diff --git a/Changelog.md b/Changelog.md index 1713998..198ab04 100644 --- a/Changelog.md +++ b/Changelog.md @@ -1,3 +1,6 @@ +## 2.2 +v10 compatibility - no major updates + ## 2.1 Fairytale Protection Service features added diff --git a/module.json b/module.json index f2623d1..8541ad8 100644 --- a/module.json +++ b/module.json @@ -1,72 +1,106 @@ { "name": "d-n-d-friends-guilds", + "id": "d-n-d-friends-guilds", "title": "D-n-D Friends Guilds", "description": "This module was built to supplement the DMs in the D-n-D Friends Discord server", - "version": "2.1", - "minimumCoreVersion": "0.7.0", - "compatibleCoreVersion": "9", - "author": "MaxPat", + "version": "2.2", + "compatibility": { + "minimum": "0.7.0", + "verified": "10", + "maximum": "10" + }, + "authors": [{ + "name": "MaxPat", + "discord": "maxpat#7936" + }], "manifest": "https://github.com/MaxPat931/D-n-D-Friends-Guilds/releases/latest/download/module.json", - "download": "https://github.com/MaxPat931/D-n-D-Friends-Guilds/releases/download/v2.1/module.zip", + "download": "https://github.com/MaxPat931/D-n-D-Friends-Guilds/releases/download/v2.2/module.zip", "packs": [ { "name": "guildfeatures", "label": "Guild Features", "path": "packs/guildfeatures.db", "entity": "Item", - "package": "d-and-d-friends" + "type": "Item", + "package": "d-and-d-friends", + "system": "dnd5e" }, { "name": "dndfriendsitems", "label": "DnD Friends Items", "path": "packs/items.db", "entity": "Item", - "package": "d-and-d-friends" + "type": "Item", + "package": "d-and-d-friends", + "system": "dnd5e" }, { "name": "journals", "label": "Journal Entries", "path": "packs/journal.db", "entity": "JournalEntry", - "package": "d-and-d-friends" + "type": "JournalEntry", + "package": "d-and-d-friends", + "system": "dnd5e" }, { "name": "scenes", "label": "Scenes", "path": "packs/scenes.db", "entity": "Scene", - "package": "d-and-d-friends" + "type": "Scene", + "package": "d-and-d-friends", + "system": "dnd5e" }, { "name": "macros", "label": "Macros", "path": "packs/macros.db", "entity": "Macro", - "package": "d-and-d-friends" + "type": "Macro", + "package": "d-and-d-friends", + "system": "dnd5e" }, { "name": "tables", "label": "Roll Tables", "path": "packs/tables.db", "entity": "RollTable", - "package": "d-and-d-friends" + "type": "RollTable", + "package": "d-and-d-friends", + "system": "dnd5e" }, { "name": "playlists", "label": "Playlists", "path": "packs/playlists.db", "entity": "Playlist", - "package": "d-and-d-friends" + "type": "Playlist", + "package": "d-and-d-friends", + "system": "dnd5e" } ], - "esmodules": [ "./welcomemessage.js" - ], - "dependencies": [ - { - "name": "compendium-folders", - "manifest": "https://raw.githubusercontent.com/earlSt1/vtt-compendium-folders/09x-update/module.json" - } + "esmodules": [ + "./welcomemessage.js" ], + "relationships": { + "systems": [{ + "id": "dnd5e", + "manifest": "https://raw.githubusercontent.com/foundryvtt/dnd5e/master/system.json", + "compatibility": { + "minimum": "1.5.7", + "verified": "1.6.3" + } + }], + "requires": [{ + "id": "compendium-folders", + "type": "module", + "manifest": "https://raw.githubusercontent.com/earlSt1/vtt-compendium-folders/09x-update/module.json", + "compatibility": { + "verified": "2.4.6" + } + }] + }, "bugs": "https://github.com/MaxPat931/D-n-D-Friends-Guilds/issues", "flags": { "allowBugReporter": true diff --git a/packs/guildfeatures.db b/packs/guildfeatures.db index 87b9267..6c3fbf9 100644 --- a/packs/guildfeatures.db +++ b/packs/guildfeatures.db @@ -3,7 +3,7 @@ {"_id":"1AfUzKG7nmqQACb2","name":"Monster Slayers 2 - Tools","type":"feat","img":"icons/tools/hand/lockpicks-steel-grey.webp","data":{"description":{"value":"
You gain the following benefits whenever you use the tools listed in @Compendium[d-n-d-friends-guilds.guildfeatures.odgyNfy4mtRY21o4]{Monster Slayers 2 - Gambits of the Hunt} (whether crafted by you or purchased with GP):
\n• You can use a bonus action instead of an action to activate them. If you can already do so due to a feature such as Thief Rogue's *Fast Hands*, you can use two tools with one bonus action.
\n• Their DC is equal to their listed DC or DC 14, whichever number is higher.
\n• Acid, alchemist's fire, caltrops, hunting traps, and oil (flask) deal an extra 3 damage of the specified type.
\n\n\n• You are considered proficient with acid, alchemist's fire, and oil (flask). Whenever you throw any of them, they have a range of 20/60 and deal bludgeoning damage equal to [[/r 1d4+@abilities.dex.mod]] on a hit.
\n
\n\n• You are considered proficient with torches. Whenever you hit a creature with a melee attack using an unlit torch, it deals bludgeoning damage equal to [[/r 1d4+@abilities.str.mod]]. If the torch is lit, it deals an additional 3 fire damage.
\n
\n\n• Ball bearings deal 3 bludgeoning damage if a creature falls prone and nets deal 3 piercing damage on a hit due to their barbed construction.
\n
\n\nYou can craft up to three tools at 9th level, four tools at 13th level, and five tools at 17th level. The DC increases to 16 at 9th level, 18 at 13th level, and 20 at 17th level. The damage increases to 4 at 9th level, 5 at 13th level, and 6 at 17th level.
\n
You learn the @Compendium[dnd5e.spells.8zT7njvqbpXs4Cel]{Spare the Dying} cantrip. Whenever you cast Spare the Dying, the creature also recovers 1 hit point after [[/r 1d4]] rounds.
","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"requirements":"","recharge":{"value":null,"charged":false}},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"57sUkRQ7zKNhpeEE":3},"flags":{"cf":{"id":"temp_50q5yfxe7ib","path":"Guild Features#/CF_SEP/Sanctus Shaman Sanitas","color":"#000000"}}} {"_id":"24A2gbWHrNldXoAN","name":"BOOM 1 - BFG","type":"feat","img":"icons/weapons/guns/gun-blunderbuss-gold.webp","data":{"description":{"value":"You gain a BFG (Big Fucking Gun) which is magical in nature, mounted on you at all times in a location of your choice (forearm, shoulder, backpack, etc.), and does not need to be interacted with in order to activate its abilities. As you advance through B.O.O.M., you gain a variety of upgrades to the BFG which are detailed below.
","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"requirements":"","recharge":{"value":null,"charged":false}},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"57sUkRQ7zKNhpeEE":3},"flags":{"cf":{"id":"temp_5o1p1m3u9co","path":"Guild Features#/CF_SEP/BOOM","color":"#000000"}}} -{"_id":"2jwy2LYWEpiNkIqD","name":"Ministry of Muses 3 - True Art","type":"feat","img":"systems/dnd5e/icons/skills/light_07.jpg","data":{"description":{"value":"Once per long rest, you can use a bonus action to choose a creature within 60 feet of you that you can see.
\nUntil the end of your turn, when you target the creature with a spell or ability, it cannot benefit from immunity to the charmed condition and instead has advantage on saving throws against being charmed. If the creature does not have immunity to the charmed condition then it has disadvantage on saving throws against being charmed but only when you target the creature with a spell or ability.
\nAt the end of your turn, an affected creature remains under the effect of your spell or ability for its duration even if they would normally have immunity against the charmed condition.
