diff --git a/collection/Sterling Vermin Adventuring Co.; The Ultimate Adventurer's Handbook.json b/collection/Sterling Vermin Adventuring Co.; The Ultimate Adventurer's Handbook.json index 39b1a55a2..86d46b559 100755 --- a/collection/Sterling Vermin Adventuring Co.; The Ultimate Adventurer's Handbook.json +++ b/collection/Sterling Vermin Adventuring Co.; The Ultimate Adventurer's Handbook.json @@ -37,6 +37,7 @@ ] }, "optionalFeatureTypes": { + "BC": "Battle Cries", "Mal": "Malediction Metamorphosis", "MagMod": "Magical Module", "Mime": "Pantomime Tricks", @@ -5247,6 +5248,20 @@ "Bloodseeker|Barbarian||Blood|UltimateAdventurer|10", "Intrinsic Power|Barbarian||Blood|UltimateAdventurer|14" ], + "subclassSpells": [ + "speak with animals", + "dragon's breath" + ], + "additionalSpells": [ + { + "innate": { + "14": [ + "speak with animals", + "dragon's breath" + ] + } + } + ], "fluff": { "images": [ { @@ -5266,12 +5281,37 @@ "shortName": "Skinchanger", "className": "Barbarian", "classSource": "PHB", + "spellcastingAbility": "con", "subclassFeatures": [ "Path of the Skinchanger|Barbarian||Skinchanger|UltimateAdventurer|3", "Shape of the Lesser Beast|Barbarian||Skinchanger|UltimateAdventurer|6", "Primal Rage|Barbarian||Skinchanger|UltimateAdventurer|10", "Shape of the Greater Beast|Barbarian||Skinchanger|UltimateAdventurer|14" ], + "subclassSpells": [ + "alter self", + "polymorph" + ], + "additionalSpells": [ + { + "innate": { + "3": { + "rest": { + "1": [ + "alter self" + ] + } + }, + "6": { + "rest": { + "1": [ + "polymorph" + ] + } + } + } + } + ], "fluff": { "images": [ { @@ -5316,12 +5356,52 @@ "shortName": "War Chief", "className": "Barbarian", "classSource": "PHB", + "spellcastingAbility": "con", "subclassFeatures": [ "Path of the War Chief|Barbarian||War Chief|UltimateAdventurer|3", "War Song|Barbarian||War Chief|UltimateAdventurer|6", "Commanding Presence|Barbarian||War Chief|UltimateAdventurer|10", "Chieftain's Voice|Barbarian||War Chief|UltimateAdventurer|14" ], + "optionalfeatureProgression": [ + { + "name": "Battle Cries", + "featureType": [ + "BC" + ], + "progression": { + "3": 2, + "6": 3, + "10": 4, + "14": 5 + } + } + ], + "subclassSpells": [ + "command", + "suggestion" + ], + "additionalSpells": [ + { + "innate": { + "10": [ + "command" + ] + } + }, + { + "innate": { + "10": { + "rest": { + "1": [ + "suggestion" + ] + } + } + } + } + + ], "fluff": { "images": [ { @@ -11063,12 +11143,13 @@ "intimidation", "performance", "persuasion" - ] + ], + "count": 1 } } ], "entries": [ - "When you adopt this path at 3rd level, you gain proficiency in one of the following skills of your choice: History, Intimidation, Performance, or Persuasion. Alternatively, you learn one language of your choice." + "When you adopt this path at 3rd level, you gain proficiency in one of the following skills of your choice: {@skill History}, {@skill Intimidation}, {@skill Performance}, or {@skill Persuasion}. Alternatively, you learn one language of your choice." ] }, { @@ -11082,9 +11163,71 @@ "level": 3, "header": 1, "entries": [ - "At 3rd level, you learn to bolster the resolve of your allies, and crush that of your enemies, with battle cries. You learn two battle cries of your choice, which are detailed under Battle Cries below. You learn an additional battle cry of your choice at 6th, 10th, and 14th level. Each time you gain a barbarian level, you can replace one battle cry you know with a different one.", + "At 3rd level, you learn to bolster the resolve of your allies, and crush that of your enemies, with battle cries. You learn two {@filter battle cries|optionalfeatures|source=|feature type=BC} of your choice, which are detailed under Battle Cries below. You learn an additional battle cry of your choice at 6th, 10th, and 14th level. Each time you gain a barbarian level, you can replace one battle cry you know with a different one.", "You can issue one of your battle cries as an action on your turn. When you do, you choose a creature other than yourself within 30 feet of you that can hear you as the target for the battle cry. That target gains the effect of the chosen battle cry.", - "As part of the bonus action you use to enter a rage or as a bonus action while raging, you can issue a battle cry." + "As part of the bonus action you use to enter a rage or as a bonus action while {@classFeature Rage|Barbarian|PHB|1|raging}, you can issue a battle cry.", + "The battle cries are presented in alphabetical order.", + { + "type": "options", + "count": 2, + "entries": [ + { + "type": "refOptionalfeature", + "optionalfeature": "Bolstering Yip|UltimateAdventurer", + "name": "Bolstering Yip" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Cautionary Bellow|UltimateAdventurer", + "name": "Cautionary Bellow" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Challenging Call|UltimateAdventurer", + "name": "Challenging Call" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Defensive Holler|UltimateAdventurer", + "name": "Defensive Holler" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Empowering Howl|UltimateAdventurer", + "name": "Empowering Howl" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Hastening Whoop|UltimateAdventurer", + "name": "Hastening Whoop" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Infuriating Bark|UltimateAdventurer", + "name": "Infuriating Bark" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Inspiring Roar|UltimateAdventurer", + "name": "Inspiring Roar" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Invigorating Shout|UltimateAdventurer", + "name": "Invigorating Shout" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Maddening Ululation|UltimateAdventurer", + "name": "Maddening Ululation" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Terrifying Shriek|UltimateAdventurer", + "name": "Terrifying Shriek" + } + ] + } ] }, { @@ -11098,7 +11241,7 @@ "level": 6, "header": 2, "entries": [ - "At 6th level, you augment your rage with a tribal song or chant that inspires greater power in your allies' attacks. While raging, when a friendly creature other than you within 30 feet of you hits with an attack, the attack gains a bonus to its damage roll equal to half your rage damage bonus. A creature must be able to hear you to gain the benefits of this feature." + "At 6th level, you augment your rage with a tribal song or chant that inspires greater power in your allies' attacks. While {@classFeature Rage|Barbarian|PHB|1|raging}, when a friendly creature other than you within 30 feet of you hits with an attack, the attack gains a bonus to its damage roll equal to half your rage damage bonus. A creature must be able to hear you to gain the benefits of this feature." ] }, { @@ -11113,7 +11256,7 @@ "header": 2, "entries": [ "At 10th level, you gain a supernatural ability to influence and inspire obedience in others. You can cast the {@spell command} and {@spell suggestion} spells without providing material components. Constitution is your spellcasting ability for the spells.", - "Once you cast {@spell suggestion} with this feature, you can't cast either spell with this feature again until you finish a short or long rest." + "Once you cast {@spell suggestion} with this feature, you can't cast either spell with this feature again until you finish a {@quickref resting|phb|2|0|short or long rest}." ] }, { @@ -11127,8 +11270,8 @@ "level": 14, "header": 2, "entries": [ - "Starting at 14th level, your voice booms with such incredible authority that even those who cannot hear it are compelled to listen. If a creature is deafened, it can still hear you when you speak, as well as when you make any noise, for the purpose of your Path of the War Chief features.", - "Additionally, the range of your War Song increases to 60 feet, and when you issue a battle cry, you can choose a creature within 60 feet that can hear you as the target for the battle cry's effects." + "Starting at 14th level, your voice booms with such incredible authority that even those who cannot hear it are compelled to listen. If a creature is {@condition deafened}, it can still hear you when you speak, as well as when you make any noise, for the purpose of your Path of the War Chief features.", + "Additionally, the range of your {@subclassFeature War Song|Barbarian||War Chief|UltimateAdventurer|6} increases to 60 feet, and when you issue a {@subclassFeature Tribal Leader|Barbarian||War Chief|UltimateAdventurer|3|battle cry}, you can choose a creature within 60 feet that can hear you as the target for the battle cry's effects." ] }, { @@ -11163,7 +11306,7 @@ "level": 3, "header": 1, "entries": [ - "Starting when you choose this path at 3rd level, your rage becomes fueled with the momentous force of a wild stampede. While raging, if you move at least 10 feet towards a creature before hitting it with a melee weapon attack, you can attempt to shove the creature as part of the same action. If the shove is successful, the creature takes 1d6 thunder damage. You can only use this feature once per turn." + "Starting when you choose this path at 3rd level, your {@classFeature Rage|Barbarian|PHB|1|rage} becomes fueled with the momentous force of a wild stampede. While raging, if you move at least 10 feet towards a creature before hitting it with a melee weapon attack, you can attempt to {@action shove} the creature as part of the same action. If the shove is successful, the creature takes {@damage 1d6} thunder damage. You can only use this feature once per turn." ] }, { @@ -11177,7 +11320,7 @@ "level": 3, "header": 1, "entries": [ - "Also at 3rd level, you learn to push past the limits of your body and move farther than you would otherwise. You can use a bonus action on each of your turns to take the {@action Dash} action." + "Also at 3rd level, you learn to push past the limits of your body and move farther than you would otherwise. You can use a bonus action on each of your turns to take the {@skill Dash} action." ] }, { @@ -11191,7 +11334,7 @@ "level": 6, "header": 2, "entries": [ - "Starting at 6th level, the energy in your movement inspires your allies to new heights of their own speed. While raging, your speed increases by 10-foot, and at the start of each of your turns, you can choose a number of other willing creatures you can see within 30 feet of you equal to your Constitution modifier (minimum of one creature). Those creatures gain a 10 feet bonus to their speed until the start of your next turn." + "Starting at 6th level, the energy in your movement inspires your allies to new heights of their own speed. While {@classFeature Rage|Barbarian|PHB|1|raging}, your speed increases by 10-foot, and at the start of each of your turns, you can choose a number of other willing creatures you can see within 30 feet of you equal to your Constitution modifier (minimum of one creature). Those creatures gain a 10 feet bonus to their speed until the start of your next turn." ] }, { @@ -11205,7 +11348,7 @@ "level": 10, "header": 2, "entries": [ - "At 10th level, you become virtually impossible to hold down, easily overcoming obstacles that would hinder most others. You can move across difficult terrain without spending additional movement, and you have advantage on saving throws and ability checks against any effect that would reduce your speed or impose the grappled or restrained conditions on you." + "At 10th level, you become virtually impossible to hold down, easily overcoming obstacles that would hinder most others. You can move across {@quickref