to move through their territory unmolested. They actively make war against goblinoids and gnolls who venture too close to the vast swaths of territory they travel." - ] - }, - { - "type": "entries", - "name": "Religion", - "entries": [ - "Like many other races, lupins have a pantheon of godlike beings to whom they pay homage. They call their deities Saints, which consist of lupins who achieved immortal greatness. Saint Renard, the chief lupin deity, represents what Pelor does to humans. Lupins respect their deities and treat them as firsts among equals, but they neither fear nor worship those in their pantheon. They find temples and organized worship fascinating, if a little silly, and rarely give more thought to their deities than a simple thanks when they bed down for the night." - ] - }, - { - "type": "entries", - "name": "Lupin Language", - "entries": [ - "Lupins speak thickly accented Common among nonlupin visitors. When among their own kind, they speak Lupin, a visual as well as verbal language consisting of words as well as growls, barks, and subtle shifts of the body. The Lupin language has no 's', as lupins' long muzzles make it difficult for them to create the sound. Many of their words have only one or two syllables and begin with hard consonants. The language also tends to use the short 'o' and short 'u' sounds and ends many of its words with a hard 'f.'" - ] - }, - { - "type": "entries", - "name": "Lupin Names", - "entries": [ - "Lupins usually present their young with two given names combined with a hyphen when written: one name from the father (usually one of his parents' names) and one name from the mother (usually one of her parents' names). Thus, a male pup whose grandfathers are Lab-Crott and Hector-Roff might get the names Hector-Lab or Roff-Crott. The parents usually choose which name comes first based purely on how the two names sound together. Female names make more use of 'a' sounds and often end with a vowel or a trailing 'n' sound.", - { - "type": "entries", - "entries": [ - { - "type": "entries", - "name": "Male Names", - "entries": [ - "Crott, Hector, Lab, Mattaff, Renard, Roff, Turff" - ] - } - ] - }, - { - "type": "entries", - "entries": [ - { - "type": "entries", - "name": "Female Names", - "entries": [ - "Arann, Carra, Fikenn, Likka, Jakka, Rottie, Warra" - ] - } - ] - } - ] - }, - { - "type": "entries", - "name": "Lupin Adventurers", - "entries": [ - "Lupins adventure for many of the same reasons as rangers or druids of any race. They excel as hunters and trackers, and tend to leave their tribes as outcasts or as youths caught in wanderlust. Lupins put aside their fears and desire to stay with their tribe in order to hunt werewolves. In a land or world infested with lycanthropes, lupins stand on the front lines and often wage personal wars against these hated shapeshifters." - ] - } - ] - }, - "languageProficiencies": [ - { - "common": true, - "lupin|lupinff": true - } - ], - "heightAndWeight": { - "baseHeight": 56, - "heightMod": "2d8", - "baseWeight": 115, - "weightMod": "2d4" - }, - "age": { - "mature": 16, - "max": 80 - }, - "hasFluff": true, - "hasFluffImages": true - } - ], - "language": [ - { - "name": "Lupin", - "source": "LupinFF", - "type": "exotic", - "typicalSpeakers": [ - "Lupin" - ], - "script": "Lupin" - } - ] -} +{ + "_meta": { + "sources": [ + { + "json": "LupinFF", + "abbreviation": "Lupin", + "full": "Lupin", + "authors": [ + "Foxfire94" + ], + "version": "1.0", + "url": "https://homebrewery.naturalcrit.com/share/1i2g_-uxhJDhfK-MFci31Zl8XwIdMgfuRsix_CpNWwngE", + "color": "674f35" + } + ], + "dateAdded": 1702252460, + "dateLastModified": 1734655188, + "edition": "classic" + }, + "race": [ + { + "name": "Lupin", + "source": "LupinFF", + "ability": [ + { + "wis": 2, + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "cha" + ], + "count": 2 + } + } + ], + "size": [ + "M" + ], + "speed": 30, + "traitTags": [ + "Skill Proficiency" + ], + "skillProficiencies": [ + { + "animal handling": true + } + ], + "entries": [ + { + "name": "Age", + "entries": [ + "Lupin have lifespans comparable to humans. They reach adulthood in their late teens and usually live to around 80 years of age." + ], + "type": "entries" + }, + { + "name": "Alignment", + "entries": [ + "Their strong beliefs in community, loyalty, and trust mark lupins as highly lawful creatures. Generosity and pity for the poor define the race, but lupins also tend to hold grudges thus, many are either lawful good or lawful neutral. Only rare exceptions become chaotic or evil." + ], + "type": "entries" + }, + { + "name": "Size", + "entries": [ + "Lupin are about the same size as humans, ranging from 5 to 6 feet tall and weigh between 115 and 230 pounds. Your size is Medium." + ], + "type": "entries" + }, + { + "name": "Darkvision", + "entries": [ + "You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness as shades of gray." + ], + "type": "entries" + }, + { + "name": "Acute Senses", + "entries": [ + "You gain advantage on any Wisdom ({@skill Perception}) checks that rely on hearing or smell." + ], + "type": "entries" + }, + { + "name": "Naturally Equipped", + "entries": [ + "You are never unarmed. Your jaws are a natural weapon, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to {@damage 1d6} + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike." + ], + "type": "entries" + }, + { + "name": "Hunter of Lycans", + "entries": [ + "You have advantage on the first attack roll you make on your turn against any form of lycanthrope, and advantage on Wisdom ({@skill Survival}) checks made to follow tracks." + ], + "type": "entries" + }, + { + "name": "Expert Rider", + "entries": [ + "You have proficiency in the {@skill Animal Handling} skill and mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed." + ], + "type": "entries" + }, + { + "name": "Languages", + "entries": [ + "You can speak, read, and write Common and Lupin. Lupin is a visual as well as verbal language consisting of words as well as growls, barks, and subtle shifts of the body." + ], + "type": "entries" + } + ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/6gBjS1m.jpg" + } + } + ], + "entries": [ + "Lupins exist at the crux of a duality, torn constantly between two mythological beginnings. Most of these dog-headed humanoids rarely ponder the subject, living their lives in the comfort of their individual families, saving such speculation for the quiet times of their infirm years. However, non-lupin sages and historians (with lupin input) frequently consider and debate this issue.", + "Although most people consider the debate purely academic, lupin spiritual leaders actively argue two versions of their creation. The original and most popular creation story comes down from their ancient oral tradition, marking lupins as descendants of werewolves who rejected the chaos of their monthly murderous sprees. Proponents of this theory point to the uncanny ability of lupins to sniff out werewolves as well as the obvious physical similarities. The newer origin theory, originally proposed by the lupin sage Hector Roff, argues that the fanatic enmity between lycanthropes and lupins comes from stresses placed upon the lupins by other races. Followers of his theory, called Hectorites, propose that their race came from the union of humans and gnolls, and that early lupins became famed werewolf hunters to prove to fearful human neighbors that they indeed were not werewolves themselves. Most lupins consider this theory preposterous, although the younger generations seem to favor this less idealistic belief.", + "Regardless of their origin, lupins have always had a tie to werewolves. The day after a lupin child proves itself weaned by eating solid foods, the village werewolf hunters, called hruffs, begin teaching it the basics of killing lycanthropes. This day, known as the child's Moonset, is only the first rite of passage for a lupin. At puberty, lupins undergo another rite, called ro'rutoo (for boys) or ro'rutah (for girls). The exact rite varies from tribe to tribe, but it typically includes spending a night on the grasslands with only a mount as company. Succeeding at this rite makes the young lupin an official member of the tribe, and allows him or her the chance to venture with an elder to a White Howl. Once a lupin's muzzle and head hair begin to whiten (a natural change for the race that comes with age) he passes through one final rite composed of fasting and intense meditation. At the conclusion of this rite, the old lupin is recognized as an elder and becomes eligible for the greatest of honors: to represent the tribe in a White Howl.", + "Lupins live in tribes consisting of three to twelve packs, and each pack contains two to ten adults (and several pups). Lupin tribes practice strict egalitarian democracy and usually operate without a leader (although elders in the tribe can often sway the votes of younger members). Once per year, the tribe selects a spokesperson from among the packs' elders as a representative. This individual cannot hold the post longer than a year and cannot be selected again until an elder from every other pack in the tribe has acted as spokesperson. The selected elder (and a retinue of unwed youths) then travels to a gathering of other spokesperson lupins from nearby tribes. This gathering, the White Howl, acts as both a meeting for important discussions among the elders as well as a chance for young lupins to find mates from outside the tribe. A White Howl often degenerates into a wine-soaked celebration that lasts for up to three weeks.", + "The lupins' semi-nomadic life centers upon villages composed of wooden longhouses built in a radial pattern surrounding a community space. In the middle of this space, the lupins maintain a continuous flame known as a bg'tyr. Even when the tribe moves from its village to wander the relatively dry plains for the three months of summer, the tribe's bg'tyr continues to burn inside a copper-lined cedar bowl. The task of keeping the bg'tyr lit falls upon a group of lupin girls too young to bear children—one such pup from each pack within the tribe. These girls, known as bg'tyr mates, often grow to prominence within the community in adulthood.", + "Many lupin tribes consider the week of the full moon an important religious time. During the three days when the moon is brightest, hruffs from nearby villages join to form hunting packs known as ah'flir. These ah'flir packs have the specific purpose of hunting down and killing as many werewolves and other lycanthropes as possible.", + { + "type": "entries", + "name": "Personality", + "entries": [ + "All lupins consider trust and loyalty the hallmarks of responsible social behavior. They generally work for the well-being of their community, whether a tribe, a multiracial druidic circle, or an adventuring group. A lupin always knows his duty, and he rarely relinquishes it without good cause. Dedicated and patient, lupins excel at tasks that might require long periods of waiting, and as such make exceptional trackers, vintners, and hunters.", + "Lupins enjoy social interactions, and despise being alone. They make friends easily, and they enjoy crowds (although not necessarily as the center of attention). Perhaps because they give their friendship and loyalty so easily, lupins hold strong grudges against those who betray their trust. Many former business partners or adventuring companions have died at the hands of lupins who felt taken advantage of or deceived." + ] + }, + { + "type": "entries", + "name": "Physical Description", + "entries": [ + "Built like humans with the heads of dogs, many creatures mistake lupins for gnolls or werewolves from a distance. A short coat of fur covers a lupin from head to toe, while longer, silkier hair (much like a human's) grows from the top of their heads. A lupin's body fur tends to be monochromatic, ranging from a light gray through all the shades of brown to black, with occasional lupins sporting coats of brick red or golden yellow. Extraordinarily rare white- coated lupins do exist, but few nonlupins ever see them. Some lupins have a lighter shade of their body fur on their muzzle, ears, and around their eyes, while their head hair tends toward slightly darker shades. White muzzle fur and head hair mark lupin elders.", + "Thick, leathery skin covers the palms oflupin hands and the soles of their feet, and they usually keep their clawlike fingernails and toenails cut short. Lupins have short, nonprehensile tails that they sometimes have difficulty controlling (especially when anxious or excited)." + ] + }, + { + "type": "entries", + "name": "Relations", + "entries": [ + "As social and gregarious creatures, lupins get along well with virtually all races. Only gnolls, goblinoids, and werewolves need fear inhospitable treatment from them. Lupins consider dwarves and half-orcs smelly and less desirable as companions or guests than elves, half-elves, or halflings. The musky scents of gnomes and humans also often agitate lupins' sensitive noses, but not to the extent that they avoid those races. Regardless, the metal goods that dwarves and gnomes often bring to lupin lands buy such guests lavish accommodations and sincere (if sometimes forced) invitations to return. For their part, dwarves enjoy the steadiness and patience of lupins, while elves favor their gregarious natures and love of wild places. Lupins don't care for cities and prefer settlements no larger than a small town." + ] + }, + { + "type": "entries", + "name": "Lupin Lands", + "entries": [ + "Lupins tend to live within thick forests near open grasslands. Some ride fast horses or dire wolves across the steppes to bring down deer, antelope, and elk while others stay nearer their longhouses to fish or pick berries and nuts. Lupins warily watch anyone who enters the lands they consider theirs but usually allow other races to move through their territory unmolested. They actively make war against goblinoids and gnolls who venture too close to the vast swaths of territory they travel." + ] + }, + { + "type": "entries", + "name": "Religion", + "entries": [ + "Like many other races, lupins have a pantheon of godlike beings to whom they pay homage. They call their deities Saints, which consist of lupins who achieved immortal greatness. Saint Renard, the chief lupin deity, represents what Pelor does to humans. Lupins respect their deities and treat them as firsts among equals, but they neither fear nor worship those in their pantheon. They find temples and organized worship fascinating, if a little silly, and rarely give more thought to their deities than a simple thanks when they bed down for the night." + ] + }, + { + "type": "entries", + "name": "Lupin Language", + "entries": [ + "Lupins speak thickly accented Common among nonlupin visitors. When among their own kind, they speak Lupin, a visual as well as verbal language consisting of words as well as growls, barks, and subtle shifts of the body. The Lupin language has no 's', as lupins' long muzzles make it difficult for them to create the sound. Many of their words have only one or two syllables and begin with hard consonants. The language also tends to use the short 'o' and short 'u' sounds and ends many of its words with a hard 'f.'" + ] + }, + { + "type": "entries", + "name": "Lupin Names", + "entries": [ + "Lupins usually present their young with two given names combined with a hyphen when written: one name from the father (usually one of his parents' names) and one name from the mother (usually one of her parents' names). Thus, a male pup whose grandfathers are Lab-Crott and Hector-Roff might get the names Hector-Lab or Roff-Crott. The parents usually choose which name comes first based purely on how the two names sound together. Female names make more use of 'a' sounds and often end with a vowel or a trailing 'n' sound.