\n\n\nYou can use this feature twice at 9th level, three times at 13th level, and four times at 17th level.
\n
Once per long rest, you can use a bonus action to choose a creature within 60 feet of you that you can see.
\nUntil the end of your turn, when you target the creature with a spell or ability, it cannot benefit from immunity to the charmed condition and instead has advantage on saving throws against being charmed. If the creature does not have immunity to the charmed condition then it has disadvantage on saving throws against being charmed but only when you target the creature with a spell or ability.
\nAt the end of your turn, an affected creature remains under the effect of your spell or ability for its duration even if they would normally have immunity against the charmed condition.
\n\n\nYou can use this feature twice at 9th level, three times at 13th level, and four times at 17th level.
\n
Once per long rest, when rolling a skill that you do not have proficiency in, you can add half of your proficiency modifier (rounded down) to the roll.
\n\n
You can use this ability twice at 9th level, three times at 13th level, and four times at 17th level.
","chat":"","unidentified":""},"source":"","activation":{"type":"special","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":"1","per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"requirements":"","recharge":{"value":null,"charged":false}},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"4d5DkhRNcE03uonW":3},"flags":{"core":{"sourceId":"Item.mF5UetiVWsgLJIyQ"},"cf":{"id":"temp_3onpaeoe9vv"}}} {"_id":"3JiYPaeewr6mVnHr","name":"Grand Order of Dawn Guild","type":"feat","img":"icons/skills/social/diplomacy-peace-alliance.webp","data":{"description":{"value":"Evil is a weed which grows in cracked roads and crumbling houses and forgotten corners, rooted in indifference and nourished by the suffering of others. G.O.O.D. has been created with the purpose of staving off this very evil by spreading good and hope wherever we go; however, we are not a mercenary company as money can’t buy the values we seek in our members. Above all, our most important tenet is that *we do not kill anyone* - we will always capture our enemies and find a way to achieve peace with them but, until they redeem themselves, they will be imprisoned and spend their time in seclusion. That being said, there are three exceptions to this rule: we will only kill if it's absolutely necessary for our safety or the safety of those under our protection, and only as a last resort; we will slay inherently-evil creatures such as demons, devils, and those in-between since they are irredeemable; and we will offer a swift and painless death to those who are suffering tremendously and seek an early end to their lives while doing our best to ensure that this is their true desire.
\n\n
@Compendium[d-n-d-friends-guilds.guildfeatures.JPMLS2X6Dht40Efv]{Grand Order of Dawn 1 - Sacrificial Wounds}
\n@Compendium[d-n-d-friends-guilds.guildfeatures.gst2km2qb7ypYyRj]{Grand Order of Dawn 2 - Conflict Resolution}
\n@Compendium[d-n-d-friends-guilds.guildfeatures.9HNZfC9WgvqFR3fn]{Grand Order of Dawn 3 - Protect the Weak}
\n@Compendium[d-n-d-friends-guilds.guildfeatures.C4J5eTtbSZKMkk8C]{Grand Order of Dawn 4 - Flames of Redemption}
\n@Compendium[d-n-d-friends-guilds.guildfeatures.xaAhbuQpnXF80jrI]{Grand Order of Dawn 4 - Noble Sacrifice}
","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"requirements":"","recharge":{"value":null,"charged":false}},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"57sUkRQ7zKNhpeEE":3},"flags":{"cf":{"id":"temp_xz8iqc95nn9","path":"Guild Features#/CF_SEP/Grand Order of Dawn","color":"#000000"}}} {"_id":"3wkBbNQcOhZjeL5o","name":"Sanctus Shaman Sanitas 1 - Spiritual Connection","type":"feat","img":"icons/magic/nature/tree-spirit-blue.webp","data":{"description":{"value":"Once per long rest, you can cast each of the following spells as a ritual and without material components:
\n• 2nd level: @Compendium[dnd5e.spells.aL1F8fvYLtNzUbKu]{Speak with Animals}
\n• 5th level:@Compendium[dnd5e.spells.Iv2qqSAT7OkXKPFx]{Locate Animals or Plants}
\n• 9th level: @Compendium[dnd5e.spells.2VXGS206tuChoeXy]{Speak with Plants}
\n• 13th level: @Compendium[dnd5e.spells.gXtzz9t1DTzJeLr4]{Locate Creature}
","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"requirements":"","recharge":{"value":null,"charged":false}},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"57sUkRQ7zKNhpeEE":3},"flags":{"cf":{"id":"temp_50q5yfxe7ib","path":"Guild Features#/CF_SEP/Sanctus Shaman Sanitas","color":"#000000"}}} @@ -15,11 +15,11 @@ {"_id":"5a7jriGHjlq7F1kj","name":"Monster Slayers 1 - Slayer's Warning","type":"feat","img":"icons/weapons/axes/axe-broad-energy-pink.webp","data":{"description":{"value":"Once per long rest, you can spend one minute activating the runes on your weapon or another object for the next hour. Choose one of the following creature types: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Monstrosity, Ooze, Plant, or Undead. Whenever you are holding the runic weapon or object and a creature of the chosen type is within 20 feet of you, the runes detect the creature and warn you of its presence by glowing softly.
\nAdditionally, you can use an action to coat your runic weapon or object in the fresh blood of a recently-slain creature of the chosen type. If you do so, the detection range is doubled for the duration.
\n\n\nYou can use this ability twice at 5th level, three times at 9th level, four times at 13th level, and five times at 17th level. The runes reveal the general direction of detected creatures from you at 5th level and the distance of detected creatures from you at 9th level, you can't be surprised by creatures of the chosen type at 13th level, and the range increases to 30 feet at 17th level.
\n
You can use an action to create a hovering, glowing orb for the next minute. The orb emits bright light in a 20-foot cone and dim light for an additional 20 feet, and the cone is always centered on you. Whenever you move more than 10 feet away from the orb, it follows you until it is within 10 feet of you. You can only have one orb in existence at a time and creating a new orb causes the previous one to disappear.
\nYou can use a bonus action to expand or reduce the size of the bright and dim light to a maximum of 30 feet each or a minimum of 10 feet each, or have it point towards a creature that you can see within 30 feet of you. The orb automatically centers itself on you if the targeted creature breaks line of sight with the orb or if they can no longer be seen by you. You can change the color of the light it emits at any time (no action required).
\n\n\nAt 13th level, you can create two orbs simultaneously and can control one or both of them with a bonus action. They can be different sizes or colors, and can point to different creatures.
\n
Two times per long rest, as an action, the Rescuer can let out a burst from its boosters, shooting them into the air and knocking back those around them.
\nThe Rescuer can jet up to 5 feet straight up in the air. Any creature caught within a 10 feet range of the point where the Rescuer activates this ability must make a DC 14 Constitution saving throw or take [[/r 2d6]] thunder damage and be knocked back 5 ft. If they fail by 5 or more they get knocked prone.
\nAfter flying up the Rescuer can pick an empty point below them within three times the height reached by the launch where to land, taking no damage and landing on your feet. Opportunity attacks made against you when using Sonic Boom are made at disadvantage.
\n\n\nYou may use this feature thrice per long rest at 9th level, four times at 13th level and five times at 17th level. The DC increases to 16 at 9th level, 18 at 13th level and 20 at 17th level. The damage increases to 3d6 at 9th level, 4d6 at 13th level and 5d6 at 17th level. The distance you can fly up increases to 10 feet at 9th level, 15 feet at 13th level and 20 feet at 17th level.
\n
Having experienced what multiple-allied combat is like, you have honed the skills necessary to steady yourself whenever the need arises to take a hit for those dearest friends of yours. Not to mention, your combat experience allows you to defend multiple allies at once as your variation in stances broadens both in knowledge, and in-scenario.
\nOnce per long rest, you can use a bonus action and choose an ally within 5 feet of you. Whenever your ally moves or is moved, you move to stay within 5 feet of them and intercept the next attack that is made against them that you can see. The attack is redirected to you where it resolves normally, except that the damage can't be reduced or prevented in any way.