difficult terrain|PHB|4} without spending additional movement, and you have advantage on saving throws and ability checks against any effect that would reduce your speed or impose the {@condition grappled} or {@condition restrained} conditions on you." ] }, { @@ -11219,8 +11362,8 @@ "level": 14, "header": 2, "entries": [ - "At 14th level, your ferocity whips your allies up into a frenzied stampede, trampling anyone in your paths. When you enter a rage, you can let loose a mighty roar, inspiring up to 10 creatures of your choice that can hear you into action. When you do, each chosen creature can use its reaction to move up to its movement speed and attempt to shove a creature within its reach.", - "Once you use this feature, you can't use it again until you finish a short or long rest." + "At 14th level, your ferocity whips your allies up into a frenzied stampede, trampling anyone in your paths. When you enter a {@classFeature Rage|Barbarian|PHB|1|rage}, you can let loose a mighty roar, inspiring up to 10 creatures of your choice that can hear you into action. When you do, each chosen creature can use its reaction to move up to its movement speed and attempt to {@action shove} a creature within its reach.", + "Once you use this feature, you can't use it again until you finish a {@quickref resting|phb|2|0|short or long rest}." ] }, { @@ -11233,7 +11376,7 @@ "subclassSource": "UltimateAdventurer", "level": 3, "entries": [ - "You belong to an ancient line of barbarians who practice sacred hunts and rituals to adopt the shape of beasts. When you begin this path, you incorporate elements of the beasts you have hunted into your physical form when you rage. As you continue on the path, you learn to slip from your skin to that of a beast and grow to the size of nature's fiercest predators when you rage.", + "You belong to an ancient line of barbarians who practice sacred hunts and rituals to adopt the shape of beasts. When you begin this path, you incorporate elements of the beasts you have hunted into your physical form when you {@classFeature Rage|Barbarian|PHB|1|rage}. As you continue on the path, you learn to slip from your skin to that of a beast and grow to the size of nature's fiercest predators when you rage.", { "type": "refSubclassFeature", "subclassFeature": "Sacred Hunt|Barbarian||Skinchanger|UltimateAdventurer|3" @@ -11255,7 +11398,7 @@ "level": 3, "header": 1, "entries": [ - "When you choose this path at 3rd level, you learn a sacred hunting ritual that allows you to gain the abilities of beasts. With 1 hour of heavy activity, you can perform this ritual, choosing a natural weapon and your choice of two of the following benefits. Once the ritual is completed, you gain that natural weapon and those benefits while raging. When you perform this ritual again, you lose all benefits selected from your previous use of this feature.", + "When you choose this path at 3rd level, you learn a sacred hunting ritual that allows you to gain the abilities of beasts. With 1 hour of heavy activity, you can perform this ritual, choosing a natural weapon and your choice of two of the following benefits. Once the ritual is completed, you gain that natural weapon and those benefits while {@classFeature Rage|Barbarian|PHB|1|raging}. When you perform this ritual again, you lose all benefits selected from your previous use of this feature.", { "type": "entries", "name": "Natural Weapon", @@ -11274,7 +11417,7 @@ "type": "entries", "name": "Darkvision", "entries": [ - "You have darkvision out to a range of 60 feet." + "You have {@sense darkvision} out to a range of 60 feet." ] }, { @@ -11295,7 +11438,7 @@ "type": "entries", "name": "Venomous", "entries": [ - "When you deal damage with your natural weapons, you deal an additional 1d4 poison damage." + "When you deal damage with your natural weapons, you deal an additional {@damage 1d4} poison damage." ] } ] @@ -11312,7 +11455,7 @@ "header": 1, "entries": [ "At 3rd level, your ability to change your physical form improves. You can cast the {@spell alter self} spell. Constitution is your spellcasting ability for this spell.", - "Once you use this feature, you can't use it again until you finish a short or long rest." + "Once you use this feature, you can't use it again until you finish a {@quickref resting|phb|2|0|short or long rest}." ] }, { @@ -11326,8 +11469,8 @@ "level": 6, "header": 2, "entries": [ - "Starting at 6th level, you gain the ability to turn into an animal shape. You can cast the {@spell polymorph} spell on yourself without needing material components. When you cast the spell this way, you can only turn into a beast whose challenge rating is equal to or lower than half your level. Constitution is your spellcasting ability for this spell.", - "Once you use this feature, you can't use it again until you finish a short or long rest." + "Starting at 6th level, you gain the ability to turn into an animal shape. You can cast the {@spell polymorph} spell on yourself without needing material components. When you cast the spell this way, you can only turn into a {@filter beast whose challenge rating is equal to or lower than half your level|bestiary|source=|Challenge Rating=[&0;&10]|type=beast}. Constitution is your spellcasting ability for this spell.", + "Once you use this feature, you can't use it again until you finish a {@quickref resting|phb|2|0|short or long rest}." ] }, { @@ -11341,7 +11484,7 @@ "level": 10, "header": 2, "entries": [ - "At 10th level, when you enter a rage, you can choose to swell with primal fury. If you do, for the duration of your rage, your size increases by one category — from Medium to Large, for example. While your size is increased by this feature, your melee weapon attacks deal an additional 1d4 damage. Any equipment you are wearing changes to accommodate your new size." + "At 10th level, when you enter a {@classFeature Rage|Barbarian|PHB|1|rage}, you can choose to swell with primal fury. If you do, for the duration of your rage, your size increases by one category — from Medium to Large, for example. While your size is increased by this feature, your melee weapon attacks deal an additional {@damage 1d4} damage. Any equipment you are wearing changes to accommodate your new size." ] }, { @@ -11355,14 +11498,14 @@ "level": 14, "header": 2, "entries": [ - "Starting at 14th level, you can cast the polymorph spell on yourself without needing material components. You do not need to concentrate on this spell and can choose to end it at any time (no action required). When you cast the spell using this feature, you retain all of your barbarian class features while you are transformed. Constitution is your spellcasting ability for this spell.", - "Once you use this feature, you can't use it again until you finish a short or long rest." + "Starting at 14th level, you can cast the {@spell polymorph} spell on yourself without needing material components. You do not need to {@condition concentration|PHB|concentrate} on this spell and can choose to end it at any time (no action required). When you cast the spell using this feature, you retain all of your barbarian class features while you are transformed. Constitution is your spellcasting ability for this spell.", + "Once you use this feature, you can't use it again until you finish a {@quickref resting|phb|2|0|short or long rest}." ] }, { "name": "Path of Blood", "source": "UltimateAdventurer", - "page": 47, + "page": 43, "className": "Barbarian", "classSource": "PHB", "subclassShortName": "Blood", @@ -11396,8 +11539,8 @@ } ], "entries": [ - "Starting when you choose this path at 3rd level, your firsthand experience with the workings of blood and flesh allow you to assess a creature's vitality in an instant. You gain proficiency in the Medicine skill.", - "In addition, you can use a bonus action on each of your turns to choose a creature you can see and make a DC 10 Wisdom (Medicine) check. On a success, you learn that creature's current and maximum hit points." + "Starting when you choose this path at 3rd level, your firsthand experience with the workings of blood and flesh allow you to assess a creature's vitality in an instant. You gain proficiency in the {@skill Medicine} skill.", + "In addition, you can use a bonus action on each of your turns to choose a creature you can see and make a DC 10 Wisdom ({@skill Medicine}) check. On a success, you learn that creature's current and maximum hit points." ] }, { @@ -11411,7 +11554,7 @@ "level": 3, "header": 1, "entries": [ - "Also at 3rd level, when you use your Reckless Attack feature while raging, you can choose to bleed yourself to enhance your attacks. You lose hit points equal to your Constitution modifier (minimum 1), and each weapon attack you make on this turn deals extra damage equal to 1 + your Constitution modifier." + "Also at 3rd level, when you use your {@classFeature Reckless Attack|Barbarian|PHB|2} feature while {@classFeature Rage|Barbarian|PHB|1|raging}, you can choose to bleed yourself to enhance your attacks. You lose hit points equal to your Constitution modifier (minimum 1), and each weapon attack you make on this turn deals extra damage equal to 1 + your Constitution modifier." ] }, { @@ -11440,8 +11583,8 @@ "level": 10, "header": 2, "entries": [ - "At 10th level, you gain a keen sense for the presence of fresh blood, and the ability to seek out its source. You have advantage on Wisdom (Perception) checks and Wisdom (Survival) checks to detect or track creatures that do not have all of their hit points.", - "In addition, you can pursue wounded enemies with fluid grace. When you hit a creature with an {@action opportunity attack}, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn't provoke opportunity attacks." + "At 10th level, you gain a keen sense for the presence of fresh blood, and the ability to seek out its source. You have advantage on Wisdom ({@skill Perception}) checks and Wisdom ({@skill Survival}) checks to detect or track creatures that do not have all of their hit points.", + "In addition, you can pursue wounded enemies with fluid grace. When you hit a creature with an {@action opportunity attack|PHB|opportunity attacks}, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn't provoke opportunity attacks." ] }, { @@ -11460,7 +11603,7 @@ "type": "entries", "name": "Aberration or Fey", "entries": [ - "You have advantage on saving throws to avoid being charmed, frightened, or stunned. You gain resistance to psychic damage." + "You have advantage on saving throws to avoid being {@condition charmed}, {@condition frightened}, or {@condition stunned}. You gain resistance to psychic damage." ] }, { @@ -11481,14 +11624,14 @@ "type": "entries", "name": "Dragon", "entries": [ - "You can cast the {@spell speak with animals} and {@spell dragon's breath|XGE} spells at will, as if you had used a 5th level spell slot. You can cast and concentrate on these spells even while raging." + "You can cast the {@spell speak with animals} and {@spell dragon's breath|XGE} spells at will, as if you had used a 5th level spell slot. You can cast and {@condition concentration|PHB|concentrate} on these spells even while {@classFeature Rage|Barbarian|PHB|1|raging}." ] }, { "type": "entries", "name": "Giant or Humanoid", "entries": [ - "Your Carnage feature deals twice as much damage." + "Your {@subclassFeature Carnage|Barbarian||Blood|UltimateAdventurer|3} feature deals twice as much damage." ] }, "This benefit lasts for 24 hours or until you use