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Male Names", + "entries": [ + "Crott, Hector, Lab, Mattaff, Renard, Roff, Turff" + ] + } + ] + }, + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Female Names", + "entries": [ + "Arann, Carra, Fikenn, Likka, Jakka, Rottie, Warra" + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Lupin Adventurers", + "entries": [ + "Lupins adventure for many of the same reasons as rangers or druids of any race. They excel as hunters and trackers, and tend to leave their tribes as outcasts or as youths caught in wanderlust. Lupins put aside their fears and desire to stay with their tribe in order to hunt werewolves. In a land or world infested with lycanthropes, lupins stand on the front lines and often wage personal wars against these hated shapeshifters." + ] + } + ] + }, + "languageProficiencies": [ + { + "common": true, + "lupin|lupinff": true + } + ], + "heightAndWeight": { + "baseHeight": 56, + "heightMod": "2d8", + "baseWeight": 115, + "weightMod": "2d4" + }, + "age": { + "mature": 16, + "max": 80 + }, + "hasFluff": true, + "hasFluffImages": true + } + ], + "language": [ + { + "name": "Lupin", + "source": "LupinFF", + "typicalSpeakers": [ + "Lupin" + ], + "script": "Lupin" + } + ] +} \ No newline at end of file diff --git a/race/Foxfire94; Sangheili.json b/race/Foxfire94; Sangheili.json index 58160c2ee..750016cbf 100644 --- a/race/Foxfire94; Sangheili.json +++ b/race/Foxfire94; Sangheili.json @@ -1,446 +1,444 @@ -{ - "_meta": { - "sources": [ - { - "json": "FFSangheili", - "abbreviation": "Sangheili", - "full": "Sangheili", - "authors": [ - "Foxfire94" - ], - "version": "1.0", - "url": "https://homebrewery.naturalcrit.com/share/1i2g_-uxhJDhfK-MFci31Zl8XwIdMgfuRsix_CpNWwngE", - "color": "6609af" - } - ], - "dateAdded": 1684281284, - "dateLastModified": 1729630006, - "_dateLastModifiedHash": "41c1a9459b", - "edition": "classic" - }, - "race": [ - { - "name": "Sangheili", - "source": "FFSangheili", - "ability": [ - { - "str": 1, - "con": 1, - "choose": { - "from": [ - "int", - "wis" - ], - "count": 1, - "amount": 1 - } - } - ], - "size": [ - "M" - ], - "speed": 35, - "traitTags": [ - "Skill Proficiency", - "Powerful Build" - ], - "skillProficiencies": [ - { - "athletics": true - } - ], - "entries": [ - { - "name": "Age", - "entries": [ - "Sangheili enter adulthood in their mid-twenties and can live up to 200 years." - ], - "type": "entries" - }, - { - "name": "Alignment", - "entries": [ - "Sangheili do not tend towards good or evil, but given their adherence to discipline and tradition they almost all lean towards lawful." - ], - "type": "entries" - }, - { - "name": "Size", - "entries": [ - "Sangheili are between 7 to 8 feet tall and weigh between 300 and 400 pounds. Your size is Medium." - ], - "type": "entries" - }, - { - "name": "Natural Athlete", - "entries": [ - "You have proficiency in the {@skill Athletics} skill." - ], - "type": "entries" - }, - { - "name": "Powerful Build", - "entries": [ - "You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift." - ], - "type": "entries" - }, - { - "name": "Long Strides", - "entries": [ - "Your base walking speed increases to 35 feet." - ], - "type": "entries" - }, - { - "name": "Warrior's Reflexes", - "entries": [ - "When you are forced to make a Dexterity saving throw you can use your reaction to gain advantage on the roll. You can use this trait a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest." - ], - "type": "entries" - }, - { - "name": "Martial Tradition", - "entries": [ - "You are proficient with light armor, medium armor, and with two martial weapons of your choice." - ], - "type": "entries" - }, - { - "name": "Languages", - "entries": [ - "You can speak, read, and write Common and Sangheili." - ], - "type": "entries" - } - ], - "fluff": { - "entries": [ - "The Sangheili are a saurian species known for their warrior culture and combat skill. Intelligent, agile, and extremely strong, they are often characterized by their bravery and honor.", - { - "type": "entries", - "name": "Physical Description", - "entries": [ - "Sangheili are physically imposing beings, typically standing more than a foot taller than the average human. They are vaguely reptilian in overall appearance, with leathery skin, digitigrade legs and sharp claws and teeth. Their large hands have two fingers and two thumbs. Their most distinguishing trait is their jaw structure, which is made up of four separate mandibles attached to their face. Sangheili are muscular and very tall, standing between 7 and 8, though they often seem slightly shorter due to their usual hunched position, but the style of armor they typically wear makes them appear more hunched than they actually are.", - "Their jaws are quadruple-hinged, with an upper jaw and four lower mandibles arranged in two tiers. These mandibles have between six and twelve teeth each and some Sangheili have an additional, larger fang on the tips of each mandible. Adult Sangheili mandibles can be found in varying shapes, sizes, and ranges of dexterity, and are as distinctive as a human fingerprint.", - "Their hands are tetradactyl, each having two fingers in the middle and an opposing thumb on either side. Their legs are digitigrade, with short upper and lower legs, and elongated tarsals, using the distal and intermediate phalanges to support their weight when walking. This arrangement allows them to run very quickly and jump large distances, compared to other races.", - "Sangheili have a binary circulatory system that pumps indigo-colored blood and have a double set of pectoral muscles, which contributes to their incredible strength. Most Sangheili have leathery skin covered in some parts by scales and their skin color can range from light brown to dark brown, light gray to black, and blue. They have forward-facing eyes with vertical slits and horizontal eyelids much like those of reptiles, and their eyes can have multiple colours ranging from red all the way to green and can be even gray; however most Sangheili possess yellow or orange eyes." - ] - }, - { - "type": "entries", - "name": "Culture", - "entries": [ - "Although Sangheili are naturally very intelligent, their culture's long dependence on a military tradition has led to an emphasis on might over study. Despite their warrior culture being the most well-known, the Sangheili actually have almost innumerable roles within their society, from political entities like kaidons and keep elders all the way to the more technical artificers and farmers.", - "Raised from childhood to be warriors, other societal roles are treated as secondary endeavors or even hobbies. Doctors are considered outright dishonorable as they \"spill blood\" outside the battlefield as such few doctors exist within Sangheili society, and Sangheili hold disdain for using medicine to treat themselves and some personally would rather suffer through their injuries or die.", - "Sangheili are trained to be skilled in most ranged weapons, as well as hand-to-hand combat. A prominent example of this martial focus is that only aristocrats are allowed to wield swords and that sword-wielders are then no longer eligible for marriage; however, they may breed with any female they choose, married or otherwise, to ensure successful transmission of \"swordsman\" genes. Many Sangheili children are trained in basic swordsmanship early on, both for personal development and for them to be capable of using a sword later in life if necessary. Within the military, an aristocratic title is not necessary for wielding a sword. Military promotion among the Sangheili is by merit. A Sangheili soldier must succeed to advance among the ranks, with this success being measured in combat kills. A Sangheili near the top of the military hierarchy may have personally slaughtered thousands of individuals to reach that status.", - "Historically the Sangheili have considered most other species to be inferior to them, both culturally and in fighting skill; this thinking has caused Sangheili to treat other species cruelly and in an arrogant manner." - ] - }, - { - "type": "entries", - "name": "Sense of Honor", - "entries": [ - "The Sangheili display respect and admiration for honorable fighters, whether they are allies of the Sangheili or not; it is not unusual for the Sangheili to have such an admiration for their adversaries. Sangheili respect and revere veterans and often follow their lead. Their history is rife with victorious combatants welcoming the defeated enemies' remaining forces into their own army, provided of course that they fought with honor.", - "Despite their intelligence, the Sangheili often allow their obsession with honor to cloud their better judgement. The Sangheili usually employ complex strategy only if it either improves success in battle, allows them to inflict more casualties on their enemies, or if it conforms to their code of honor. Otherwise, in both tactical and strategic combat, Sangheili generally charge their enemies with reckless aggression, regardless of any damage they sustain. Only very seldom do they admit temporary defeat.", - "Conversely, those who favor practicality over religious fervor in combat exhibit keen tactical and strategic acumen. The Zealots, despite being among the most fervent adherents of their religion, use shrewd, pragmatic tactics and are willing to engage in subterfuge in lieu of open combat.", - "The Sangheili honor code is similar to a few throughout human history, sharing concepts such as skill in combat (with an emphasis on swordsmanship), loyalty to master and family/clan, and views on death. Some such systems promote death in battle as being the most honorable and proper way to die. If a warrior is critically injured, incapacitated, or captured, the only acceptable recourse is to commit ritualistic suicide, ensuring one's honor is kept intact. This is of such importance to Sangheili warriors that even if they are incapable of killing themselves, they may request the assistance of their fellow Sangheili in doing so. The Sangheili consider being captured in combat to be dishonorable. To retain his honor, a valiant Sangheili would typically commit suicide while in prison. Often when imprisoned Sangheili are freed those who have not killed themselves are executed anyway, however, escaping or staging an uprising is considered acceptable." - ] - }, - { - "type": "entries", - "name": "Customs and Superstitions", - "entries": [ - "Despite their martial nature, the Sangheili have reservations to the spilling of one's own blood. This is an extension of the belief that the blood of a warrior is his essence, which is synonymous with his honor; thus, to spill one's blood is to lose one's honor. As a result, in Sangheili culture, doctors are seen by many as the lowest members of society because they \"make their living slicing and causing another Sangheili to bleed without honor.\" This means that the only 'honorable' way for a Sangheili to be injured or bleed out is from combat with the enemy. This belief also makes visiting a doctor very shameful for some Sangheili.", - "The Sangheili seldom view personal weapons as anything more than tools of war, and rarely attach extra importance to a weapon simply because it once belonged to a great warrior. However, certain historical weapons were so famous that they were said to possess a small part of the owner's heart, and were given names as a result.", - "Many Sangheili believe that a weapon is to be drawn only if it is to be used, because a drawn weapon \"demands blood.\" However, it appears that the user's intention when it is being drawn matters more than the weapon actually being used.", - "As a symbolic gesture of love for his people, a Sangheili leader may choose to walk among his followers and help them in their duties, even doing what is normally considered females' work such as helping them care for eggs. This is also done to inspire the Sangheili to work diligently so as to not be outdone by their superiors.", - "In warfare, the Sangheili uphold a martial tradition known as {@i Shrwssha'wash}; a ritual dismemberment of defeated foes, most commonly manifested by the displaying of the enemy's skull as a trophy." - ] - }, - { - "type": "entries", - "name": "Government", - "entries": [ - "The Sangheili often have no unified government; typically they are splintered into numerous feudal, meritocratic city-states. A given state is governed by a single clan residence and assembly house known as a keep, headed by a kaidon selected by a council of elders. There are usually a number of \"client keeps\" belonging to different clans under the leading keep's rule, though a state's elders will assume the kaidon's clan name as a title signifying their position, regardless of the name of their own family keep.", - "In Sangheili culture, it is customary to settle disagreements with authority by assassination, though one has to use personal weapons in order for the practice to be considered honorable. For example, if a council elder believes that his vote was ill-advised or had second thoughts, it is considered a tradition for council elders to initiate some form of attack, such as sending assassins, against the kaidon in order \"...to test the true merit of the ruler's martial abilities.\" The belief was that \"a kaidon who could not defend himself was not a true leader.\" Should the attack fail, the responsible elder will be executed immediately, and his family will be killed. However, punishment for this form of failure was usually flexible. As such, if the elder did something honorable, such as attack the kaidon himself, or attempted to make a final stand against the kaidon, then he would probably have managed to save his family from certain death, although they might still be banished." - ] - }, - { - "type": "entries", - "name": "Family", - "entries": [ - "Family history and lineage are greatly valued, with most families having their own unique \"battle poem\" and \"saga wall\" detailing the deeds and actions of its members during times of war.", - "Although Sangheili society is patriarchal, and while most males serve as warriors, female Sangheili hold considerable power in issues within their family keeps, including political matters, civil duties and trade, while Sangheili males are sent into service as warriors. Sangheili females have access to records of their own bloodlines, and are able to choose their mates. The maintaining of a clan's familial records is typically the duty of the wife of the keep elder. The concept of divorce is completely foreign to Sangheili.", - "Sangheili warriors form very close-knitted relationships, referring to their comrades as \"brothers\" or \"sisters\" and remaining intensely loyal to them. This loyalty is shown in the custom of grieving after the death of a fallen comrade, a ritual which includes prayer for the dead warrior." - ] - }, - { - "type": "entries", - "name": "Children", - "entries": [ - "Newly hatched Sangheili are called \"childlings\", and as they grow older, they are then referred to as \"younglings\". During the first decade of their lives, Sangheili children have protective scales that hang from their necks, an evolutionary holdover from the days when the Sangheili used to carry their offspring with their toothy mandibles away from danger.", - "Sangheili children are typically raised in the communal environment of their family keep to ensure that all start on an equal footing and progress in rank by merit of their abilities. They are not allowed to know the identity of their true fathers and are usually raised by a maternal uncle instead. This is a method of preventing status from being inherited in order to force children to make their own way in the world so they actively work for and earn advancement, thus minimizing nepotism and promoting loyalty to the whole clan rather than their parents. However, as some children's fathers are swordsmen who have been granted the right to reproduce with any number of female Sangheili they desire, the use of a maternal