\n\n\nYou stay by your ally's side until the start of your next turn, until you are incapacitated, if you choose to end the effect (no action required), if your ally moves to a location you can't reach, if you move more than twice your movement speed, or if your speed is reduced to 0.
\nYou can use this feature twice at 9th level, three times at 13th level, and four times at 17th level. You must intercept a second attack at 9th level, a third attack at 13th level, and a fourth attack at 17th level.
\n
Having experienced what multiple-allied combat is like, you have honed the skills necessary to steady yourself whenever the need arises to take a hit for those dearest friends of yours. Not to mention, your combat experience allows you to defend multiple allies at once as your variation in stances broadens both in knowledge, and in-scenario.
\nOnce per long rest, you can use a bonus action and choose an ally within 5 feet of you. Whenever your ally moves or is moved, you move to stay within 5 feet of them and intercept the next attack that is made against them that you can see. The attack is redirected to you where it resolves normally, except that the damage can't be reduced or prevented in any way.
\n\n\nYou stay by your ally's side until the start of your next turn, until you are incapacitated, if you choose to end the effect (no action required), if your ally moves to a location you can't reach, if you move more than twice your movement speed, or if your speed is reduced to 0.
\nYou can use this feature twice at 9th level, three times at 13th level, and four times at 17th level. You must intercept a second attack at 9th level, a third attack at 13th level, and a fourth attack at 17th level.
\n
Twice per long rest, you can use either of the following features:
\n\n\n• Whenever you deal damage to a creature, you can use a reaction to teleport to an unoccupied space that you can see within 30 feet of you. When you do so, you manifest an illusory duplicate of yourself in an unoccupied space that you can see within 30 feet of the space that you previously occupied. The duplicate mimics you perfectly and lasts until the start of your next turn.
\nPhysical interaction with the duplicate reveals it to be an illusion because things can pass through it. A creature that uses its action to examine the duplicate can determine that it is an illusion with a successful Intelligence (Investigation) check (DC 14). If a creature discerns it for what it is, the creature can see through it.
\nThe DC increases to 16 at 9th level, 18 at 13th level, and 20 at 17th level. The number of illusory duplicates that you create increases to two at 9th level, three at 13th level, and four at 17th level.
\n
\n\n• You can use a bonus action to cause illusions which you manifest to seem completely real and include sounds, smells, temperature, and other stimuli appropriate to the thing depicted, but these effects can't cause damage, force saving throws, or inflict conditions. The next time you cast a spell or use an effect which creates one or more illusions before the end of your turn, creatures with truesight, blindsight, or tremorsense, or those who can see through illusions, do not automatically detect your visual illusions and succeed on saving throws against them. They instead make any checks to determine if they are real at advantage. Creatures which perceive illusions normally make these checks at disadvantage. If a creature discerns one of your illusions for what it is, they can see through it and its other sensory qualities become faint to the creature.
\n
\n\nYou can use either of these features a total of three times at 9th level, four times at 13th level, and five times at 17th level.
\n
Once per long rest, after you roll initiative, you can use your Omni-Tool to manipulate the reaction time of yourself and creatures around you. When you roll initiative, you can re-roll the check but you must use the new result. Alternatively, you can force a creature within 60 feet of you to make a DC 14 Dexterity saving throw; on a failed save, it swaps its initiative result with yours. A creature can willingly fail this saving throw.
\n\n\nYou can use this ability twice at 9th level, three times at 13th level, and four times at 17th level. The DC increases to 16 at 9th level, 18 at 13th level, and 20 at 17th level.
\n
Whenever you finish a long rest, you can spend half of your Hit Dice (rounded up) to not have to eat or drink anything for the next 24 hours.
\nYou can use an action to emit a putrid aura that instantly spoils all foodstuffs within 5 feet of you until you use another action to stop emitting the foul aura. Food molders, water evaporates, and other non-magical drinks sour (for example, wine turns to vinegar).
\n\n\nA creature who consumes this spoiled food or drink must make a DC 12 Constitution saving throw or gain one level of Exhaustion and become Poisoned until they are no longer Exhausted. A creature with immunity to the Poisoned condition automatically passes the saving throw. If you consume this spoiled food or drink, it instantly turns back into its unspoiled form and is even more rich, delectable, and succulent than it originally was. Additionally, you can spend 10 minutes disguising up to 10 pounds of spoiled food or drink to make it look appetizing.
\n
\n\nThe DC increases to 14 at 5th level, 16 at 9th level, 18 at 13th level, and 20 at 17th level.
\n
Once per long rest, whenever you succeed or fail a Dexterity or Constitution saving throw against a spell or magical effect that deals acid, cold, fire, lightning, or thunder damage in an area, you can use a reaction to gain one of the following effects:
\n\n\n• If you succeeded on the saving throw, you can move up to 15 feet away from the epicenter of the blast. You must end this move further from the epicenter of the blast than you started. Additionally, if the saving throw allows you to take ony half damage on a success, you instead take no damage.
\n
\n\n• If you failed the saving throw, you can re-roll the save but must use the new roll.
\n
\n\nYou can use this ability twice at 9th level, three times at 13th level, and four times at 17th level.
\n
Once per long rest, whenever you succeed or fail a Dexterity or Constitution saving throw against a spell or magical effect that deals acid, cold, fire, lightning, or thunder damage in an area, you can use a reaction to gain one of the following effects:
\n\n\n• If you succeeded on the saving throw, you can move up to 15 feet away from the epicenter of the blast. You must end this move further from the epicenter of the blast than you started. Additionally, if the saving throw allows you to take ony half damage on a success, you instead take no damage.
\n
\n\n• If you failed the saving throw, you can re-roll the save but must use the new roll.
\n
\n\nYou can use this ability twice at 9th level, three times at 13th level, and four times at 17th level.
\n
You have began to use the power of your dreams to manipulate reality. Once per long rest when you or a creature you can see takes damage you can use a reaction to try to change reality. Roll a [[/r 1d20]], the number rolled determines the effect which the creature gains:
\n1 | \nThe damage is unchanged. | \n
2-10 | \nReduce the damage taken by [[/r 1d8]]. | \n
11-19 | \nThe damage is reduced to half. | \n
20 | \nThe damage is completely negated. | \n
\n
You can use this ability twice at 9th level, three times at 13th level, and four times at 17th level.
","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"ally"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":"1","per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"requirements":"","recharge":{"value":null,"charged":false}},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"4d5DkhRNcE03uonW":3},"flags":{"core":{"sourceId":"Item.OQSRn7gEBjMtH9Vj"},"cf":{"id":"temp_3onpaeoe9vv"}}} {"_id":"8FeGMewnq3AiefEU","name":"Sanctus Shaman Sanitas 4 - Balance of Energy and Matter","type":"feat","img":"icons/magic/symbols/runes-carved-stone-yellow.webp","data":{"description":{"value":"Once per long rest, you can use an action to channel your affinity with nature and the elements and share it with one other creature within 30 feet of you. You and the chosen creature gain the Yin and Yang abilities for the next minute.
\n\n\n• You can use a bonus action to touch another creature. They regain [[/r 2d4]] hit points.
\n• Whenever you take acid, cold, fire, lightning, or poison damage, you can use a reaction to prevent the damage and turn it into healing. You regain hit points equal to half of the amount of damage dealt. Once this sub-ability has been used, you can no longer benefit from the Yin ability.
\n
\n\nYou gain an “Elemental Die” which is a [[/r 1d4]] and affects a specific element depending on the immediate terrain or weather effect that you are in:
\n- Swamp, Marsh, or Toxic Fumes: Acid
\n- Arctic, Tundra, or Extreme Cold: Cold
\n- Desert, Mountain, or Extreme Heat: Fire
\n- Coast, Sea, or Rain or Lightning Storm: Lightning
\n- Forest, Underdark, or Fog: Poison
\nYou can use the Elemental Die in the following ways:
\n- Whenever you must make a saving throw which deals the specified type of damage, you can use a reaction to roll the Elemental Die and add it to the result.