this feature again. This feature doesn't work on corpses that lack blood, including those of constructs, elementals, oozes, plants, and undead." @@ -12786,7 +12929,6 @@ } ] } - ] }, { @@ -12812,7 +12954,6 @@ "type": "refSubclassFeature", "subclassFeature": "Hallowed Inspiration|Bard|PHB|Canticles|UltimateAdventurer|3" } - ] }, { @@ -12924,7 +13065,6 @@ "type": "refSubclassFeature", "subclassFeature": "Starring Role|Bard|PHB|Drama|UltimateAdventurer|3" } - ] }, { @@ -13027,7 +13167,6 @@ "type": "refSubclassFeature", "subclassFeature": "Push Your Luck|Bard|PHB|Fortune|UltimateAdventurer|3" } - ] }, { @@ -13316,7 +13455,7 @@ "level": 6, "header": 2, "entries": [ - "Starting at 6th level, while a creature who is not immune to being charmed has its movement speed reduced to 0 by your {@creature animated marionette|UltimateAdventurer}'s tangled thread, you can use a bonus action on your turn to command the creature to take one of the actions in its stat block or the {@action Dash} or {@action Help} action. When you do, the reduced movement speed condition ends and the creature immediately uses its reaction to take the commanded action targeting a creature or creatures of your choice if applicable." + "Starting at 6th level, while a creature who is not immune to being charmed has its movement speed reduced to 0 by your {@creature animated marionette|UltimateAdventurer}’s tangled thread, you can use a bonus action on your turn to command the creature to take one of the actions in its stat block or the {@action Dash} or {@action Help} action. When you do, the reduced movement speed condition ends and the creature immediately uses its reaction to take the commanded action targeting a creature or creatures of your choice if applicable." ] }, { @@ -17443,7 +17582,7 @@ "level": 1, "header": 1, "entries": [ - "Also at 1st level, you gain the ability to manipulate seconds of time to avoid danger and make opportunities for yourself. You can use a bonus action on your turn to take the {@action Dash}, {@action Disengage}, or {@action Dodge} action a number of times equal to your proficiency bonus.", + "Also at 1st level, you gain the ability to manipulate seconds of time to avoid danger and make opportunities for yourself. You can use a bonus action on your turn to take the Dash, Disengage, or Dodge action a number of times equal to your proficiency bonus.", "You regain all expended uses when you finish a long rest." ] }, @@ -17459,7 +17598,7 @@ "header": 2, "entries": [ "Starting at 2nd level, you can grant your allies precious time when it matters most.", - "You can use a bonus action to expend a use of your Channel Divinity, choosing a creature you can see within 30 feet and blessing it with spare time. Once within the next minute, the creature can use its bonus action to make one weapon attack or to take the {@action Dash}, {@action Disengage}, {@action Dodge}, {@action Help}, {@action Hide}, {@action Search}, or {@action Use an Object} action." + "You can use a bonus action to expend a use of your Channel Divinity, choosing a creature you can see within 30 feet and blessing it with spare time. Once within the next minute, the creature can use its bonus action to make one weapon attack or to take the Dash, Disengage, Dodge, Help, Hide, Search, or Use an Object action." ] }, { @@ -17599,7 +17738,7 @@ "level": 7, "header": 2, "entries": [ - "Starting at 7th level, you get a special reaction in addition to your normal reaction. You can use this special reaction only to make an {@action opportunity attack} or use a reaction granted by one of your Fighting Styles, and you can't use it on the same turn that you use your normal reaction. Once you use this special reaction, you can't use it again until the start of your next turn." + "Starting at 7th level, you get a special reaction in addition to your normal reaction. You can use this special reaction only to make an opportunity attack or use a reaction granted by one of your Fighting Styles, and you can't use it on the same turn that you use your normal reaction. Once you use this special reaction, you can't use it again until the start of your next turn." ] }, { @@ -17758,7 +17897,7 @@ "level": 10, "header": 2, "entries": [ - "At 10th level, you become an expert at quickly analyzing battlefield scenarios and maneuvering yourself to the places you're most needed. You can give yourself a bonus to your initiative rolls equal to your proficiency bonus, and you can take the {@action Dash} action as a bonus action on your turn." + "At 10th level, you become an expert at quickly analyzing battlefield scenarios and maneuvering yourself to the places you're most needed. You can give yourself a bonus to your initiative rolls equal to your proficiency bonus, and you can take the Dash action as a bonus action on your turn." ] }, { @@ -18159,7 +18298,7 @@ "level": 3, "header": 2, "entries": [ - "Starting at 3rd level, you can sing sea shanties to spur your allies into rhythmic cooperation. As a bonus action, you can start a shanty which lasts for 1 minute, or until your {@condition concentration} is broken (as if concentrating on a spell) or you stop singing (no action required). When you do, and at the start of each of your turns while you are singing, each friendly creature within 30 feet of you that can hear you can use its reaction to join in. A creature that joins your shanty, whether by singing, drumming an accompanying beat, or moving in step with the rhythm, gains the benefits of the shanty until the start of your next turn. Whenever you start a shanty, you choose which of the following songs to sing.", + "Starting at 3rd level, you can sing sea shanties to spur your allies into rhythmic cooperation. As a bonus action, you can start a shanty which lasts for 1 minute, or until your concentration is broken (as if concentrating on a spell) or you stop singing (no action required). When you do, and at the start of each of your turns while you are singing, each friendly creature within 30 feet of you that can hear you can use its reaction to join in. A creature that joins your shanty, whether by singing, drumming an accompanying beat, or moving in step with the rhythm, gains the benefits of the shanty until the start of your next turn. Whenever you start a shanty, you choose which of the following songs to sing.", { "type": "entries", "name": "Roll the Tide Along", @@ -18214,7 +18353,7 @@ } ], "entries": [ - "Starting at 7th level, you gain proficiency in the Performance skill and your proficiency bonus is doubled for any ability check you make using that skill. In addition, when you make a Constitution saving throw to maintain {@condition concentration} on a sea shanty, you can add a bonus equal to your Charisma modifier (minimum +1) to the roll." + "Starting at 7th level, you gain proficiency in the Performance skill and your proficiency bonus is doubled for any ability check you make using that skill. In addition, when you make a Constitution saving throw to maintain concentration on a sea shanty, you can add a bonus equal to your Charisma modifier (minimum +1) to the roll." ] }, { @@ -18855,7 +18994,7 @@ "type": "list", "items": [ "You can move through the space of any creature without restriction.", - "Your movement doesn't provoke {@action opportunity attack||opportunity attacks}.", + "Your movement doesn't provoke opportunity attacks.", "Moving through difficult terrain costs you no extra movement.", "It costs you only 5 feet of movement to stand up from being prone.", "You can use Dexterity, instead of Strength, when determining the maximum distance of your long jump and height of your high jump." @@ -19017,7 +19156,7 @@ "type": "entries", "name": "Firecat", "entries": [ - "Your base walking speed increases by 10 feet, and whenever a creature within 5 feet of you hits you with an {@action opportunity attack}, it takes fire damage equal to your proficiency bonus." + "Your base walking speed increases by 10 feet, and whenever a creature within 5 feet of you hits you with an opportunity attack, it takes fire damage equal to your proficiency bonus." ] }, { @@ -19237,7 +19376,7 @@ "name": "Peace with the Dead", "entries": [ "As an action, you can call out to the undead and the dying and plead with your ancestors to bring them peace, using your Channel Divinity. Every creature with 0 hit points within 30 feet of you is automatically stabilized, and each undead that can see or hear you within 30 feet must make a Wisdom saving throw. If the creature fails its saving throw, it is pacified for 1 minute or until it takes damage.", - "While pacified, the undead can't take reactions and will only take its action to {@action Help} (if it has 3 or less Intelligence) or {@action Dodge} (if it has Intelligence 4 or more). While pacified, the undead see you as a friend and will seek to interpose themselves between your foes and you or, in the case of the less intelligent undead, spend their turn aiding you in whatever way they can. If an undead who would normally attempt to take the Help action cannot reach you or one of your enemies to do so, it instead takes the Dodge action." + "While pacified, the undead can't take reactions and will only take its action to Help (if it has 3 or less Intelligence) or Dodge (if it has Intelligence 4 or more). While pacified, the undead see you as a friend and will seek to interpose themselves between your foes and you or, in the case of the less intelligent undead, spend their turn aiding you in whatever way they can. If an undead who would normally attempt to take the Help action cannot reach you or one of your enemies to do so, it instead takes the Dodge action." ] } ] @@ -20232,7 +20371,7 @@ "level": 7, "header": 2, "entries": [ - "Starting at 7th level, your dedication to protection dissuades your foes from ignoring you. When you hit a creature with an {@action opportunity attack}, that creature has disadvantage on attack rolls against creatures other than you until the end of its turn." + "Starting at 7th level, your dedication to protection dissuades your foes from ignoring you. When you hit a creature with an opportunity attack, that creature has disadvantage on attack rolls against creatures other than you until the end of its turn." ] }, { @@ -20323,11 +20462,11 @@ "level": 1, "header": 1, "entries": [ - "You learn additional spells when you reach certain levels in this class, as shown on the Arcane Spells table. Each of these spells counts as a {@filter sorcerer spell|spells|class=sorcerer} 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 from the {@filter wizard spell list|spells|class=wizard}.", + "You learn additional spells when you reach certain levels in this class, as shown on the Arcane 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 from the wizard spell list.", { "type": "table", - "caption": "Arcane Spells", + "caption": "Arcane Prodigy Spells", "colLabels": [ "Sorcerer Level", "Spells" @@ -20382,7 +20521,7 @@ } ], "entries": [ - "At 1st level, you gain proficiency in the {@skill Arcana} skill and Intelligence saving throws." + "At 1st level, you gain proficiency in the Arcana skill and Intelligence saving throws." ] }, { @@ -20410,7 +20549,7 @@ "level": 14, "header": 2, "entries": [ - "At 14th level, you learn an additional {@filter Metamagic option|optionalfeatures|type=MM} of your choice.", + "At 14th level, you learn an additional Metamagic option of your choice.", "In addition, when you finish a long rest, you can replace