uncle as a father-like figure is used to allow children to be raised equally. Sometimes the individual acting as a Sangheili's \"uncle\" is in fact the father, but this makes no difference to his role as the child will never know.", - "Both male and female Sangheili are taught to fight from a young age. Though only males go on to become warriors, it is believed that the females should be able to defend themselves in the event their keep is attacked. A popular pastime for Sangheili children is to hunt small creatures that live near their homes; young Sangheili also learn and sing old narrative poems, the most famous and widely known being the legendary ballad of the demigod hero Kel 'Darsam." - ] - }, - { - "type": "entries", - "name": "Language", - "entries": [ - "The Sangheili language is rather harsh and guttural to untrained ears. While much remains unknown to outsiders about its overall structure and conventions, it is known that certain sounds are largely absent from the Sangheili language due to their unique mouth structure; for example, Sangheili have difficulty pronouncing human words containing the letter \"v\" or ending with \"p\".", - "Text, or writing, in Sangheili appears to be mostly triangle shapes and composed almost completely of equilateral triangles. The triangular characters have been seen oriented both in the horizontal left-to-right direction and in a vertical right-to-left direction." - ] - }, - { - "type": "entries", - "name": "Names", - "entries": [ - "The Sangheili place great value in names and titles, and consider names to be a privilege given only to those who are worthy.", - "A Sangheili's first name is a given name that is attained at birth and persists throughout their life. After reaching adulthood, they are given a badge name. This was often composed of two core parts: an adjective describing the individual, and a family name; Ado 'Mortumee was one practitioner of this system, where 'Mor' was his personal descriptor, and 'Tum' identified his lineage. Alternatively, some may have their badge name drawn from their State of origin, which could be tied to a specific Keep or family. For example: Thel 'Vadam was from the Vadam lineage. Some lineages, such as Vadam, have control over their own states, although this is not always the case; it is typical for Sangheili of other lineages to occupy smaller keeps in a state named after another lineage. Client keep elders within a given state typically adopt the name of the state instead of using their own family name.", - "Typically, most elites followed either of the previous systems, although they were exceptions. An \"ee\" suffix denotes military service and lengthened names, such as the prefix \"Ika\" (which meant that the Sangheili had been an aide to a hierarch of some sort), gave them higher status among other elites. Additional titles, such as \"Jar\" and \"Nar,\" appear to be related to specific ranks. Apart from the \"-ee\" suffix, the suffix \"-ai\" denotes swordsmanship, as with Bero 'Kusovai and Toha 'Sumai.", - "Some Sangheili have names tied to heroes, battles, and legends that harken back to early Sangheili history. These more ancient family names often retain the idiosyncrasies of a more antiquated Sangheili dialect.", - "The apostrophe in front of the clan name indicates a sound resembling a glottal stop or click.", - { - "type": "entries", - "entries": [ - { - "type": "entries", - "name": "Given Names", - "entries": [ - "Avu, Bero, Chak, Elhi, Fal, Inka, Jul, Let, N'tho, Okro, Ripa, Rtas, Sesa, Thav, Thel, Toha, Usze, Zuka" - ] - } - ] - }, - { - "type": "entries", - "entries": [ - { - "type": "entries", - "name": "Badge Names", - "entries": [ - "'Ahcol, 'Chavam, 'Kusov, 'Lok, 'Mdama, 'Moram, 'Refum, 'Saham, 'Sebarim, 'Sraom, 'Sum, 'Taham, 'Telcam, 'Vadam, 'Vadum, 'Vagaduun, 'Volir, 'Zamam" - ] - } - ] - } - ] - } - ], - "images": [ - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/MysvyTy.png" - }, - "title": "Sangheili Fighter", - "credit": "By Cosmin Ţîrlea" - }, - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/5IqDjRD.png" - }, - "title": "Sangheili Cleric", - "credit": "By Cosmin Ţîrlea" - }, - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/8WzgPeh.png" - }, - "title": "Sangheili Rogue", - "credit": "By Cosmin Ţîrlea" - }, - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/fNJvjRl.png" - }, - "title": "Sangheili Druid", - "credit": "By Cosmin Ţîrlea" - }, - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/KDaRpMh.png" - }, - "title": "Sangheili Paladin", - "credit": "By Cosmin Ţîrlea" - }, - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/Fzq2x7g.png" - }, - "title": "Sangheili Warlock", - "credit": "By Cosmin Ţîrlea" - }, - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/ZOeQ4JG.png" - }, - "title": "Sangheili Artificer", - "credit": "By Cosmin Ţîrlea" - }, - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/VU4AnFL.png" - }, - "title": "Sangheili Blood Hunter", - "credit": "By Cosmin Ţîrlea" - }, - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/nKCrr0c.png" - }, - "title": "Sangheili Weaponry", - "credit": "By Cosmin Ţîrlea" - } - ] - }, - "languageProficiencies": [ - { - "common": true, - "sangheili|ffsangheili": true - } - ], - "weaponProficiencies": [ - { - "choose": { - "fromFilter": "type=martial weapon|miscellaneous=mundane", - "count": 2 - } - } - ], - "armorProficiencies": [ - { - "light": true, - "medium": true - } - ], - "heightAndWeight": { - "baseHeight": 86, - "heightMod": "2d8", - "baseWeight": 300, - "weightMod": "1d6" - }, - "age": { - "mature": 25, - "max": 220 - }, - "hasFluff": true, - "hasFluffImages": true - } - ], - "baseitem": [ - { - "name": "Sangheili Twin-Bladed Sword", - "type": "M", - "weaponCategory": "martial", - "weapon": true, - "sword": true, - "rarity": "none", - "value": 9500, - "weight": 6, - "dmg1": "2d4", - "dmgType": "P", - "property": [ - "H", - "S" - ], - "entries": [ - "A large and heavy pair of metal blades joined by a horizontal handle that vaguely resembles an over-sized split katar, this is the traditional and favoured sword of Sangheili society. Given they are usually heirlooms and highly revered, such weapons are quite rare in the hands of outsiders.", - { - "type": "entries", - "name": "Special", - "entries": [ - "When you are wielding this weapon in one hand and no other weapons or wielding a shield, your attacks with it deal {@damage 2d6} piercing damage instead of {@damage 2d4}." - ] - } - ], - "source": "FFSangheili", - "hasFluffImages": true, - "fluff": { - "images": [ - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/VsHv5By.png" - }, - "title": "Twin-Bladed Sword", - "credit": "By Cosmin Ţîrlea" - } - ] - } - } - ], - "item": [ - { - "name": "Sangheili Radiant Twin-Bladed Sword", - "type": "M", - "weaponCategory": "martial", - "rarity": "rare", - "reqAttune": true, - "tier": "major", - "weight": 3, - "dmg1": "2d4", - "dmgType": "R", - "property": [ - "F", - "S" - ], - "entries": [ - "Rare, even amongst the Sangheili, this item appears to be the handle of a {@item Sangheili Twin-Bladed Sword|FFSangheili} absent of its heavy metal blades. While grasping the handle, you can use a bonus action to cause a pair of pure radiant blades to spring into existence, or make the blades disappear. While the blades exist, this weapon has the finesse property. If you are proficient with {@item shortsword|phb|shortswords}, {@item longsword|phb|longswords} or {@item Sangheili Twin-Bladed Sword|FFSangheili|Sangheili twin-bladed swords}, you are proficient with this weapon.", - "The sword's luminous blades emit bright light in a 5-foot radius and dim light for an additional 5 feet.", - { - "type": "entries", - "name": "Special", - "entries": [ - "When you are wielding this weapon in one hand and no other weapons or wielding a shield, your attacks with it deal {@damage 2d6} radiant damage instead of {@damage 2d4}." - ] - } - ], - "source": "FFSangheili", - "hasFluffImages": true, - "fluff": { - "images": [ - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/x5eaNh0.png" - }, - "title": "Radiant Twin-Bladed Sword", - "credit": "By Cosmin Ţîrlea" - } - ] - } - } - ], - "language": [ - { - "name": "Sangheili", - "source": "FFSangheili", - "type": "exotic", - "typicalSpeakers": [ - "Sangheili" - ], - "script": "Sangheili" - } - ] -} +{ + "_meta": { + "sources": [ + { + "json": "FFSangheili", + "abbreviation": "Sangheili", + "full": "Sangheili", + "authors": [ + "Foxfire94" + ], + "version": "1.0", + "url": "https://homebrewery.naturalcrit.com/share/1i2g_-uxhJDhfK-MFci31Zl8XwIdMgfuRsix_CpNWwngE", + "color": "6609af" + } + ], + "dateAdded": 1684281284, + "dateLastModified": 1734655188, + "edition": "classic" + }, + "race": [ + { + "name": "Sangheili", + "source": "FFSangheili", + "ability": [ + { + "str": 1, + "con": 1, + "choose": { + "from": [ + "int", + "wis" + ], + "count": 1, + "amount": 1 + } + } + ], + "size": [ + "M" + ], + "speed": 35, + "traitTags": [ + "Skill Proficiency", + "Powerful Build" + ], + "skillProficiencies": [ + { + "athletics": true + } + ], + "entries": [ + { + "name": "Age", + "entries": [ + "Sangheili enter adulthood in their mid-twenties and can live up to 200 years." + ], + "type": "entries" + }, + { + "name": "Alignment", + "entries": [ + "Sangheili do not tend towards good or evil, but given their adherence to discipline and tradition they almost all lean towards lawful." + ], + "type": "entries" + }, + { + "name": "Size", + "entries": [ + "Sangheili are between 7 to 8 feet tall and weigh between 300 and 400 pounds. Your size is Medium." + ], + "type": "entries" + }, + { + "name": "Natural Athlete", + "entries": [ + "You have proficiency in the {@skill Athletics} skill." + ], + "type": "entries" + }, + { + "name": "Powerful Build", + "entries": [ + "You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift." + ], + "type": "entries" + }, + { + "name": "Long Strides", + "entries": [ + "Your base walking speed increases to 35 feet." + ], + "type": "entries" + }, + { + "name": "Warrior's Reflexes", + "entries": [ + "When you are forced to make a Dexterity saving throw you can use your reaction to gain advantage on the roll. You can use this trait a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest." + ], + "type": "entries" + }, + { + "name": "Martial Tradition", + "entries": [ + "You are proficient with light armor, medium armor, and with two {@filter martial weapons|items|source=phb|category=basic|type=martial weapon} of your choice." + ], + "type": "entries" + }, + { + "name": "Languages", + "entries": [ + "You can speak, read, and write Common and Sangheili." + ], + "type": "entries" + } + ], + "fluff": { + "entries": [ + "The Sangheili are a saurian species known for their warrior culture and combat skill. Intelligent, agile, and extremely strong, they are often characterized by their bravery and honor.", + { + "type": "entries", + "name": "Physical Description", + "entries": [ + "Sangheili are physically imposing beings, typically standing more than a foot taller than the average human. They are vaguely reptilian in overall appearance, with leathery skin, digitigrade legs and sharp claws and teeth. Their large hands have two fingers and two thumbs. Their most distinguishing trait is their jaw structure, which is made up of four separate mandibles attached to their face. Sangheili are muscular and very tall, standing between 7 and 8, though they often seem slightly shorter due to their usual hunched position, but the style of armor they typically wear makes them appear more hunched than they actually are.", + "Their jaws are quadruple-hinged, with an upper jaw and four lower mandibles arranged in two tiers. These mandibles have between six and twelve teeth each and some Sangheili have an additional, larger fang on the tips of each mandible. Adult Sangheili mandibles can be found in varying shapes, sizes, and ranges of dexterity, and are as distinctive as a human fingerprint.", + "Their hands are tetradactyl, each having two fingers in the middle and an opposing thumb on either side. Their legs are digitigrade, with short upper and lower legs, and elongated tarsals, using the distal and intermediate phalanges to support their weight when walking. This arrangement allows them to run very quickly and jump large distances, compared to other races.", + "Sangheili have a binary circulatory system that pumps indigo-colored blood and have a double set of pectoral muscles, which contributes to their incredible strength. Most Sangheili have leathery skin covered in some parts by scales and their skin color can range from light brown to dark brown, light gray to black, and blue. They have forward-facing eyes with vertical slits and horizontal eyelids much like those of reptiles, and their eyes can have multiple colours ranging from red all the way to green and can be even gray; however most Sangheili possess yellow or orange eyes." + ] + }, + { + "type": "entries", + "name": "Culture", + "entries": [ + "Although Sangheili are naturally very intelligent, their culture's long dependence on a military tradition has led to an emphasis on might over study. Despite their warrior culture being the most well-known, the Sangheili actually have almost innumerable roles within their society, from political entities like kaidons and keep elders all the way to the more technical artificers and farmers.", + "Raised from childhood to be warriors, other societal roles are treated as secondary endeavors or even hobbies. Doctors are considered outright dishonorable as they \"spill blood\" outside the battlefield as such few doctors exist within Sangheili society, and Sangheili hold disdain for using medicine to treat themselves and some personally would rather suffer through their injuries or die.", + "Sangheili are trained to be skilled in most ranged weapons, as well as hand-to-hand combat. A prominent example of this martial focus is that only aristocrats are allowed to wield swords and that sword-wielders are then no longer eligible for marriage; however, they may breed with any female they choose, married or otherwise, to ensure successful transmission of \"swordsman\" genes. Many Sangheili children are trained in basic swordsmanship early on, both for personal development and for them to be capable of using a sword later in life if necessary. Within the military, an aristocratic title is not necessary for wielding a sword. Military promotion among the Sangheili is by merit. A Sangheili soldier must succeed to advance among the ranks, with this success being measured in combat kills. A Sangheili near the top of the military hierarchy may have personally slaughtered thousands of individuals to reach that status.", + "Historically the Sangheili have considered most other species to be inferior to them, both culturally and in fighting skill; this thinking has caused Sangheili to treat other species cruelly and in an arrogant manner." + ] + }, + { + "type": "entries", + "name": "Sense of Honor", + "entries": [ + "The Sangheili display respect and admiration for honorable fighters, whether they are allies of the Sangheili or not; it is not unusual for the Sangheili to have such an admiration for their adversaries. Sangheili respect and revere veterans and often follow their lead. Their history is rife with victorious combatants welcoming the defeated enemies' remaining forces into their own army, provided of course that they fought with honor.", + "Despite their intelligence, the Sangheili often allow their obsession with honor to cloud their better judgement. The Sangheili usually employ complex strategy only if it either improves success in battle, allows them to inflict more casualties on their enemies, or if it conforms to their code of honor. Otherwise, in both tactical and strategic combat, Sangheili generally charge their enemies with reckless aggression, regardless of any damage they sustain. Only very seldom do they admit temporary defeat.", + "Conversely, those who favor practicality over religious fervor in combat exhibit keen tactical and strategic acumen. The Zealots, despite being among the most fervent adherents of their religion, use shrewd, pragmatic tactics and are willing to engage in subterfuge in lieu of open combat.", + "The Sangheili honor code is similar to a few throughout human history, sharing concepts such as skill in combat (with an emphasis on swordsmanship), loyalty to master and family/clan, and views on death. Some such systems promote death in battle as being the most honorable and proper way to die. If a warrior is critically injured, incapacitated, or captured, the only acceptable recourse is to commit ritualistic suicide, ensuring one's honor is kept intact. This is of such importance to Sangheili warriors that even if they are incapable of killing themselves, they may request the assistance of their fellow Sangheili in doing so. The Sangheili consider being captured in combat to be dishonorable. To retain his honor, a valiant Sangheili would typically commit suicide while in prison. Often when imprisoned Sangheili are freed those who have not killed themselves are executed anyway, however, escaping or staging an uprising is considered acceptable." + ] + }, + { + "type": "entries", + "name": "Customs and Superstitions", + "entries": [ + "Despite their martial nature, the Sangheili have reservations to the spilling of one's own blood. This is an extension of the belief that the blood of a warrior is his essence, which is synonymous with his honor; thus, to spill one's blood is to lose one's honor. As a result, in Sangheili culture, doctors are seen by many as the lowest members of society because they \"make their living slicing and causing another Sangheili to bleed without honor.