\n- Whenever you take the specified type of damage, you can use a reaction to roll the Elemental Die and reduce the damage by the result.
\n- You can use a bonus action to empower your next attack. The next time you hit a creature with an attack before the end of your next turn, roll the Elemental Die. You deal additional damage of the specified type equal to the result.
\nOnce you use your Elemental Die, you can't do so again until the start of your next turn.
\n
\n\nYou can use this ability twice at 17th level. The healing increases to [[/r 2d6]] at 13th level and [[/r 2d8]] at 17th level. The Elemental Die increases to a d6 at 13th level and a d8 at 17th level.
\n
You can transform as long as you are conscious, even if you are not capable of taking actions or reactions. At the start of your turn, if you are incapacitated, paralyzed, petrified, poisoned, restrained, or stunned, you can use a reaction to end any number of these conditions which are currently affecting you and immediately transform.
\n\n\n• Once per dawn, when you must make a saving throw, you can use a reaction to instead make a Charisma saving throw.
\n• Once per dawn, you can cast the Motivational Speech spell at 3rd level. The level it is cast at increases by one at 13th level (4th) and 17th level (5th).
\n• Once per dawn, whenever you hit a creature with your beam of brilliant energy, you can use a reaction to force them to make a DC 16 Strength saving throw. On a failed save, they become restrained by magical ribbons until the start of your next turn. On a successful save, they are not restrained. The creature can use an action to break free.
\n
\n\nYou can use this ability twice at 13th level and three times at 17th level. The DC increases to 18 at 13th level and 20 at 17th level.
\n
Once per long rest, you can use a bonus action to enchant your weapon. The next time you hit a creature with a weapon attack, they must succeed on a DC 14 Constitution saving throw or be baned for the next minute:
\n\n\n• <Fail by 5 or more>: they suffer from the Pass and Fail penalties, must roll a [[/r 1d4]] and subtract the number rolled from any saving throws they make as well as any saving throw to maintain concentration, and only deal half damage with weapon attacks.
\n• <Fail>: they suffer from the Pass penalties, must roll a [[/r 1d4]] and subtract the number rolled from any attack rolls they make, and cannot take reactions.
\n• <Succeed>: they must roll a [[/r 1d4]] and subtract the number rolled from any ability checks they make.
\n\n
At the end of each of their turns, they can make another Constitution saving throw. On a successful save, they are no longer baned.
\n\n
\n\nYou can use this ability twice at 9th level, three times at 13th level, and four times at 17th level. The DC increases to 16 at 9th level, 18 at 13th level, and 20 at 17th level.
\n
Once per long rest, you can use your action to connect directly with the House of Wisdom. For the next minute you gain the following benefits:
\n\n\nAt the start of your turn you gain [[/r 5]] Temporary Hit Points.
\nAt level 13 the amount gained increases to [[/r 10]], and at level 17 the amount gained increases to [[/r 15]].
\n
\n\nOnce per round when you make an attack roll or a saving throw you may use your reaction to treat the roll of 9 or lower as a 10.
\nYou are able to use this feature twice, three times at 13th level, and four times at 17th level.
\n
\n\nWhen you are hit by an attack that would reduce you to 0 hit points but not killed outright, you can drop to 1 hit point instead.
\nOnce this is activated Library Annex instantly ends.
\n
Once per long rest, you can spend one minute setting a state-of-the-art reduced-hazard stick of dynamite in your location along with wiring connecting to a trigger at another location within 60 feet. Additionally, you can spend another 10 minutes camouflaging the dynamite and its wires. After it has been set, you can use an action to trigger the dynamite to explode and cause the following effects:
\n• Creatures within 20 feet of it must make a DC 14 Strength saving throw:
\n\n\n~ <Fail by 5 or more>: they suffer from the Fail penalties and are also Incapacitated and have a speed of 0 until the start of your next turn.
\n~ <Fail>: they take [[/r 4d10]] force damage, are pushed 10 away, and are knocked prone. Additionally, they are also Deafened for the next minute.
\n~ <Succeed>: they take half as much damage, are not pushed away, and are not knocked Prone.
\n
• Objects take [[/r 4d10]] force damage and structures take twice as much damage.
\n• Any unsecured objects that are completely within the area of effect are automatically pushed 20 feet away.
\n• The affected area becomes difficult terrain.
\n\n\nYou can use this ability twice at 9th level, three times at 13th level, and four times at 17th level. The DC increases to 16 at 9th level, 18 at 13th level, and 20 at 17th level. The damage increases to 6d10 at 9th level, 8d10 at 13th level, and 10d10 at 17th level.
\n
Once per long rest, you can spend one minute setting a state-of-the-art reduced-hazard stick of dynamite in your location along with wiring connecting to a trigger at another location within 60 feet. Additionally, you can spend another 10 minutes camouflaging the dynamite and its wires. After it has been set, you can use an action to trigger the dynamite to explode and cause the following effects:
\n• Creatures within 20 feet of it must make a DC 14 Strength saving throw:
\n\n\n~ <Fail by 5 or more>: they suffer from the Fail penalties and are also Incapacitated and have a speed of 0 until the start of your next turn.
\n~ <Fail>: they take [[/r 4d10]] force damage, are pushed 10 away, and are knocked prone. Additionally, they are also Deafened for the next minute.
\n~ <Succeed>: they take half as much damage, are not pushed away, and are not knocked Prone.
\n
• Objects take [[/r 4d10]] force damage and structures take twice as much damage.
\n• Any unsecured objects that are completely within the area of effect are automatically pushed 20 feet away.
\n• The affected area becomes difficult terrain.
\n\n\nYou can use this ability twice at 9th level, three times at 13th level, and four times at 17th level. The DC increases to 16 at 9th level, 18 at 13th level, and 20 at 17th level. The damage increases to 6d10 at 9th level, 8d10 at 13th level, and 10d10 at 17th level.
\n
You'd rather have your friends thanking you for putting yourself between them and a dragon than see them turn to ash. When introducing yourself in a quest, remind your allies that your martyr-like self has no bounds when it comes to their safety, forming a bond with those quest-mates.
\nOnce per long rest, you can use a bonus action to enter a defensive stance where you provide one-quarter cover to creatures of your choice within five feet of you (excluding yourself) until the start of your next turn. A creature with one-quarter cover has a +1 bonus to AC and Dexterity saving throws. You can use this feature twice at 9th level, three times at 13th level, and four times at 17th level.
\n\n\nWhen you use Clypeus (Medium) to protect an ally within 5 feet of you, you can also steady your resolve and spend a Hit Die as part of the bonus action. Roll the die, add your Constitution modifier, and gain a number of temporary hit points equal to the total (minimum of 1). You can spend a second Hit Die at 9th level, a third die at 13th level, and a fourth die at 17th level.
\n
Every day at dawn, you can take 10 minutes to commune with the spirits of the sentient animals, plants, and monstrosities that inhabit this world and gain the following benefits until the next dawn:
\n• Whenever you must make a saving throw or skill check to overcome an environmental effect such as extreme heat/cold, torrential rain, fog/mist, quicksand, blizzards, etc., you can expend a hit die to re-roll the save or check but must use the new roll.
\n• Roll a [[/r 1d4]]. You become fluent in that many languages from the following list:
\n\n\n- Blink Dog (MM)
\n- Giant Eagle (MM)
\n- Giant Elk (MM)
\n- Giant Owl (MM)
\n- Hook Horror (MM)
\n- Ice Toad (RoT)
\n- Kruthik (MTF)
\n- Olman (TftYP)
\n- Sphinx (MM)
\n- Tlincalli (VGM)
\n- Umber Hulk (MM)
\n- Vegepygmy (VGM)
\n- Winter Wolf (MM)
\n- Worg (MM)
\n- Yeti (MM)
\n- Yikaria (SKT)
\n
You roll [[/r 2d4]] when determining how many languages you are temporarily fluent in at 13th level.