one of your Metamagic options with another Metamagic option of your choice." ] }, @@ -20426,17 +20565,7 @@ "header": 2, "entries": [ "Starting at 18th level, you experience moments of magical clarity that bring solutions just when you were out of options. You can use a bonus action on your turn to have a flash of magical genius. When you do, you regain all expended prodigy points and one expended spell slot of your choice of 5th level or lower. Once you use this feature, you can't use it again until you finish a long rest." - ], - "foundrySystem": { - "activation": { - "cost": 1, - "type": "bonus" - }, - "uses": { - "per": "lr", - "value": 1 - } - } + ] }, { "name": "Cursed Existence", @@ -20473,8 +20602,8 @@ "level": 1, "header": 1, "entries": [ - "You learn additional spells when you reach certain levels in this class, as shown on the Curse Spells table. Each of these spells counts as a {@filter sorcerer spell|spells|class=sorcerer} for you, but it doesn't count against the number of sorcerer spells you know.", - "When 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 from the {@filter accursed spell list|spells|class=Accursed (UAH)}, found in Chapter 3: Classes of the DMsGuild.", + "You learn additional spells when you reach certain levels in this class, as shown on the Curse 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.", + "When 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 from the accursed spell list, found in Chapter 3: Classes of the DMsGuild.", { "type": "table", "caption": "Curse Spells", @@ -20533,7 +20662,7 @@ "items": [ "You gain a +1 bonus to each ability check, attack roll, and saving throw you make that uses Strength, Dexterity, or Constitution.", "You suffer a -1 penalty to each ability check, attack roll, and saving throw you make that uses Intelligence, Wisdom, or Charisma.", - "You have disadvantage on Constitution saving throws you make to maintain {@status Concentration}.", + "You have disadvantage on Constitution saving throws you make to maintain {@status Concentration|PHB}.", "After at least 1 minute has passed, you can end the transformation on yourself as an action." ] }, @@ -20581,26 +20710,26 @@ "level": 14, "header": 2, "entries": [ - "At 14th level, you gain an additional benefit based on the curse you chose as your {@subclassFeature Vile Affliction|Sorcerer||Cursed Existence|UltimateAdventurer|1}. Any spell you learn through this feature counts as a sorcerer spell for you.", + "At 14th level, you gain an additional benefit based on the curse you chose as your Vile Affliction. Any spell you learn through this feature counts as a sorcerer spell for you.", { "type": "entries", "name": "Mutation", "entries": [ - "You learn the {@spell alter self} spell. It doesn't count against the number of sorcerer spells you know, and you can cast it at will, without expending a spell slot." + "You learn the alter self spell. It doesn't count against the number of sorcerer spells you know, and you can cast it at will, without expending a spell slot." ] }, { "type": "entries", "name": "Sickly", "entries": [ - "You learn the {@spell ray of enfeeblement} spell. It doesn't count against the number of sorcerer spells you know, and you can cast it at will, without expending a spell slot. Additionally, when you use your {@subclassFeature Vile Affliction|Sorcerer||Cursed Existence|UltimateAdventurer|1}, you can choose for the creature's hit point maximum to be reduced by an amount equal to the damage it took from the spell, instead of by half the damage." + "You learn the ray of enfeeblement spell. It doesn't count against the number of sorcerer spells you know, and you can cast it at will, without expending a spell slot. Additionally, when you use your Vile Affliction, you can choose for the creature's hit point maximum to be reduced by an amount equal to the damage it took from the spell, instead of by half the damage." ] }, { "type": "entries", "name": "Unlucky", "entries": [ - "You learn the bane spell. It doesn't count against your number of sorcerer spells you know, and you can cast it at will, without expending a spell slot. Additionally, when you use the reaction granted by your {@subclassFeature Vile Affliction|Sorcerer||Cursed Existence|UltimateAdventurer|1}, you can choose to roll a {@dice d10}, instead of a {@dice d6}. If you do, you subtract {@dice 1d10} from your next ability check, attack roll, or saving throw within the next minute, instead of {@dice 1d6}" + "You learn the bane spell. It doesn't count against your number of sorcerer spells you know, and you can cast it at will, without expending a spell slot. Additionally, when you use the reaction granted by your Vile Affliction, you can choose to roll a {@dice d10}, instead of a {@dice d6}. If you do, you subtract {@dice 1d10} from your next ability check, attack roll, or saving throw within the next minute, instead of {@dice 1d6}" ] } ] @@ -20670,8 +20799,8 @@ "level": 1, "header": 1, "entries": [ - "You learn additional spells when you reach certain levels in this class, as shown on the Greenheart Spells table. Each of these spells counts as a {@filter sorcerer spell|spells|class=sorcerer} 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 from the {@filter druid spell list|spells|class=druid}.", + "You learn additional spells when you reach certain levels in this class, as shown on the Greenheart 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 from the druid spell list.", { "type": "table", "caption": "Greenheart Spells", @@ -20734,7 +20863,7 @@ "level": 6, "header": 2, "entries": [ - "At 6th level, you can tap the endless resilience of the natural world to shake off debilitating effects. After you make a saving throw, but before the DM declares whether it's successful or not, you can use your reaction and spend 1 sorcery point to roll {@dice 1d6} and add it to the result." + "At 6th level, you can tap the endless resilience of the natural world to shake off debilitating effects. After you make a saving throw, but before the DM declares whether it's successful or not, you can use your reaction and spend 1 sorcery point to roll 1d6 and add it to the result." ] }, { @@ -20776,7 +20905,7 @@ "subclassSource": "UltimateAdventurer", "level": 1, "entries": [ - "As an Astral Born, you draw your magic from the Astral Plane itself, a realm of dreams and thought that borders many others throughout the universe. Perhaps you were conceived in that realm, or your family heirloom is a gem designed to aid astral projection, or you were raised in the vicinity of a planar portal. Regardless of the reason, you find yourself able to tap into the Astral Plane's physics-defying properties to achieve what others can only dream of.", + " As an Astral Born, you draw your magic from the Astral Plane itself, a realm of dreams and thought that borders many others throughout the universe. Perhaps you were conceived in that realm, or your family heirloom is a gem designed to aid astral projection, or you were raised in the vicinity of a planar portal. Regardless of the reason, you find yourself able to tap into the Astral Plane's physics-defying properties to achieve what others can only dream of.", { "type": "refSubclassFeature", "subclassFeature": "Metaphysical Being|Sorcerer||Astral Born|UltimateAdventurer|1" @@ -20785,7 +20914,8 @@ "type": "refSubclassFeature", "subclassFeature": "Spatial Shift|Sorcerer||Astral Born|UltimateAdventurer|1" } - ] + ], + "foundryImg": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/UltimateAdventurer/Second-Soul.webp" }, { "name": "Metaphysical Being", @@ -20832,15 +20962,7 @@ "entries": [ "Beginning at 6th level, your connection to the Astral Plane allows you to instinctively retreat there in moments of great danger. When you would take damage, you can use your reaction to shift to a random but safe location in the Astral Plane, negating the damage. At the start of your next turn, you return to your previously occupied space unless it is now occupied, in which case you appear in the nearest unoccupied space to it.", "Once you use this feature, you can't use it again until you finish a short or long rest." - ], - "foundrySystem": { - "activation": { - "cost": 1, - "type": "reaction", - "duration": "round" - }, - "uses.per": "sr" - } + ] }, { "name": "Flight of Mind", @@ -20869,35 +20991,7 @@ "entries": [ "At 18th level, you can use an action to become a conduit to the Astral Plane itself, unleashing a barrage of psychic wind and raw thought. When you do, each creature in a 60-foot cone in front of you must make an Intelligence saving throw against your spell save DC. A target suffers {@dice 6d10} psychic damage on a failure, or half as much damage on a success. If a creature fails the save by 5 or more, it is also stunned for 1 minute as its mind becomes inundated with a deluge of emotions and lost memories. A stunned creature can attempt the saving throw again at the end of each of its turns, ending the effect on itself on a success.", "Once you use this feature, you can't use it again until you finish a long rest, unless you spend 6 sorcery points to use this feature again." - ], - "foundrySystem": { - "activation": { - "cost": 1, - "type": "action" - }, - "uses": { - "per": "lr", - "value": 1 - }, - "damage": { - "parts": [ - [ - "6d10", - "psychic" - ] - ] - }, - "target": { - "value": "60", - "units": "ft", - "type": "cone", - "prompt": true - }, - "save": { - "ability": "int", - "scaling": "spell" - } - } + ] }, { "name": "Oblex Impostor", @@ -20933,7 +21027,7 @@ "level": 1, "header": 1, "entries": [ - "Starting at 1st level, you count as being an ooze, in addition to any other creature type you have. You have {@sense blindsight} to a range of 60 feet, but are blind beyond this radius. If you take fire damage, you can't regain hit points until the end of your next turn." + "Starting at 1st level, you count as being an ooze, in addition to any other creature type you have. You have blindsight to a range of 60 feet, but are blind beyond this radius. If you take fire damage, you can't regain hit points until the end of your next turn." ] }, { @@ -20948,7 +21042,7 @@ "header": 1, "entries": [ "Also starting at 1st level, you can consume the memories of other creatures. As an action, you can attempt to eat the memories of a creature you can see within 30 feet of you. The target must make a Wisdom saving throw against your spell save DC. Constructs, oozes, plants, and undead automatically succeed on the saving throw. On a failed save, the creature becomes memory drained until it finishes a short or long rest or until it benefits from a {@spell greater restoration} or {@spell heal} spell.", - "While memory drained, the target must roll a memory drain die - which is a d4 - and subtract the number rolled from any ability check or attack roll it makes. At the end of each of its turns, a memory drained creature can repeat the saving throw, ending the memory drain early for itself on a successful save.", + "While memory drained, the target must roll a memory drain die — which is a d4 — and subtract the number rolled from any ability check or attack roll it makes. At the end of each of its turns, a memory drained creature can repeat the saving throw, ending the memory drain early for itself on a successful save.", "Additionally, when you memory drain a creature, you gain the ability to speak, read, and write each language the creature does until you memory drain a different creature. You retain the