\" This means that the only 'honorable' way for a Sangheili to be injured or bleed out is from combat with the enemy. This belief also makes visiting a doctor very shameful for some Sangheili.", + "The Sangheili seldom view personal weapons as anything more than tools of war, and rarely attach extra importance to a weapon simply because it once belonged to a great warrior. However, certain historical weapons were so famous that they were said to possess a small part of the owner's heart, and were given names as a result.", + "Many Sangheili believe that a weapon is to be drawn only if it is to be used, because a drawn weapon \"demands blood.\" However, it appears that the user's intention when it is being drawn matters more than the weapon actually being used.", + "As a symbolic gesture of love for his people, a Sangheili leader may choose to walk among his followers and help them in their duties, even doing what is normally considered females' work such as helping them care for eggs. This is also done to inspire the Sangheili to work diligently so as to not be outdone by their superiors.", + "In warfare, the Sangheili uphold a martial tradition known as {@i Shrwssha'wash}; a ritual dismemberment of defeated foes, most commonly manifested by the displaying of the enemy's skull as a trophy." + ] + }, + { + "type": "entries", + "name": "Government", + "entries": [ + "The Sangheili often have no unified government; typically they are splintered into numerous feudal, meritocratic city-states. A given state is governed by a single clan residence and assembly house known as a keep, headed by a kaidon selected by a council of elders. There are usually a number of \"client keeps\" belonging to different clans under the leading keep's rule, though a state's elders will assume the kaidon's clan name as a title signifying their position, regardless of the name of their own family keep.", + "In Sangheili culture, it is customary to settle disagreements with authority by assassination, though one has to use personal weapons in order for the practice to be considered honorable. For example, if a council elder believes that his vote was ill-advised or had second thoughts, it is considered a tradition for council elders to initiate some form of attack, such as sending assassins, against the kaidon in order \"...to test the true merit of the ruler's martial abilities.\" The belief was that \"a kaidon who could not defend himself was not a true leader.\" Should the attack fail, the responsible elder will be executed immediately, and his family will be killed. However, punishment for this form of failure was usually flexible. As such, if the elder did something honorable, such as attack the kaidon himself, or attempted to make a final stand against the kaidon, then he would probably have managed to save his family from certain death, although they might still be banished." + ] + }, + { + "type": "entries", + "name": "Family", + "entries": [ + "Family history and lineage are greatly valued, with most families having their own unique \"battle poem\" and \"saga wall\" detailing the deeds and actions of its members during times of war.", + "Although Sangheili society is patriarchal, and while most males serve as warriors, female Sangheili hold considerable power in issues within their family keeps, including political matters, civil duties and trade, while Sangheili males are sent into service as warriors. Sangheili females have access to records of their own bloodlines, and are able to choose their mates. The maintaining of a clan's familial records is typically the duty of the wife of the keep elder. The concept of divorce is completely foreign to Sangheili.", + "Sangheili warriors form very close-knitted relationships, referring to their comrades as \"brothers\" or \"sisters\" and remaining intensely loyal to them. This loyalty is shown in the custom of grieving after the death of a fallen comrade, a ritual which includes prayer for the dead warrior." + ] + }, + { + "type": "entries", + "name": "Children", + "entries": [ + "Newly hatched Sangheili are called \"childlings\", and as they grow older, they are then referred to as \"younglings\". During the first decade of their lives, Sangheili children have protective scales that hang from their necks, an evolutionary holdover from the days when the Sangheili used to carry their offspring with their toothy mandibles away from danger.", + "Sangheili children are typically raised in the communal environment of their family keep to ensure that all start on an equal footing and progress in rank by merit of their abilities. They are not allowed to know the identity of their true fathers and are usually raised by a maternal uncle instead. This is a method of preventing status from being inherited in order to force children to make their own way in the world so they actively work for and earn advancement, thus minimizing nepotism and promoting loyalty to the whole clan rather than their parents. However, as some children's fathers are swordsmen who have been granted the right to reproduce with any number of female Sangheili they desire, the use of a maternal uncle as a father-like figure is used to allow children to be raised equally. Sometimes the individual acting as a Sangheili's \"uncle\" is in fact the father, but this makes no difference to his role as the child will never know.", + "Both male and female Sangheili are taught to fight from a young age. Though only males go on to become warriors, it is believed that the females should be able to defend themselves in the event their keep is attacked. A popular pastime for Sangheili children is to hunt small creatures that live near their homes; young Sangheili also learn and sing old narrative poems, the most famous and widely known being the legendary ballad of the demigod hero Kel 'Darsam." + ] + }, + { + "type": "entries", + "name": "Language", + "entries": [ + "The Sangheili language is rather harsh and guttural to untrained ears. While much remains unknown to outsiders about its overall structure and conventions, it is known that certain sounds are largely absent from the Sangheili language due to their unique mouth structure; for example, Sangheili have difficulty pronouncing human words containing the letter \"v\" or ending with \"p\".", + "Text, or writing, in Sangheili appears to be mostly triangle shapes and composed almost completely of equilateral triangles. The triangular characters have been seen oriented both in the horizontal left-to-right direction and in a vertical right-to-left direction." + ] + }, + { + "type": "entries", + "name": "Names", + "entries": [ + "The Sangheili place great value in names and titles, and consider names to be a privilege given only to those who are worthy.", + "A Sangheili's first name is a given name that is attained at birth and persists throughout their life. After reaching adulthood, they are given a badge name. This was often composed of two core parts: an adjective describing the individual, and a family name; Ado 'Mortumee was one practitioner of this system, where 'Mor' was his personal descriptor, and 'Tum' identified his lineage. Alternatively, some may have their badge name drawn from their State of origin, which could be tied to a specific Keep or family. For example: Thel 'Vadam was from the Vadam lineage. Some lineages, such as Vadam, have control over their own states, although this is not always the case; it is typical for Sangheili of other lineages to occupy smaller keeps in a state named after another lineage. Client keep elders within a given state typically adopt the name of the state instead of using their own family name.", + "Typically, most elites followed either of the previous systems, although they were exceptions. An \"ee\" suffix denotes military service and lengthened names, such as the prefix \"Ika\" (which meant that the Sangheili had been an aide to a hierarch of some sort), gave them higher status among other elites. Additional titles, such as \"Jar\" and \"Nar,\" appear to be related to specific ranks. Apart from the \"-ee\" suffix, the suffix \"-ai\" denotes swordsmanship, as with Bero 'Kusovai and Toha 'Sumai.", + "Some Sangheili have names tied to heroes, battles, and legends that harken back to early Sangheili history. These more ancient family names often retain the idiosyncrasies of a more antiquated Sangheili dialect.", + "The apostrophe in front of the clan name indicates a sound resembling a glottal stop or click.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Given Names", + "entries": [ + "Avu, Bero, Chak, Elhi, Fal, Inka, Jul, Let, N'tho, Okro, Ripa, Rtas, Sesa, Thav, Thel, Toha, Usze, Zuka" + ] + } + ] + }, + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Badge Names", + "entries": [ + "'Ahcol, 'Chavam, 'Kusov, 'Lok, 'Mdama, 'Moram, 'Refum, 'Saham, 'Sebarim, 'Sraom, 'Sum, 'Taham, 'Telcam, 'Vadam, 'Vadum, 'Vagaduun, 'Volir, 'Zamam" + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/MysvyTy.png" + }, + "title": "Sangheili Fighter", + "credit": "By Cosmin Ţîrlea" + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/5IqDjRD.png" + }, + "title": "Sangheili Cleric", + "credit": "By Cosmin Ţîrlea" + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/8WzgPeh.png" + }, + "title": "Sangheili Rogue", + "credit": "By Cosmin Ţîrlea" + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/fNJvjRl.png" + }, + "title": "Sangheili Druid", + "credit": "By Cosmin Ţîrlea" + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/KDaRpMh.png" + }, + "title": "Sangheili Paladin", + "credit": "By Cosmin Ţîrlea" + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/Fzq2x7g.png" + }, + "title": "Sangheili Warlock", + "credit": "By Cosmin Ţîrlea" + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/ZOeQ4JG.png" + }, + "title": "Sangheili Artificer", + "credit": "By Cosmin Ţîrlea" + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/VU4AnFL.png" + }, + "title": "Sangheili Blood Hunter", + "credit": "By Cosmin Ţîrlea" + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/nKCrr0c.png" + }, + "title": "Sangheili Weaponry", + "credit": "By Cosmin Ţîrlea" + } + ] + }, + "languageProficiencies": [ + { + "common": true, + "sangheili|ffsangheili": true + } + ], + "weaponProficiencies": [ + { + "choose": { + "fromFilter": "type=martial weapon|miscellaneous=mundane", + "count": 2 + } + } + ], + "armorProficiencies": [ + { + "light": true, + "medium": true + } + ], + "heightAndWeight": { + "baseHeight": 86, + "heightMod": "2d8", + "baseWeight": 300, + "weightMod": "1d6" + }, + "age": { + "mature": 25, + "max": 220 + }, + "hasFluff": true, + "hasFluffImages": true + } + ], + "baseitem": [ + { + "name": "Sangheili Twin-Bladed Sword", + "type": "M", + "weaponCategory": "martial", + "weapon": true, + "sword": true, + "rarity": "none", + "value": 9500, + "weight": 6, + "dmg1": "2d4", + "dmgType": "P", + "property": [ + "H", + "S" + ], + "entries": [ + "A large and heavy pair of metal blades joined by a horizontal handle that vaguely resembles an over-sized split katar, this is the traditional and favoured sword of Sangheili society. Given they are usually heirlooms and highly revered, such weapons are quite rare in the hands of outsiders.", + { + "type": "entries", + "name": "Special", + "entries": [ + "When you are wielding this weapon in one hand and no other weapons or wielding a shield, your attacks with it deal {@damage 2d6} piercing damage instead of {@damage 2d4}." + ] + } + ], + "source": "FFSangheili", + "hasFluffImages": true, + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/VsHv5By.png" + }, + "title": "Twin-Bladed Sword", + "credit": "By Cosmin Ţîrlea" + } + ] + } + } + ], + "item": [ + { + "name": "Sangheili Radiant Twin-Bladed Sword", + "type": "M", + "weaponCategory": "martial", + "rarity": "rare", + "reqAttune": true, + "tier": "major", + "weight": 3, + "dmg1": "2d4", + "dmgType": "R", + "property": [ + "F", + "S" + ], + "entries": [ + "Rare, even amongst the Sangheili, this item appears to be the handle of a {@item Sangheili Twin-Bladed Sword|FFSangheili} absent of its heavy metal blades. While grasping the handle, you can use a bonus action to cause a pair of pure radiant blades to spring into existence, or make the blades disappear. While the blades exist, this weapon has the finesse property. If you are proficient with {@item shortsword|phb|shortswords}, {@item longsword|phb|longswords} or {@item Sangheili Twin-Bladed Sword|FFSangheili|Sangheili twin-bladed swords}, you are proficient with this weapon.", + "The sword's luminous blades emit bright light in a 5-foot radius and dim light for an additional 5 feet.", + { + "type": "entries", + "name": "Special", + "entries": [ + "When you are wielding this weapon in one hand and no other weapons or wielding a shield, your attacks with it deal {@damage 2d6} radiant damage instead of {@damage 2d4}." + ] + } + ], + "source": "FFSangheili", + "hasFluffImages": true, + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/x5eaNh0.png" + }, + "title": "Radiant Twin-Bladed Sword", + "credit": "By Cosmin Ţîrlea" + } + ] + } + } + ], + "language": [ + { + "name": "Sangheili", + "source": "FFSangheili", + "typicalSpeakers": [ + "Sangheili" + ], + "script": "Sangheili" + } + ] +} \ No newline at end of file diff --git a/spell/Foxfire94; Advanced Arcaneries 2.json b/spell/Foxfire94; Advanced Arcaneries 2.json index 286454a75..8827ab07f 100644 --- a/spell/Foxfire94; Advanced Arcaneries 2.json +++ b/spell/Foxfire94; Advanced Arcaneries 2.json @@ -17,8 +17,7 @@ } ], "dateAdded": 1696734744, - "dateLastModified": 1729630006, - "_dateLastModifiedHash": "194d9b5aff", + "dateLastModified": 1734655188, "edition": "classic" }, "spell": [ @@ -266,7 +265,7 @@ ] }, { - "name": "Be\u2013gone Thought!", + "name": "Be–gone Thought!", "source": "AdvancedArcaneries2", "level": 3, "school": "E", @@ -1435,7 +1434,7 @@ } ], "entries": [ - "{@i Caging a portion of your magical might you send forth waves of energy to destroy your enemies in a burst of azure flame \u2013 or, if the need arises, heal the wounds of your allies.