","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"requirements":"","recharge":{"value":null,"charged":false}},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"57sUkRQ7zKNhpeEE":3},"flags":{"cf":{"id":"temp_50q5yfxe7ib","path":"Guild Features#/CF_SEP/Sanctus Shaman Sanitas","color":"#000000"}}} {"_id":"C0Ha3KKQnua9lnfQ","name":"#[CF_tempEntity]","type":"weapon","img":"icons/svg/item-bag.svg","data":{"description":{"value":"","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":false,"rarity":"","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","baseItem":"","properties":{},"proficient":true},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"57sUkRQ7zKNhpeEE":3},"flags":{"cf":{"id":"temp_d6hrwlludgf","path":"Guild Features#/CF_SEP/Magical Girls","color":"#000000","name":"Magical Girls","children":[],"folderPath":[],"fontColor":"#FFFFFF","icon":null,"sorting":"a","contents":["cJnjg0ArtRGp5j42","8zksyUuFrwulyQJ8","uQAlqrNUDNpR8GPH","8omD6QF8NoxXSaBH","mHsPZv7QqvqHP9xU"],"version":"2.4.6"}}} @@ -56,7 +56,7 @@ {"_id":"IVB1NsqNKLDcpqQd","name":"Ministry of Muses 2 - Attention on Me","type":"feat","img":"icons/magic/light/explosion-beam-impact-silhouette.webp","data":{"description":{"value":"Twice per long rest, you can use an action to grant a creature that you can see within 30 feet of you 5 temporary hit points which last for the next hour. While a creature has these hit points, any effect which causes them to be charmed or frightened is suppressed. Once the temporary hit points granted by this feature are lost, any suppressed effect resumes provided that its duration has not expired in the meantime.
\n\n\nYou can use this feature three times at 9th level, four times at 13th level, and five times at 17th level. The temporary hit points increase to 10 at 9th level, 15 at 13th level, and 20 at 17th level.
\n
Ain't nothin' more valuable than a life long sea farin' companion.
\nOnce per Long Rest, you can cast the @Compendium[dnd5e.spells.JGT5bNqu9REL7Fuz]{Find Familiar} spell without material components. The familiar takes the form of a parrot (use the @Compendium[dnd5e.monsters.LPdX5YLlwci0NDZx]{Raven} or Crow statblock), has an Intelligence and Charisma score equal to 11 + your Charisma modifier, has proficiency in the Deception skill (it uses your Proficiency Bonus), and can mimic any sound it has heard, including voices, with its Mimicry trait.
\n\n\nA creature that hears any sounds which the parrot mimics can tell they are imitations by making a Wisdom (Insight) check contested by the parrot's Charisma (Deception) check.
\n
\n\nAdditionally, you can spend one minute teaching it a phrase and setting an observable condition under which it repeats the phrase using your voice and volume. The observable condition must occur within 10 feet of the parrot in order for it to repeat the phrase and it remembers the phrase and condition until you give it a new phrase or summon it again using this ability.
\n
\n\nThe parrot can willingly end its movement in your space and perch on your shoulder. While it is perched, you can't be surprised unless you are *Incapacitated* by something other than non-magical sleep. The parrot magically awakens you if you are sleeping naturally when combat begins.
\n
Once per long rest, whenever you take the Attack action, you can replace one of your attacks with an experimental laser shot from your BFG. Choose a creature within 60 feet of you that you can see. Roll [[/r 1d20]] to determine the effect of the laser:
\n\n\nTargeting Malfunction -The BFG fires a random laser at a random creature within range (including yourself). If you roll another 1 or a 20 for the laser, re-roll the result.
\n
\n\nFear: they must succeed on a Wisdom saving throw or become @Compendium[dnd5e.rules.pAcHCDJBhybiVzMF]{Frightened} of your BFG.
\n
\n\nSleep: they must succeed on a Wisdom saving throw or fall Unconscious. They awaken if they take damage or another creature uses an action to wake them. This has no effect on constructs and undead.
\n
\n\nPetrification: they must succeed a Constitution saving throw or become @Compendium[dnd5e.rules.1XcKtGnKprqX6fa2]{Petrified}.
\n
\n\nPolymorph: they must succeed on a Wisdom saving throw or become polymorphed into a space hamster as per the @Compendium[dnd5e.spells.04nMsTWkIFvkbXlY]{Polymorph} spell.
\n
\n\nReduce: they must succeed on a Constitution saving throw or become reduced as per the @Compendium[dnd5e.spells.WahI41a3goVUg0x1]{Enlarge/Reduce} spell.
\n
\n\nConfusion: they must succeed on a Wisdom saving throw or become confused as per the @Compendium[dnd5e.spells.9hQXdMSmerkTsHDe]{Confusion} spell.
\n
\n\nSlow: they must succeed on a Wisdom saving throw or become slowed as per the @Compendium[dnd5e.spells.yqUDoxk4x0NWG5Bz]{Slow} spell.
\n
\n\nBanish: they must succeed on a Charisma saving throw or become banished as per the @Compendium[dnd5e.spells.pxpb2eOB6bv4phAf]{Banishment} spell.
\n
\n\nDisintegrate: they must succeed on a Dexterity saving throw or become disintegrated as per the @Compendium[dnd5e.spells.HBHbOGKNVVprSlwn]{Disintegrate} spell.
\n
\n\nOvercharge: choose an effect from this list except for 1 and 20. You do not expend a use of this ability.
\n
Each effect is DC 16, has a duration of one minute, and does not require concentration. The affected creature can make another saving throw at the end of each of their turns to attempt to end the effect.
\n\n\nYou can use this ability twice at 13th level and thrice at 17th level. The DC increases to 18 at 13th level and 20 at 17th level.
\n
Once per long rest, whenever you take the Attack action, you can replace one of your attacks with an experimental laser shot from your BFG. Choose a creature within 60 feet of you that you can see. Roll [[/r 1d20]] to determine the effect of the laser:
\n\n\nTargeting Malfunction -The BFG fires a random laser at a random creature within range (including yourself). If you roll another 1 or a 20 for the laser, re-roll the result.
\n
\n\nFear: they must succeed on a Wisdom saving throw or become @Compendium[dnd5e.rules.pAcHCDJBhybiVzMF]{Frightened} of your BFG.
\n
\n\nSleep: they must succeed on a Wisdom saving throw or fall Unconscious. They awaken if they take damage or another creature uses an action to wake them. This has no effect on constructs and undead.
\n
\n\nPetrification: they must succeed a Constitution saving throw or become @Compendium[dnd5e.rules.1XcKtGnKprqX6fa2]{Petrified}.
\n
\n\nPolymorph: they must succeed on a Wisdom saving throw or become polymorphed into a space hamster as per the @Compendium[dnd5e.spells.04nMsTWkIFvkbXlY]{Polymorph} spell.
\n
\n\nReduce: they must succeed on a Constitution saving throw or become reduced as per the @Compendium[dnd5e.spells.WahI41a3goVUg0x1]{Enlarge/Reduce} spell.
\n
\n\nConfusion: they must succeed on a Wisdom saving throw or become confused as per the @Compendium[dnd5e.spells.9hQXdMSmerkTsHDe]{Confusion} spell.
\n
\n\nSlow: they must succeed on a Wisdom saving throw or become slowed as per the @Compendium[dnd5e.spells.yqUDoxk4x0NWG5Bz]{Slow} spell.
\n
\n\nBanish: they must succeed on a Charisma saving throw or become banished as per the @Compendium[dnd5e.spells.pxpb2eOB6bv4phAf]{Banishment} spell.
\n
\n\nDisintegrate: they must succeed on a Dexterity saving throw or become disintegrated as per the @Compendium[dnd5e.spells.HBHbOGKNVVprSlwn]{Disintegrate} spell.