creature's languages even after the memory drain effect has ended for it.", "Once you memory drain a creature, you can't use this feature again until you finish a long rest, or until you expend a spell slot to use it again.", "The memory drain die increases in size when you reach certain levels in this class: to a d6 at 6th level, d8 at 14th level, and d10 at 18th level." @@ -20965,7 +21059,7 @@ "level": 6, "header": 2, "entries": [ - "Starting at 6th level, when you {@subclassFeature Eat Memories|Sorcerer||Oblex Impostor|UltimateAdventurer|1||memory drain} a creature, you can spend 2 sorcery points to probe the creature's mind for a specific memory. You learn which skills and tools the creature is proficient in, as well as what spells it knows if any. Choose one of the following effects:", + "Starting at 6th level, when you memory drain a creature, you can spend 2 sorcery points to probe the creature's mind for a specific memory. You learn which skills and tools the creature is proficient in, as well as what spells it knows if any. Choose one of the following effects:", { "type": "list", "items": [ @@ -20987,7 +21081,7 @@ "level": 6, "header": 2, "entries": [ - "Also at 6th level, you learn to manipulate your biology to create slime clones of your own. Over the course of 1 minute, during which you must maintain your {@condition concentration} (as though concentrating on a spell), you extrude a piece of yourself into an unoccupied space within 5 feet of you. It coalesces into an exact duplicate of yourself or of a Medium or smaller creature who you've {@subclassFeature Eat Memories|Sorcerer||Oblex Impostor|UltimateAdventurer|1||memory drained} in the last 24 hours. For all practical purposes, this slime clone is you, meaning you occupy your space and its space simultaneously and it uses your statistics. It appears, feels, and sounds exactly like the creature it impersonates, though it smells faintly of sulfur. The slime clone moves as you choose during your turn, and you can cast spells, take actions, use reactions, and use your racial traits and class features from the slime clone's position.", + "Also at 6th level, you learn to manipulate your biology to create slime clones of your own. Over the course of 1 minute, during which you must maintain your concentration (as though concentrating on a spell), you extrude a piece of yourself into an unoccupied space within 5 feet of you. It coalesces into an exact duplicate of yourself or of a Medium or smaller creature who you've memory drained in the last 24 hours. For all practical purposes, this slime clone is you, meaning you occupy your space and its space simultaneously and it uses your statistics. It appears, feels, and sounds exactly like the creature it impersonates, though it smells faintly of sulfur. The slime clone moves as you choose during your turn, and you can cast spells, take actions, use reactions, and use your racial traits and class features from the slime clone's position.", "The slime clone is tethered to you by a strand of slime that can extend up to 120 feet away from your body. The slimy tether is immune to damage, but it is severed if there is no opening at least 1 inch wide between you and the clone. The clone collapses into a pool of inanimate slime if the tether is severed, you dismiss the clone as an action, or if you drop to 0 hit points or die. When you take damage, you can choose to dismiss the slime clone (no action required).", "You can't have more than one slime clone at a time." ] @@ -21004,7 +21098,7 @@ "header": 2, "entries": [ "At 14th level, you gain greater control of the ooze that makes up your body. You can move through a space as narrow as 1 inch wide without squeezing.", - "Additionally, whenever your {@subclassFeature Sulfurous Clone|Sorcerer||Oblex Impostor|UltimateAdventurer|6||slime clone} would take damage, you can use your reaction to dismiss it, preventing you from taking the damage." + "Additionally, whenever your slime clone would take damage, you can use your reaction to dismiss it, preventing you from taking the damage." ] }, { @@ -21018,7 +21112,7 @@ "level": 18, "header": 2, "entries": [ - "Starting at 18th level, you can now have a number of {@subclassFeature Sulfurous Clone|Sorcerer||Oblex Impostor|UltimateAdventurer|6||slime clones} up to your Charisma modifier (minimum two). When you use the reaction granted by your {@subclassFeature Gelatinous|Sorcerer||Oblex Impostor|UltimateAdventurer|14} feature, you can dismiss any number of your slime clones." + "Starting at 18th level, you can now have a number of slime clones up to your Charisma modifier (minimum two). When you use the reaction granted by your Gelatinous feature, you can dismiss any number of your slime clones." ] }, { @@ -21060,7 +21154,7 @@ { "type": "list", "items": [ - "While you wear no armor or you are under the effects of the {@spell mage armor} spell, you can use your Charisma modifier, instead of your Dexterity modifier, to calculate your Armor Class. You can use a {@item shield} and still gain this benefit.", + "While you wear no armor or you are under the effects of the {@spell mage armor} spell, you can use your Charisma modifier, instead of your Dexterity modifier, to calculate your Armor Class. You can use a shield and still gain this benefit.", "Whenever you would take damage while you are conscious and within 5 feet of a hostile creature, you reduce the amount of damage you take by 1. The reduction increases when you reach certain levels in this class, increasing to 2 at 5th level, 3 at 10th level, 4 at 15th level, and 5 at 20th level." ] } @@ -21087,7 +21181,7 @@ } ], "entries": [ - "Also starting at 1st level, you are supernaturally talented with martial implements. You are proficient with {@filter all melee weapons|items|source=phb|category=basic|type=martial weapon} and with shields.", + "Also starting at 1st level, you are supernaturally talented with martial implements. You are proficient with all melee weapons and with shields.", "Once you reach 2nd level in this class, you can spend 1 sorcery point as a bonus action to make a weapon you're holding a conduit for your magic for 10 minutes or until it leaves your hand. For the duration, you can use the weapon as a spellcasting focus for your sorcerer spells, and it is considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage." ] }, @@ -21102,7 +21196,7 @@ "level": 6, "header": 2, "entries": [ - "Beginning at 6th level, you can attack twice, instead of once, whenever you take the {@action Attack} action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks." + "Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks." ] }, { @@ -21116,19 +21210,9 @@ "level": 14, "header": 2, "entries": [ - "Starting at 14th level, when you take damage that reduces you to half your maximum hit points or less, you can use your reaction to regain half of your expended sorcery points. When you do, the damage reduction granted by your {@subclassFeature Soul of Endurance|Sorcerer||Reincarnated Warrior|UltimateAdventurer|1} is doubled for 1 minute.", + "Starting at 14th level, when you take damage that reduces you to half your maximum hit points or less, you can use your reaction to regain half of your expended sorcery points. When you do, the damage reduction granted by your Soul of Endurance is doubled for 1 minute.", "Once you use this feature, you must finish a long rest before you can use it again." - ], - "foundrySystem": { - "activation": { - "cost": 1, - "type": "reaction" - }, - "uses": { - "per": "lr", - "value": 1 - } - } + ] }, { "name": "Legendary Prowess", @@ -21141,7 +21225,7 @@ "level": 18, "header": 2, "entries": [ - "Starting at 18th level, you can use your magic to fuel a furious flurry of strikes. When you take the {@action Attack} action on your turn, you can expend up to 5 sorcery points to make an equal number of additional melee weapon attacks as part of that Attack action. Each attack counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage." + "Starting at 18th level, you can use your magic to fuel a furious flurry of strikes. When you take the Attack action on your turn, you can expend up to 5 sorcery points to make an equal number of additional melee weapon attacks as part of that Attack action. Each attack counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage." ] }, { @@ -21154,7 +21238,7 @@ "page": 131, "level": 1, "entries": [ - "Your patron is an incredibly powerful magical practitioner - such as Blackstaff, Elminster, Fistandantilus, Gromphe Baenre, Mordenkainen, or Vecna - one whose skill and strength in the arcane arts has made them tantamount to a god. Such a mage may require minions to aid them in unlocking the great secrets of the multiverse, or perhaps they just need a subject for their eldritch experiments.", + "Your patron is an incredibly powerful magical practitioner — such as Blackstaff, Elminster, Fistandantilus, Gromphe Baenre, Mordenkainen, or Vecna — one whose skill and strength in the arcane arts has made them tantamount to a god. Such a mage may require minions to aid them in unlocking the great secrets of the multiverse, or perhaps they just need a subject for their eldritch experiments.", "No matter your patron's motivations, you have convinced them to take you on as an apprentice, being granted access to a modicum of their knowledge and power.", { "type": "refSubclassFeature", @@ -21234,6 +21318,7 @@ "shield": true } ], + "foundryImg": "icons/commodities/biological/organ-heart-pink.webp", "entries": [ "At 1st level, you can choose to use Intelligence, instead of Charisma, as your warlock spellcasting ability. If you choose to use Intelligence, all warlock features and Eldritch Invocations that reference your Charisma modifier use your Intelligence modifier instead. You must make this choice when you gain this feature.", "Additionally, you learn the {@spell detect magic} and {@spell identify} spells. They count as warlock spells for you, and don't count against the number of warlock spells you know. Unless you learn either spell from another source, you can only cast it as a ritual." @@ -21249,19 +21334,10 @@ "page": 131, "level": 1, "header": 1, + "foundryImg": "icons/weapons/swords/sword-broad-serrated-blue.webp", "entries": [ "Also starting at 1st level, your patron allows you to siphon off their excess reserves of magical power. As an action, you can regain one of your expended warlock spell slots. Once you use this feature, you must finish a long rest before you can use it again." - ], - "foundrySystem": { - "activation": { - "cost": 1, - "type": "action" - }, - "uses": { - "per": "lr", - "value": 1 - } - } + ] }, { "name": "Eldritch Efficiency", @@ -21273,6 +21349,7 @@ "page": 131, "level": 6, "header": 2, + "foundryImg": "icons/skills/melee/shield-block-gray-yellow.webp", "entries": [ "At 6th level, your patron teaches you how to use your reserves of magical power with greater finesse. As a bonus action, you expend one of your warlock spell slots to gain a number of temporary lower-level warlock spell slots with total level equal to the spell slot expended. For example, if you expend a 3rd-level spell slot this way, you can gain three 1st-level spell slots or one 1st-level and one 2nd-level spell slot.", "You lose a temporary spell slot when you expend it or when you regain your expended warlock spell slots at the end of a short or long rest." @@ -21288,20 +21365,11 @@ "page": 131, "level": 10, "header": 