}", + "{@i Caging a portion of your magical might you send forth waves of energy to destroy your enemies in a burst of azure flame – or, if the need arises, heal the wounds of your allies.}", "When you cast this spell choose one of the following effects:", { "type": "entries", @@ -1736,7 +1735,7 @@ ], "entries": [ "{@i The din that rages around the battle takes on a compelling quality to your foes, and they find themselves shaking apart with ecstasy as their bodies resonate with each new sound.}", - "Choose one creature you can see within range. The target must succeed on a Wisdom saving throw or take a number of {@dice d8} equal to its Strength or Dexterity modifier (whichever is higher, minimum of 1) in bludgeoning damage and is {@condition incapacitated} until the start of its next turn." + "Choose one creature you can see within range. The target must succeed on a Wisdom saving throw or it takes a number of {@dice d8} equal to its Strength or Dexterity modifier (whichever is higher, minimum of 1) in bludgeoning damage and is {@condition incapacitated} until the start of its next turn." ], "entriesHigherLevel": [ { @@ -2607,7 +2606,7 @@ }, { "entries": [ - "If the object is a metal weapon, it takes a permanent and cumulative penalty to damage rolls equal to the dice roll. If its penalty drops to \u22125, the weapon is destroyed." + "If the object is a metal weapon, it takes a permanent and cumulative penalty to damage rolls equal to the dice roll. If its penalty drops to −5, the weapon is destroyed." ], "type": "entries" } @@ -3478,8 +3477,8 @@ ], "entries": [ "{@i You call forth crackling claws that sheathe your arms in dark lightning. When you strike, your foes are blasted back as foul energy spears from their bodies.}", - "You conjure a claw in each free hand, each digit like a dagger and they last until the spell ends. If you have no hands free, the spell fails.", - "The claws count as a simple melee weapon with which you are proficient. They have the finesse, and light properties. On a hit they deal {@dice 2d4} lightning and {@damage 2d4} necrotic damage and a creature must make a Strength saving throw or be pushed back 10 feet." + "You conjure a claw in each free hand, each digit like a dagger blade, and they last until the spell ends. If you have no hands free, the spell fails.", + "Each claw counts as a simple melee weapon with which you are proficient, that have the finesse and light properties. On a hit they deal {@dice 2d4} lightning and {@damage 2d4} necrotic damage and a creature must make a Strength saving throw or be pushed back 10 feet." ], "entriesHigherLevel": [ { @@ -3583,7 +3582,7 @@ ], "entries": [ "{@i You taunt another creature in an attempt to draw its aggression.}", - "Choose one creature you can see within range. The creature must succeed on a Wisdom saving throw or it must use an attack, spell, or other ability with you as its target on its next turn. If the creature can't use any of those actions, even after moving, it instead takes the dash action to move towards you provided it is able to do so." + "Choose one creature you can see within range. The creature must succeed on a Wisdom saving throw or it must use an {@action attack}, {@action cast a spell|PHB|spell}, or other ability with you as its target on its next turn. If the creature can't use any of those actions, even after moving, it instead takes the {@action dash} action to move towards you provided it is able to do so." ], "classes": { "fromClassList": [ @@ -3623,7 +3622,7 @@ "time": [ { "number": 1, - "unit": "action" + "unit": "minute" } ], "range": { @@ -5253,4 +5252,4 @@ ] } ] -} +} \ No newline at end of file diff --git a/subclass/Foxfire94; Blood Magic Sorcerous Origin.json b/subclass/Foxfire94; Blood Magic Sorcerous Origin.json index db3890e1b..5e874c4cb 100644 --- a/subclass/Foxfire94; Blood Magic Sorcerous Origin.json +++ b/subclass/Foxfire94; Blood Magic Sorcerous Origin.json @@ -1,178 +1,176 @@ -{ - "_meta": { - "sources": [ - { - "json": "FFBloodSorc", - "abbreviation": "FFBLOODMAGIC", - "full": "Blood Magic Sorcerous Origin", - "authors": [ - "Foxfire94" - ], - "version": "1.0", - "url": "https://www.dmsguild.com/product/453871/The-Blood-Magic-Sorcerous-Origin-for-DD-5e", - "targetSchema": "1.0.0", - "color": "940101" - } - ], - "dateAdded": 1650130290, - "dateLastModified": 1729630006, - "_dateLastModifiedHash": "c85e29ff09", - "edition": "classic" - }, - "subclass": [ - { - "name": "Blood Magic", - "subclassFeatures": [ - "Blood Magic|Sorcerer||Blood Magic|FFBloodSorc|1", - "Murderous Magic|Sorcerer||Blood Magic|FFBloodSorc|6", - "Stalwart Soul|Sorcerer||Blood Magic|FFBloodSorc|14", - "Theft of Life|Sorcerer||Blood Magic|FFBloodSorc|18" - ], - "source": "FFBloodSorc", - "shortName": "Blood Magic", - "subclassSpells": [ - "false life", - "inflict wounds", - "spare the dying", - "life leech|AdvancedArcaneries", - "ray of enfeeblement", - "life transference|xge", - "vampiric touch", - "compulsion", - "death ward", - "enervation|xge", - "haemorrhage|AdvancedArcaneries" - ], - "className": "Sorcerer", - "classSource": "PHB" - } - ], - "subclassFeature": [ - { - "name": "Blood Magic", - "source": "FFBloodSorc", - "className": "Sorcerer", - "classSource": "PHB", - "subclassShortName": "Blood Magic", - "subclassSource": "FFBloodSorc", - "level": 1, - "entries": [ - "Your innate magic comes from your very own blood, which is infused with arcane energy. You might be distantly related to a powerful mage, perhaps you were the result of some esoteric experimentation, or you simply discovered the resonance within you by accident.", - "Regardless of how you came to be you have realised your very own life essence can be a catalyst for casting, which has granted you an increased well of magic to draw from, but all power demands sacrifice...", - { - "type": "refSubclassFeature", - "subclassFeature": "Blood Magic|Sorcerer||Blood Magic|FFBloodSorc|1" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Sanguine Sorcery|Sorcerer||Blood Magic|FFBloodSorc|1" - } - ] - }, - { - "name": "Blood Magic", - "entries": [ - "You learn additional spells when you reach certain levels in this class, as shown on the Blood Magic Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.", - "Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an {@filter evocation or a necromancy spell from the sorcerer, warlock, or wizard spell list|spells|class=sorcerer;warlock;wizard|school=V;N|level=1;2;3;4;5}.", - { - "type": "table", - "caption": "Blood Magic Spells", - "colLabels": [ - "Sorcerer Level", - "Spells" - ], - "colStyles": [ - "col-3 text-center", - "col-9" - ], - "rows": [ - [ - "1st", - "{@spell false life|phb}, {@spell inflict wounds},{@spell spare the dying|phb}" - ], - [ - "3rd", - "{@spell life leech|AdvancedArcaneries|life leech¹}, {@spell ray of enfeeblement|phb}" - ], - [ - "5th", - "{@spell life transference|xge}, {@spell vampiric touch|phb}" - ], - [ - "7th", - "{@spell compulsion|phb}, {@spell death ward|phb}" - ], - [ - "9th", - "{@spell enervation|xge}, {@spell haemorrhage|AdvancedArcaneries|haemorrhage¹}" - ] - ] - }, - "¹Available in Advanced Arcaneries Vol.1 found in the Homebrew section on the Spells page!" - ], - "source": "FFBloodSorc", - "className": "Sorcerer", - "classSource": "PHB", - "subclassShortName": "Blood Magic", - "subclassSource": "FFBloodSorc", - "level": 1, - "header": 1 - }, - { - "name": "Sanguine Sorcery", - "entries": [ - "Starting at 1st level you can use your own vitality to fuel your spells; you are able to cast a Sorcerer spell you know of 1st level or higher at its lowest level without expending a spell slot by reducing your current and maximum hit points by a number of {@dice d6} equal to the level of the spell.", - "The reduction to your hit point maximum lasts until you finish a long rest. You die if this reduces your hit point maximum to 0.", - "If you use this feature to cast a spell of 7th level or higher you must finish a long rest before you can do so again." - ], - "source": "FFBloodSorc", - "className": "Sorcerer", - "classSource": "PHB", - "subclassShortName": "Blood Magic", - "subclassSource": "FFBloodSorc", - "level": 1, - "header": 1 - }, - { - "name": "Murderous Magic", - "source": "FFBloodSorc", - "className": "Sorcerer", - "classSource": "PHB", - "subclassShortName": "Blood Magic", - "subclassSource": "FFBloodSorc", - "level": 6, - "header": 2, - "entries": [ - "At 6th level, when you reduce a creature that isn't a construct or undead to 0 hit points with a spell of 1st level or higher, you can use your reaction to harvest their life energy and regain 1d4 expended sorcery points. You can use this feature a number of times equal to your proficiency bonus; and regain all expended uses when you finish a long rest." - ] - }, - { - "name": "Stalwart Soul", - "source": "FFBloodSorc", - "className": "Sorcerer", - "classSource": "PHB", - "subclassShortName": "Blood Magic", - "subclassSource": "FFBloodSorc", - "level": 14, - "header": 2, - "entries": [ - "Beginning at 14th level, you cling to life harder the more it escapes your veins. While you are not wearing armour or wielding a shield, you gain a bonus to your AC equal to your Constitution modifier (minimum of 0) when you are below your hit point maximum." - ] - }, - { - "name": "Theft of Life", - "source": "FFBloodSorc", - "className": "Sorcerer", - "classSource": "PHB", - "subclassShortName": "Blood Magic", - "subclassSource": "FFBloodSorc", - "level": 18, - "header": 2, - "entries": [ - "At 18th level you learn how to revitalise yourself with the blood of others. As an action you can choose one creature you can see within 30 feet of you, they must make a Constitution saving throw against your spell save DC. This feature has no effect on constructs or undead.", - "On a failed save an arterial wound opens on the target, their blood flying from their body and into yours in a burst of gore; the target is {@condition stunned} until the end of your next turn, and its current and maximum hit points are reduced by an amount equal to your Sorcerer level, or if they have fewer than that many current hit points, are reduced to 0 instead. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.", - "Your current and maximum hit points are then increased by an amount equal to the reduction to the target, which lasts until you finish a long rest. You can use this feature a number of times equal to your Constitution modifier (minimum of 1) and you regain all expended uses when you finish a long rest." - ] - } - ] -} +{ + "_meta": { + "sources": [ + { + "json": "FFBloodSorc", + "abbreviation": "FFBLOODMAGIC", + "full": "Blood Magic Sorcerous Origin", + "authors": [ + "Foxfire94" + ], + "version": "1.0", + "url": "https://www.dmsguild.com/product/453871/The-Blood-Magic-Sorcerous-Origin-for-DD-5e", + "color": "940101" + } + ], + "dateAdded": 1650130290, + "dateLastModified": 1734655188, + "edition": "classic" + }, + "subclass": [ + { + "name": "Blood Magic", + "subclassFeatures": [ + "Blood Magic|Sorcerer||Blood Magic|FFBloodSorc|1", + "Murderous Magic|Sorcerer||Blood Magic|FFBloodSorc|6", + "Stalwart Soul|Sorcerer||Blood Magic|FFBloodSorc|14", + "Theft of Life|Sorcerer||Blood Magic|FFBloodSorc|18" + ], + "source": "FFBloodSorc", + "shortName": "Blood Magic", + "subclassSpells": [ + "false life", + "inflict wounds", + "spare the dying", + "life leech|AdvancedArcaneries", + "ray of enfeeblement", + "life transference|xge", + "vampiric touch", + "compulsion", + "death ward", + "enervation|xge", + "haemorrhage|AdvancedArcaneries" + ], + "className": "Sorcerer", + "classSource": "PHB" + } + ], + "subclassFeature": [ + { + "name": "Blood Magic", + "source": "FFBloodSorc", + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Blood Magic", + "subclassSource": "FFBloodSorc", + "level": 1, + "entries": [ + "Your innate magic comes from your very own blood, which is infused with arcane energy. You might be distantly related to a powerful mage, perhaps you were the result of some esoteric experimentation, or you simply discovered the resonance within you by accident.", + "Regardless of how you came to be you have realised your very own life essence can be a catalyst for casting, which has granted you an increased well of magic to draw from, but all power demands sacrifice...", + { + "type": "refSubclassFeature", + "subclassFeature": "Blood Magic|Sorcerer||Blood Magic|FFBloodSorc|1" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Sanguine Sorcery|Sorcerer||Blood Magic|FFBloodSorc|1" + } + ] + }, + { + "name": "Blood Magic", + "entries": [ + "You learn additional spells when you reach certain levels in this class, as shown on the Blood Magic Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.", + "Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an {@filter evocation or a necromancy spell from the sorcerer, warlock, or wizard spell list|spells|class=sorcerer;warlock;wizard|school=V;N|level=1;2;3;4;5}.", + { + "type": "table", + "caption": "Blood Magic Spells", + "colLabels": [ + "Sorcerer Level", + "Spells" + ], + "colStyles": [ + "col-3 text-center", + "col-9" + ], + "rows": [ + [ + "1st", + "{@spell false life|phb}, {@spell inflict wounds},{@spell spare the dying|phb}" + ], + [ + "3rd", + "{@spell life leech|AdvancedArcaneries|life leech¹}, {@spell ray of enfeeblement|phb}" + ], + [ + "5th", + "{@spell life transference|xge}, {@spell vampiric touch|phb}" + ], + [ + "7th", + "{@spell compulsion|phb}, {@spell death ward|phb}" + ], + [ + "9th", + "{@spell enervation|xge}, {@spell haemorrhage|AdvancedArcaneries|haemorrhage¹}" + ] + ] + }, + "¹Available in Advanced Arcaneries Vol.1 found in the Homebrew section on the Spells page!" + ], + "source": "FFBloodSorc", + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Blood Magic", + "subclassSource": "FFBloodSorc", + "level": 1, + "header": 1 + }, + { + "name": "Sanguine Sorcery", + "entries": [ + "Starting at 1st level you can use your own vitality to fuel your spells; you are able to cast a Sorcerer spell you know of 1st level or higher at its lowest level without expending a spell slot by reducing your current and maximum hit points by a number of {@dice d6} equal to the level of the spell.", + "The reduction to your hit point maximum lasts until you finish a long rest. You die if this reduces your hit point maximum to 0.", + "If you use this feature to cast a spell of 7th level or higher you must finish a long rest before you can do so again." + ], + "source": "FFBloodSorc", + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Blood Magic", + "subclassSource": "FFBloodSorc", + "level": 1, + "header": 1 + }, + { + "name": "Murderous Magic", + "source": "FFBloodSorc", + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Blood Magic", + "subclassSource": "FFBloodSorc", + "level": 6, + "header": 2, + "entries": [ + "At 6th level, when you reduce a creature that isn't a construct or undead to 0 hit points with a spell of 1st level or higher, you can use your reaction to harvest their life energy and regain {@dice 1d4} expended sorcery points. You can use this feature a number of times equal to your proficiency bonus; and regain all expended uses when you finish a long rest." + ] + }, + { + "name": "Stalwart Soul", + "source": "FFBloodSorc", + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Blood Magic", + "subclassSource": "FFBloodSorc", + "level": 14, + "header": 2, + "entries": [ + "Beginning at 14th level, you cling to life harder the more it escapes your veins. While you are not wearing armour or wielding a shield, you gain a bonus to your AC equal to your Constitution modifier (minimum of 0) when you are below your hit point maximum." + ] + }, + { + "name": "Theft of Life", + "source": "FFBloodSorc", + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Blood Magic", + "subclassSource": "FFBloodSorc", + "level": 18, + "header": 2, + "entries": [ + "At 18th level you learn how to revitalise yourself with the blood of others. As an action you can choose one creature you can see within 30 feet of you, they must make a Constitution saving throw against your spell save DC. This feature has no effect on constructs or undead.", + "On a failed save an arterial wound opens on the target, their blood flying from their body and into yours in a burst of gore; the target is {@condition stunned} until the end of your next turn, and its current and maximum hit points are reduced by an amount equal to your Sorcerer level, or if they have fewer than that many current hit points, are reduced to 0 instead. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.", + "Your current and maximum hit points are then increased by an amount equal to the reduction to the target, which lasts until you finish a long rest. You can use this feature a number of times equal to your Constitution modifier (minimum of 1) and you regain all expended uses when you finish a long rest." + ] + } + ] +} diff --git a/subclass/Foxfire94; Brick Brawler Monk.json b/subclass/Foxfire94; Brick Brawler Monk.json index f6435c60e..83644f7c8 100644 --- a/subclass/Foxfire94; Brick Brawler Monk.json +++ b/subclass/Foxfire94; Brick Brawler Monk.json @@ -10,13 +10,11 @@ ], "version": "1.0", "url": "https://www.dmsguild.com/product/305748/Way-of-the-Brick-Brawler--A-Monk-Subclass-for-5e-DD?", - "targetSchema": "1.0.0", "color": "aa4a44" } ], "dateAdded": 1584493833, - "dateLastModified": 1729630006, - "_dateLastModifiedHash": "0e37f5ddbb", + "dateLastModified": 1734655188, "edition": "classic" }, "subclass": [ @@ -38,7 +36,6 @@ { "name": "Way of the Brick Brawler", "source": "WayOfTheBrickBrawler", - "page": 76, "className": "Monk", "classSource": "PHB", "subclassShortName": "Brick Brawler", @@ -60,10 +57,9 @@ { "name": "Bonus Proficiencies", "entries": [ - "When you choose this tradition at 3rd level, you gain proficiency in the Improvised Weapons if you don't already have it. Your martial arts technique allows you to make use of everything around you, turning bricks and large stones into deadly weapons. You also gain proficiency with mason's tools if you don't already have it." + "When you choose this tradition at 3rd level your martial arts technique allows you to make use of everything around you, turning bricks and large stones into deadly weapons, you gain proficiency with improvised weapons. You also gain proficiency with {@item mason's tools|PHB} if you don't already have it." ], "source": "WayOfTheBrickBrawler", - "page": 76, "className": "Monk", "classSource": "PHB", "subclassShortName": "Brick Brawler", @@ -74,11 +70,10 @@ { "name": "Resourceful Warrior", "entries": [ - "At 3rd level, improvised weapons are considered monk weapons for you. You can spend 1 ki point on your turn to increase the normal range of an improvised weapon you're holding's thrown property by 10 feet until the end of your turn. At 11th level the range increases by 20 feet.", + "At 3rd level, improvised weapons are considered monk weapons for you. You can spend 1 ki point on your turn to increase the normal range of the thrown property for an improvised weapon you are holding by 10 feet until the end of your turn. At 11th level the range increases by 20 feet.", "Additionally whenever you use Flurry of Blows, you may make two improvised weapon attacks as a bonus action instead of the normal unarmed strikes." ], "source": "WayOfTheBrickBrawler", - "page": 76, "className": "Monk", "classSource": "PHB", "subclassShortName": "Brick Brawler", @@ -89,7 +84,6 @@ { "name": "Cheap Tricks", "source": "WayOfTheBrickBrawler", - "page": 76, "className": "Monk", "classSource": "PHB", "subclassShortName": "Brick Brawler", @@ -101,14 +95,14 @@ { "name": "Dust in the Eyes", "entries": [ - "As a bonus action you spend 1 ki point to throw sand, kick up dirt, blow dust or otherwise attempt to impair the vision of a creature within 5 feet of you. The chosen creature must succeed a Dexterity saving throw or be blinded until the end of your next turn. A creature that is immune to the blinded condition, does not have eyes, or is gargantuan in size automatically succeeds on the saving throw." + "As a bonus action you spend 1 ki point to throw sand, kick up dirt, blow dust or otherwise attempt to impair the vision of a creature within 5 feet of you. The chosen creature must succeed a Dexterity saving throw or be {@condition blinded} until the end of your next turn. A creature that is immune to the {@condition blinded} condition, does not have eyes, or is gargantuan in size automatically succeeds on the saving throw." ], "type": "entries" }, { "name": "Slap", "entries": [ - "When you hit another creature with an unarmed strike, you can spend 1 ki point to attempt to draw its aggression. The creature must succeed on a Wisdom saving throw or it must use an attack, spell, or other ability with you as its target on its next turn. If the creature can't use any of those actions, even after moving, it instead takes the dash action to move towards you provided it is able to do so." + "When you hit another creature with an unarmed strike, you can spend 1 ki point to attempt to draw its aggression. The creature must succeed on a Wisdom saving throw or it must use an {@action attack}, {@action cast a spell|PHB|spell}, or other ability with you as its target on its next turn. If the creature can't use any of those actions, even after moving, it instead takes the {@action dash} action to move towards you provided it is able to do so." ], "type": "entries" } @@ -117,7 +111,6 @@ { "name": "Street Tactics", "source": "WayOfTheBrickBrawler", - "page": 76, "className": "Monk", "classSource": "PHB", "subclassShortName": "Brick Brawler", @@ -152,7 +145,6 @@ { "name": "Scrapper's Intuition", "source": "WayOfTheBrickBrawler", - "page": 76, "className": "Monk", "classSource": "PHB", "subclassShortName": "Brick Brawler", @@ -162,8 +154,8 @@ "entries": [ "At 17th level, you can't be surprised while you are conscious.", "Additionally you can use your action to sense the location of nearby creatures within 30ft of you. You also know if they hold hostile intent towards you or not. Creatures who are immune to divination magic are immune to this feature. You can use this feature a number of times equal to your Wisdom modifier (minimum of 1). You regain all expended uses when you finish a long rest.", - "Finally you can use your action to spend 4 ki points to gain both truesight with a range of 30 feet, as well as advantage on Wisdom (Perception) checks for 1 minute." + "Finally you can use your action to spend 4 ki points to gain both {@sense truesight} with a range of 30 feet, as well as advantage on Wisdom ({@skill Perception}) checks for 1 minute." ] } ] -} +} \ No newline at end of file diff --git a/subclass/Foxfire94; Brute Fighter.json b/subclass/Foxfire94; Brute Fighter.json index 532a8aca3..bdbe68f48 100644 --- a/subclass/Foxfire94; Brute Fighter.json +++ b/subclass/Foxfire94; Brute Fighter.json @@ -14,8 +14,7 @@ } ], "dateAdded": 1622051715, - "dateLastModified": 1729630006, - "_dateLastModifiedHash": "98cdcc9fc2", + "dateLastModified": 1734655188, "edition": "classic" }, "subclass": [ @@ -55,7 +54,7 @@ { "name": "Brute Force", "entries": [ - "Starting at 3rd level, you're able to strike with especially brutal force. Whenever you hit with a strength-based attack that you're proficient with and deal damage, the attack's damage increases by an amount based on your level in this class, as shown on the Brute Bonus Damage table.", + "Starting at 3rd level, you're able to strike with especially brutal force. Once per turn when you hit with a strength-based attack that you're proficient with and deal damage, the attack's damage increases by an amount based on your level in this class, as shown on the Brute Bonus Damage table.", { "type": "table", "caption": "Brute Bonus Damage", @@ -70,15 +69,15 @@ "rows": [ [ "3rd", - "1d4" + "{@dice 1d4}" ], [ "10th", - "1d6" + "{@dice 1d6}" ], [ "15th", - "1d8" + "{@dice 1d8}" ] ] } diff --git a/subclass/Foxfire94; College of Metal Bard.json b/subclass/Foxfire94; College of Metal Bard.json index fb613c55d..f095e66f0 100644 --- a/subclass/Foxfire94; College of Metal Bard.json +++ b/subclass/Foxfire94; College of Metal Bard.json @@ -14,8 +14,7 @@ } ], "dateAdded": 1584505055, - "dateLastModified": 1729630006, - "_dateLastModifiedHash": "9e896f2c52", + "dateLastModified": 1734655188, "edition": "classic" }, "subclass": [ @@ -36,14 +35,13 @@ { "name": "College of Metal", "source": "CollegeOfMetal", - "page": 51, "className": "Bard", "classSource": "PHB", "subclassShortName": "Metal", "subclassSource": "CollegeOfMetal", "level": 3, "entries": [ - "A strange breed of Bards the members of the College of Metal are known for their love of loud music and raucous, near-violent parties which often involve a strange form of dance-combat; a style copied by their more enthusiatic fans.", + "A strange breed of Bards the members of the College of Metal are known for their love of loud music and raucous, near-violent parties which often involve a strange form of dance-combat; a style copied by their more enthusiastic fans.", "Such bards are able to strike hard against their foes, be it with their weapons or their music, empower their allies and perform a variety of different styles of their signature musical genre.", { "type": "refSubclassFeature", @@ -61,7 +59,6 @@ "When you join the College of Metal at 3rd level, you gain proficiency with martial weapons and heavy armor." ], "source": "CollegeOfMetal", - "page": 51, "className": "Bard", "classSource": "PHB", "subclassShortName": "Metal", @@ -76,7 +73,6 @@ "A creature that is {@condition deafened} or otherwise can't hear you takes no damage but still makes the save against being pushed." ], "source": "CollegeOfMetal", - "page": 51, "className": "Bard", "classSource": "PHB", "subclassShortName": "Metal", @@ -87,7 +83,6 @@ { "name": "Amplified Inspiration", "source": "CollegeOfMetal", - "page": 51, "className": "Bard", "classSource": "PHB", "subclassShortName": "Metal", @@ -101,7 +96,6 @@ { "name": "Metalhead", "source": "CollegeOfMetal", - "page": 51, "className": "Bard", "classSource": "PHB", "subclassShortName": "Metal", @@ -109,7 +103,7 @@ "level": 14, "header": 2, "entries": [ - "Starting at 14th level your grasp of metal has expanded immensely and you can channel several different powers with your music. As an action you may begin a performance that grants one of the following effects of your choice:", + "Starting at 14th level your grasp of metal has expanded immensely, and you can channel several different powers with your music. As an action you may begin a performance that grants one of the following effects of your choice:", { "name": "Death", "entries": [ @@ -129,7 +123,7 @@ { "name": "Folk", "entries": [ - "During this performance your music enthrals all those who hear it. Each creature of your choice within 30 feet of you must make a Wisdom saving throw against your spell save DC, with advantage if you are currently fighting them, or they become {@condition charmed} by you until your performance ends or until you or your companions do anything harmful to it. When the performance ends, the creatures know they were {@condition charmed} by you." + "During this performance your music enthralls all those who hear it. Each creature of your choice within 30 feet of you must make a Wisdom saving throw against your spell save DC, with advantage if you are currently fighting them, or they become {@condition charmed} by you until your performance ends or until you or your companions do anything harmful to it. When the performance ends, the creatures know they were {@condition charmed} by you." ], "type": "entries" }, diff --git a/subclass/Foxfire94; Oath Daemonicus Paladin.json b/subclass/Foxfire94; Oath Daemonicus Paladin.json index a02639366..ed6bd785c 100644 --- a/subclass/Foxfire94; Oath Daemonicus Paladin.json +++ b/subclass/Foxfire94; Oath Daemonicus Paladin.json @@ -10,13 +10,11 @@ ], "version": "1.0", "url": "https://www.dmsguild.com/product/292411/The-Oath-Daemonicus-A-Paladin-Subclass", - "targetSchema": "1.0.0", "color": "210000" } ], "dateAdded": 1584497606, - "dateLastModified": 1729630006, - "_dateLastModifiedHash": "9f46f2ee72", + "dateLastModified": 1734655188, "edition": "classic" }, "subclass": [ @@ -221,7 +219,7 @@ { "name": "Fiendish Corruption", "entries": [ - "At 3rd level your Divine Smite no longer deals radiant damage, instead it deals necrotic damage. At 11th level this also applies to the extra damage granted by your Improved Divine Smite feature." + "At 3rd level your {@classFeature Divine Smite|Paladin||2||Divine Smite} no longer deals radiant damage, instead it deals necrotic damage. At 11th level this also applies to the extra damage granted by your {@classFeature Improved Divine Smite|Paladin||11||Improved Divine Smite} feature." ], "source": "OathDaemonicus", "page": 82, @@ -236,7 +234,7 @@ "name": "Channel Divinity: Daemonic Form", "entries": [ "As an action, you can change into your daemonic form, allowing the daemon that possesses your body to temporarily reshape it; sprouting horns and long sharp claws, merging your armour with your flesh and your face warping into a fanged maw are among many common changes, lasting for 1 hour.", - "Whilst in your daemonic form any armour you are wearing is unable to be removed and you have advantage against being charmed, frightened and poisoned. You gain resistance to necrotic damage but become vulnerable to radiant damage, and your melee attacks treat immunity as resistance." + "Whilst in your daemonic form any armour you are wearing is unable to be removed and you have advantage against being {@condition charmed}, {@condition frightened} and {@condition poisoned}. You gain resistance to necrotic damage but become vulnerable to radiant damage, and your melee attacks treat immunity as resistance." ], "source": "OathDaemonicus", "page": 82, @@ -251,7 +249,7 @@ "name": "Channel Divinity: Ravenous Weapon", "entries": [ "As an action, you can imbue one weapon that you are holding with ravenous energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to damage rolls made with that weapon (with a minimum bonus of +1). Each time you hit with an attack using the imbued weapon you gain a number of temporary hit points equal to the total damage dealt by that attack. If the weapon is not already magical, it becomes magical for the duration.", - "You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends." + "You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall {@condition unconscious}, this effect ends." ], "source": "OathDaemonicus", "page": 82, @@ -274,7 +272,7 @@ "header": 2, "entries": [ "At 7th level you gain resistance to non-magical bludgeoning, piercing and slashing damage when using your daemonic form channel divinity.", - "At 18th level any time a creature within 5 feet of you deals damage to you with a melee attack your acidic blood sprays on them, dealing 2d4 acid damage." + "At 18th level any time a creature within 5 feet of you deals damage to you with a melee attack your acidic blood sprays on them, dealing {@damage 2d4} acid damage." ] }, { @@ -307,15 +305,15 @@ ], [ "Daemon's Eyes", - "You gain 30 feet of truesight." + "You gain 30 feet of {@sense truesight}." ], [ "Deadly Bite", - "You can use your bonus action to make a bite attack at a creature within 5 feet of you that deals 2d8 plus your strength modifier in necrotic damage on a hit." + "You can use your bonus action to make a bite attack at a creature within 5 feet of you that deals {@damage 2d8} plus your strength modifier necrotic damage on a hit." ], [ "Inhuman Growth", - "Your size doubles in all dimensions, and your weight is multiplied by eight. This growth increases your size by one category, from Medium to Large, for example. You also have advantage on Strength checks. While you are enlarged, your melee attacks deal 1d6 extra damage." + "Your size doubles in all