\n
\n\nOvercharge: choose an effect from this list except for 1 and 20. You do not expend a use of this ability.
\n
Each effect is DC 16, has a duration of one minute, and does not require concentration. The affected creature can make another saving throw at the end of each of their turns to attempt to end the effect.
\n\n\nYou can use this ability twice at 13th level and thrice at 17th level. The DC increases to 18 at 13th level and 20 at 17th level.
\n
The Royal Fortuna is a fleet manned by pirates from all walks of life. We care about making our fortunes bigger, our fleets stronger, and keep our freedom on the high seas. We commit acts of piracy, typically with the goal of stealing cargo and other valuable goods. Secondly, we look for long lost buried treasure in lands long forgotten. And lastly, we look to pick fights with the biggest and badest seafarer and land lubbers to show our might as the strongest there ever was and to do that we need to scour all bodies of water. Where theres talk of treasure and high stake adventure in the high sea, you’ll find a Royal Fortuna member gearing up.
\n@Compendium[d-n-d-friends-guilds.guildfeatures.S8seNRSKBhEylOmD]{Royal Fortuna 1 - There Be Buried Treasure Lads}
\n@Compendium[d-n-d-friends-guilds.guildfeatures.DBIbNQwusB8hovTf]{Royal Fortuna 1 - Seadog's Spyglass}
\n@Compendium[d-n-d-friends-guilds.guildfeatures.IyinzyD45dPZ4ska]{Royal Fortuna 2 - Polly Want a Cracker?}
\n@Compendium[d-n-d-friends-guilds.guildfeatures.gF0BjLiD8i7MFdPd]{Royal Fortuna 2 - Drop the Anchor}
\n@Compendium[d-n-d-friends-guilds.guildfeatures.o5qR682dbKz1oOpN]{Royal Fortuna 3 - Pirate's Dingy}
\n@Compendium[d-n-d-friends-guilds.guildfeatures.t9rpd7IhiDk8Yrdf]{Royal Fortuna 4 - Fire at Will}
","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"requirements":"","recharge":{"value":null,"charged":false}},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"4d5DkhRNcE03uonW":3},"flags":{"core":{"sourceId":"Item.I3NOQvGr3JrNj0dP"},"cf":{"id":"temp_8onchl66gfg","path":"Royal Fortuna","color":"#000000"}}} {"_id":"J2ISiYWyj2WwugVF","name":"Rocket Rescue 4 - Thruster Rush","type":"feat","img":"icons/magic/movement/trail-streak-impact-blue.webp","data":{"description":{"value":"Once per long rest the Rescuer charges its boosters and rushes through anything in their way at breakneck speeds, moving faster than most are able to see. As an action the Rescuer explodes forward in a 60 feet line, and any creature within 5 ft of the Rescuer during the rush must make a DC 16 Dexterity saving throw.
\n\n\nOn a failed save the creatures caught on the area take [[/r 4d6]] force damage, taking half on a success. If the targets fails by 5 or more they are flung back 10 ft from the line, if they collide with a wall or another creature they take an additional [[/r 2d6]] force damage.
\n
\n\nYou do not provoke opportunity attacks with this movement. If you are grappling a creature you can decide to allow them to take no damage by protecting them or force disadvantage on their saving throw as you carry them the full length of the dash and slam them against a surface.
\n
\n\nIf the path you have chosen contains environmental hazards or areas that would normally force you to make a saving throw for an effect or to take damage you gain resistances against these sources of damage and can make the saves at advantage. Additionally if you were to crash against a structure or object before traversing the full distance you instead deal double the damage this ability normally would make against it and try to destroy it.
\n
\n\nYou can use this ability twice at 13th level and thrice at 17th level. The DC increases to 18 at 13th level and to 20 at 17th level. The damage increases to 6d6 at 13th level and to 8d6 at 17th level.
\n
Once per long rest, you can use an action to touch another creature and sacrifice some of your health to mend their injuries. You take [[/r 2d4]] necrotic damage and the creature you touch regains a number of hit points equal to two times the amount of the necrotic damage you took. This damage can't be reduced or prevented in any way, and you cannot take more damage than your current hit points.
\nThe damage increases to [[/r 4d4]] at 5th level, [[/r 6d4]] at 9th level, [[/r 8d4]] at 13th level, and [[/r 10d4]] at 17th level.
","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":"1","per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"requirements":"","recharge":{"value":null,"charged":false}},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"57sUkRQ7zKNhpeEE":3},"flags":{"cf":{"id":"temp_xz8iqc95nn9","path":"Guild Features#/CF_SEP/Grand Order of Dawn","color":"#000000"}}} @@ -67,7 +67,7 @@ {"_id":"M1VDadCSCCK4A3RU","name":"House of Wisdom 1 - Book Binding","type":"feat","img":"icons/sundries/documents/document-writing-pink.webp","data":{"description":{"value":"You learn the @Compendium[dnd5e.spells.kjmjY0zlE6IEiQVL]{Mending} cantrip.
\n\n
Once per long rest, you can use the Mending cantrip to recover lost text. You can cast Mending as an action and if cast on a piece of paper, you can restore any writing on the paper, dating up to a hundred years.
\nYou can use this feature twice at 5th level, three times at 9th level, four times at 13th level, and five times at 17th level.\n
You have learned how to begin to make dreams into reality. Twice per long rest you can use an action to draw a non-magical, non-organic object in the air. The object must be worth 1 gp or less, weigh no more than 10 pounds, and no larger than 5 feet on a side. Objects created with this ability turn back into ink after 1 hour. A creature can use its action to determine that item is a fake with a successful Intelligence (Investigation) check DC 14.
\n\n
You can use this ability three times at 9th level, four times at 13th level, and five times at 17th level. The DC increases to 16 at 9th level, 18 at 13th level, and 20 at 17th level.
","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":2,"max":"2","per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"requirements":"","recharge":{"value":null,"charged":false}},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"4d5DkhRNcE03uonW":3},"flags":{"core":{"sourceId":"Item.yMAQ6p60Dqt3JzEj"},"cf":{"id":"temp_3onpaeoe9vv"}}} {"_id":"M7Bb9SvC4Mb2HqdD","name":"Veil Guild","type":"feat","img":"icons/magic/unholy/silhouette-evil-horned-giant.webp","data":{"description":{"value":"VEIL believes that goodness is a parasite - it feeds itself on the mercy of others, coasting on their hard work, and wallows in society’s pity. We were founded to usurp the rotten society that has allowed this weakness to remain, rebuilding it in our image. To that end, we engage in any activity that allows us to accrue power - political intrigue, conquering territory, influencing the masses, or similar activities. We'll do almost anything to achieve our goals, but the most important tenet is this: don't be an idiot - blend into society and don't get caught. We'll work with anyone who lets us get away with our activities, but we won't work with chaotic imbeciles or goody-two-shoes organizations that look too close. While we believe morals are corrupt and spread weakness, our members can maintain a single personal standard for themselves which we will not force them to break, such as no harming children, no torturing innocents, etc.