2, + "foundryImg": "icons/equipment/shield/heater-steel-crystal-red.webp", "entries": [ "Starting at 10th level, when you fail a saving throw you make against a spell or other magical effect, you can choose to succeed instead. If you use this feature to succeed on a saving throw against a spell that allows you to take half damage on a success, you instead take no damage from the spell.", "Once you use this feature, you must finish a short or long rest before you can use it again." - ], - "foundrySystem": { - "activation": { - "cost": 1, - "type": "special" - }, - "uses": { - "per": "sr", - "value": 1 - } - } + ] }, { "name": "Archmage Arcanum", @@ -21313,20 +21381,11 @@ "page": 132, "level": 14, "header": 2, + "foundryImg": "icons/magic/light/beam-rays-magenta-large.webp", "entries": [ - "Starting at 14th level, your patron allows you to draw further from their knowledge and magical power. When you finish a long rest, you can choose to replace one of your arcanum spells with a different spell of the same level from either the warlock or {@filter wizard spell list|spells|class=wizard}. A wizard spell you choose this way counts as a warlock spell for you until you choose to replace it.", + "Starting at 14th level, your patron allows you to draw further from their knowledge and magical power. When you finish a long rest, you can choose to replace one of your arcanum spells with a different spell of the same level from either the warlock or wizard spell list. A wizard spell you choose this way counts as a warlock spell for you until you choose to replace it.", "Additionally, as an action, you can regain the use of your 6th or 7th-level arcanum spell. Once you regain the use of an arcanum spell this way, you must finish a long rest before you can use this ability again." - ], - "foundrySystem": { - "activation": { - "cost": 1, - "type": "action" - }, - "uses": { - "per": "lr", - "value": 1 - } - } + ] }, { "name": "The Crone", @@ -21338,7 +21397,7 @@ "page": 132, "level": 1, "entries": [ - "Your patron is an elder force of the Feywild that veers capriciously between her maternal and destructive instincts. Such a creature smothers those she holds dear with doting attention and rejects those set against her with ruthless cruelty, often vacillating between these extremes seemingly without prompt. You have chosen a spiteful and suffocating patron, one whose nature you find yourself mimicking more and more. Beings of this sort include Aradia, mother of witchcraft; Baba Yaga, the evil woman; and Hecate, queen of witches.", + " Your patron is an elder force of the Feywild that veers capriciously between her maternal and destructive instincts. Such a creature smothers those she holds dear with doting attention and rejects those set against her with ruthless cruelty, often vacillating between these extremes seemingly without prompt. You have chosen a spiteful and suffocating patron, one whose nature you find yourself mimicking more and more. Beings of this sort include Aradia, mother of witchcraft; Baba Yaga, the evil woman; and Hecate, queen of witches.", { "type": "refSubclassFeature", "subclassFeature": "Expanded Spell List|Warlock||Crone|UltimateAdventurer|1|UltimateAdventurer" @@ -21414,7 +21473,7 @@ "foundryImg": "icons/commodities/biological/organ-heart-pink.webp", "entries": [ "Starting at 1st level, you learn a ritual that allows you to create a coven by mystically binding you and up to 12 other willing creatures of your choice within 30 feet. This ritual takes 1 hour to complete.", - "When you cast a warlock spell, you can choose a willing member of your coven within 120 feet. That member of your coven can use its reaction to deliver the spell as if it had cast the spell, targeting itself if the range of the spell is Self. If the spell requires an attack roll or saving throw, it uses your spell attack or spell save DC. If the spell requires concentration, you must maintain {@condition concentration} on the spell.", + "When you cast a warlock spell, you can choose a willing member of your coven within 120 feet. That member of your coven can use its reaction to deliver the spell as if it had cast the spell, targeting itself if the range of the spell is Self. If the spell requires an attack roll or saving throw, it uses your spell attack or spell save DC. If the spell requires concentration, you must maintain concentration on the spell.", "If you perform the ritual again, the bonds of your previous coven are destroyed." ] }, @@ -21460,7 +21519,7 @@ "header": 2, "foundryImg": "icons/equipment/sleep/heater-steel-crystal-red.webp", "entries": [ - "At 10th level, you gain a special coven spell slot, which is a 5th level spell slot. You or another creature in your coven within 120 feet of you can cast a spell you know of 5th level or lower, expending the coven spell slot to do so. The creature does not need to provide material components for the spell unless those material components have a cost associated with them. It uses your warlock spell save DC and spell attack modifier if relevant and it must maintain {@condition concentration} on the spell if the spell requires concentration.", + "At 10th level, you gain a special coven spell slot, which is a 5th level spell slot. You or another creature in your coven within 120 feet of you can cast a spell you know of 5th level or lower, expending the coven spell slot to do so. The creature does not need to provide material components for the spell unless those material components have a cost associated with them. It uses your warlock spell save DC and spell attack modifier if relevant and it must maintain concentration on the spell if the spell requires concentration.", "If you expended your coven spell slot to cast a spell, you regain it when you finish a long rest. If any other member of your coven expended your coven spell slot to cast a spell, you regain it when you finish a short or long rest." ] }, @@ -22153,7 +22212,7 @@ "level": 2, "header": 1, "entries": [ - "When you choose this circle at 2nd level, you learn the {@spell create bonfire|XGE} cantrip. When you cast this cantrip, it does not require {@condition concentration} but ends early if you cast it again. If you already know {@spell create bonfire|XGE}, you learn another cantrip of your choice from the druid spell list." + "When you choose this circle at 2nd level, you learn the {@spell create bonfire|XGE} cantrip. When you cast this cantrip, it does not require concentration but ends early if you cast it again. If you already know {@spell create bonfire|XGE}, you learn another cantrip of your choice from the druid spell list." ] }, { @@ -22342,7 +22401,7 @@ "entries": [ "Starting at 2nd level, your animal companion changes in the following ways while it is linked to you.", "The companion loses its Multiattack action, if it has one.", - "The animal companion is friendly to you and your companions, and it obeys your commands. In combat, the companion acts on your turn. It can move and use its reaction on its own, but the only action it takes is the {@action Dodge} action unless you use an action to telepathically command it to take an action in its stat block or the {@action Help} action, or your bonus action to telepathically command it to take any other action. You can't use your action and bonus action to command your animal companion on the same turn. If you are incapacitated, the companion can take any action of its choice, not just Dodge.", + "The animal companion is friendly to you and your companions, and it obeys your commands. In combat, the companion acts on your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action unless you use an action to telepathically command it to take an action in its stat block or the Help action, or your bonus action to telepathically command it to take any other action. You can't use your action and bonus action to command your animal companion on the same turn. If you are incapacitated, the companion can take any action of its choice, not just Dodge.", "The weapon attacks in your animal companion's stat block count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. If your animal companion has an effect that causes a target to make a saving throw, the effect uses your spell save DC, unless the beast's DC was already higher.", "If your animal companion is large enough, you can use it as an independent mount, though you still determine its actions (the Mounted Combat rules appear in Chapter 9 of the Player's Handbook).", "Your animal companion has abilities and game statistics determined in part by your proficiency bonus. Your companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, an animal companion also adds its proficiency bonus to its AC and to its damage rolls.", @@ -24007,7 +24066,7 @@ "header": 2, "entries": [ "At 3rd level, you bond with a creature of mighty loyalty and diminutive size: a sterling vermin. It is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the {@creature sterling vermin|UltimateAdventurer} stat block, which uses your proficiency bonus (PB) in several places. Most sterling vermin are rats, mice, monkeys, cats, or hamsters, but your vermin can be any Tiny beast at your DM's discretion; its appearance and species have no effect on its game statistics.", - "In combat, the sterling vermin acts on your turn. It can move and use its reaction on its own, but the only action it takes on its turn is the {@action Dodge} action unless you use a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the vermin can take any action of its choice, not just Dodge.", + "In combat, the sterling vermin acts on your turn. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action unless you use a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the vermin can take any action of its choice, not just Dodge.", "As long as your sterling vermin is alive, it regains all of its hit points whenever it finishes a short or long rest. If your sterling vermin has died within the last hour, you can use an action to revive it, provided you are within 5 feet of it. The vermin returns to life after 1 minute with all its hit points restored. You can use this action a number of times equal to half your proficiency bonus, rounded up, and you regain your expended uses when you finish a long rest.", "If your sterling vermin has been dead for longer than an hour, you can perform an 8 hour ritual and expend 25 gp worth of food and shiny gifts to call a new vermin, bond with it, and train it. It can take the same form as your previous sterling vermin, or a different form of your choice." ] @@ -24023,8 +24082,8 @@ "level": 9, "header": 2, "entries": [ - "At 9th level, you and your sterling vermin become a more adept pair. When you take the bonus action granted by your Cunning action to take the {@action Dodge}, {@action Disengage}, or {@action Hide} action, you can command your vermin to take an action as part of the same bonus action.", - "Additionally, when an attacker that your {@creature sterling vermin|UltimateAdventurer} can see hits it with an attack, the vermin can use its reaction to halve the attack's damage against it." + "At 9th level, you and your sterling vermin become a more adept pair. When you take the bonus action granted by your Cunning action to take the Dodge, Disengage, or Hide action, you can command your vermin to take an action as part of the same bonus action.", + "Additionally, when an attacker that your sterling vermin can see hits it with an attack, the vermin can