dimensions, and your weight is multiplied by eight. This growth increases your size by one category, from Medium to Large, for example. You also have advantage on Strength checks. While you are enlarged, your melee attacks deal {@damage 1d6} extra damage." ], [ "Membranous Wings", @@ -323,18 +321,19 @@ ], [ "Rending Talons", - "Your unarmed strikes are finesse and light weapons that deal 1d8 slashing damage and are considered magical for the purposes of calculating resistance and immunity." + "Your unarmed strikes are finesse and light weapons that deal {@damage 1d8} slashing damage and are considered magical for the purposes of calculating resistance and immunity." ], [ "Tainted Breath", - "You can use your action to exhale hellish rot in a 15ft cone, each creature in the cone must make a Constitution saving throw against your spell save DC. They take 4d8 necrotic damage on a failed save and half as much on a successful one." + "You can use your action to exhale hellish rot in a 15ft cone, each creature in the cone must make a Constitution saving throw against your spell save DC. They take {@damage 4d8} necrotic damage on a failed save and half as much on a successful one." ], [ "Unnatural Speed", "You gain an extra 15 feet of movement speed and advantage on dexterity checks and saving throws." ] ] - } + }, + "Additionally when you finish a long rest, you may change one improvement for another from the table." ] }, { diff --git a/subclass/Foxfire94; Primaris Lieutenant.json b/subclass/Foxfire94; Primaris Lieutenant.json index 549766452..e0cdb30f0 100644 --- a/subclass/Foxfire94; Primaris Lieutenant.json +++ b/subclass/Foxfire94; Primaris Lieutenant.json @@ -9,13 +9,12 @@ "Foxfire94" ], "version": "1.0", - "url": "https://games-workshop.com/", + "url": "https://homebrewery.naturalcrit.com/share/1--qZLa2_65qITMmV3ctrGXu0Aa-xTBvMHQjNF1Wp_dhs", "color": "d09b45" } ], "dateAdded": 1585672812, - "dateLastModified": 1729630006, - "_dateLastModifiedHash": "d62f0bc968", + "dateLastModified": 1734655188, "edition": "classic" }, "subclass": [ @@ -85,7 +84,7 @@ { "name": "Hold the line!", "entries": [ - "Choose up to 3 friendly creatures you can see which may include yourself; if a hostile creature comes within 5 feet of one of these creatures, said creature may use their reaction to make a single melee attack against the creature." + "Choose up to 3 friendly creatures you can see which may include yourself; if a hostile creature comes within 5 feet of one of these creatures, said creature may use their reaction to make a single melee attack against the creature before the end of your next turn." ], "type": "entries" } diff --git a/subclass/Foxfire94; Way of the Divine Blade Monk.json b/subclass/Foxfire94; Way of the Divine Blade Monk.json new file mode 100644 index 000000000..0d5e54232 --- /dev/null +++ b/subclass/Foxfire94; Way of the Divine Blade Monk.json @@ -0,0 +1,518 @@ +{ + "_meta": { + "sources": [ + { + "json": "FFDivineBlade", + "abbreviation": "FFWoDB", + "full": "Way of the Divine Blade", + "authors": [ + "Foxfire94" + ], + "version": "1.0", + "url": "https://www.dmsguild.com/product/506326/Way-of-the-Divine-Blade--A-Monk-Subclass-for-DD-5e", + "color": "fff2e3" + } + ], + "dateAdded": 1733355703, + "dateLastModified": 1734655188, + "edition": "classic" + }, + "subclass": [ + { + "name": "Divine Blade", + "subclassFeatures": [ + "Way of the Divine Blade|Monk||Divine Blade|FFDivineBlade|3", + "Blessed Reflexes|Monk||Divine Blade|FFDivineBlade|6", + "Spiritual Insight|Monk||Divine Blade|FFDivineBlade|6", + "Blade Techniques|Monk||Divine Blade|FFDivineBlade|11", + "Miraculous Intervention|Monk||Divine Blade|FFDivineBlade|17" + ], + "source": "FFDivineBlade", + "shortName": "Divine Blade", + "className": "Monk", + "classSource": "PHB", + "spellcastingAbility": "wis", + "casterProgression": "1/3", + "cantripProgression": [ + 0, + 0, + 2, + 2, + 2, + 2, + 2, + 2, + 2, + 3, + 3, + 3, + 3, + 3, + 3, + 3, + 3, + 3, + 3, + 3 + ], + "preparedSpells": "<$level$> /3 + <$wis_mod$>", + "subclassSpells": [ + { + "className": "Cleric", + "classSource": "PHB" + } + ], + "additionalSpells": [ + { + "expanded": { + "3": [ + { + "all": "level=0|class=Cleric" + }, + { + "all": "level=1|class=Cleric" + } + ], + "7": [ + { + "all": "level=2|class=Cleric" + } + ], + "13": [ + { + "all": "level=3|class=Cleric" + } + ], + "17": [ + { + "all": "level=4|class=Cleric" + } + ] + } + } + ], + "subclassTableGroups": [ + { + "subclasses": [ + { + "name": "Divine Blade", + "source": "FFDivineBlade" + } + ], + "colLabels": [ + "{@filter Cantrips Known|spells|level=0|subclass=Monk: Divine Blade (FFWoDB)}", + "Maximum Spell Level", + "Max Ki Points for a Spell" + ], + "rows": [ + [ + 0, + 0, + 0 + ], + [ + 0, + 0, + 0 + ], + [ + 2, + "1st", + 1 + ], + [ + 2, + "1st", + 1 + ], + [ + 2, + "1st", + 3 + ], + [ + 2, + "1st", + 3 + ], + [ + 2, + "2nd", + 3 + ], + [ + 2, + "2nd", + 3 + ], + [ + 2, + "2nd", + 4 + ], + [ + 3, + "2nd", + 4 + ], + [ + 3, + "2nd", + 4 + ], + [ + 3, + "2nd", + 4 + ], + [ + 3, + "3rd", + 5 + ], + [ + 3, + "3rd", + 5 + ], + [ + 3, + "3rd", + 5 + ], + [ + 3, + "3rd", + 5 + ], + [ + 3, + "4th", + 6 + ], + [ + 3, + "4th", + 6 + ], + [ + 3, + "4th", + 6 + ], + [ + 3, + "4th", + 6 + ] + ] + } + ] + } + ], + "subclassFeature": [ + { + "name": "Way of the Divine Blade", + "source": "FFDivineBlade", + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Divine Blade", + "subclassSource": "FFDivineBlade", + "level": 3, + "entries": [ + "A fundamentally religious tradition, those that follow the Way of the Divine Blade focus on channeling their ki in a similar manner to a cleric channeling the power of the gods. As a sign of their faith they first focus this power into a divine blade of radiant light before broadening it to enhance their reflexes, feel the presence of creatures around them and other magical miracles.", + { + "type": "refSubclassFeature", + "subclassFeature": "Divine Attunement|Monk||Divine Blade|FFDivineBlade|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Divine Blade|Monk||Divine Blade|FFDivineBlade|3" + } + ] + }, + { + "name": "Divine Attunement", + "entries": [ + "When you choose this tradition at 3rd level, as a conduit for divine power, you can cast cleric spells by channeling your ki.", + { + "type": "entries", + "name": "Cantrips", + "entries": [ + "You learn two cantrips of your choice from the {@filter cleric spell list|spells|class=cleric}. You learn an additional cleric cantrip of your choice at 10th level." + ] + }, + { + "type": "entries", + "name": "Preparing and Casting Spells", + "entries": [ + "You prepare the list of {@filter cleric spells|spells|class=cleric} that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + one third of your monk level, rounded down (minimum of one spell). The spells cannot be of a level higher than your maximum spell level as shown in the Maximum Spell Level table.", + { + "type": "table", + "name": "Maximum Spell Level", + "colLabels": [ + "Class Level", + "Spell Level" + ], + "colStyles": [ + "col-1 text-center no-wrap", + "col-1 text-center no-wrap" + ], + "rows": [ + [ + { + "type": "entries", + "entries": [ + "3rd-6th" + ] + }, + { + "type": "entries", + "entries": [ + "1st" + ] + } + ], + [ + { + "type": "entries", + "entries": [ + "7th-12th" + ] + }, + { + "type": "entries", + "entries": [ + "2nd" + ] + } + ], + [ + { + "type": "entries", + "entries": [ + "13th-16th" + ] + }, + { + "type": "entries", + "entries": [ + "3rd" + ] + } + ], + [ + { + "type": "entries", + "entries": [ + "17th-20th" + ] + }, + { + "type": "entries", + "entries": [ + "4th" + ] + } + ] + ] + }, + "To cast one of your {@filter cleric spells|spells|class=cleric} of 1st level or higher, you must spend a number of ki points equal to the spell's level.", + "Once you reach 5th level in this class, you can spend additional ki points to increase the level of a spell that you cast, provided that the spell has an enhanced effect at a higher level, as {@spell cure wounds|PHB} does. The spell's level increases by 1 for each additional ki point you spend. For example, if you are a 5th-level monk and you cast {@spell cure wounds|PHB}, you can spend 2 ki points to cast it as a 2nd-level spell.", + "The maximum number of ki points you can spend to cast a spell in this way is determined by your monk level, as shown in the Spells and Ki Points table. At 5th level, you may spend up to 3 ki points; this increases to 4 ki points at 9th level, 5 at 13th level, and 6 at 17th level.", + { + "type": "table", + "name": "Maximum Spell Level", + "colLabels": [ + "Class Level", + "Spell Level" + ], + "colStyles": [ + "col-1 text-center no-wrap", + "col-1 text-center no-wrap" + ], + "rows": [ + [ + { + "type": "entries", + "entries": [ + "5th-8th" + ] + }, + { + "type": "entries", + "entries": [ + "3" + ] + } + ], + [ + { + "type": "entries", + "entries": [ + "9th-12th" + ] + }, + { + "type": "entries", + "entries": [ + "4" + ] + } + ], + [ + { + "type": "entries", + "entries": [ + "13th-16th" + ] + }, + { + "type": "entries", + "entries": [ + "5" + ] + } + ], + [ + { + "type": "entries", + "entries": [ + "17th-20th" + ] + }, + { + "type": "entries", + "entries": [ + "6" + ] + } + ] + ] + } + ] + }, + { + "type": "entries", + "name": "Spellcasting Ability", + "entries": [ + "Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.", + { + "type": "abilityDc", + "name": "Spell save DC", + "attributes": [ + "wis" + ] + }, + { + "type": "abilityAttackMod", + "name": "Spell attack modifier", + "attributes": [ + "wis" + ] + } + ] + } + ], + "source": "FFDivineBlade", + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Divine Blade", + "subclassSource": "FFDivineBlade", + "level": 3, + "header": 1 + }, + { + "name": "Divine Blade", + "entries": [ + "Starting at 3rd level you've learned to create your tradition's namesake, a divine blade. You can magically transform one melee weapon you are proficient with by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short or long rest. You can't affect an artifact or a sentient weapon in this way.", + "The divine blade appears to be a sword hilt that you are proficient with, it has the light property and is a monk weapon for you. If the weapon had any magical properties, those properties persist. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, the weapon has the finesse and thrown (20/60) properties. The luminous blade emits bright light of a colour you choose in a 5-foot radius and dim light for an additional 15 feet.", + "It deals radiant damage, and its damage die is a {@damage d6}. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table. The blade returns to your hand immediately after it is used to make a ranged attack.", + "You can only create one divine blade at 3rd level, and up to two at 11th level. If you create another divine blade over your limit, you choose which weapon reverts to normal." + ], + "source": "FFDivineBlade", + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Divine Blade", + "subclassSource": "FFDivineBlade", + "level": 3, + "header": 1 + }, + { + "name": "Blessed Reflexes", + "source": "FFDivineBlade", + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Divine Blade", + "subclassSource": "FFDivineBlade", + "level": 6, + "header": 2, + "entries": [ + "At 6th level you have advantage on Dexterity saving throws against effects that you can see, such as traps and spells or from creatures you have detected the presence of. To gain this benefit, you can't be {@condition incapacitated}." + ] + }, + { + "name": "Spiritual Insight", + "source": "FFDivineBlade", + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Divine Blade", + "subclassSource": "FFDivineBlade", + "level": 6, + "header": 2, + "entries": [ + "Also at 6th level you can use your action to spend 1 ki point and open your mind to the souls of those around you. You detect the presence of all creatures within 30 feet of you that are not constructs or undead, but this feature does not reveal their location.", + "You instantly learn the prevailing emotion of each creature in range, whether it's love, anger, pain, fear, calm, or something else. If a creature is immune to being {@condition charmed}, you sense that it is calm. The feature can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.", + "Additionally you can spend 2 ki points to cast the spell {@spell detect thoughts|PHB}." + ] + }, + { + "name": "Blade Techniques", + "source": "FFDivineBlade", + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Divine Blade", + "subclassSource": "FFDivineBlade", + "level": 11, + "header": 2, + "entries": [ + "Starting at 11th level you have honed your fighting skills with your divine blade, granting you several new abilities.", + { + "name": "Blade Flurry", + "entries": [ + "Immediately after you take the {@action Attack} action on your turn, you can spend 1 ki point to make two attacks with your divine blade as a bonus action." + ], + "type": "entries" + }, + { + "name": "Defensive Flourish", + "entries": [ + "You can use your reaction when hit by an attack to spend 1 ki point and gain a +5 bonus to your AC, including against the triggering attack, until the start of your next turn." + ], + "type": "entries" + }, + { + "name": "Spell Weave", + "entries": [ + "When you use the {@action Attack} action with your divine blade on your turn, you can cast a spell of 1st level or higher you have prepared that has a casting time of 1 action as a bonus action, spending ki points equal to 1 plus the normal cost for the spell." + ], + "type": "entries" + } + ] + }, + { + "name": "Miraculous Intervention", + "source": "FFDivineBlade", + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Divine Blade", + "subclassSource": "FFDivineBlade", + "level": 17, + "header": 2, + "entries": [ + "At 17th level you are able to channel your ki to work wonders. By spending 5 ki points you can cast one 5th level spell of your choice from the {@filter cleric spell list|spells|level=5|subclass=Monk: Divine Blade (FFWoDB)}, without needing material components.", + "Once you use this feature, you can't do so again until you finish a long rest." + ] + } + ] +} \ No newline at end of file diff --git a/subclass/Foxfire94; Way of the Sohei Monk.json b/subclass/Foxfire94; Way of the Sohei Monk.json new file mode 100644 index 000000000..be87cebff --- /dev/null +++ b/subclass/Foxfire94; Way of the Sohei Monk.json @@ -0,0 +1,474 @@ +{ + "_meta": { + "sources": [ + { + "json": "FFSohei", + "abbreviation": "FFWotS", + "full": "Way of the Sohei", + "authors": [ + "Foxfire94" + ], + "version": "1.0", + "url": "https://www.dmsguild.com/product/506330/Way-of-the-Sohei--A-Monk-Subclass-for-DD-5e", + "color": "3455eb" + } + ], + "dateAdded": 1733775775, + "dateLastModified": 1734655188, + "edition": "classic" + }, + "subclass": [ + { + "name": "Sohei", + "subclassFeatures": [ + "Way of the Sohei|Monk||Sohei|FFSohei|3", + "Defensive Strike|Monk||Sohei|FFSohei|6", + "Strength of Mind|Monk||Sohei|FFSohei|6", + "Extraordinary Resilience|Monk||Sohei|FFSohei|11", + "Unyielding Soul|Monk||Sohei|FFSohei|17" + ], + "source": "FFSohei", + "shortName": "Sohei", + "className": "Monk", + "classSource": "PHB", + "spellcastingAbility": "wis", + "casterProgression": "1/3", + "cantripProgression": [ + 0, + 0, + 2, + 2, + 2, + 2, + 2, + 2, + 2, + 3, + 3, + 3, + 3, + 3, + 3, + 3, + 3, + 3, + 3, + 3 + ], + "preparedSpells": "<$level$> /3 + <$wis_mod$>", + "subclassSpells": [ + { + "className": "Cleric", + "classSource": "PHB" + } + ], + "additionalSpells": [ + { + "expanded": { + "3": [ + { + "all": "level=0|class=Cleric" + }, + { + "all": "level=1|class=Cleric" + } + ], + "7": [ + { + "all": "level=2|class=Cleric" + } + ], + "13": [ + { + "all": "level=3|class=Cleric" + } + ], + "17": [ + { + "all": "level=4|class=Cleric" + } + ] + } + } + ], + "subclassTableGroups": [ + { + "subclasses": [ + { + "name": "Sohei", + "source": "FFSohei" + } + ], + "colLabels": [ + "{@filter