\n\n
@Compendium[d-n-d-friends-guilds.guildfeatures.U2mTgLN2ir2mKkBX]{Veil 1 - Soul Consumption}
\n@Compendium[d-n-d-friends-guilds.guildfeatures.cwmlRwqt6O50iOgp]{Veil 1 - Soul Jar}
\n@Compendium[d-n-d-friends-guilds.guildfeatures.fCpi1slnBsoQ7zII]{Veil 2 - Soul Consumption Upgrade}
\n@Compendium[d-n-d-friends-guilds.guildfeatures.w9fyAiPcsxN7mfGY]{Veil 3 - Join the Dark Side}
\n@Compendium[d-n-d-friends-guilds.guildfeatures.IKdcdnZsyUM4hjwE]{Veil 4 - Heart of Evil}
","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"requirements":"","recharge":{"value":null,"charged":false}},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"57sUkRQ7zKNhpeEE":3},"flags":{"cf":{"id":"temp_yi8dv1lpwuo","path":"Guild Features#/CF_SEP/Veil","color":"#000000"}}} -{"_id":"MQos6Jmd4KnLPhry","name":"BOOM 3 - Wrecking Crew","type":"feat","img":"systems/dnd5e/icons/skills/violet_10.jpg","data":{"description":{"value":"Grenade
\nTwice per long rest, whenever you take the Attack action, you can replace one of your attacks with a grenade fired from your BFG. Choose a creature, object, or location within 60 feet of you that you can see and one of the following grenades:
\n\n\nEach creature in a 10-foot-radius sphere centered on the point of impact must succeed on a DC 14 Dexterity saving throw:
\n• <Fail by 5 or more>: they take [[/r 3d6]] fire damage and and are coated with napalm. While coated with napalm, a creature has disadvantage on attack rolls and ability checks for the next minute or until it or another creature uses an action to scrape off the napalm. Being doused in magical water also removes the napalm.
\n• <Fail>: they take [[/r 3d6]] fire damage.
\n• <Succeed>: they take half as much damage and aren't coated in napalm.
\n
\n\nEach creature in a 20-foot-radius sphere centered on the point of impact must succeed on a DC 14 Strength saving throw:
\n• <Fail by 5 or more>: they suffer from the Fail penalties and are also Incapacitated until the start of your next turn or they escape the area.
\n• <Fail>: they are pulled up to 10 feet towards the epicenter of the blast and are knocked Prone if they collide with another creature or object of at least the same size as them.
\n• <Succeed>: they are not pulled or knocked Prone.
\nThe area is considered difficult terrain until the start of your next turn. Unsecured objects within the area of effect are automatically pulled 10 feet towards the epicenter of the blast.
\n
\n\nYou can use either of these abilities a total of three times at 9th level, four times at 13th level, and five times at 17th level. The DC increases to 16 at 9th level, 18 at 13th level, and 20 at 17th level.
\nThe damage of the Napalm Grenade increases to 4d6 at 9th level, 5d6 at 13th level, and 6d6 at 17th level.
\nThe radius and pull effect of the Gravity Grenade increases to 30 feet and 15 feet at 13th level, respectively.
\n
Grenade
\nTwice per long rest, whenever you take the Attack action, you can replace one of your attacks with a grenade fired from your BFG. Choose a creature, object, or location within 60 feet of you that you can see and one of the following grenades:
\n\n\nEach creature in a 10-foot-radius sphere centered on the point of impact must succeed on a DC 14 Dexterity saving throw:
\n• <Fail by 5 or more>: they take [[/r 3d6]] fire damage and and are coated with napalm. While coated with napalm, a creature has disadvantage on attack rolls and ability checks for the next minute or until it or another creature uses an action to scrape off the napalm. Being doused in magical water also removes the napalm.
\n• <Fail>: they take [[/r 3d6]] fire damage.
\n• <Succeed>: they take half as much damage and aren't coated in napalm.
\n
\n\nEach creature in a 20-foot-radius sphere centered on the point of impact must succeed on a DC 14 Strength saving throw:
\n• <Fail by 5 or more>: they suffer from the Fail penalties and are also Incapacitated until the start of your next turn or they escape the area.
\n• <Fail>: they are pulled up to 10 feet towards the epicenter of the blast and are knocked Prone if they collide with another creature or object of at least the same size as them.
\n• <Succeed>: they are not pulled or knocked Prone.
\nThe area is considered difficult terrain until the start of your next turn. Unsecured objects within the area of effect are automatically pulled 10 feet towards the epicenter of the blast.
\n
\n\nYou can use either of these abilities a total of three times at 9th level, four times at 13th level, and five times at 17th level. The DC increases to 16 at 9th level, 18 at 13th level, and 20 at 17th level.
\nThe damage of the Napalm Grenade increases to 4d6 at 9th level, 5d6 at 13th level, and 6d6 at 17th level.
\nThe radius and pull effect of the Gravity Grenade increases to 30 feet and 15 feet at 13th level, respectively.
\n
Once per long rest as an action, you can overcharge your Omni-Tool for one minute to give you access to a variety of chronal enhancements. At the start of each of your turns and when you use this ability, roll [[/r 2d6]] (rerolling duplicates - [[/r 1d6]]) and gain the corresponding enhancements that last until the start of your next turn:
\n\n\n1. Double movement speed and cannot trigger Attacks of Opportunity.
\n2. Immunity to one of the following conditions: Frightened, Charmed, Stunned, Paralyzed, Petrified, Blinded, Deafened, Poisoned, Restrained, Grappled, Invisible, Prone.
\n3. Resistance to a damage type of your choice.
\n4. One extra reaction.
\n5. You may make one weapon attack as a free action on your turn.
\n6. The other augment rolled is also applied to one ally of your choice within 60 feet of you. You can choose a second ally at 13th level and a third ally at 17th level.
\n
\n\nYou can use this ability twice at 13th level and three times at 17th level, but can only do so once each time initiative is rolled.
\n
Your Omni-Tool comes equipped with a universal translator. You learn the @Compendium[dnd5e.spells.icZokbgV1jIMpNCv]{Message} cantrip.
\nTwice per long rest, you can use the Message cantrip to translate a message for you. When you cast the Message cantrip in this way, the target of the cantrip is able to understand your words, as long as the target is able to understand at least one language. If they chose to reply, you understand their response.
\n\n\nYou can use the cantrip in this way three times per long rest at 5th level, four times at 9th level, five times at 13th level, and six times at 17th level.
\n
Once per dawn, you can use an action to recite an excerpt of the postman's code which transforms your drone into Courier Carapace™️ and lets you don it for the next 8 hours. The Courier Carapace™️ is an outfit that fits over your existing armor and clothing, can't be removed against your will, and you can use an action to doff it which transforms it back into a drone and ends the effect. As long as you are wearing it, you become the Ultimate Mailman™️ and gain the following benefits:
\n\n\n• Your Strength score is 19. This has no effect on you if your Strength is already 19 or higher.
\n• Your walking speed increases by 20 feet, you are unaffected by non-magical difficult terrain, and opportunity attacks have disadvantage against you.
\n• You gain a fly (hover) speed of 15 feet. If you already have a flying speed, it increases by 15 feet and you gain the ability to hover.
\n• Your temperature and oxygen intake are regulated. You are adapted to hot and cold climates and high altitudes.
\n
\n\n• You can use a bonus action to choose a creature or object that you can see within 60 feet of you and activate your planar GPS tracking. As long as you maintain concentration and the target is on the same plane of existence as you, you know its exact location, you can see it even if it goes invisible, and it cannot hide from you. If it moves to another plane, you know which plane it went to and lose these benefits until you move to the same plane. Choosing a new target ends this effect on the previous target.
\n
\n\n• Twice per long rest, whenever you take acid, cold, fire, lightning, or thunder damage, you can use a reaction to gain resistance to that damage type until the start of your next turn. You can use this thrice at 13th level and four times at 17th level.
\n
• You can use Telekinetic Tractor and PO Box as normal. Bicycle cannot be used.
\n• Whenever you use Long Distance Delivery, you detach a Tiny-size drone that can only send messages.
","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":"1","per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"requirements":"","recharge":{"value":null,"charged":false}},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"57sUkRQ7zKNhpeEE":3},"flags":{"cf":{"id":"temp_ghz0tka6z6j","path":"Guild Features#/CF_SEP/Sigil Postal Service","color":"#000000"}}} @@ -171,7 +171,7 @@ {"_id":"t9rpd7IhiDk8Yrdf","name":"Royal Fortuna 4 - Fire at Will","type":"feat","img":"icons/weapons/artillery/cannon-engraved.webp","data":{"description":{"value":"The ship is always with you.