use its reaction to halve the attack's damage against it." ] }, { @@ -24268,22 +24327,22 @@ "level": 3, "header": 1, "entries": [ - "When you adopt this path at 3rd level, you gain the ability to cast spells using runes painted or tattooed on your body. See chapter 10 in the Player's Handbook for the general rules of spellcasting and chapter 11 for the wizard spell list.", + "When you adopt this path at 3rd level, you gain the ability to cast spells using runes painted or tattooed on your body. See {@book Chapter 10|PHB|10} in the Player's Handbook for the general rules of spellcasting and chapter 11 for the {@filter wizard spell list|spells|source=|level=0;1;2;3;4|class=wizard}.", { "type": "entries", "name": "Cantrips", "entries": [ - "You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level." + "You learn two {@filter cantrips of your choice from the wizard spell list|spells|source=|level=0|class=wizard} . You learn an additional wizard cantrip of your choice at 10th level." ] }, { "type": "entries", "name": "Preparing and Casting Spells", "entries": [ - "The Rune Sage Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these wizard spells, 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 wizard spells that are available for you to cast by painting runes on your body, choosing from among the evocation and transmutation spells on the wizard spell list. When you do, choose a number of those spells equal to your barbarian level divided by 3 (rounded up) + your Intelligence modifier (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 barbarian, you have four 1st-level spell slots and two 2nd-level spell slots. With an Intelligence score of 16, your list of prepared spells can include 5 spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell burning hands, you can cast it using a 1st-level or 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 wizard spells requires time spent cleansing yourself of old runes and painting new ones on your skin: at least 1 minute per spell level for each spell on your list." + "The Rune Sage Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these wizard spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a {@quickref resting|phb|2|0|long rest}.", + "You prepare the list of wizard spells that are available for you to cast by painting runes on your body, choosing from among the {@filter evocation and transmutation spells on the wizard spell list|spells|source=|level=1|class=wizard|components & miscellaneous=|school=v;t}. When you do, choose a number of those spells equal to your barbarian level divided by 3 (rounded up) + your Intelligence modifier (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 barbarian, you have four 1st-level spell slots and two 2nd-level spell slots. With an Intelligence score of 16, your list of prepared spells can include 5 spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell {@spell burning hands}, you can cast it using a 1st-level or 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 {@quickref resting|phb|2|0|long rest}. Preparing a new list of wizard spells requires time spent cleansing yourself of old runes and painting new ones on your skin: at least 1 minute per spell level for each spell on your list." ] }, { @@ -24327,8 +24386,8 @@ "level": 3, "header": 1, "entries": [ - "At 3rd level, you can tattoo a specific rune on your body to interweave its magic with your primal rage. Choose any 1st-level spell from the wizard spell list. You always have this tattoo spell prepared, and it doesn't count against the number of wizard spells you can prepare each day. You can cast and concentrate on this spell while you're raging, and casting it counts as making an attack for the purpose of maintaining your rage.", - "You tattoo yourself with more runes this way when you reach certain levels in this class, choosing spells of any school from the wizard spell list: a 2nd-level spell at 8th level, a 3rd-level spell at 14th level, and a 4th-level spell at 20th level.", + "At 3rd level, you can tattoo a specific rune on your body to interweave its magic with your primal rage. Choose any {@filter 1st-level spell from the wizard spell list|spells|source=|level=1|class=wizard}. You always have this tattoo spell prepared, and it doesn't count against the number of wizard spells you can prepare each day. You can cast and {@condition concentration|PHB|concentrate} on this spell while you're {@classFeature Rage|Barbarian|PHB|1|raging}, and casting it counts as making an attack for the purpose of maintaining your rage.", + "You tattoo yourself with more runes this way when you reach certain levels in this class, choosing spells of any school from the wizard spell list: a {@filter 2nd-level spell|spells|source=|level=2|class=wizard} at 8th level, a {@filter 3rd-level spell|spells|source=|level=3|class=wizard} at 14th level, and a {@filter 4th-level spell|spells|source=|level=4|class=wizard} at 20th level.", "Whenever you gain a level in this class, you can replace one of your tattoo spells with another spell of the same level from the wizard spell list." ] }, @@ -24358,7 +24417,7 @@ "level": 10, "header": 2, "entries": [ - "Starting at 10th level, your runes magically hum with arcane resonance for a short time after you cast a spell. Immediately after you cast a wizard spell of 1st level or higher, you can choose to gain resistance to a type of damage for 1 minute. If you made a damage roll as part of casting the spell, the resistance is to a type of damage the spell dealt (your choice if the spell dealt multiple damage types); otherwise, the resistance is to force damage.", + "Starting at 10th level, your runes magically hum with arcane resonance for a short time after you cast a spell. Immediately after you cast a {@filter wizard spell of 1st level or higher|spells|source=|level=1;2;3;4|class=wizard}, you can choose to gain resistance to a type of damage for 1 minute. If you made a damage roll as part of casting the spell, the resistance is to a type of damage the spell dealt (your choice if the spell dealt multiple damage types); otherwise, the resistance is to force damage.", "This duration ends early if you drop to 0 hit points or die, or if you use this feature again." ] }, @@ -24373,7 +24432,7 @@ "level": 14, "header": 2, "entries": [ - "Starting at 14th level, while you're raging, you add your rage damage bonus to the damage rolls of your tattoo spells.", + "Starting at 14th level, while you're {@classFeature Rage|Barbarian|PHB|1|raging}, you add your rage damage bonus to the damage rolls of your tattoo spells.", "Additionally, when you cast a spell, you can expend a use of your rage to flood the spell with raging power. When you do, you add your rage damage bonus to the spell attack rolls and spell save DC of the spell for its duration." ] }, @@ -24409,19 +24468,19 @@ "level": 3, "header": 1, "entries": [ - "When you choose this path at 3rd level, you gain the ability to cast spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting and chapter 11 for the druid spell list.", + "When you choose this path at 3rd level, you gain the ability to cast spells. See {@book Chapter 10|PHB|10} of the Player's Handbook for the general rules of spellcasting and chapter 11 for the {@filter druid spell list|spells|source=|level=0;1;2;3;4|class=druid}.", { "type": "entries", "name": "Cantrips", "entries": [ - "You learn two cantrips of your choice from the druid spell list. You learn an additional druid cantrip of your choice at 10th level." + "You learn two {@filter cantrips of your choice from the druid spell list|spells|source=|level=0|class=druid}. You learn an additional druid cantrip of your choice at 10th level." ] }, { "type": "entries", "name": "Spell Slots", "entries": [ - "The Sylvan Warden Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.", + "The Sylvan Warden Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a {@quickref resting|phb|2|0|long rest}.", "For example, if you know the 1st-level spell entangle and have a 1st-level and a 2nd-level spell slot available, you can cast {@spell entangle} using either slot." ] }, @@ -24429,9 +24488,9 @@ "type": "entries", "name": "Spells Known of 1st-Level and Higher", "entries": [ - "You know three 1st-level druid spells of your choice, two of which you must choose from the conjuration and transmutation spells on the druid spell list.", - "The Spells Known column of the Sylvan Warden Spellcasting table shows when you learn more druid spells of 1st level or higher. Each of these spells must be a conjuration or transmutation spell of your choice and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.", - "The spells you learn at 8th, 14th, and 20th level can come from any school of magic.", + "You know three {@filter 1st-level druid spells of your choice|spells|source=|level=1|class=druid}, two of which you must choose from the {@filter conjuration and transmutation spells on the druid spell list|spells|source=|level=1|class=druid|components & miscellaneous=|school=c;t}.", + "The Spells Known column of the Sylvan Warden Spellcasting table shows when you learn more druid spells of 1st level or higher. Each of these spells must be a {@filter conjuration or transmutation spell of your choice|spells|source=|level=1;2;3;4|class=druid|components & miscellaneous=|school=c;t} and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.", + "The spells you learn at 8th, 14th, and 20th level can come from {@filter any school of magic|spells|source=|level=0;1;2;3;4|class=druid}.", "Whenever you gain a level in this class, you can replace one of the druid spells you know with another spell of your choice from the druid spell list. The new spell must be of a level for which you have spell slots, and it must be a conjuration or transmutation spell, unless you're replacing the spell you gained at 8th, 14th, or 20th level." ] }, @@ -24468,19 +24527,23 @@ "subclassSource": "UltimateAdventurer", "level": 3, "header": 1, + "consumes": { + "name": "Rage", + "amount": 1 + }, "entries": [ "Starting at 3rd level, you have learned to transmute your furious rage into unshakeable calm. Using a bonus action and expending a use of your rage, you enter quietude.", - "While in quietude, you gain the following benefits if you aren't wearing heavy armor:", + "While in quietude, you gain the following benefits if you aren't wearing {@filter heavy armor|items|type=!treasure (gemstone);!treasure (art object);heavy armor;!renaissance;!treasure (coinage);!modern;!trade bar;!futuristic}:", { "type": "list", "items": [ - "You have advantage on saving throws you make to maintain {@condition concentration} on spells.", - "When you deal damage with a druid spell, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.", + "You have advantage on saving throws you make to maintain {@condition concentration|PHB} on spells.", + "When you deal damage with a druid spell, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the {@classFeature Rage|Barbarian|PHB|1|Rage Damage} column of the Barbarian table.", "You have resistance to damage from spells." ] }, - "Your quietude ends after 1 minute. It ends early if you are knocked unconscious, or if you haven't cast a spell or maintained {@condition concentration} on a spell since your last turn. You can also end your quietude on your turn as a bonus action.", - "Barbarian class features that apply while you are raging also apply while you are in quietude." + "Your quietude ends after 1 