Cantrips Known|spells|level=0|subclass=Monk: Sohei (FFWotS)}" + ], + "rows": [ + [ + 0 + ], + [ + 0 + ], + [ + 2 + ], + [ + 2 + ], + [ + 2 + ], + [ + 2 + ], + [ + 2 + ], + [ + 2 + ], + [ + 2 + ], + [ + 3 + ], + [ + 3 + ], + [ + 3 + ], + [ + 3 + ], + [ + 3 + ], + [ + 3 + ], + [ + 3 + ], + [ + 3 + ], + [ + 3 + ], + [ + 3 + ], + [ + 3 + ] + ] + }, + { + "title": "Spell Slots per Spell Level", + "subclasses": [ + { + "name": "Sohei", + "source": "FFSohei" + } + ], + "colLabels": [ + "{@filter 1st|spells|level=1|subclass=Monk: Sohei (FFSohei)}", + "{@filter 2nd|spells|level=2|subclass=Monk: Sohei (FFSohei)}", + "{@filter 3rd|spells|level=3|subclass=Monk: Sohei (FFSohei)}", + "{@filter 4th|spells|level=4|subclass=Monk: Sohei (FFSohei)}" + ], + "rowsSpellProgression": [ + [ + 0, + 0, + 0, + 0 + ], + [ + 0, + 0, + 0, + 0 + ], + [ + 2, + 0, + 0, + 0 + ], + [ + 3, + 0, + 0, + 0 + ], + [ + 3, + 0, + 0, + 0 + ], + [ + 3, + 0, + 0, + 0 + ], + [ + 4, + 2, + 0, + 0 + ], + [ + 4, + 2, + 0, + 0 + ], + [ + 4, + 2, + 0, + 0 + ], + [ + 4, + 3, + 0, + 0 + ], + [ + 4, + 3, + 0, + 0 + ], + [ + 4, + 3, + 0, + 0 + ], + [ + 4, + 3, + 2, + 0 + ], + [ + 4, + 3, + 2, + 0 + ], + [ + 4, + 3, + 2, + 0 + ], + [ + 4, + 3, + 3, + 0 + ], + [ + 4, + 3, + 3, + 0 + ], + [ + 4, + 3, + 3, + 0 + ], + [ + 4, + 3, + 3, + 1 + ], + [ + 4, + 3, + 3, + 1 + ] + ] + } + ] + } + ], + "subclassFeature": [ + { + "name": "Way of the Sohei", + "source": "FFSohei", + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Sohei", + "subclassSource": "FFSohei", + "level": 3, + "entries": [ + "Sohei mix martial prowess with divine power that grants them access to spells, the ability to heighten their strength and speed in battle, and protection from mental and bodily harm. Very experienced sohei can shrug off physical damage and even ignore grievous wounds while using their spells in battle to grant protection, enhance attacks, and damage foes.", + { + "type": "refSubclassFeature", + "subclassFeature": "Spellcasting|Monk||Sohei|FFSohei|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Ki Frenzy|Monk||Sohei|FFSohei|3" + } + ] + }, + { + "name": "Spellcasting", + "entries": [ + "When you choose this tradition at 3rd level, as a conduit for divine power, you can cast cleric spells by channeling your ki.", + { + "type": "entries", + "name": "Cantrips", + "entries": [ + "You learn two cantrips of your choice from the {@filter cleric spell list|spells|class=cleric}. You learn an additional cleric cantrip of your choice at 10th level." + ] + }, + { + "type": "entries", + "name": "Preparing and Casting Spells", + "entries": [ + "The Sohei Spellcasting table shows how many spell slots you have to cast your {@filter cleric spells|spells|class=cleric}. To cast one of your cleric spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.", + "You prepare the list of cleric spells that are available for you to cast, choosing from the {@filter cleric spell list|spells|class=cleric}. When you do so, choose a number of cleric spells equal to your Wisdom modifier + one third of your monk level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.", + "For example, if you are a 7th-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 14, your list of prepared spells can include four spells of 1st or 2nd-level, in any combination. If you prepare the 1st-level spell {@spell cure wounds|PHB}, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.", + "You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in practice and meditation: at least 1 minute per spell level for each spell on your list." + ] + }, + { + "type": "entries", + "name": "Spellcasting Ability", + "entries": [ + "Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.", + { + "type": "abilityDc", + "name": "Spell", + "attributes": [ + "wis" + ] + }, + { + "type": "abilityAttackMod", + "name": "Spell", + "attributes": [ + "wis" + ] + } + ] + } + ], + "source": "FFSohei", + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Sohei", + "subclassSource": "FFSohei", + "level": 3, + "header": 1 + }, + { + "name": "Ki Frenzy", + "source": "FFSohei", + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Sohei", + "subclassSource": "FFSohei", + "level": 3, + "header": 1, + "entries": [ + "At 3rd level, you can focus your ki into a frenzy of berserk energy as a bonus action.", + "While in a ki frenzy, you gain the following benefits:", + { + "type": "list", + "items": [ + { + "entries": [ + "You gain a bonus to your AC and damage rolls equal to your proficiency bonus." + ], + "type": "entries" + }, + { + "entries": [ + "Your speed increases by 10 feet." + ], + "type": "entries" + }, + { + "entries": [ + "When you use flurry of blows, you can choose to not expend a ki point, but instead take a -5 penalty to the attack rolls you make as part of that bonus action." + ], + "type": "entries" + } + ] + }, + "You are unable to cast spells or concentrate on them while in a ki frenzy. Your ki frenzy lasts for 1 minute. It ends early if you are knocked {@condition unconscious} or if you end it as a bonus action. You a can use this feature once. You gain an additional use at 11th level, and a third use at 17th level. You regain all expended uses when you finish a long rest." + ] + }, + { + "name": "Defensive Strike", + "source": "FFSohei", + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Sohei", + "subclassSource": "FFSohei", + "level": 6, + "header": 2, + "entries": [ + "Starting at 6th level, When a creature misses you with a melee attack roll after you have taken the {@action Dodge} action on your previous turn, you gain advantage on attack rolls against that creature until the end of your next turn." + ] + }, + { + "name": "Strength of Mind", + "source": "FFSohei", + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Sohei", + "subclassSource": "FFSohei", + "level": 6, + "header": 2, + "entries": [ + "Also at 6th level you are immune to magic that would put you to sleep and have advantage on saving throws against being {@condition stunned} by spells.", + "At 17th level you are immune to being {@condition stunned} by spells." + ] + }, + { + "name": "Extraordinary Resilience", + "source": "FFSohei", + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Sohei", + "subclassSource": "FFSohei", + "level": 11, + "header": 2, + "entries": [ + "At 11th level your resilience lets you survive attacks that would break others; you reduce all damage you take by 2.", + "At 17th level the damage reduction increases to 4." + ] + }, + { + "name": "Unyielding Soul", + "source": "FFSohei", + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Sohei", + "subclassSource": "FFSohei", + "level": 17, + "header": 2, + "entries": [ + "At 17th level you can channel your ki to remain fighting when by all rights you should be dead. When you are reduced to 0 hit points or when you start your turn with 0 hit points, you can spend 2 ki points to not fall {@condition unconscious} until the start of your next turn, however your movement speed is halved.", + "You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don't die until you start your turn with no ki or choose not to spend ki points to remain conscious, and you die then only if you still have 0 hit points." + ] + } + ] +} \ No newline at end of file diff --git a/subclass/LeonardoDoujinshii; Water Domain Cleric.json b/subclass/LeonardoDoujinshii; Water Domain Cleric.json new file mode 100644 index 000000000..4003de634 --- /dev/null +++ b/subclass/LeonardoDoujinshii; Water Domain Cleric.json @@ -0,0 +1,261 @@ +{ + "_meta": { + "sources": [ + { + "json": "LDWaterCleric", + "abbreviation": "LDWaterCleric", + "full": "Water Domain Cleric", + "authors": [ + "LeonardoDoujinshii" + ], + "convertedBy": [ + "Foxfire94" + ], + "version": "1.0", + "url": "https://www.reddit.com/r/DnDHomebrew/comments/1fwyo7g/first_dnd_subclass_homebrew_revised/?share_id=UvUsswa2hhKtFLnZRbUXo", + "color": "03b1fc" + } + ], + "dateAdded": 1728232546, + "dateLastModified": 1734655188, + "edition": "classic" + }, + "subclass": [ + { + "name": "Water Domain", + "subclassFeatures": [ + "Water Domain|Cleric||Water|LDWaterCleric|1", + "Channel Divinity: Tidal Rush|Cleric||Water|LDWaterCleric|2", + "Overflowing Spirit|Cleric||Water|LDWaterCleric|6", + "Potent Spellcasting|Cleric||Water|LDWaterCleric|8", + "Blessed Strikes|Cleric||Water|LDWaterCleric|8", + "Salvation's Rain|Cleric||Water|LDWaterCleric|17" + ], + "source": "LDWaterCleric", + "shortName": "Water", + "additionalSpells": [ + { + "prepared": { + "1": [ + "fog cloud", + "shield" + ], + "3": [ + "lesser restoration", + "prayer of healing" + ], + "5": [ + "tidal wave|XGE", + "water breathing" + ], + "7": [ + "aura of purity", + "watery sphere|XGE" + ], + "9": [ + "conjure elemental", + "maelstrom|XGE" + ] + } + } + ], + "subclassSpells": [ + "fog cloud", + "shield", + "lesser restoration", + "prayer of healing", + "tidal wave|XGE", + "water breathing", + "aura of purity", + "watery sphere|XGE", + "conjure elemental", + "maelstrom|XGE" + ], + "className": "Cleric", + "classSource": "PHB" + } + ], + "subclassFeature": [ + { + "name": "Water Domain", + "source": "LDWaterCleric", + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Water", + "subclassSource": "LDWaterCleric", + "level": 1, + "entries": [ + "Water is the element of change, ever shifting between serenity and fury. Those who follow the water domain learn to harness its boundless power in both its gentle and tempestuous forms. As healers, they draw upon water's life giving properties to nurture their allies, cleansing wounds, and soothing ailments. Yet like the crashing waves, they are also defenders, commanding torrents to shield their companions and wash away their foes.", + "At each indicated cleric level, add the listed spells to your spells prepared.", + { + "type": "table", + "caption": "Water Domain Spells", + "colLabels": [ + "Cleric Level", + "Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1st", + "{@spell fog cloud}, {@spell shield}" + ], + [ + "3rd", + "{@spell lesser restoration}, {@spell prayer of healing}" + ], + [ + "5th", + "{@spell tidal wave|XGE}, {@spell water breathing}" + ], + [ + "7th", + "{@spell aura of purity}, {@spell watery sphere|XGE}" + ], + [ + "9th", + "{@spell conjure elemental} (water only), {@spell maelstrom|XGE}" + ] + ] + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Aquatic Acolyte|Cleric||Water|LDWaterCleric|1" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Crashing Waves|Cleric||Water|LDWaterCleric|1" + } + ] + }, + { + "name": "Aquatic Acolyte", + "entries": [ + "When you choose this domain at 1st level, you learn the {@spell shape water|XGE} and {@spell ray of frost} cantrips. For you, these cantrips count as cleric cantrips but don't count against the number of cleric cantrips you known.", + "You also gain proficiency in one of the following skills: {@skill Athletics}, {@skill Nature}, or {@skill Survival}." + ], + "source": "LDWaterCleric", + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Water", + "subclassSource": "LDWaterCleric", + "level": 1, + "header": 1 + }, + { + "name": "Crashing Waves", + "entries": [ + "Starting at 1st level, you can use a bonus action to call upon the ebb and flow of water to manipulate creatures on the battlefield. Choose one creature you can see within 30 feet of you. The target must succeed on a Strength saving throw against your spell save DC or be moved a number of feet equal to 5 × your proficiency bonus in a direction of your choice. A creature can choose to fail this saving throw.", + "You can use this feature a number of times equal to your Wisdom modifier (a minimum of once) and you regain all expended uses when you finish a long rest." + ], + "source": "LDWaterCleric", + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Water", + "subclassSource": "LDWaterCleric", + "level": 1, + "header": 1 + }, + { + "name": "Channel Divinity: Tidal Rush", + "source": "LDWaterCleric", + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Water", + "subclassSource": "LDWaterCleric", + "level": 2, + "header": 2, + "entries": [ + "Starting at 2nd level, you can use your Channel Divinity to guide your allies like the flow of water. As a bonus action, you can move a number of friendly creatures equal to your proficiency bonus within 30 feet of you up to a number of feet equal to 5 x your proficiency bonus without provoking opportunity attacks.", + "Additionally, for 1 minute after using this feature, the affected creatures have their movement speed increased by 10 feet and gain advantage on Dexterity saving throws." + ] + }, + { + "name": "Overflowing Spirit", + "source": "LDWaterCleric", + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Water", + "subclassSource": "LDWaterCleric", + "level": 6, + "header": 2, + "entries": [ + "Starting at 6th level, you can use your action to assume a watery form. For 1 minute, you emanate a 30-foot radius of clear water centered on yourself. While in this form, you gain the following benefits:", + { + "type": "entries", + "name": "Hydro Jet", + "entries": [ + "As a bonus action, you can target one creature within the water's emanation. Make a ranged spell attack roll against the target. On a hit, the target takes {@damage 2d10} bludgeoning damage and must succeed on a Dexterity saving throw against your spell save DC or be knocked {@condition prone}." + ] + }, + { + "type": "entries", + "name": "Water Mirror", + "entries": [ + "When a creature within the emanation hits or misses you or another creature within 30 feet with a melee or ranged attack roll, you can use your reaction to mirror the attack. Make an ability check using your spellcasting ability. If your roll equals or exceeds the attacker's roll, the attack is reflected back at the attacker, who takes half of the attack's damage, if the attack includes any additional effects upon hitting, such as a saving throw, the attacker must make that saving throw as if they were the original target." + ] + }, + "Once you use this feature, you can't use it again until you finish a long rest." + ] + }, + { + "name": "Potent Spellcasting", + "source": "LDWaterCleric", + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Water", + "subclassSource": "LDWaterCleric", + "level": 8, + "header": 2, + "entries": [ + "Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip." + ] + }, + { + "name": "Blessed Strikes", + "source": "LDWaterCleric", + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Water", + "subclassSource": "LDWaterCleric", + "level": 8, + "isClassFeatureVariant": true, + "header": 2, + "entries": [ + "{@i 8th-level cleric {@variantrule optional class features|tce|optional feature}, which replaces the Potent Spellcasting feature}", + "You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal {@damage 1d8} bludgeoning damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn." + ] + }, + { + "name": "Salvation's Rain", + "source": "LDWaterCleric", + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Water", + "subclassSource": "LDWaterCleric", + "level": 17, + "header": 2, + "entries": [ + "At 17th level, you can summon a holy rainstorm that heals your enemies. As an action, you conjure a 30-foot radius, 40-foot high cylinder of rain centered on yourself, which lasts for 1 minute. The rainstorm imposes the following effects:", + { + "type": "entries", + "name": "Cleansing Waters", + "entries": [ + "At the start of each of your turns, you and friendly ceatures who start their turn within the radius or enter it for the first time on their turn regain hit points equal to your Wisdom modifier (minimum of 1)." + ] + }, + { + "type": "entries", + "name": "Torrential Hinderance", + "entries": [ + "Hostile creatures with the rainstorm has disadvantage on Strength and Dexterity saving throws and treat the area as difficult terrain." + ] + }, + "Once you use this feature, you can't use it again until you finish a long rest." + ] + } + ] +} \ No newline at end of file