\nOnce per Dawn, you can use an action to choose a point that you can see within 100 feet of you and call for a long-range artillery strike from your pirate warship. They launch a hail of magical cannonballs into a portal which comes out of another portal 300 feet in the air above you and ravages a 40-foot-radius, 300-foot-high cylinder area around the chosen point or a 100-foot-long, 20-foot-wide, 300-foot-high line originating from the chosen point in a direction of your choosing. The height of the portal, cylinder, and line adjust to match the ceiling if it is lower than 300 feet.
\n\n\nEach creature in the area must make a DC 16 Dexterity saving throw:
\n• <Fail by 5 or more>: they suffer from the <Fail> effect and catch fire, taking the fire damage at the start of each of their turns until they use an action to put out the fire. Another creature can use the same action to put out the fire.
\n• <Fail>: they take [[/r 4d6]] bludgeoning damage and [[/r 4d6]] fire damage, and are knocked *Prone*.
\n• <Succeed>: they take half as much damage and suffer no other effects.
\n
\n\nAdditionally, the magical cannonballs break apart on impact and coat the affected area in molten iron which deals double damage to objects and structures, ignites structures and flammable objects not being worn or carried, and turns the area into difficult terrain.
\n
\n\nIf you are looking at the chosen point through the <Seadogs Spyglass> when you use this ability, its range increases to 500 feet.
\n• You can use this ability twice at 13th level and three times at 17th level but can only do so once each time initiative is rolled.
\n• The DC increases to 18 at 13th level and 20 at 17th level.
\n• The damage increases to 5d6 at 13th level and 6d6 at 17th level.
\n
Twice per long rest you can rush towards a point at max speed.
\nAs a bonus action when you take the Dash action, you can gain a hover speed equal to your current speed until the end of your turn. While this ability is active you can only move on a straight line, you can move through other creatures' spaces and attacks made against you are at disadvantage.
\nAdditionally as part of this Dash action you can try to grapple or make a melee weapon attack against a creature in your path. This strength check or attack roll are made at advantage. If you succesfully grapple a creature holding onto them doesn't halve your speed for the duration.
\n\n\nAlthough Rush Hour puts a heavy strain on your muscles you can train to be able to do it thrice at 9th level, four times at 13th level and five times at 17th level.
\n
During your turn, if a creature is willing, you are able to grapple them as an item interaction. While holding onto them in this way your speed is not reduced while dragging them. A creature grappled in this way is considered incapacitated until you free them as a free action.
\nAdditionally, if you are willing, a creature can hold onto you as an action if both of their hands are free, making them grappled by you without the requirement of a free hand from your part and without causing penalties to your speed. You can be held onto by up to two friendly creatures, the second one reducing your movement to half as if you were dragging them. These creatures can let go of you at any point as a free action.
","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":null},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"requirements":"","recharge":{"value":null,"charged":false}},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"4d5DkhRNcE03uonW":3},"flags":{"core":{"sourceId":"Item.m3tRpOZaebadHWs6"},"cf":{"id":"temp_qdebrbncjcg","color":"#000000"}}} -{"_id":"tqvazrkzFIRg0EYV","name":"BOOM 1 - Speak Softly and Carry a BFG","type":"feat","img":"systems/dnd5e/icons/skills/yellow_14.jpg","data":{"description":{"value":"Whenever you make a Charisma (Intimidation) check, you can re-roll the check but must use the new roll and must decide to do so before the DM states the outcome of the check.
\nAfter the check has been resolved, roll a [[/r 1d10]] and add the number of times you have used this ability since your last long rest. If the total is 11 or higher, the BFG backfires and shocks you. You take [[/r 2d6]] lightning damage which can’t be reduced or prevented and you can't use this ability again until you finish a long rest.
\nThe damage increases to [[/r 4d6]] at 5th level, [[/r 6d6]] at 9th level, [[/r 8d6]] at 13th level, and [[/r 10d6]] at 17th level.
","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"requirements":"","recharge":{"value":null,"charged":false}},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"57sUkRQ7zKNhpeEE":3},"flags":{"cf":{"id":"temp_5o1p1m3u9co","path":"Guild Features#/CF_SEP/BOOM","color":"#000000"}}} +{"_id":"tqvazrkzFIRg0EYV","name":"BOOM 1 - Speak Softly and Carry a BFG","type":"feat","img":"icons/creatures/magical/construct-iron-stomping-yellow.webp","data":{"description":{"value":"Whenever you make a Charisma (Intimidation) check, you can re-roll the check but must use the new roll and must decide to do so before the DM states the outcome of the check.
\nAfter the check has been resolved, roll a [[/r 1d10]] and add the number of times you have used this ability since your last long rest. If the total is 11 or higher, the BFG backfires and shocks you. You take [[/r 2d6]] lightning damage which can’t be reduced or prevented and you can't use this ability again until you finish a long rest.
\nThe damage increases to [[/r 4d6]] at 5th level, [[/r 6d6]] at 9th level, [[/r 8d6]] at 13th level, and [[/r 10d6]] at 17th level.
","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"requirements":"","recharge":{"value":null,"charged":false}},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"57sUkRQ7zKNhpeEE":3},"flags":{"cf":{"id":"temp_5o1p1m3u9co","path":"Guild Features#/CF_SEP/BOOM","color":"#000000"}}} {"_id":"u1PX5MFeBrjU3GyV","name":"#[CF_tempEntity]","type":"weapon","img":"icons/svg/item-bag.svg","data":{"description":{"value":"","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":false,"rarity":"","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","baseItem":"","properties":{},"proficient":true},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"57sUkRQ7zKNhpeEE":3},"flags":{"cf":{"id":"temp_96kamsndpbb","path":"Guild Features#/CF_SEP/Ministry of Muses","color":"#000000","name":"Ministry of Muses","children":[],"folderPath":[],"fontColor":"#FFFFFF","icon":null,"sorting":"a","contents":["FtPsRq7zuy2t9icl","5mCc5iicpxKRcf9m","IVB1NsqNKLDcpqQd","GNDodk8E4IAQdMjq","nyt0YMWnAzEi6mSi","2jwy2LYWEpiNkIqD","PSAnfEa4HqGUvdWX","NclBX9zLNff4AAHk"],"version":"2.4.6"}}} {"_id":"uQAlqrNUDNpR8GPH","name":"Magical Girls 3 - Super Magic Transformation","type":"feat","img":"icons/magic/light/explosion-beam-impact-silhouette.webp","data":{"description":{"value":"While transformed, you gain the following benefits in addition to all previous benefits:
\n\n\n• Once per dawn, whenever a friendly creature within 10 feet of you fails a saving throw that would charm or frighten them, you can allow them to re-roll the saving throw but they must use the new roll.
\nYou can use this ability twice at 9th level, three times at 13th level, and four times at 17th level.
\nThe range increases to 20 feet at 13th level and 30 feet at 17th level.
\n
\n\n• Once per dawn, you can cast the @Compendium[dnd5e.spells.6g3WLOZ2u0EbaLAd]{Hypnotic Pattern} spell without material components and using Charisma as its spellcasting ability.
\n
\n\n• If you would be reduced to 0 hit points but not killed outright, you can use a reaction to end your transformation and drop to 1 hit point instead. If you do so, you can no longer transform into your magical form until the next dawn.
\n
Once per long rest, you can use an action to channel the spirits of nature around you and harness their power for the next minute.
\nWhile channeling the spirits of nature, you can use an action to touch a creature which has no more than half of their maximum hit points or who is affected by < Nature's Might > and they regain [[/r 3d6]] hit points. Additionally, you can choose to reduce the size of the dice you roll in order to increase the range of this ability. Each time you reduce the size of the dice, the range increases by 15 feet. You can end this ability at any time (no action required).
\nDice sizes are categorized as follows: d12 → d10 → d8 → d6 → d4.
\n\n\nYou can use this ability twice at 13th level. The size of the healing die increases to 3d8 a 9th level, 3d10 at 13th level, and 3d12 at 17th level.
\n