minute. It ends early if you are knocked {@condition unconscious|PHB}, or if you haven't cast a spell or maintained concentration on a spell since your last turn. You can also end your quietude on your turn as a bonus action.", + "Barbarian class features that apply while you are raging also apply while you are in quietude." ] }, { @@ -24494,7 +24557,7 @@ "level": 6, "header": 2, "entries": [ - "Starting at 6th level, while in a rage or quietude, you can use a bonus action to switch to the other without expending an additional use of your rage. When you use this feature, your rage or quietude still ends 1 minute after you expended the use of your rage, if it doesn't end earlier." + "Starting at 6th level, while in a {@classFeature Rage|Barbarian|PHB|1} or {@subclassFeature Quietude|Barbarian||Sylvan Warden|UltimateAdventurer|3}, you can use a bonus action to switch to the other without expending an additional use of your rage. When you use this feature, your rage or quietude still ends 1 minute after you expended the use of your rage, if it doesn't end earlier." ] }, { @@ -24508,8 +24571,8 @@ "level": 10, "header": 2, "entries": [ - "Starting at 10th level, you gain the ability to lend a piece of your resilience to your allies. When you enter a rage or quietude, you create an aura that remains for 1 minute and extends 10 feet from you in every direction, but not through total cover. While within your aura, each creature of your choice gains resistance to bludgeoning, piercing, and slashing damage if you are in a rage or resistance to damage from spells if you are in quietude.", - "Once you use this feature, you can't use it again until you finish a short or long rest." + "Starting at 10th level, you gain the ability to lend a piece of your resilience to your allies. When you enter a {@classFeature Rage|Barbarian|PHB|1} or {@subclassFeature Quietude|Barbarian||Sylvan Warden|UltimateAdventurer|3}, you create an aura that remains for 1 minute and extends 10 feet from you in every direction, but not through {@quickref Cover|PHB|3|0|total cover}. While within your aura, each creature of your choice gains resistance to bludgeoning, piercing, and slashing damage if you are in a rage or resistance to damage from spells if you are in quietude.", + "Once you use this feature, you can't use it again until you finish a {@quickref resting|phb|2|0|short or long rest}." ] }, { @@ -24523,7 +24586,7 @@ "level": 14, "header": 2, "entries": [ - "Starting at 14th level, you can channel your magic while in a rage or quietude to reinvigorate your allies. As an action, you can expend a spell slot to cast a curative magic over creatures within 15 feet of you. Choose one creature per level of spell slot expended. Each chosen creature ends one effect of its choice that blinded, deafened, paralyzed, or poisoned it, and either regains hit points equal to 1d12 + your Wisdom modifier (minimum 1) if you are in quietude, or gains temporary hit points equal to 1d12 + your Wisdom modifier (minimum 1) if you are in a rage.", + "Starting at 14th level, you can channel your magic while in a {@classFeature Rage|Barbarian|PHB|1} or {@subclassFeature Quietude|Barbarian||Sylvan Warden|UltimateAdventurer|3} to reinvigorate your allies. As an action, you can expend a spell slot to cast a curative magic over creatures within 15 feet of you. Choose one creature per level of spell slot expended. Each chosen creature ends one effect of its choice that {@condition blinded}, {@condition deafened}, {@condition paralyzed}, or {@condition poisoned} it, and either regains hit points equal to {@dice 1d12} + your Wisdom modifier (minimum 1) if you are in quietude, or gains {@quickref temporary hit points|PHB|3|0} equal to {@dice 1d12} + your Wisdom modifier (minimum 1) if you are in a rage.", "Using this feature counts as making an attack for the purpose of maintaining your rage, and as casting a spell for the purpose of maintaining your quietude." ] }, @@ -25472,6 +25535,127 @@ } ] }, + { + "name": "Bolstering Yip", + "source": "UltimateAdventurer", + "page": 50, + "featureType": [ + "BC" + ], + "entries": [ + "Until the start of your next turn, the target has advantage on saving throws against being {@condition charmed} or {@condition frightened}." + ] + }, + { + "name": "Cautionary Bellow", + "source": "UltimateAdventurer", + "page": 50, + "featureType": [ + "BC" + ], + "entries": [ + "The target has advantage on the first Strength, Dexterity, or Constitution saving throw it makes before the start of your next turn." + ] + }, + { + "name": "Challenging Call", + "source": "UltimateAdventurer", + "page": 50, + "featureType": [ + "BC" + ], + "entries": [ + "If the target chooses to move on its next turn, it must use its movement to move closer to you. This battle cry has no effect on a creature immune to being {@condition charmed}." + ] + }, + { + "name": "Defensive Holler", + "source": "UltimateAdventurer", + "page": 50, + "featureType": [ + "BC" + ], + "entries": [ + "The first attack made against the target before the start of your next turn is made with disadvantage." + ] + }, + { + "name": "Empowering Howl", + "source": "UltimateAdventurer", + "page": 50, + "featureType": [ + "BC" + ], + "entries": [ + "The first time the target hits with a weapon attack before the start of your next turn, it gains a bonus to the damage roll equal to your Constitution modifier (minimum 1)." + ] + }, + { + "name": "Hastening Whoop", + "source": "UltimateAdventurer", + "page": 50, + "featureType": [ + "BC" + ], + "entries": [ + "The target can use its reaction to move up to half its speed. If this movement provokes an {@action opportunity attack|PHB|opportunity attacks}, the attack roll is made with disadvantage." + ] + }, + { + "name": "Infuriating Bark", + "source": "UltimateAdventurer", + "page": 50, + "featureType": [ + "BC" + ], + "entries": [ + "The target has disadvantage on attack rolls against targets other than you until the start of your next turn. This battle cry has no effect on a creature immune to being {@condition charmed}." + ] + }, + { + "name": "Inspiring Roar", + "source": "UltimateAdventurer", + "page": 50, + "featureType": [ + "BC" + ], + "entries": [ + "The first time the target makes an attack roll or ability check before the start of your next turn, it can roll a {@dice d4} and add the number rolled to the attack roll or ability check." + ] + }, + { + "name": "Invigorating Shout", + "source": "UltimateAdventurer", + "page": 50, + "featureType": [ + "BC" + ], + "entries": [ + "The target gains {@quickref temporary hit points|PHB|3|0} equal {@dice 1d6} + your Constitution modifier (minimum 1). It loses any of these remaining temporary hit points at the start of your next turn." + ] + }, + { + "name": "Maddening Ululation", + "source": "UltimateAdventurer", + "page": 50, + "featureType": [ + "BC" + ], + "entries": [ + "The target has advantage on the first melee weapon attack it makes before the start of your next turn, and the first attack made against it before then by a creature other than you is made with advantage. This battle cry has no effect on a creature immune to being {@condition charmed}." + ] + }, + { + "name": "Terrifying Shriek", + "source": "UltimateAdventurer", + "page": 50, + "featureType": [ + "BC" + ], + "entries": [ + "The target can’t willingly move closer to you during its next turn. This battle cry has no effect on a creature immune to being {@condition frightened}." + ] + }, { "name": "Box Trap", "source": "UltimateAdventurer", @@ -28188,7 +28372,7 @@ "Conc" ], "entries": [ - "A creature can apply a dose of this tar to its gums with the {@action Use an Object} action. When it does, for the next minute, the creature adds half your proficiency bonus to its AC and can take the {@action Attack} (one weapon attack only), {@action Dash}, or {@action Disengage} action as a bonus action on its turn. After that minute, the creature gains a level of exhaustion." + "A creature can apply a dose of this tar to its gums with the Use an Object action. When it does, for the next minute, the creature adds half your proficiency bonus to its AC and can take the Attack (one weapon attack only), Dash, or Disengage action as a bonus action on its turn. After that minute, the creature gains a level of exhaustion." ] }, { @@ -41468,7 +41652,7 @@ "type": "list", "items": [ "You can use a bonus action to protect a creature within 5 feet of you. Until the start of your next turn, any attack roll made against that creature has disadvantage if you can see the attacker. This benefit ends early if you are incapacitated or your speed drops to 0.", - "When you take the {@action Dodge} action on your turn, you can spend one Hit Die to steel yourself. Roll the die, add your Constitution modifier, and gain a number of temporary hit points equal to the total (minimum 1)." + "When you take the Dodge action on your turn, you can spend one Hit Die to steel yourself. Roll the die, add your Constitution modifier, and gain a number of temporary hit points equal to the total (minimum 1)." ] } ] @@ -41516,7 +41700,7 @@ "type": "list", "items": [ "Increase your Constitution score by 1, to a maximum of 20.", - "Whenever you take the {@action Dodge} action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1)." + "Whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1)." ] } ] @@ -41598,7 +41782,7 @@ "type": "list", "items": [ "You can't cast spells or make weapon attacks.", - "The minimum DC for Constitution saving throws you make to maintain your {@condition concentration} when you take damage is 15.", + "The minimum DC for Constitution saving throws you make to maintain your concentration when you take damage is 15.", "At the start of each of your turns in combat, you must succeed on a DC 10 Constitution saving throw or lose concentration on your choice of one of the two spells." ] } @@ -41671,7 +41855,7 @@ "type": "list", "items": [ "You have a swimming speed equal to your base walking speed.", - "When a creature provokes an {@action opportunity attack} from you, you can use your reaction to make a ranged weapon attack against that creature with a net.", + "When a creature provokes an opportunity attack from you, you can use your reaction to make a ranged weapon attack against that creature with a net.", "When you make a ranged attack with a net, you do not have disadvantage due to being within 5 feet of hostile creatures.", "When you wield a trident with one hand, its damage die changes to 1d8 from 1d6. When you wield a trident with two hands, its damage die changes to 1d10 from 1d8.", "Tridents count as having the reach property for you." @@ -41721,8 +41905,8 @@ { "type": "list", "items": [ - "When you take the {@action Dash} or {@action Dodge} action on your turn, you can make one unarmed strike as a bonus action.", - "When a creature moves out of your reach, you can use your reaction to attempt to {@action grapple} the creature." + "When you take the Dash or Dodge action on your turn, you can make one unarmed strike as a bonus action.", + "When a creature moves out of your reach, you can use your reaction to attempt to grapple the creature." ] } ] @@ -41764,7 +41948,7 @@ "type": "list", "items": [ "Your unarmed strikes count as having the finesse weapon property.", - "You can use a bonus action on each of your turns to take the {@action Disengage} or {@action Hide} action." + "You can use a bonus action on each of your turns to take the Disengage or Hide action." ] } ]